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New Greymoor furniture (PTS)

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Hi all, these are the furniture that are currently available on the Greymoor PTS for purchase through the Crown Store. Some of these can also be bought from the Home Goods furnishing vendor in Solitude, so many of these are probably crafted and in-game drops too, not just Crown-exclusives (like the awesome painintgs - patch notes suggest that Paintings will now drop from their respective zones' chests :smile:). I'm sure other more professional housing players will make a video showcase, but in the meantime and for people who prefer images for a quick overview, here are the Greymoor PTS furnishings available for purchase from the Editor.

Workshop:
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Structures, Courtyard, Miscellaneous, Hearth, Undercroft, Parlor:
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Dining:
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Lighting:
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Library:
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Gallery: :heart:
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Suite:
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Conservatory:
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Vampire utility furniture:
The statue has 3 different toggle-able light effects (plus an off setting) and is a separate purchase on the Crown Store so it will probably be like all other statues (Kalgrontiid, Meridia, Sithiss, etc). The target dummy and the fountain are from the 'Furnishing Pack: Vampiric Libations' which is also a Crown Store purchase. The target dummy can be used to feed on, and increase your character's Vampire Stage. And the 'Basin of Loss' can be used to reduce your character's Vampire Stage.
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The new style we got are Solitude (basic and noble variants) and Vampire, as we can see. Other notable items are the awesome paintings, some general tools, and the vampire-specific utility furniture from the Crown Store. There will also be Antiquities furniture, and Achievement furniture, and stuff like a music box from the Bard's College, but these aren't available for direct purchase so they aren't included in the showcase - just to bear in mind, this isn't all the furniture in Greymoor! Which is your favourite? Are you happy with the new furniture? :blush:

About those missing skill points?

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Any luck on seeing them this year? The chapter tutorial skill points that old players are unable to acquire each year.

April Housing Contests Open to PC/EU+NA 🔥

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I am happy to host several housing contests this month! These are open to all on PC/EU and PC/NA! Tours of these will be streamed at twitch.tv/jhartellis at the given times.

Make a Mech! ⚙️
Tuesday, April 21, 1pm ET


Make a big machine--generally pilot-able/controllable.

MakingASceneApril17StarWarsATATWalker.pngPew pews optional

Prizes: Top 6 mech entries will each get 250,000 gold on PC/EU or PC/NA.

Fire! 🔥
Saturday, April 25, 1pm ET


Make something to exemplify fire and flames! No fireplaces--let the fire breathe a bit! I'm told I'll get in trouble if I say this contest will be lit.

Prizes: Top 6 most creative entries will each get 250,000 gold on PC/EU or PC/NA.

Make a Toilet! 🚽
Tuesday, April 28, 1pm ET


Make a porcelain throne or an outhouse or restroom.

HousingHike2020-March6-NA-1-Kittyka0s-2.pngBe sure to flush!

Prizes: Top 6 thrones will each get 250,000 gold on PC/EU or PC/NA.


HOW TO ENTER:

Two ways to enter:

1) Send an in-game mail to @JHartEllis. Include which contest you are entering (e.g. "Mech") and the home type (e.g. "Snugpod"). You may include a BRIEF description if necessary to explain your build.

2) OR, reply to this thread along with the server you are on (EU or NA) and include the contest type and which home it is in, and you may include a longer description and screenshots.

Make sure JHartEllis has Visitor access for the tours. It is not necessary to set the submission as your primary, and you do not need to be present during the streamed tour. Get your entries submitted at least 2 hours before the tours. Enter early (earlier the better). If you have EHT FX, publish them to the community or mail them in-game to JHartEllis

PRIZES:

There will be big winners for each contest (see above for details on each), and winners can be on PC/EU or PC/NA. Prize winners will be determined based on creativity, fun factor, and screenshotability. All other entrants will receive small participation prizes.

We'll have several prizes for Twitch chat participants during the streamed tours, including many ESO Stream Team game codes for pets, Crowns, and more. Tune in for the tours, get some decoration inspiration, and enter for prizes!

Good luck, and have fun!

Also, moo.

Speed Kills's Wardless Sorcerer Build Updated for Harrowstorm DLC

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Finally posting a build video for my updated wardless magsorc. It is a very fun playstyle, and I have been finding alot of success with it. I'm pushing alot more damage than in past builds, and have really been enjoying the damage and healing output of this build. Enjoy!
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Night Blade stealth in PVE

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stealth (https://elderscrollsonline.wiki.fextralife.com/Shadow+Cloak) from a night blade in pve does not work against mobs, mobs see you in a stealth.
A typical situation - I went into the dungeon with a group, mobs overheated at me, use the stealth to throw aggro, but the mobs continue to run at me in the stealth and attack, although the distance is quite large (I use the bow)

The shots fired by mobs after I used stealth always hit and drop invisibility.

Which did you enjoy more Northern or Southern Elsweyr?

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I didn’t feel like making a pool for this*

Anyway, for me Southern Elsweyr is much more enjoyable. Better environment and land scape ( no giant cliff), quests are more interesting ( dragon alliance was a nice touch), and the characters were more interesting to me.

Static IP to play ESO

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Hello. I have bought ESO a while back and have around 300 hours played. Unfortunately all of a sudden when i try to fast travel or join a dungeon i get kicked back to login screen with a message saying "an unknown error has occurred". It also takes me 10 - 15 attempts to log into the game world and kicks me out as soon as i fast travel. This has been going on for the past 2 months. I have not found any solutions to this issue other than getting a static ISP. Is there any other way without getting a static ISP? Also if i do need to get a static ISP do i need to get a private static ISP or a public one?? There are millions of players playing and ISPs do not usually give a static address. So why does this issue happen to some players and not others???
Thanks :)

How do furniture get developed? (Example: Alinor and Vampire)

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First of all, many thanks and a shoutout to Cullen Lee and 'Nick' who are apparently responsible for a lot of awesome things in housing! The recent ESO Live on Housing was very informative, thanks for that - everybody can watch it at the official Bethesda Twitch channel, I highly recommend watching it if you haven't. :smile:
In the stream, they talked about how houses get developed - coordinating the things that players requested with things that they know are coming up in their future releases, reusing assets that have been already created such as the longhouse models at launch, then making a list of references and a crude map, and after some dev magic by 'Nick' we get the new house releases. :smiley: When it comes developing furniture though, Cullen mentioned that they will go to the art team asking for some flowers for example, and the art team comes up with the unique models that we don't really see ingame anywhere else.

So based on that info (anybody feel free to correct me if I'm wrong) I think that:

1) The housing team has no control over 90% of assets that we see in housing, they get those (or take those) already pre-made from the asset team who develops them for world use. So most shapes and colours and designs are determined by teams who design the world - e.g. Solitude structures and matching furniture to populate the world - and the housing team's control extends only to deciding which of those pre-made assets they want to convert into player furnishings.

2) In the remaining 10% of cases however, the housing team can request furnishings to be designed by the art team specifically with player housing in mind, and these pieces often don't really exist outside of housing - such as the specially made Heart's Day furniture pack contents, music boxes, or the new Antiquities furnishings.

If that is indeed the case, then the housing team is really only responsible for the choices they make in converting assets, but most things (designs, architectural features, and general art direction) are already pre-determined for them. So every time we see a mismatched housing exterior and interior for example, it's not really the housing team's doing, because the asset team (no idea what they are actually called :lol:) never bothered to build an interior which lines up with the exteriors they made. That would mean that the housing team can be only held responsible for some questionable choices they made - e.g. why convert the Frostvault dungeon's assets into the Frostvault Chasm house, when there are plenty of actual Dwemer ruin models ingame that would have made for a more suitable Dwemer style home; or why convert 6 very similar basic Solitude benches into furniture when there are armor and weapon and instrument assets too that would have been far more anticipated as furniture.

The main point I'm trying to get to is that many players (including myself) have probably complained about housing regarding things that are actually not due to the housing team's actions, simply a result of the assets that they have to work with due to some overarching design vision that determines the upcoming maps and contents.
For instance, I was about to post feedback about the new Vampire furniture on the Greymoor PTS, complaining that they are far too similar to Alinor, and that adding yet more of the same type of medieval/gothic dark wood furniture is a waste when there are far more important furniture we are lacking - like gray stone structural items, planters, weapons and armour, instruments, etc. But then I realized (sorry if I'm slow lol) that these were probably made by a design team that were working with a certain 'vision' for what 'Vampire' stuff should look like, which had no consideration for what styles already exist ingame or whether they would make housing look varied.
pbtxuq0ywfi8.png
We can see for example, that 1) Alinor style arguably looks more vampiric than the Vampire stuff, since it's more spiky, more pointed, more Gothic. 2) Vampire furniture also fit in with Alinor furniture too much, some of them have very similar arch motifs in the wood, and spike details - the Vampire bench for example fits in right with the Alinor Desk and Chairs in style. 3) The colouring is also far too similar, while making Vampire furniture more gray or black lacquered would have made them stand out more. 4) Alinor furniture also fit in more with the Vampire architecture, which is pointed, arched, has spiky flying buttresses - overall Vampire architecture is also similar to Alinor architecture, albeit with a darker colour and texture.

So now my questions are somewhat different, probably aimed at the art team rather than the housing team:
  • Was the 'Vampire' style envisioned by the same team that envisioned the 'Alinor' style? If yes, was the similarity on purpose? If no, why was the Vampire art team not aware that there is already an existing similar style?
  • What were the keywords and references that were given to design the Vampire style? And Alinor? Because it seems that either the brief was too similar for both, or they somehow ended up in a very similar visual direction. Both are straddling that medieval/gothic boundary with a very similar colour palette, with some crossovers - like some Vampire furniture that are elaborate and spiked and some Alinor furniture which are more flat and simple.
  • Why were these specific assets chosen to be converted into furniture? And that goes beyond the Vampire furniture in the image - I think I know that once they were made by the art team it would have been a waste to not convert them into furniture and many players would have requested them. But more generally, why were 6 basic Solitude wood benches chosen for example (which are already similar to Nord or Breton basic wood benches), instead of structural items or weapons, armour, instruments (the usual, etc.)?

I guess we can speculate in the comments, and maybe some people don't mind the similar vibe of Vampire and Alinor at all. I know there is a whole range of players and tastes in the housing community too! :smile: How do you all reckon furniture decisions are made? Were you disappointed by anything in general? I saw comments on other threads complaining about the 'basicness' of the purple Solitude furniture, and many people were sorely missing strucural item additions in this patch. What do you think are things that the housing team are responsible for, and what do we perhaps falsely attribute to them that are actually determined by some other team? Any other thoughts and comments? And thanks for reading!

new vampire eviscerate animation looks kinda lame

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Hey Zenimax,

most of the new vampire animations are pretty good looking. However, that spammable (eviscerate) honestly looks pretty weak. It looks like that DK animation (searing strike) in terms of the arm lazily falling down, and then that red color that comes out is way too subtle.

Can you guys make it look a little cooler? I'd love to use a vampire spammable ability, but it would be awesome for it to look nicer :)

Template Bug: Vampire Skill Maxer Level 83

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The Vampire Maxer is marked as level 83, meaning it cannot be used.

Eso+ Sub Status (who has cancelled?)

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Hey folks,

I am curious to know how many of you have cancelled your Eso+ subscriptions in light of the crashes/lags/bugs and desynchs we have been experiencing now for over 2 months.
It is not to bait or troll, so please keep your wording polite and keep your discussions for other posts which relate to the matter(s).
I would like to get a general idea of how the player is feeling at the moment through this voting poll.

Freya

Eviscerate animation looks kinda lame

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Hey Zenimax,

most of the new vampire animations are pretty good looking. However, that spammable (eviscerate) honestly looks pretty weak. It looks like that DK animation (searing strike) in terms of the arm lazily falling down, and then that red color that comes out is way too subtle.

Can you guys make it look a little cooler? I'd love to use a vampire spammable ability, but it would be awesome for it to look nicer :)

Update 26 Combat Preview

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Greetings Gang!

We’d like to take a moment to share a preview of combat updates coming with Update 26 (Greymoor). The full list of changes will be revealed with the patch notes next week, but for now we’d like to provide some insight on our goals. This update is primarily focused on reinforcing itemization standards, improving quality of life for werewolves, and a few adjustments regarding PvP balance. As many of you are already aware, the team recently experimented with some significant changes to Light and Heavy Attacks. We’d like to again thank everyone who participated in the off-cycle PTS test of those changes, and remind you all that those changes will not be included with Update 26. Today, we’ll be focusing on the other changes that will be appearing next week on the PTS for Update 26.

U26 not only has Vampire updates, but Werewolf updates as well! We want to keep the “in your face” action of the Werewolf and also want to add rotation options when you’ve transformed into this ferocious form. For example, Pounce now has a follow up attack afterwards that also has an execute scaled on Bleed. We’re also making adjustments to allow buffing and debuffing to give a sense of being a pack leader. Sustain for werewolves is also something we noted needs an adjustment, so Hircine’s Bounty now has some added functionality if you’re already at full health and don’t need the heal from the ability. We believe these changes will keep the Werewolf playstyle competitive and entertaining for all players!

About a year ago, we started our standardization pass and we’re finishing that off in U26 with Monster Masks/Shoulders. Remember standards aren’t written in stone, but we now have equal measures of power and performance from these 2 piece sets; some are having their 1 piece adjusted to better suit the function of the set. Valkyn Skoria, for example, now gives Spell Penetration rather than Max Health as this is a damage-based set.

Other sets are receiving functionality adjustments (damage values, trigger conditions, cooldowns, etc.) to follow their intended functionality based on their sourcing. A good example of this is Tremorscale: enemies hit by the damaging effect of this ability are no longer snared, but instead have their Physical Resistance reduced. To help with performance, some sets are having their “chance to proc” removed and instead now have a cooldown. Again, we’ll look at Tremorscale as an example: we are removing the proc chance from this set and increasing the cooldown damage. Note that because the cooldown is increasing, the damage is also increasing.

Continuing on itemization, we are also introducing Perfected Veteran Maelstrom and Perfected Dragonstar Arena weapons. This has been a long standing request by the players, and it finally brings these two arenas up to par with others that add Perfected versions. These are earned by completing Veteran mode in each of those arenas and will have additional bonuses much like other Perfected sets. Completing Maelstrom or Dragonstar Arena will now grant Blue versions of the non-perfected weapons from these arenas. In this pass, we are making a few adjustments to ALL Arena weapons to meet standards. One example of this is the BRP weapon set Spectral Cloak: this item set now increases your damage done and reduces your damage taken whenever you deal damage with Blade Cloak, rather than granting Major Protection for 3 seconds after casting. This fits the concept of Blade cloak as it deals with damage as well as protection.

Lastly, in this update we are making some small adjustments to Critical Resistance and Healing affecting PvP specifically. Over the years, we’ve seen healing become quite volatile in PvP with the ability to negate a high amount of damage in just 1 ability cast for many players at once. This isn’t just 1 ability that causes this type of health bar swinging, so we are making adjustments to Battlespirit which now reduces healing taken by 60% instead of 50%.

Gearing up for PvP isn’t a simple task because of the need for Critical Resistance. The other issue regarding itemization in PvP is that it’s very limiting due to the need for building Critical Resistance. This means other popular traits and builds aren’t as viable in PvP unless you’re a glass cannon or top-end player. To bring more viable stat and set combinations into PvP play, we are now granting a baseline Critical Resistance. In conjunction with that change, we are making several adjustments to item sets which grant Critical Resistance. We also are making changes to the Impenetrable trait by reducing the value.

We hope these updates enhance your day to day adventures in ESO, and we’ll see you in Tamriel! We look forward to your feedback regarding the changes above, as well as item sets and your general playtesting experience when Update 26 hits PTS next week!

Do you agree with the nerf to defensive PvP-tank oriented monster sets? (Trollking,BloodSpawn)

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Lets settle things once and for all.

What About Bow and Armor!!!

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Dear Zos,

You nerfed all armor and resistance builds. What about know Bow builds that hits like a crazy with Poison injection and Lethal Arrow that hits 8k to 12k. How you make people to counter-play to those high damages that comes from a distance and sometimes you even cant see where from? Armor and Resistance were helping before now it almost instant kill... I tried in PTS and it is huge damage in come...

Hello! Would YOU like to see these normal vampire NPC skills as a part of the vampire player rework?

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PLEASE PLEASE PLEASE I cannot emphasis this enough, watch this 3min video before voting. It showcases all player abilities and compares them to what the normal vampires (yes, just your average everyday vampire that is wandering around) get with the upcoming rework. Big thanks to @XomRhoK for recording this video and showing the community the differences between the two.



The timestamp for the NPC abilities is 2:07 for those that just want to view those. DO NOTE: One of the abilities shown (the bone spikes) is just an NPC necromancer ability that is not new.

For those that have issues with the video or don't want to watch it, here is a summary of the skills the NPCs have:
  • A uniquely animated Bat Swarm gap closer that deals damage and knocks the target over, it has a bit of charge up as the vampire turns into a swarm of bats.
  • A life drain siphon that has a very crimson/natural blood feel and sound effect with a dark black tint that lifts the target up into the air (can be interrupted)
  • The ability to conjure a blood red fiend that has wings with glowing eyes that provides the vampire with a heal/buff.
  • An AoE blood magic attack that looks like it is casted from the eyes of the vampire.
  • A teleport that summons a shadow-y blood clone of the vampire that explodes after a few seconds into a big blood AoE. Doesn't look like it can be casted again until after the clone explodes
  • A slow moving blood-ball projectile
  • Various different AoE blood magic spells.
  • The ability to summon an AoE swarm of bats on the ground that looks like a MUCH better and updated version of the bat-swarm ultimate.
  • A BLOOD SCION transformation that gives access to a delayed blood magic pull that damages and DOESNT use weapons while in the form.

Now, of course we can't get all of these because there is simply too much to fit into 5 player skills and 1 ultimate. HOWEVER. That doesn't mean that some of these ideas cannot be given to the player. And of course some of the skill mechanics might have to be worked around a bit (maybe too much CC), but the animations and base-line for an amazing vampire rework that IMO is far better than what we have atm is there and possible.

What do you guys think? Please, please vote and comment below! Let @ZOS_GinaBruno know what we want to see as a community.

NORTH WATCH ORDER (Free Trading, Pact Non-CP PVP, other stuff) - No Fees nor minimum sales & Trader!

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May I introduce you to the NORTH WATCH ORDER? We are growing a trade division and offer some pact non-Cp PvP (on Bahlokdaan) for those who like. No fees at all, but you need to have a lvl 50 char to join (any faction for trading, Pact for PvP). We have a trader!
WELCOME BONUS CHALLENGE: the first 100 members get 5k gold each the moment we reach that number of members (upon request). Apply using the guild finder, mail or text @Tendrielle ingame to join.

New Antiquities furnishings (PTS)

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I found these from the PTS leads.
Post any you find.

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ZOS the tank problem comes from % mitigation sources, not armor.

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major protection
minor protection
BS unlisted % damage reduction
potentates
CP
block %
etc.

it cannot be penned

maybe look at those numbers or bring more things in line with the major minor system

Game gets new OP content for time being and old OP sets are nerfed at same time

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New content, especially in chapter releases, are not fully calibrated yet and they are strong rather than weak in most cases. So this chapter release will bring OP items that gonna be nerfed after a few patches.

Greymoor patch will bring balance changes too and stronger sets in game are getting nerfed.

This cause a imbalance. Base game setups will be at clear disadvantage againts mythical users.

My suggested solution: dont nerf stronger old items in this patch, postpone it to the patch that you gonna nerf overpowered greymoor items.

This way everyone in PvP will be power-creeped together. I think no one gonna feel overtuned bloodspawn in game while people use very high mobility or glass cannon builds with new mythicals.
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