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Favorite NPC one-liners?

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From a kidnapped NPC in a cage awaiting gruesome experimentation after being freed...

"That's the last time I accept an invitation from a mysterious robed stranger."

Staff aesthetics. SUGGESTION

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Was thinking recently how cool it would be to have a mannimarco lich staff with elemental orbs around or in the staff head along other staves with elemental effects on them.

Princely Dawnlight Palace Lighting

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I bought the Princely Dawnlight Palace a while ago because I love the geometry and symmetry of the Redguard patterns and architecture. I have just gotten around to decorating it, but this place has been a challenge to decorate for multiple reasons:
  1. Size: You pretty much have to decide to focus your attention on the outside or inside. 700 items really isn't enough and I'm sure many have posted about this here.
  2. Configuration: The house has a lot of levels and staircases in, sort of, the wrong places making it difficult to build larger vignettes.
  3. Lighting: The most frustrating part of this house is the lack of ambient light inside of the palace.
I have pretty much all of the furnishing patterns and have been researching the lighting options; this post on Reddit had a great analysis of them. The only problem is that the best lighting options aren't in the Redguard or anywhere near Redguard style.

A lot of folks are using the Varla Stone, Glowing and the Culanda Stone, Glowing to light the main hall because these are so bright. They're nice, but they're also heavily tinged blue or amber. I'd like to have a neutral light that is somewhere close to the style of the house.

TL;DR;

Dear Devs,
Could the windows in the palace have some neutral lighting come from the actual windows? The artwork for the main hall seems to suggest that was the original intent.

prince-palace-screen.jpg?fit=1920%2C778&ssl=1

If we didn't have to invest so many of our inventory slots on interior lighting, then we'd have more for the fun small furnishings.

Thanks,
Rai

The PvP Performance Override we all want and need right now.

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@ZOS_GinaBruno forward this to the dev team and think about it, even if its temporary, because no one wants to loose so many players to bad performance

Because it is getting worse and worse why not do a very simple ''fix'' for improvement like every other MMO has?

let me give you some detail about what i mean :

- disable all skins/mount skins/outfits etc.
- disable all character hairstyles/jewelry/body markings etc
- disable CP
- disable all allied effects
- disable Siege effects
- Remove all npc's from cyrodill
- remove all post-processing effects
- Limit view distance to 30 for everyone
- limit server load by disabling any server information loader ( for example, guildsearch/guildstoresearch inventory search etc )
- limit or disable DirectX
- limit moving shadows
- disable all poisons/weapon enchants in pvp ( you could add maybe 1 or 2 poisons only usable in pvp to remove server load for 100 different ones )
- Remove all weapons traits and armor traits in pvp besides impenetrable and make impenetrable only usably in pvp
- remove weapon and gear appearance and make 1 biased outfit for light heavy and medium armor that everyone has.
- disable ALL item sets in pvp, make a new pile of gear sets intentionally designed for PvP alone, gear sets without timed procs or premade set proc chances that may or may not proc, the amount of stress relieved from the server loosing all these calculations will be IMMENSE. ( i mean make sets with a buff or a stat that is on 100% of the time so the server doesn't have to keep track of these procs all the time )
- make 1 type of CC animation , stun,root,slow not 10 like now.
- disable different movement speeds, only 1 and not stackable.


any more ideas much appreciated, i know i list alot of things here that could be client changed, but this is NOT the case on ps4/xbox.

Summerset Anniversary???

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Will we get Summerset Anniversary this year?

Places you most want to see next

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So now that Elseweyr is coming, we'll be able to go to every race's homeland (at least 2 zones per race). What provinces are you most looking forward to next? Whiterun in the 2nd era? More of the Alik'r Desert? Perhaps the eastern Telvannis Coast? Or maybe even the inner swamp of Black Marsh?

Should Vampire & Werewolf skills be illegal in line with Necromancy?

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With the arrival of Necromancers and the introduction of the "Lore friendly" mechanic of Necromancy being illegal to practice openly, I was wondering if people thought Vampire and Werewolf skills should be illegal in the same way?

Templar-altmer fan-art

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This birthday gift for my friend in the guild is her character. I still don't quite understand - if I post my art further, then should I create new discussions or load everything into one?ib9mv1h7vetl.png

Should I just start over? Can I mail stuff to my alts?

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I tried ESO a long time ago and got to level 19ish. I haven't played since so am completely lost, should I just start over? If I start over, can I send things from that character to my new one?

Also, what is a good race for a Templar healer?

The Tavern Maid Costume Showing some Leg

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Yet another casual clothing Costume, yet another cosmetic being dragged upon the ground by would be adventurers.

The Tavern Maid dress has so much potential in it to be more than just a situational attire. I LOVE it's simplicity, its low cut shoulders, and that really pretty choker pendant. But then below the waist it follows in the design pattern of every other dress in this game. It falls to the ground doing it's best to trip up it's wearer and get dirtied in the muck and slime we adventure through. If you've seen any number of films where the adventurous heroine is forced to don a high society dress only to rip the bottom off to give her legs more freedom of mobility, you'll understand why I took a pic of the Costume into a photo editor.

Before:

tumblr_prdkjcoJUf1r5zp8to2_1280.png

And what I hope for with every new dress:

tumblr_prdkjcoJUf1r5zp8to1_1280.jpg

Do we get end of campaign rewards for closing camps with Elsweyr

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Do we actually get rewards for the closing campaigns?

Sotha gonna close tomorrow night, so i want to know if we still get the rewards when it closes.

Private Delves?

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Sorry I know this has probably been brought up but I'd like to give some feedback regarding delves being a single instance (excluding pvp delves, and public dungeons). I understand dungeons and trials having parties and the like but I've always liked doing delves solo since their small and manageable.

However what I don't enjoy is walking into a delve to see all of the npc's slaughtered and a bunch of high leveled players tearing through everything before I can eve cast a spell. It's honestly super immersion breaking and not fun at all.

I feel it would be nice to have an option to make delves solo for players who enjoy taking their time

Making Healers Relevant in Dungeons Again

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The purpose of this thread is to provide community feedback and ideas for how dungeons (present and future) can be updated or designed to make healers more relevant to the content (as the title suggests). Seeing as devs are regularly revisiting dungeons and weakening bosses, reducing adds, etc (not addressing the core issue of dungeon difficulty in my view, but it is what it is), I don't see why retro fits can't be introduced.

The main gripe you often hear is centred around 'One-shots'. I'm not arguing for the total removal of all One-shot mechanics; they add difficulty, they can enforce mechanics, and make for reactive strategy; but the sheer volume and number of sources are a major issue in current dungeon design -- and seeing as they often exceed the amount heal-able, more dps is preferred in many cases in order to progress faster. A rethink would be to instead of apply x damage, apply a 'wounding' debuff on target that does x/y over time (e.g. instead of single hit of 45K, 12Kps over 4 seconds). This makes a healer's role more necessary as that de-buff becomes purge-able(?), and the damage recoverable over time, despite the actual effect still doing decent enough damage to retain difficulty.

Self heals are in a good place in terms of cost vs effect, and dps or tanks slotting heals do little to outweigh the applicable power of a dedicated healer (considering additional effects and buffs).

Any other thoughts?

ZoS - Why the silence on housing?

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Simply put, it feels like we are being ignored and shut down on certain threads... we just want some answers, one way or the other.

I'm not here to demean anyone or incite anything against the devs. We just want some feedback on the matter. Even if you have absolutely no plans to make improvements to housing, we would absolutely love to at least hear that from you, because it would mean that you are willing to communicate on the matter.

Skyshard achievement purchase

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I saw on the PTS that they are zone-based purchases. I hope there's a way to get all of them for a reasonable cost otherwise I might not spend much.

If they are per zone and they are 100-150 Crowns per large zone and 50-75 Crowns for small zones I won't mind but any bigger would be insane.

Around 3k Crowns for the entire game would be ideal because those that have maxed out character slots will still end up paying up to 30-40k Crowns and those that aren't maxed out on characters might be stimulated to make new ones if the cost is not prohibitive.

I don't know, I'm worried that they get us so hyped about an awesome new feature and aggressively paygate it...

My confidence in the game is way up right now, an awful pricing would affect my trust in the game and company behind it.

A happy customer is a spending customer!

Snare immunity skills

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With the nerf to RAT down to 2 seconds it’s a huge blow to all mag builds hoping to leave mist form or 2h fm behind.

Snares in pvp are everywhere and easily accessible/spammed. It makes combat sluggish and overwhelming when outnumbered.

The benefit to having sheer numbers is the extra damage that comes with it (set buffs, more ults, more attacks firing off) they don’t need to also make it near impossible for players to kite/position.

The zergs can still stun, gap close, pull and range you they don’t need to also have a 30%+ snare or root on you at all times.

My proposal is to give all snare immunity skills 6 seconds of immunity even if this means removing expedition factors.
I’d rather get full base movement for 6 seconds which is enough to re buff and set up an offensive counter than be stuck with 2-4 seconds, a bar swap and buff before having to recast the skill.
Gaining major expedition your speed gets increased but then that total is reduced by the snare amount which is a greater reduc than major expedition gives.

Tldr: 6 seconds of snare immunity without major expedition attachments.
Not being able to move is bad gameplay.

HDR on Xbox... again

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Can we please get a contrast slider and maybe even a color slider? HDR looks great on every other game but on ESO the contrast is too low. It could at least partially be my tv (an lg), but it’s only an issue in this game. The Division 2 looks spectacular and has more controls over the HDR. ESO has 1 slider for HDR “brightness” (the Division actually explains what the sliders do!). Thanks!

Disappearing Herbs From Nodes in The Hollow City (ColdHarbour) - Bug, Artifact, or Exploit?

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There is no screenshot of a situation that I have been increasingly finding with Herb nodes in The Hollow City (Cold Harbour) -- because, literally, there is nothing to see. Since often my characters have regularly gathered Herbs in The Hollow City, during at least the past least three years, I have come to believe that I've seen everything. But, apparently not yet. :neutral:

What happens is:
  1. I see a Herb as it is spawning, or already spawned (my character has the maximum Keen Eye passive trait for each Crafting skill set that has one).
  2. So, I move the character near enough to display the Interactive Prompt "Collect".
  3. When I press the key bound to the Interactive Prompt, my character stops moving, but the Herb vanishes -- usually in a puff of smoke.
  4. Of course, there is no animation of my character collecting the Herb, nor is there any audible confirmation of succeeding, and the Herb is not added to the character's Craft Bag.
On the face of it, this could be (and probably is) the result of some flaw in the ESO game software and system which ZOS/Bethesda run.

Notes:

(1) Although not very often, the Herb vanishes either before I press the key to Collect it, or apparently it vanishes simultaneously when I do so. If I do press the key before the Interactive Prompt also disappears, the character stops moving. Perhaps I might (but usually not) see another player's character in the vicinity of the node when that happens.

(2) Often another player's character is in the vicinity. Usually I see them continuing to move away from the site as if the character did not stop to gather the Herb, and there was no animation of the character stopping to do that which I could see. Sometimes the other character is mounted, and there was not any animation of the character dismounting and gathering it, followed by an animation for summoning the mount. Often the character's mount makes a lot of noise when it appears, and in these situations, I have not heard any. Regardless, there is also not any "kabonk" sound which signifies a conflict that temporarily disables my character's ability to gather another Herb(s).

(3) On occasions in times past I have observed (and reported) players whose character could and did gather Herbs while continuing to move. And I have seen (and reported) players whose characters gathered Herbs while mounted without dismounting, although ordinarily the mounted character stopped moving at the node to collect the Herb. However, I have always been able to see them do that while my character is some distance away from the spawning/spawned node. In the most recent situations, I do not see any other player's character either approach or stop at the node while my character is either approaching it, or after I have already pressed the keybind for the Interactive Prompt, which causes my character to stop moving and gather the Herb.

Again, sometimes no other player's character is in view. Perhaps it is possible that some player is running software that modifies the game client, which uses internal "God mode" options to always gather a Herb, and perhaps do that unseen. Such a feature could be exercisable at the player's option, else gathering would occur with the normal animation(s).

(4) I am quite aware of the significance of FPS and Network Latency upon whether what is displayed is the actual -- but ever-changing -- game-state produced by the megaserver for my character's current position. The respective game client meters for them are always displayed on the HUD, unless I am interacting with a UI (e.g., the Bank, Guild Bank, or Guild Store). Which is to say that I have plenty of experience with regard to taking them into account as to whether whatever I see might be outdated, whether an illusion. Be that as it may, they do not seem to have any effect upon whether this "disappearing spawn" event occurs.

See also: PC NA Buggy Nodes

Please advise. If you want screenshots that show other player characters which were currently gathering Herbs in The Hollow City at the time that one or more Herbs vanished when my character attempted to collect them, then please let me know. I will not name them or display the screenshots in a public forum. Albeit, I would not doubt that any one or more of them is capable of using some exploit, whether I have enough evidence of such for their ingame actiities to be investigated.

Thank-you for your time and attention to this issue.

Taming the Wild WB quest bug

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Warding stones can't be interacted with.

How do Undaunted pledges work? Not very well explained

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If I accept an Undaunted pledge, do I physically go over to the dungeon’s location, enter it, and begin? And wait for others to accompany me?

Or am I supposed to que up via the Dungeon Finder?

This little detail is not explained anywhere that I’ve researched.
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