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Weirdness after updates-Green box and no addons in list

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I recently started playing ESO again (and got Morrowind, which I wish I'd known about Summerset now I have to buy it also if I want it..grr..but not the point.) After any update no matter how large or small, tho things always happen. I get a small, semi-transparent black box, outlined in green in the upper left corner of the screen once I pull up the sign in screen and it stays in game also. Then also no addon will show in the in-game list. After an undetermined length of time the (a day or more, I don't know what happens to make it stop) both the box will disappear and the addons will once again show up in the in-game list and work as usual.

They work fine otherwise so it isn't about me doing it wrong or not clicking the "out-of-date" option.

I wonder if this happens to anyone else and if they know how to fix it, or do I just have to rub my lucky guar foot and wait for whatever magic fixes these things to..well..fix it. I don't mind the box so much but the addon situation is more than irritating.

Thanks in advance!

Unfriendly Fire PVP 12-16m: Videos - latest: 'Routine, Vivec'

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The following is our new thread of Unfriendly Fire PvP raid videos. We raid typically in groups of 12 - 16 players and we enjoy organized teamwork.

Our last raid before the patch - we had a lot of fun in Homestead and look forward to more in Morrowind!

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UI errors since digital pre-upgrade, Xbox 1

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I've been receiving 2 to 3 pages of UI errors periodically since purchasing Summerset a few hours ago. Anyone else? Reloading UI just reloaded the errors.

A way to preview hats @ the outfit station?

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Is there a way to preview costume items such as hats at the outfit station together with the outfit armor? That would be really helpful if you want to combine a armor-outfit with a hat-costume and want to try different looks without having to pay to change every time

Placing Books in Homes

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This may be a silly question. Is there a easier way to place books in your homes, other than one at a time?
I just earned one set, only ten books. So I bought the book pack from the Mages Guild. I had to unpack it and ended up placing all 10 books separately. It would be insane to have to place the large packs ( 50 - 120 or so ) , also it use up a lot of spaces.

Seriously this is getting old!

Unable to install/update non-Steam client

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I've been having issues with the game ever since update 17 and Dragonbones came out. I let the launcher update the game, but when I would log in it would take as login as 20 minutes of waiting before the character select screen appeared. I would select a character and wait another 20 or so minutes to actually get in the game. Once I was in, none of the game assets would load properly. I tried uninstalling and reinstalling the whole game. Same crap was happening. I tried repairing but nothing changed. I gave up and cancelled my monthly.

I tried getting back into the game yesterday and it started trying to update, I guess from a recent patch(?). It got stuck. I came back this morning and nothing had changed. I've checked and download speed is set to unlimited. Each time the launcher is open and trying to update, I cannot use any other programs on my computer. Everything but the mouse freezes. I have to literally flip the switch on my tower to get my computer unfrozen. Today I have uninstalled the game twice and tried reinstalling it, but it is still getting stuck.m8s9ukxmhdei.png

I really have no idea what to do. If a clean reinstall does not fix the issue, and I have high-speed internet, what is it?

Enough is enough. Make something with treasure^W trash maps

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Seriously it went too far. This trash drops in tons, it isnt worth time to open chests, you cant just put them into guild bank, and you just cannot sell them to NPC! I try to send them to someone through guild chat but I always hear 'Is it Vvardenfell map? No, then meh'
It can be such an interesting feature, please make them actual treasure. There are many ways the situation can be improved
1. Make them drop much less frequently, like 10 times less
2. Make them depositable into Guildbank. If you can sell them through a guildstore, why not deposit them into GB?
3. Make them stackable. Like surveys are
4. Add something valuable to loot table like you did with Armiger, preferably something bound (like tresure hunter-specific furniture) so they are worth looting
5. Make them sellable to NPC for 5gp just in case

And preferably all at once

[PvP] mDK changes in 3.3.2

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Hey guys,

So just 2 quick disclaimers before I get to the point; if you're going to come to this thread to simply say 'mDKs need to stop QQing' or anything that revolves around that idea, simply don't bother and don't waste your time. You aren't helping anyone and just wasting your own time. With that said, if you've got constructive critism or ideas that diverge or converge from mine, I'd be thankful if you could present us with it. Secondly, yes, I have tested the changes in PTS. So with that out of the way.

There were 2 main changes addressing mDKs this PTS:
Dragonknight
  • Ardent Flame
    • Flame Lash (Lava Whip morph): The Power Lash attack from this morph now has a 3 second cooldown.
Dragonknight
  • Ardent Flame
    • Flame Lash (Lava Whip morph): Fixed an issue where the Power Lash attack from this morph could not be dodged.

As far as the former point goes:

From PTS testing, implementing this 3s cooldown didn't have a considerable effect on 1v1 scenarios, as the time it takes to normally proc powerlash is somewhere around that 3s mark. However, this presents mDKs with a new issue, which is proccing Flame Lash on openworld opponents. Switching targets mid fight is an important aspect of PvP and not being able to set target B offbalance when needed might prove to be a real obstacle to mDKs overall performance in Open World scenarios. With that said, I think an intuitive solution would be that the 3s cooldown to proc flame lash should be applied on specific targets instead of appling it directly to the casted skill.

As the latter point goes:

So this is where the real issue begins, at least in my opinion. Magicka DKs have one of the most mechanically, well-thought, interesting general playstyles. Where everything synchronized and revolved around the ability of the class to hold it's ground - and even with a lack of mobility - had the tools to be effective through CCs and overall control on the battlefield. Powerlash has been undodgeable for that past 2 years if I recal correctly, and it fit mDKs fluidity and playstyle like a tailored suit.

With that idea in mind, rooting instinctively provokes a rolldodge reaction, and due to how the timing on powerlash procced, it'd hit players that mindlessly rolldodges away from the mDKs grasp - requiring thought process behind fighting a DK and making the game more interestingly rich. Best part of it, is that this mechanic had counterplay and is commonly applied by patient players; which is normally blocking while rooted and roll dodging after successfully blocking the incoming powerlash. This sole mechanic enriched the game making your decisions reflect on the final outcome of the fight and made powerlash resonate with the general playstyle of the class.

Now, as far as PTS testing went: I've dueled a ton. Powerlash simply misses ALL THE TIME, worst part is that if powerlash misses, the skill is put on a 3s cooldown. As a consequence, the main form of DPS is rendered useless against a lot of player. Either way, I tried being optimisitc about that, thinking to myself 'well, I can just hold the powerlash just like mag blades hold to their assassins will, and let it go after the person is done with the dodge'. Oh, was I wrong... When my opponents were rolldodging they commonly rolldodged away from the range of the powerlash and combining that with dks low mobility, the powerlash was wasted. Either way, comparing assassins' will to powerlash is not a fair comparison: powerlash doesn't hit half as hard as an assassins will, powerlash is supposed to offer a sustained form of damage and healing and not a huge burst attack anyways so both skills are used diffrently...

All of this combined ruined the fluidity and the admiration I had for mDKs mechanics. You rooting people (basically telling them to rolldodge) just to have a proc that comes from that very same root dodged. The combination of the root and the undodgeable proc that came after that enriched mDKs playstyle, made it fit, made it fluid. Please understand I'm not here asking for mDKs buffs, I said it before and I'll say it again, mDKs are an exceptional class. We just aren't in a position where we can take nerfs like this. ZOS, please think about the undodgeable lash more thoroughly, there are better solutions for the offbalance change and I bet that skilled and proficient mDKs will open a whole new fan of options to refine this class in this (and other threads).

Thank you for taking your time to read this whoever made it this far. I'm interested in knowing what most of you think.

Kind regards,

Quantum
EDIT: My friend proposed an interesting solution. If whip is supposed to remain undodgeable, increasing its range might help balance this change further. Even if people roll dodge, you can hold your whip and let it go when they're done, as most of the time they won't create enough distance to simply disengage the 100% of the time

You get crowd controlled, you get crowd controlled, everybody gets crowd controlled...

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... in PvE and PvP.

When did this game become such a CC fest?

In PvE every enemy is either snaring, stunning or knocking you back. In PvP it's the same. Crowd control everywhere. And the worst part about it is the buggy diminishing return / break free system. PvP is stun, stun, stun, kick, knock back, stun, stun, knock back.

Don't get me wrong, CC is absolutely necessary and makes the game more challenging. But at the moment it's make-or-break and it's no fun.

Can someone explain to me when CC got ouf of control? *pun intended*

Daedric Artifacts in ESO (world skill line)

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One of the main things I feel that's missing from ESO (aside from necromancy, alteration, and illusion magic) is the ability to obtain and wield daedric artifacts.

Now I understand that this is an MMO and you can't have everyone running around wearing the ebony mail and waving around the mace of molag bal, so my idea is to make them ultimate abilities like Dawnbreaker. However, instead of simply grinding dolmens to max out fighter's guild rep, you have to unlock and complete a difficult solo quest to obtain each one.

I just saw a post regarding Dawnbreaker so I figured now would be a good time to post this idea despite it not being complete. In that regard I'd like to see your suggestions for the various artifact skills. To clarify my point I posted in said Dawnbreaker thread, I believe each should be BiS for different builds as most daedric artifacts are in previous TES games.

Azura's Star - Recharge all of your weapon enchantments without using soul gems. While slotted, any time you would fill a soul gem, gain major heroism instead. (quest unlocks after consuming 400 soul gems)

Blackened Azura's Star - Recharge all of your weapon enchantments without using soul gems. While slotted, killing a player grants 50 ultimate.

Divine Azura's Star - Instantly resurrect a dead ally without using a soul gem. While slotted, any time you would fill a soul gem, gain major heroism instead.


Dawnbreaker - (Simply move this skill from the fighter's guild line and give them something else) (quest unlocks after killing 1,000 undead)


Ebony Blade - deals physical damage to an enemy. Stealth attacks with this ability do not alert the victim. (quest unlocks after completing VHM Crypt of Hearts)

Empowered Ebony Blade - deals physical damage to an enemy. Stealth attacks with this ability deal increased damage and do not alert the victim.

Hungering Ebony Blade - steals health from an enemy. Stealth attacks with this ability do not alert the victim.


Ebony Mail - deals poison damage to nearby enemies for 10 seconds. (quest unlocks after killing 1,000 enemies with stealth attacks)

Hardened Ebony Mail - deals poison damage to nearby enemies for 10 seconds. While this ability is slotted, you gain minor protection.

Shrouded Ebony Mail - deals poison damage to nearby enemies for 10 seconds. While this ability is slotted, your stealth radius is decreased.


Goldbrand - Deals physical and flame damage to enemies in a cone in front of you. (Unlocks after killing 1,000 enemies with flame damage)

Eltonbrand - Deals physical and flame damage to enemies in a cone in front of you. Deals increased physical damage and gain minor brutality while slotted.

Emberbrand - Deals physical and flame damage to enemies in a cone in front of you. Deals increased flame damage and burning duration is increased 100% while slotted.


Mace of Molag Bal - deals physical damage to enemies in a cone in front of you. Restore health and stamina for each target hit. (quest unlocks after killing Molag Bal)

Charged Mace of Molag Bal - deals shock damage to enemies in a cone in front of you. Restore health and magicka for each target hit.

Trapping Mace of Molag Bal - deals physical damage to enemies in a cone in front of you. Restore health and stamina for each target hit. Fill a soul gem for each enemy killed by this ability.


Masque of Clavicus Vile - inflict fear and snared on nearby enemies. While this ability is slotted, guards' justice dialogues now contain intimidate and persuade options if you have the related perks. (quest unlocks after using intimidate or persuade dialogue options 30 times during quests)

Mehrune's Razor - deals physical damage to an enemy. This attack ignores all resistances and has a chance to instantly kill non-elite enemies. (Quest unlocks after killing 200 world bosses)

Oghma Infinium - Grants 35 skill points and then is lost once used (quest unlocks after reading all lorebooks in the base game zones)

Ring of Namira - grants the "cannibalism" synergy while slotted which can be used on nearby corpses to restore health.

Sanguine Rose - Summon a dremora warrior to fight at your side. (quest unlocks after consuming 1,000 alcoholic beverages)

Savior's Hide - (quest unlocks after killing 1,000 enemies as a werewolf)

Skeleton Key - instantly unlock any door or chest. (quest unlocks after successfully picking 1,000 locks)

Spear of Bitter Mercy - Reflect all spell projectiles for 10 seconds

Spellbreaker - Gain a damage shield for 100% your max health for 6 seconds. While the shield holds, blocking spell projectiles restores magicka or stamina, whichever is lower. (quest unlocks after blocking 1,000 spell projectiles)

Skull of Corruption -

Volendrung - deals physical damage and knocks down enemies in a cone in front of you. (quest unlocks after killing 1,000 enemies with maces)

Wabbajack - inflicts a random buff, debuff, or control effect when cast on enemies or allies. (quest unlocks after completing the mages guild questline)

Magicka Templar 1v1 situation: Am i stuck on healing duty?

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as templar im getting a hard time killing someone when im in a 1v1 situation, yes i can survive the battle but thats all i can do, my only attacks that reliably damage the enemy is puncturing sweep and i havent hit any single thing with that skill, whenever im using it my enemy is already at my back and spamming dizzying swing over and over.

Little bit of new Murkmire datamining

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https://elderscrolls.net/2018/03/26/22619-tes-online-v-fajjlakh-igry-najjdeny-novye-upominaniya-mjorkmajjra. In the 3.3.9 update for The Elder Scrolls Online, which came out a week ago, there are new references to Murkmire - the field of the Blacktail, which in the future should appear in the game. The path to the textures responsible for the zone map has been added to the file table. There are no map files in the archives yet, but the appearance of their names in the file table may indicate that in the fourth quarter of this year we will visit the next region of the Argonians. We remind you that Murkmire was to become the second adventure zone after Kraglorn, designed for group passage. The first version of Kraglorn did not win the love of the players, so in the future it was adapted for a single passage. Probably the same fate befell and Murkmire. More information about this zone can be found here.

Mount Size Difference Extremes! (Scales to character FYI)

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Some people may already know this, but just as an interesting showcase and also for anyone who may not have known: Mounts scale to your characters height! :)
These are the extreme examples below:
BDBLzJK.png
Average sized Dark Elf against Crow Polymorph.

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From the smallest Wood Elf, to the large polymorph, and also comparing it to a tall High Elf. And yes it works for all mount types.
And when dismounted, we are bigger than the small horse :D
Uk2byR5.png

How to fix stamina

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1) Make heavy attack slow you, like channeling staff heavy attacks
2) Lower the range where heavy malee attacks can hit (idk why but it's 5m circa from the target)
3) give Magicka a snare removal


Whatcha think?

Vet Trials Easy? And

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Where do people get the idea that vet trials are easy? They’re only easy if you have a well coordinated orchestrated group. Where do they get the idea that VAA is the easiest Vet Trial?

I answered the call a few times over the weekend. Twice to walk into VAA last boss....both groups had 2 tanks and these DPS thatdance around the boss while they DPS. Well, we know how this is gonna end so I humor them for a minute. Make a suggestion. Then try to get out of there nicely.

I find it disrespectful that the game would allow players to progress this far into a trial and have no chance to beat it.

Will ZoS be signing up to THE FAIR PLAY ALLIANCE?

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The Fair Play Alliance is more than 30 companies, including Blizzard, Riot, and Twitch, that have joined forces to make online gaming a nicer experience. I realise this may not be for ZoS but Bethesda, but nvm. I think it's a great idea and more games companies need to subscribe to it.

The Fair Play Alliance.

PCGamer article.

@ZOS_GinaBruno

⭐TRON-OCE/ASIA based guild- Memetastic Family-Trials/Crafting/VMA+PVP Advices⭐

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/forcemail Command

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Can we get a /forcemail command to get our in-game mail without re-zoning or relogging? Or is that technically unfeasible?

Glass/Malachite Roofs Retexture for Summerset Architecture More lore friendly

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XomRhoK wrote: »
There is no chance that 3D models of the building will be redone, but ZOS can change some textures. For example they can make roof tiles made of glass, that used in armor.
It can be only on major buildings:
30ThcJj.jpg
wXKm4Yb.jpg
Or at all buildings:
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I think it's pretty easy to do, and it will add uniqueness to the Summerset towns and will fit lore: "made from glass or insect wings" and "a hypnotic swirl of ramparts and impossibly high towers, designed to catch the light of the sun and break it to its component colors, which lies draped across its stones until you are thankful for nightfall".

Photo cred to @XomRhoK

Please zos, it would add a lot more character to the altmeri architecture and would be a lot better looking than what we have now. Malachite glass or regular looking glass would add a lot more to the altmeri architecture

Lore: Malachite, commonly known as glass, is a rare, volcanic, milky translucent green crystal, used in creating strong but lightweight metallic Altmer armor and weapons.
http://en.uesp.net/wiki/Lore:Crafting_Motifs_16:_Glass And that link for glass.
If we are to take the term glass serious adding malachite roofs would be atleast canonically more pleasing than what we have now
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