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Can we have this house available for buying in the game?

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I took a few screenshots of this church that I found in Cyrodiil the other day, Temple of the Ancestor Moths near Kingscrest Keep, and since we have so many houses available that are based on current structures that are in the game already (Velothie reverie, Strident Spring Demesne, Elinhir Private Arena, and many many others) i thought it would be cool to have it available as a home that we can buy, the place looks awesome and it is abandoned in Cyrodiil like most of the rest of the buildings there XD.
Here are the screenshots:
pcjh4jruimae.png
lgrs5fdc2s20.png
wf0no7ea04wl.png

If anyone knows who should we tag for this kind of thing please add it in the post :)


Veteran Ruins of Mazzatun - Swamp Spice no longer slowing players

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UserId
@CyberOnEso
Server
PC / EU
Location
Ruins of Mazzatun, Shadowfen

When?
Every time where Swamp Spice is present (In both corridor sections and whilst fighting Xal-Nur the Slaver)

Everytime?
Every instance of Swamp Spice.

What happens?
The player who has Swamp Spice on them is not slowed, whereas in previous patches they used to be. This change may be intended, though it is not documented in the 4.3.5 Patch Notes.

What is meant to happen?
The player should be slowed by [x]% when affected by Swamp Spice.

Since when has this been happening?
Since the Wrathstone patch (4.3.5).

Buffer of the swift vs fort brass vs pariah etc

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Anyone with some math that could offer some insight into where the new buffer set sits compared to the various defensive LA options?

Im aware of the detailed post that really breaks down the other sets but im at work and cant sit down and break out the numbers atm.

Seige damage

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So how does everyone like getting one banged by siege now? I hope this is fixed quickly or pvp will be reduced to people sitting on their walls shooting siege rather than, well you know... Actually going out to fight an enemy! Any devs care to comment? or is pvp going to continue to be something yall dont want to address because of how badly its been cared for

New zone story quest marker is the witch doctor from Scooby-Doo!

Sentinel of Rkugamz - one last fix needed

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After fixing number of ticks and adding immunity to cc I thought that the set might be useful. But the last change, instead of making the set useful, you made it mostly useless.

It now spawns under wearers feet and does not move. So, when I heal my tank which is usually at least 8 meters away, the spider spawns under my feet and starts ovrhealing me, the healer.

Can we make the spider spawn under the healed target and not under set wearer please?

Death and Dreaming Quest Bug

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Warning spoilers for Murkmire quest line!



I think a quest in Murkmire (Death and Dreaming) has bugged on me. I left the final vision where you fight Ayleids and defend Argonians but NPCs just dissapeared and I cant use any skill. NPCs dissappear when Kassadra purs sth into the brazier.
/stuck command didnt work.
When I disconnected it put me back to the place where ancient Argonians were and I have an objective to defeat Ayleid forces but nothing happens.
I tried abandoning the quest and that didn't work.
I've tried three times already but I'm stuck.

PC NA -3/10/19 No Rules, No CP 4v4 Tourney

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New Tourney:

Where: Sotha Sil on PC NA
When: Sunday 3/10/19 at 5PM EST / 2PM pacific
What: No Rules 4v4 Tourney

Prize pool is 5000 crowns to the winning team, as well as any gold I can scrounge up from some sponsors. Winner is measured by which team has won the most matches. We’ll get mathy if 2nd place hasn’t had as many matches.

Tourney layout:
4v4. Dump ults at beginning and then jump block to start. No rezzing during the fight. No adds or fifth players or interference from the sidelines. Matches last 10 minutes max. If both teams are still fighting but with uneven numbers due to deaths, the team with more people alive wins. DRAWS with equal numbers of fighters remaining after 10 minutes count as LOSSES for both teams.

FAQ:
Q: you monster! Why are you doing this?
A: too much cheese goes unnoticed due to top tier players voluntarily choosing not to use it. We want to see what top tier players can do when they put aside their morals. For science.

Q: Are there really no rules?
A: No rules doesn’t mean there is no process. (IE no bringing a fifth person to a 4v4). We still have a process as outlined above.

Q: Why do draws count as losses?
A: because no rules means people can play to stalemate if they want to and we want to make sure that those teams feel like losers. Teams that play to win might have a few losses to the stalemate teams, but they can still win the tourney by having the most wins. If you stalemate every match you’re pretty much guaranteed to be last place. Making stalemates count as losses incentivizes the teams to play to win.

Q: So can I use earthgore?
A: yes. Four of them if you want

Q: What about siege?
A: be my guest

Q: blessed meridia?
A: yup

Q: four zaans?
A: please

Q: resource poisons?
A: bring em if you got em

Q: four pet sorcs?
A: Even if you can’t look at yourself in the mirror you can still come as a Petsorc team to this tournament.

Q: Guard?
A: sure. Be rdy to stalemate though.

Q: class restrictions?
A: I’ll be mad if there isn’t at least one 4 ice magden group present

Message @thogard in game or PM me on the boards to register. Donations for the prize pool are also appreciated!


Are you happy with the new patch?

Frost dungeon bugged?

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Anyone else having issues with lasers with vault protector killing you when it shouldn't or us their a mech we missed?

Critical Damage

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Is critical damage capped? Somehow combat metrics shows 93% as a maximum. And my crits don't seem to go over a 2x dmg multiplier. rather 1.8-1.9.

ZOS! What happens to MagNB?

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A little bit about me: I play MagNB for a very long time, almost 3000 hours, I created many builds for it, became emperor, participated in tournaments, etc. And I noticed that in addition to the fans of the class, nobody plays on it.

But now I have come to the conclusion that this is the weakest class in pvp, and now I will tell you why:

1) Vitality - the class does not have its own protection, it is tied to the presence of resto \ light armor. Passive healing is too weak to repel other classes if you are found.

He lacks an increase in healing from existing abilities and a new healing (for example, Morph Debilitate - absorbs the healing of an adversary and transfers it to you, like Eclipse)

2) Burst damage - MagNB has a burst 3 (!!!) times less than magsorc. Killing someone quickly without "Caluurion Legacy" is very difficult, except for Merciless Resolve, there is no burst! But it’s very easy to dodge an arrow and it accumulates for a long time.

Why is MagNB no other burst abilities?

Why is it not possible to get "Major Sorcery" out of combat?

3) Individual style - MagNB doesn’t have it; if you look at duel tournaments, you’ll see that he plays like sorc .... sorc without damage. It is even called "Half-Sorc".
In all respects, Sorc is superior to MagNB and many excellent PVP fighters have gone to Sorc and Templars.

4) Positioning - MagNB can not fight at a distance, because there is no long-range control and ult, but also cannot fight close up, because no survivability and easy to detect.

5) DK Wings - absolutely all MagNB long-range attacks - are projectiles (Impale, Merciless Resolve, Swallow Soul, Crippling Grasp), and DK reflects all of them, playing against them is almost impossible.
Maybe it is worth making some of them - not projectiles?

I understand that you are not interested in a class for which few fighters play .... but we exist. Hear? We exist!

@ZOS_Gilliam @ZOS_GinaBruno

Interface changes for guild store.

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Not awesome.

After seeing what was possible via Awesome Guild Store, what was got was another demonstration by ZOS on how to completely miss the target.
Why can a player can create a useful solution for such a minor disappointment, but not you folks at ZOS?

Mails sent after the patch are missing non-gold attachments

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On login, I received attachments for everything sent before the patch, but there were two mails sent after the patch that were both missing their item attachments. Gold that was sent to me all seemed to come through fine, but it seems there is or was an issue with the non-gold items in mails that did not make it through.

In asking around, this has happened to others in my guilds and we have lost a lot of very valuable items.

Please be super careful sending items right now! Hopefully this is addressed with some urgency.

Very pleased with the game performance in U21

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Not trolling.
Everything is smoother - steady 60 fps in Murkmire, ping is lowered with at least 20 percent (100 ms -> 70-80 ms), guild stores give almost immediate response, my Firefox doesn't stutter when game is active, seems there are some core optimizations in place, thread scheduling looks more fluent also. Zone loading is much faster, same fast as its best times, like 16-19 seconds. Logging off character is way faster, incomparable with what is used to be before this patch.

There is something which still needs improvement, it is character loading. Times are inconsistent, but mostly it takes 30+ seconds as it used to be.

Not on this topic, but hurts a bit:
Wth you removed furnishing filters by category in guild stores? There are just very few now. I like to collect rare flowers and "Conservatory" filter is gone!

Overall, big "A" for the patch in this direction!

Any Race Any Alliance Question

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Has this ever been put on sale? I'm not a PvPer or big into RP, but I have thought of buying it in case I want to say my (yet to be created) Kajiit was born and raised somewhere in Pact territory and so his/her alliance would be Pact.

Make dungeon/trial sets sellable

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I don't see the whole "you only get those sets if you farm them endlessly but sure you can buy those overland,pvp,craft set whenever you got gold" making sense.
If ZOS is not making all sets bind-on-pick-up, I don't see why target dungeon/trial sets are necessary

I don't against the way you obtain monster helm/shoulder, however you can get dungeon sets in normal dungeon, and those are easy.
So instead of let us farm for one piece among 3 sets* 8 traits* 7 parts, let the market flow

Note(Add4): I just realized in PTS you can't transmog sth and sell it again...quite pity, I'd hope ZOS can provide us with the option to sell re-traited items too

Add:
Note that making dungeon sets bind-on-equip enables not only selling, this makes someone else transmog for you possible, it will be a huge bonus for the upcoming clockwork DLC, as not everyone has a crafter alt

Add2:
If ZOS really want to make some "hard-earned" sets special, they should make pvp sets like tel var sets bind-on-pick-up too. The fact that they are not states that having bind-on-pick-up dungeon sets is just an old classic "WOW does that so we will do it"

Add3:
Note that still I am sure the good set piece with good trait will still worth a lot in the market, so if you don't want to pay that grinding is still an option (and presumebly more profitable if you can sell the pieces you don't want, and you don't have to keep them in your bank taking space if you feel like you can buy them later)
Making them sellable will bring only more options for all players. PVPers don't have to grind pve content, merchant players can have more stocks, those with money but short time can buy them without hassels, crafters can transmog for others to earn some more gold.....It only adds options, I don't see why some ppl have to hold on to the old idea

Add5:
Also, the only P2W factor in ESO, except for warden (which arguebly is P2W if warden ever becomes OP), is the dlc dungeon/trial sets. There is no way that other players can obtain them without getting dlc

This is allarming - Sieges

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Is allarming that people prefer to have weapons which can instantly melt opponents instead of fighting them.

Sieges aren't meant to kill everything on their sight
Sieges are meant to break walls and other sieges. To control areas but not INSTANTLY DECIMATE EVERYTHING

I say this becouse now, on live, a group that is outnumbered will INEVITABLY die to at least 10 fire balistas firing at the same time ticking for 10k each.


This game is getting too casual.

About this Siege Change - Proposal

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unknown.png

Alright after reading this post you seriously got me worried.
You can't honestly consider that the current state of Sieges is a good idea?
If sieging stays like it is now, you are pretty much killing the possibility for people to play in outnumbered situations. Not even only that, you are literally killing pvp, cause all that's happening is zergs sieging each other to death - is that really what the whole of cyrodiil should be about? Sieging? Should the whole point of pvp be standing still while moving the mouse and pressing left click?
I cant believe it.

I get that people want siege to be strong and I wouldn't even be against the fact of making siege stronger, but then it has to be in a different frame, with some limitations in place.
No matter where you fight these days, people will siege. Doesn't matter if you're alone, in a small group fighting double your number or in a dedicated pvp group, commonly known as ball group. You get sieged everywhere and constantly. If siege almost one hits you, it's literally impossible, especially for classes without a purge, to survive the hit while also fighting X other people at the same time.

To avoid killing small scale and organized pvp group play, I suggest you either immediately revert the siege damage changes (I don't wanna point any fingers but either you don't have any testing in place or you added the damage on purpose just to test how it goes, both of which is sad) or you implement some limitations for siege. I have some initial ideas that I came up with in 5 minutes, but I'm sure the community (and your team) can provide more or even better limitations:

1. Reducing ballista radii. There is no ballista in the world that hits in a 10m circle.
2. Limiting the amount of siege people can carry.
3. Improving the actual fact of sieging: remove the brain dead spamming of one button that is currently in place and replace it with an interesting system - for instance, make ranged siege like trebuchets be affected by wind so you actually have to think a bit while sieging or make the precision of the siege based on the range of the target, something like that.


I really don't want cyrodiil to become a game that is all about people standing still on Sieges and, to be completely honest, I really can't understand how that can be in the interest of any pvp player.

This thread is NOT a cry thread about what's happening with Siege in PvP atm, that's why it is not posted as a reply to this thread:

OILS NOT SHIELDABLE AND DOING 18K DMG PER TICK

I want to stress that this is a thread about how sieging can be improved / changed, without making Cyrodiil unplayable in situations that do not involve two Zergs bashing their heads in on BRK Maingate. I also want to point out that this post comes from a No-CP standpoint, as I do not currently play in any CP Campaign.

Console Users: Are you happy with the new Inventory UI?

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Does it help you now? Were the changes worthwhile?
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