Blizzard, why is it so hard for you to implement such simple changes? Do we really have to go out of the pits or Undercity to open another one??? Can’t you just do it like with bosses, that after finishing the activity, a pillar appears for the next attempt?
The two activities are significantly not the same. The boss reset is just a boss respawn, the instance remains the same. However, resetting the instance would technically require it to still take you out of the instance to end it and bootstrap a new one, then put you back in.
Ok, I understand that instance resetting is necessary, but can’t you do it during the one loading screen after click on pillar when we killed boss? Now we have loading screen to leave pit or undercity then travel to the pillar and another loading screen to enter.
Probably what you mean is a tp back to the pit or undercity entrance…
That would make more sense…
Anyway Kurast is poorly designed. Why such a big city with all spreaded out?
They learned with Kyov, at the D4 start it was all spreaded out and they changed and put almost everything together. Why make the same mistake twice? I don’t get it…
Yes, more specifically, tp not to the city (Cerrigar or Kurast) near the pillar, but directly to the start of the activity. So, after killing the boss, a pillar appears to open the next trial, we choose the option, and after the loading screen, we start the challenge. Similarly, it could be done with nightmare dungeons, so that after finishing the dungeons, when we kill the boss, we click on the next seal, and the loading screen appears, and then we are immediately in the selected dungeon, instead of how it is now, that the game throws us in front of the entrance to the just completed dungeon, then we have to click on the map, and only then we land in the next dungeon. I think it could be done during one loading screen.
Ouch! That’s asking too much to the dev’s…
Yes, been wanting this for so long now. Having it spawn you on the other side of the city to horsie up each run is annoying.
Conceptually, yes. But technically, not necessarily. Obviously I don’t know the exact mechanism and code they use, but given my experience I can reasonably hypothesize on the mechanisms.
The “porting” mechanism. The loading screen is about more than just something to see while porting. What is underneath it is that you need to have a start and end point to begin a teleport. Now we do know that you can’t reset in the dungeon (ISTR at one point, if solo, I tried it and it kicked me out of the instance but that was at best a long while ago and maybe once, so grains of salt there).
That tells us they have some lock in place to prevent you from having two instances of the same “dungeon” active. This may be due to DB design, but could also be a server resource issue. So with that knowledge, they couldn’t just open new instance while old is still open and initiate the teleport.
We know that these conditions are required more than just from reasoning. When TP to NMD was first implemented, it took you outside the NMD. This was because the inside didn’t have a teleport-specific “marker,” and adding one was more effort. So they added one to the entrance outside and started there.
With this in mind, they could, in theory, create a “temporary instance,” port you to there, keep the loading screen active, then port you into the new instance. However, I suspect you can already see the problem there. You’re still loading twice, but only one screen so that screen will sit there twice as long.
Thus it wouldn’t save us any meaningful time (click entrance or click pillar and click to open followed by click to enter; less than a few seconds), but it would give the appearance of a potentially hung loading screen due to it being twice as long. Which brings us to two questions:
- Is the current sequence a better player experience than a doubly long loading screen?
- Is that “Saving” of 1-3 clicks, combined with an arguably worse experience worth the additional effort to implement it (and additional resource the temporary instance would require)?
Obviously personal opinions on #1 can vary, but I suspect -based on decades of loading screen experience and players ranting about them - that a strong majority would not like a doubly long loading screen. If so, that would answer the second question in the negative.
Note this is the opposite conclusion to “rebirth character” vs delete and remake, which is really about 99% database calls that are already there and easily understood on how to automate without a drop in player experience.
You’ll always have to need to do the two teleports, because you’ll always have to leave the finished dungeon.
Allow me to explain.
The pits and undercity layout are randomly generated each time you open them, so when you tp to them, the layout is generated on the fly. The server, as it’s coded, can’t reset the layout and automatically teleport you to the pit or undercity dungeon start, it needs to delete the finished dungeon (the first teleport after you finish) and then generate the new dungeon (the second teleport).
And now you ask:
- Cant this all be donne in a single tp?
Teoretically, yes.
It would be enough to spawn the entrance pilar at the end of the dungeon boss, after is killed, & presto…
One click, one tp, and the finished dungeon is deleted and created the new one right after…
Probably with the server stress, the single tp would take the same time the both tp, but at least there’s no travel involved between the two tp…
But that is too much to ask for the dev’s…
Undercity meta is idiotic, like the devs that designed it. Pure idiocy, they could’ve been roll the Undercity crap into normal Nightmares, but they wanted to give you the feeling of ‘content’ without actually providing ‘content’.
Therefore we got Undercity - aka pure garbage.