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Guild Finder: Received Applications almost unusable

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Ok, the Guild Finder functionality is in theory one of the best additions to the game in a long time, but we've found the receiving end of those applications at the guild end is a complete bug ridden mess and verging on unusable so far.

Bugs we've found:
  • List of applications isn't constant.... remove or approve an application and the previous list changes to different people.
  • When clicking accept or reject it doesn't always action that person... you often see that its added or removed an entirely different person... often one that wasn't even showing on the list of applications on the screen! This makes it totally pot luck as to whether you got the person you wanted, or you may have rejected a member you would have wanted.
  • The CP shown on the application isn't the persons account CP... its the level of the charachter they happened to be logged in on. EG: If they are on a new level 3 Necromancer, you may reject them as too low, but their account could be CP810.
  • The pre-filled response message section allows you to write a pre-defined rejection message. But when you actually reject, that message is cut in half. The actual reject box only allows half the charachters of the pre-defined msg box.
  • In the guilds 'History' section that shows who joined and who invited... it now randomly shows 'Unknown' instead of actual player names. This makes it harder to right click on their name to send welcome emails easily.
  • The 'Notification' to tell you how many applications are waiting to be reviewed is showing totally incorrect numbers.
  • The 'Minimum CP' section doesn't do anything... and doesn't prevent players below the minimum from applying.

This has created extremely long wided and manual processes, and has meant we've lost players we wanted to accept, and accepted some we didn't. @ZOS_GinaBruno @ZOS_JessicaFolsom would you be able to pass this to the appropriate team if I ask really nicely? ;)

Pretty please! :)

I know... another account transfer post, but hear me out

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Long time PS4 player here, with a lot of hours and good times had on the NA server. However, recently transitioning to PC from console and has me wishing I could bring all my progress, characters, sweet loot, and most importantly all the months spent to get that master crafter. I'm not the first and won't be the last, so how can we make it happen?

I know that the response in previous posts has been that there is an issue with how data was stored/transferred and basically it came down to being a manual process and not one they could automate. I don't know the specifics, but rather than argue that point, I have a simple question. If it is a manual process then there are a number of work hours required to move one account from console to PC. If the ESO team were willing to do so, would you be willing to pay the wage of the person doing that work?

For myself, I would happily pay for the one or two hours it takes to manually copy files and transfer (wild guess at time spent here). ESO would gain an ESO Plus customer back, I would keep the progress I've made but still have purchased the base game on two platforms, and the process is not a money sink for them because I pay the hourly wage. It seems like a win-win. I think it's reasonable to say I have to purchase the base game again and while I would like to keep all the crowns and dlc I purchased on PS4, I can entertain arguments for something more middle of he road.

Who else would do this in order to transfer between platforms, and are there any sympathetic employees over at ZOS/Bethesda who would be willing to support our desire to continue our quest in the world of ESO?

O.o

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Literally the only time things that imbalanced get nerfed are when I roll them and invest time in them. That's it.

I roll a sorc, get it to 50, get it geared, next day shields nerfed.
I roll a NB, get it geared and set up, right as it's playable, invis cloak gets nerfed.
I roll a dk, wings gets nerfed.

And it literally does not matter how much time I wait. I waited months in between rolling characters, never once did they even consider a nerf. PvP balance is straight up fake.

Faction recognition by locked campaigns

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People have been suggesting that it would be nice that when they home a locked campaign that all of their characters regardless of their actual respective factions could all fight for the faction that they home for. It has been said that doing this would be a potential programming nightmare due to main story lines and other issues. However, I believe this is more of an issue regarding permanent faction changing. I believe there are already ways programmed into the game for battlegrounds that allow people to team up together regardless of faction and fight against people that may or may not be of the same faction as them.

I propose that they do something similar with locked campaigns whereby only that campaign when homed will see all of the characters on the same account as fighting for that faction. Doing so in this way would not involve a permanent faction change, but rather only an override mechanism that causes a homed, locked campaign to view all characters on an account as loyal to the faction chosen when locking that account to a particular faction. Outside of that locked campaign the rest of the game would view each character as the proper faction that it is, but inside that campaign it would view that character as the faction that was chosen when homed. So a character could have a faction=EP but also have a factionvivec=AD when AD is homed in a locked campaign. In this way the game would see this character as EP everywhere in game except in Vivec, or insert new campaign name.

I have 13/13 DC characters so am really not affected by this, but people that are spread among factions with their characters are being denied use of their off faction characters unless they take them to another campaign. I see this as a possible solution to that dilemma.

Next, the Grand Trader

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We saw necromancer mentioned repeatedly for ages. Now i think the next best thing to talk about would be a Grand Trader, a place that lets EVERYONE sell something to someone in the game. And no, its not an auction house, it is a first come first served basis and if you have the gold, you can buy it there and then.

The reason (i think) that we need this is because high level players never want to join your guild unless you have a trader at least. Having a guild trader has now become a requirement for guilds if you want people to join your guild, and then, you have to compete with bidding for guild traders against experienced trading guilds that have too much gold for you to out bid them just for 1 week.

By all means keep guild traders in the game and let high end trading guilds have them, but let others have a chance at selling as well, but just in a massive pool of everything else that everyone else is selling.

[Class Rep] Dragonknight Feedback Thread

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The purpose of this thread is to give you a place to post your current top two pain points with the Dragonknight. Our new Class Representatives will be keeping a close eye on this thread, and will utilize it to gather additional feedback for the notes they’re currently compiling for their first meeting with the Dev Team next week. Please be sure and keep your post clear and succinct, and focus more on what is currently frustrating you rather than potential solutions. Thanks!

Sereyne the Drunk kitty mage appreciation thread

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She may be my favorite NPC of all time. If you haven't done the quest line in the Stitches you have to do it to meet this little lady.

Dropbear Militia are recruiting !!! - Australian / New Zealand Guild

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The Dropbear Militia are officially open and now recruiting.

We are quite a large Oceanic based guild consisting of primarily 457 Australian, Kiwi and US players that play within the selected Timezone. Offering full social/PVX content that have many players whom have been around nearly since the start of ESO on the PS4, we have recently come together and are now recruiting.

What do we offer ??
- PVE trials of both Normal & Veteran modes.
- A wealth of ingame experience with character builds and trial strategies.
- A weekly raffle with no weekly guild fees due.
- Full 9 trait master crafters.
- Fun PVP playing nights.
- Also other ongoing weekly events with prizes also to be won.

What we are looking for ??? ......... Just you and that's it 😀 We do not have restriction on roles required nor do we discriminate against you potentially been a new and learning player. Everyone is welcome and encouraged to join and be part of our hood 😀

We do also have an active social ingame guild chat and also an active Discord channel where we manage all guild activities. With people always present, we are more than willing to help with advice.

Whether new to the game or an older player looking for something new, come check us out and see what's happening but please send through either a PSN chat request or ingame message to either myself - markopolo1234, fenriz-the-cat, Arohalee or MaTGoodE.


Thankyou all 😀

GM - Markopolo1234

Ps4. Uh.. I need help.

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So here's my problem. Light attacks hardly ever work. I'm not even being dramatic here when I say 75% of my light attacks just don't fire. Skills constantly don't fire off either, so I end up standing there like an idiot. I continuously get stuck in the heavy attack animation which if you've ever tried to walk in that animation you'd know you walk in slow motion, so trying to get out of an aoe while doing that is painful. If I try to cancel it with a block or jump sometimes it works, mostly not though, and if it does, chances are it's too late anyway. My net is good and I'm hardwired, ps4 pro, if that makes a difference. Honestly it's getting to the point of me not even wanting to play anymore. For the record, it's everywhere, all day. Anyone have any suggestions on what I can do to make this even slightly better?

BUGGED ELSWEYR STORY QUEST: Jode's Core quest will not complete...

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UPDATE... IT'S FIXED FOR ME FINALLY, BUT OTHERS ARE STILL HAVING THIS PROBLEM...


I ascended the Moon Gate and killed Mulaamir. I then used the dragon horn on the other dragon when Khamira told me to. The moon circle thingy on the ground started moving and she said something about being trapped in the plane and my objective changed, telling me to leave the Plane of Jode, which I did through the door opposite of the dragon I just blew down. Going out that door put me back in Elsweyr proper and my objective didn't change. I noticed my story quest diamond is now back at the palace in Rimmen, so I go there. The diamond shows to be situated just behind the statue outside the front door. There's nothing there. I went inside the Palace, but there's nothing there either. At this point, I figure it's bugged, so I go back to the moon gate door in south western Elsweyr and go back inside. My quest objective now wants me to talk to Calo again, so I did and now it wants me to ascend the moon gate again... That dragon took me FOREVER to kill the first time. I went back out the door into Elsweyr and the objective goes back to telling me to leave the Plane of Jode and the quest objective is back at the palace with the same result as before. I'm stuck in this story quest with only one step to go. Please help.

Reference numbers 190522-004630 and 190522-004675
I have screenshots of my objectives changing depending on what side of the door I'm on.
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0yzpitpu01jv.jpg

A challenge to the devs

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Stream yourselves farming an entire setup from a dungeon. Try getting an item piece like a BSW inferno staff for a build. I've currently been farming for two days. Or better yet two VO daggers. I'm not saying you guys have never farmed for your own gear, but you certainly dont have to in order to test setups. It's a mind numbing experience that pushes me away from the game. I understand the game needs some grind to it to keep us playing, but I would like to see a token system for getting specific gear pieces. Or sell dungeon gear boxes for AP in Cryodiil like overland sets. Most importantly please redo some of the obnoxious named set pieces. There is a named restoration staff for BSW. This is a fire damage based dps set. Why is that staff not an inferno staff? Sure it's a useful item, but still it's just not the best weapon to get for the set. These named items that drop from dungeons should make more sense.

You visit Tavern, have couple Ales then stumble back home, with no memory you wake up

Magicka necromancer in pvp is totally broken

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Magicka necromancer in pvp is totally broken needs a lot of love, the summons are totally broken and has no skills focused on single target damage for 1x1 for example. And the cures depend on bodies to do something does not work. Need a great buff the magicka necromancer class.

Cyrodiil: Why Faction lock is only a Band-Aid fix for a bigger problem

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We see a lot of people complaining about faction lock these days. We also see quite some supporting it. I get the motivations of both sides to support either implementation, but the core problem lies somewhere else.
First of all - I think Faction Lock is a terrible idea. It prevents people who have levelled multiple characters on multiple factions to play with each other. Its the most radical change against the whole idea of One Tamriel, it makes no sense. But this thread is not about faction lock itself, its about why ZOS felt the need to implement it in the first place. Like I said, I get the idea. ZOS wants to make sure that the players respect the gameplay that Cyrodiil was intended for - playing for their faction, earning points towards winning the campaign, running scrolls and taking keeps. Defending together, attacking together, strategising to take heavily guarded keeps and such. I get it, and its a nice concept. Unfortunately, it only works in theory.
What ZOS does apparently not realise, is that the people who play games are the same people who live on this planet, in real life. And in real life, we (laughably) have the exact same issues as we do in the game: Not everyone cares for the greater good. In fact, (unfortunately) very little people do. I could open up a whole discussion about capitalism and climate change, but I think thats a bit off topic. What I am trying to say is: There will always be alot of people in Cyrodiil who do not play because they want to support their faction and win the campaign (The "Greater Good").
Now, why does this matter?

With faction locks, ZOS apparently tries to solve the problem that multiple people, especially more experienced players and groups, were "hopping" to different factions in order to either find better fights or play with their friends. ZOS however wants to give the people who care about the campaign the feeling that what they are doing is important, so they are taking away the "faction hopping" to prevent that. They want to force people to play Cyrodiil like it was intended: Playing for one faction and working together to win the campaign.

While this is theoretically a good idea, the approach is simply a band-aid fix: Half the PvP community is just mad at the Game Developers because they don't let them play with their friends and restrict them to play on one faction, that might possibly be way too crowded, forcing them to spend their evening in queues instead of playing for the weaker faction. PvP Guilds, who play this game for for competitive reasons, now cannot fight certain other guilds anymore that choose the same faction and instead always fight the same old groups. They are stuck on their faction and can't play for a weaker one to balance out the campaigns anymore.

All this stuff amounts to a much bigger problem ZOS apparently does not realise: If you want people to play the game a certain way, give them incentives to do so!

What do I mean by that?

With Elsweyr, Volendrung was introduced - a very strong weapon designed to disrupt the everyday-business of Cyrodiil a bit. While I dont want to argue about its performance in this post, I will say this: Generally, implementing stuff like these weapons is a great idea.

But if you add such a powerful artefact which obviously every organised group will try to obtain, why don't you use these exact tools to make players fight the way you want them to?

Just a few quick ideas to prove my point:

- Make sure you have to take back home keeps if your faction doesn't have them at the moment in order to keep it charged.
- Make sure to give the carrying player the objective to take an outpost to support their faction in order to keep the weapon charged

Instead, you can port anywhere with the weapon and ball groups will still go for the enemy home keeps to have their fun and kill everyone in it - obviously.

At the same time, implementing one kind of this weapon on the whole map will lead to the next big problem in Cyrodiil: Faction Stacking. You are concerned about Zergs stacking on top of each other because your servers can't handle the load. While that is totally understandable (as a game developer I have a rough feeling how tough it must be for your servers to handle a 40v40v40 battle), you dont use the opportunities to prevent such stacking.

You implement a really strong weapon in the game capable to turn fights around completely. This weapon would bring multiple opportunities to spread out the population in Cyrodiil.
As stated above, you could give the carrier an objective to take back a home keep or to hold an outpost for strategical reasons. Another idea is to make sure to spawn multiple (possibly a bit weaker) weapons (of the same or different kind) that require the people to go to multiple "hotspots" in order to:
1) split the population, instead of everyone going to one weapon and creating the famous faction stacking effect.
2) giving people something to fight for

Even without the weapons, you could do many different things in order to make players play like you want to (no matter if they WANT to play for the faction or not). Some ideas are stated here:

- Make sure that the Grand Warlords of each faction give players multiple "Hot-Spots" to fight at which is marked for everyone on the map and which is rewarded with a meaningful reward. Make sure that people who dont care about the faction go there because its worth it for other reasons (like for instance a lot of ap), instead of trying to force everyone to play for the faction, because thats never gonna happen. This will create multiple spots on the map where people can meet and fight, and achieve 3 things:
1) Spread out the population of Cyrodiil to multiple hot-spots.
2) Give people something to fight for
3) Give people who simply dont care about campaign scoring a reason to still fight for their faction

Faction Locks are not the way to make people play like you want to. Forcing people into certain play styles is the whole thing ESO tries to prevent, in both PvE and PvP. You should give people incentives to support a play style you want, rather than forcing them to play like you want.

Zalsheem World Boss bugged. Not count for the achievement.


Bug in the missing prophecy ps4

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So i collect all the stuff then fight dyzera but when i return to rhea it says collect everything again but then i go back through the hatch its says go to rhea but the quest wont end. Ive tried collecting the stuff then going to rhea before fighting dyzera that didnt work so i killed dyzera again and tried going to rhea still no end to the quest

With Faction Lock, what is your main allience PVP peeps?

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With faction lock now live, what is your main alliance in Pvp?

Group finding for xbox

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Hi there! I was wondering what the best way to find groups for things like puff raiding at random times? Does anyone maybe know of an xbox lfg discord?

Thanks!

Game crashes on launch

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Good evening,

after today's maintenance I cant launch the game. At first it asked me to do a repair and after that every time I try to launch the game I m taking this message:


====================================================================
eso encountered a fatal error. (Error 11)
Description: Client Fatal Error
====================================================================

[reporter]
version = 0.01


[extra]
ProductName = eso
Version = eso.live.5.0.6.1804862
branch = live
client.executablebits = 64
client.mode = startup
client.renderertype = D3D11
client.session_start_timestamp = 2019-05-28T13:17:50.425+01:00
client.timestamp = 2019-05-28T13:17:51.021+01:00 -frme 0-
computer.name = DESKTOP-3CGNO0I
computer.user = Desdia
cpu.arch = 9
cpu.count = 8
cpu.level = 6
cpu.type = 8664
data.depotid = 4000
data.dir = D:/The Elder Scrolls Online/depot/
data.syncm = databuild
data.version = 4000.win.1802711.live.1802680
exe.buildnum = 1804862
exe.opt = release
exe.reltype = public
exe.type = client
fe.code = 11
fe.descrip = Client Fatal Error
gfx.description = 23.20.16.4973
gfx.deviceid = 22807.135270440.7
gfx.driver = Intel(R) UHD Graphics 620
gfx.vendorid = 32902
mem.system_physical = 8089
os.osbits = 64
os.platform = windows
os.version = 10.0.17134.
ptime = 654
reportfield.ver = 3
version.major = 5
version.patch = 0
version.subpatch = 6

Im using a PC with windows 10 Home edition

Monster trophies drop rate?

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What's the drop rate on these? I can't get last atronach. Any plans to increase drop rate?
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