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Something has to be done about the fake tank/healer plague, enough is enough.

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**Edit, I just got around to checking the replies on this and holy crap! This thread should be used as a case study for cherry-picking and selective memory. I can't believe, I refuse to believe that saying "a tank should have to have a taunt or a healer should have to have the ability to heal others on their bar before being able to queue for those roles" is a controversial statement. I refuse to believe it, period. I feel like I am being trolled after reading some of these replies. Let me clear a few things up for those you who are lets say, slightly challenged in the area of reading comprehension.

I am only talking about Vet LFG Dungeons. Normal LFG is beyond easy even for brand new players.

What I mean by "fake tank or fake healer" is a dps that queues for the tank or healer role and doesn't have any intention or ability to tank or heal for the group, just so they can have a fast queue time. I can work with/around a bad tank, healer or dps.

"Basic criteria", Zenimax would have to decide on that, at a bare minimum a taunt for tanks and the ability to heal other for healers before being able to queue for those roles. I am not suggesting they get to decide how you play/build your character.

When I say "lock the gear/skills/talents in place" until the dungeon is over, It's only what gear/skills/talents is needed for the role (decided by Zenimax) and it's so that they are not immediately swapped out when the queue pops. Does that mean they will use them? Nope, It just means they would be actively avoiding using them making kicking easier.

No, I am not just calling out fake tanks or fake healers... There are fake dps too, but the kick system works for those since dps are a dime a dozen, even good dps. The dps slot is filled almost instantly after making a kick, so there is no problem there.**


Every other MMO that has a queue system for dungeons/raids has a way to deal with this. It's to the point now where almost half of the lfg/pugs I do has a fake tank or healer in it, and a lot of the times it's just straight up 4 dps (no taunts and zero heals). I can accept they are bad tanks and healers, no problem. What I can't or won't accept is a dps queuing as a tank or healer just because they somehow think that their time is more valuable and don't want to wait in the queue that dps deal with right now. Vote to kick is not the answer because a fast kick and replacement almost never happens and people would rather just die a whole bunch instead of having to kick/replace/wait for the role to be filled properly. There is no risk or downside to the person queuing into the wrong role other than a slight chance of getting kicked, but even then they can just log onto another character, re-queue (in the wrong role) and end up right back in the group they were just kicked from further wasting everyone's time... (Why is the kicked timer not account wide, wtf?)

Now before a Captain Obvious stats the obvious...
(Yes, I know I can form my own groups and do.)
(Yes, I do tank and heal and not just dps in pugs.)
(Yes, I know I can leave the group at any time.)
(Yes, I know you can and I have successfully ran 3 and even 4 dps in vet dungeons.)
These are all band aid solutions to a broken system that only rewards the people who are breaking it.

So what can be done to fix the problem? I don't know, I'm not a developer and don't know what is and isn't technically possible with the HeroEngine. If possible, the queue system for LFG needs to have a criteria to look for before allowing someone to queue into a certain role.
Does the person have a taunt on their bar? Check
Does the person have sufficient health to tank the content that was queued for? Check
Does the person have the appropriate armor/armor buffs/shields/and cp talents? Check
If all checks pass, lock the gear/skills/talents in place required for the content and add them to the queue.
A system like this would allow extra rewards for filling and completing certain roles that are badly needed need in the queue like tank, thus speeding up everyone queue.

I know there are a lot of different play-styles and builds out there but there needs to be a bare minimum criteria in place to allow someone to queue for certain roles, otherwise little Timmy Turbo is just going to keep abusing the queue and wasting everyone's time. The only other options are to allow reporting and banning of people abusing the queue (first report a warning, second report 24 hour ban), but this would likely be abused it's self. The other option? Just leave it as it is and dumb down all lfg/pug content to allow for a random 4 dps to clear. What I can say for sure is that the LFG experience has progressively gotten worse over the past couple of years and it needs fixed right now.

[BUG] Food Recovery Bug

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Noticed this morning when restarting the game. When parsing with a StamSorc, the stamina sustain buff for Lava Foot Soup-and-Saltrice is being lost when either restarting or re-logging. How to reproduce the issue:

1. Use Lava Foot Soup-and-Saltrice and note the increase in stamina recovery.
2. Quit the game or re-log your character.
3. Restart the game or re-log.
4. Check your stamina recovery and the buff is gone.
5. Use another Lava Foot Soup-and-Saltrice and the buff returns.

Checked other food sources (Ghastly Eye Bowl) and no magicka sustain is lost. This happens on both a StamCro and a StamSorc and seems to be specific to Lava Foot Soup-and-Saltrice.

Weapon Skill Line: Spear.

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I want to play a Templar, I really do. But.. Where's my spear? I have a staff? Really? That's no good. I need a spear. I'm a warrior. Warriors need spears. So be a good weaponsmith and make me a spear, will you? I'll be very grateful and as happy as a Jerboa.

Why not?

Isn't it about time Motifs were account wide?

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I don't see the point of locking Motifs to a character...
The outfit system already lets up apply any known motif we want account wide.
I have a few characters, and in starting this game 7ish years ago It was unclear how many Skill points we could acquire, leading to many of us splitting Blacksmithing, Clothing and Woodwork between characters.
Yet, many motifs contain items spread over Blacksmithing AND Clothing.
Then there is the Style Master achievements, what, I need to farm 6-8 full style sets, 1 for each character if I want to complete an area for that character? A task that if you're not in the release wave of farming an area is arduous just acquiring 1 set, let alone not live in a timezone where I can play at the US prime time to benefit from the large farming groups.

It seems stupid and convoluted (and unclear to new players) having Motifs character specific for crafting, but account wide for outfits, but character specific for achievements.
ZOS need to just streamline it all and make it ALL account wide so I can have a Blacksmith that also does not need to do every other craft just because Motifs are like this... Or buy/collect 2 sets or more. It's nonsensical.

Heavy attacks in Cyrodiil

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Last night I tried to use heavy attacks with my lightning staff during a PVP battle, I was able to do light attacks but not heavy. So I switched over to my restoration staff and was able to heavy attack. Then I switched back to the lightning staff and still was unable to do heavy attacks but I could do light attacks.

Does anyone actually like CP2.0

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First time doing some propper theorycrafting on the new CP system this PTS, and I just find it way more complicated than the last system with no real reason why it needs to be.

The old system was far from perfect, but it was simple atleast. I could make any build, run a dps parse, check the damage distribution and roughly distribute CP to fit the build without worrying about it too much. Probably about 80-90% efficient but I can use the calculator if I really want to finalise a build.

This new system... its just convoluted. Too many points, too many equipable items, too many random bonuses, bonuses that do the same things but some are just straight up numerically better.

I feel like this both serves to exhause theorycrafters, make it harder for people to copy pre-theorycrafted meta builds, and scare away the casual userbase (not least of all because when a player logs into an mmo and sees the max level is 3600 they think everyone has grinded 5k hours to get good, which is no the case)

12 person group limit? Whaaaaaat?

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Are we really going with a cap on groups outside of Cyrodiil? Bad idea. Bad bad BAD idea. I get it might help some performance but there's a lot of folks who make use of 24 player groups. Yes, roleplayers, but others as well.

Loving most of the notes but this would be a yuge mistake to keep this change. Yuge mistake.

New character experience is a complete mess.

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So I never play alts, until the past week when I made one. ZOS badly needs to fix the starter experience. Here is three examples...

1. Starter zones talking about me not having a soul when I have not yet lost it. Can you imagine how this would confuse a true new player? But this is the smallest problem.

2. I come to Vulkhel Guard for the first time. What do I find? People offering me quests for every piece of content ZOS has ever created. Are you kidding me?? I’ve got quest starters there from a DLC and the prelude to the same content in a few cases??? How is any new player meant to sort out this mess? And that with you not 25 quest slots.

3. But here is the kicker! I get my soul stolen, watch Lyris swap places with the prophet, emotional swear to myself that I will find a way to save her. Next, I walk down memory lane with the prophet. I exit the harbor and immediately the psychic projection of the prophet tells me it’s time to rescue Lyris.
I think, “ok, good. But I’m going to get the fighter’s guild skill line really quick so I can be leveling that on the daedra I’ll kill.” I enter the fighters guild and who do I see??!! It’s Lyris herself recruiting me for another DLC!!! Are you kidding me?!

This starting experience is a complete train wreck! I LOVE this game. And I am embarrassed to get people to try it at this point knowing this is what they are walking into. It was confusing to me, when I can remember every aspect of when each thing was added. I can not imagine what a new player must feel like.

Dear Developers, please make yourself some magdks in PvP

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Can developers please try to make yourselves some magdks to play PvP for a month or so? Not only a few rounds of No CP BG, but also CP Cyrodiil and CP Imperial City.

I guess magdk players have been talking about the class continuously, but it's difficult to describe on words the combined effect on the slow, melee, no execution, low burst, high cost class with nerfed wings, nerfed spike, nerfed leap, nerfed c.c., DoTs can be purged, etc.

Developers may better try to experience the combined effects of all the problems with first person experience.

It's not about one or two problems every individual class may have, but the combined effects of all the problems.

Please try for a month intensively and you'll know why there are only limited numbers of magdks in PvP and you don't see them often in death recaps.

For your extra information, DK has been usually voted as one of the worst class in similar polls like those I quoted below.

https://forums.elderscrollsonline.com/en/discussion/563198/what-class-do-you-find-the-most-difficult-to-fight-in-cyrodiil-no-proc-test-edition#latest

https://forums.elderscrollsonline.com/en/discussion/558808/what-class-do-you-find-the-most-difficult-to-fight/p1

https://forums.elderscrollsonline.com/en/discussion/561164/help-me-pick-a-stamina-class-for-alliance-pvp#latest

https://forums.elderscrollsonline.com/en/discussion/429504/which-class-is-weakest-healing-class-pve-and-pvp

Please add Brightness Intensity for Lighting

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There are a few lights that I really love but can't place where I want them because they are either too dim, or more often too bright. I would love to see an intensity option added to the "on" and "off" toggle that already exists. The options could then be "low", "medium", "high", "off" .

Please consider this.

How about you share some ideas for what you can add to improve housing.

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I would like to see a few things added.

Alts added even if all they do is walk around and don't say anything. Wouldn't it be nice to see your alts walking around your home when you are not on them?

I would like to have a banker that says more than the two lines he says and speaking of he says, how about a female banker?

Companions should when they are added be an NPC that can walk around the home.

How about instead of crafted chests that can't be used, why not make or SELL something in the craft store to make YOUR vampiric crafted chest be able to hold like 5 items?

Speaking of crafting and such how about NODES you can put in your home that spawn craft materials every X amount of time.

You could sell those on the crown store and anyone could harvest them depending on your settings.


Lastly you should give more reasons like a rating system or something to get more people visiting your home , again deepening on your settings. The amount of time, farming and trips to the craft table or crown store should be rewarded with a system where people could not verbally flex their skill, design or just inspire others to enjoy an aspect of ESO that I love.

Disclaimer I love pvp and trials but my guilty pleasure is decorating ( don't tell my pvp-pve guildmates that )

top it off with a couple of kitty's running around and I have the perfect ESO home.












Groups... CP with low level

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Hi, i encountered some strange thing. When we finaly get in to the game. I can't with CP accept group invitation from friend with below 50 level alt. And i can't even give him a lead when i make a group as CP char...

Crafting Surveys: They are not fun and feel like a chore. Suggestions

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Crafting Surveys are such a chore, that I stopped doing writs all together. As whenever I get one I just put it on a pile of them in my inventory and procrastinate doing them, because they are such a bother.
My suggestion would be that we only have to do them once and after we do them/“collect” them we instead get a survey cache with resources roughly the same as we would get from manually harvesting them.

Who thought this was a good idea?

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Why did you put one of the Pale Order ring pieces in to a public dungeon that has like 14 trash mobs, then make it drop from trash mobs? It's 8am here and there's already 10 people in there camping the trash spawns.

This is ridiculous.

The State of the Game on PS4 Right Now

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I just want to put this out here to show how bad things are on PS4 with the game at this point.

Now I’m not talking about the terrible bright colors (that is our 4K HDR implementation, that is a different issue) but the performance at a harrowstorm that I saw yesterday. I ran these when the Markarth DLC first came out and there were just as many players then, maybe more, but the game performance and stability were much better then.

The enemies at the harrowstorm were invisible the whole time I was there, and never loaded in.

image

Nothing from the last 2 weeks of feedback added

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So the new patch notes are out and are underwhelming to say the least. Unless some massive changes are made in the next week the new patch is going to be one of the worst ever patches in the history of the game. Feels like ZOS have massively dropped the ball in last 6 months.

Are they installing the new computers.

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Every single server is down. Is it International Maintenance Day or are they bringing in the new hamsters they talked about in the big reveal?

Top 5 reasons to add a trial finder.

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1. The vast majority of guilds with all of this appealing advertising have borderline empty trial schedules because they're either maxed out, bored or don't feel like teaching. Have joined 4 in a row now. Same story every time. Half of them never even make it to the Discord approval chats and people just come and go after seeing what I see. This is precisely why carry selling is so rampant which is an entirely different topic that I think we can all agree hurts the game.

2. It would make Puglorn much more efficient.

3. People bridging from normal to veteran can actually get into groups and learn without some bozo that needs 6000 addons to play dictating everything they wear in advance and wanting to see logs of previous fights that you never got to learn because of any of the fore or after mentioned reasons. It's like a bar that won't train bartenders or take applicants without experience. Normal trial experience does not prepare you very well at all for vet in ESO and certainly won't get you into a *good* guild, usually. There needs to be a bridge here.

4. You can introduce queue requirements with it like WoW has had for years, eliminating the faketank plague for once and for all while simultaneously making this viable. Just some simple stuff to keep the idiots out - max HP, sets equipped, skills on bar. Yes, I know, you all saw some clownsorc faketank a vet once. Nobody is impressed and that's not efficiency or good gameplay, keep it in the normal dungeons where frankly half of them drop if they join a normal DLC. We waited 20 minutes and went thru 3 16k-18k sorcerers last week in nMHK because they faketank qeue in then drop when they see what the instance is. This tortures thousands of players daily and wastes a lot of time. It's really hurting your customer base more than you realize.

5. You are further distancing players in a game already badly hurt by the social and identity factors that come with allowing a player to join 5 guilds by adding companions. This can help offset that.

You guys gotta bring people together and some of your innovation, while enjoyable, has been pushing them apart. It's called an MMO for a reason and it's a great one. But ESO suffers worse here than I have seen in 2 decades of gaming. A trial finder addresses a myriad of issues at once. People will know what they are getting into as well. There will be some bad, bad pugs in a trial finder but the good would heavily outweigh the bad and the incoming companions are without a doubt going to just further separate people that are in 5 guilds and paid for Godslayer that morning. Turn this thing around with a glorious pug finder.

Thx.

Out of combat

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So, when in pvp i get stuck in combat for ages, can't you guys just implement a range\time thing to just leave combat.
I sometimes end up running\streaking from keep to keep, and i'm still in combat even the player that i've engaged is long gone or km away from me.
I don't know if it's a bug or not but can you please implement a timer and a distance do get you out of combat.

PTS Update 30 - Feedback Thread for Blackwood Zone & Quests

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This is the official feedback thread for Blackwood, mainly focusing on the zone, side quests, and other types of content found in the area. If you have specific feedback on the main story, please visit this thread so others can avoid spoilers. Specific feedback that the team is looking for includes the following:
  • Quests
    • Did you engage with the Main Story?
    • Did you engage with any quests outside of the main story? If so, which ones?
    • Did you find any quests to be problematic from either a directional or difficulty standpoint?
    • Did you complete any quests with a companion? If so, how was the experience overall?
  • World Bosses
    • Did you fight any world bosses? If so, which ones?
    • Were any of them too easy or too hard?
    • Were mechanics clearly communicated?
    • Did you complete any world bosses with a companion? If so, how was the experience overall?
  • Public Dungeons
    • Did you go into any public dungeons?
    • Public dungeons are generally balanced for two or more players of average skill and gear. Did you feel sufficiently challenged?
    • Did you go in with or without a companion?
  • Do you have any other general feedback?
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