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Mini-Trials vs Full Trials - which do you like better?

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A trial is essentially a 12-player Group Dungeon. There are adds. There are bosses. There are mechanics to follow which makes each boss fight feel totally different through the implementation of lots of new mechanics.

A mini-trial is the same thing, but.... mini. There are no adds. Instead you progress directly to the bosses. There are mini-bosses and a main boss, and “Hard mode” consists of stacking mini-bosses in the same fight as the main boss rather than new mechanics.

Trials:
• Hel Ra Citadel
• Aetherian Archive
• Sanctum Ophidia
• Maw of Lorkhaj
• Halls of Fabrication

Mini-trials:
• Asylum Sanctorium
• Cloudrest

Which do you prefer?




EDIT: Looks like my poll bugged out *AGAIN*

My poll options were:

- Regular (Full) Trials are better
- Mini-Trials are better
- Both equally fine
- Don’t care
- Other

This Summerset patch is so buggy it has managed to curse the forums too for those of us on mobile :(

Crown Store House, S-W of Artæum (Screenshots)

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hey guys, I don't think i'm the only one who wonders what is on the little island south east of Artæum ?
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Well, it's the Next Crown-store house, a mix between alinor architecture and psijics. Disovered the 06/03.
Here are some screens:
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How we are going to get there once released:

The entrance will be in the " Ruin of the Psijic college "
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Provisioning in Houses

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I'm not sure if this has been discussed else where. If it has I apologise

Is there plans or anyway of growing provisioning supplies for use in crafting in any houses? For example growing vegies or herbs?

[SOLVED?] Steam / external hard drive issues with Launcher

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So I've had ESO for a year or so now and with the Morrowind update I knew I was running out of space on my laptop and would have to be put it all onto an external hard drive with the coming Summerset updates.
My issues stem mainly from not being able to go beyond the "loading.." in the launcher. I've already installed the latest version of ESO from steam onto my external, which is a seagate 2 tb 3.0 usb, and I have a relatively recent version of it just on my internal hard drive. I can't tell if it's an issue with Steam either because from the steam properties for ESO it doesn't allow for me to verify the integrity of the files as it's just blacked out. This hasn't ever been an issue with any of the other games I've gotten and downloaded through steam and just seems really odd.
I've done some looking and while some discussions seem to just end up working for people, I've been at it for a few days and was really looking for some help.
I'm running off High Sierra v10.13.5 on my MacBook Pro 2015.

Thanks in advance.

Vet Delves

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Can we please get a vet version choice when entering a delve?

The game badly needs some challenging solo content

Luxury Furniture Vendor - 2018/07/06

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Daedric Drinking Bowl, Ritual 650g  New
Daedric Urn, Sealed 1,000g New
Daedric Chandelier, Spiked 8,000g
Daedric Chest, Sealed 8,000g
Daedric Throne, Skulls 25,000g New Price (was free)

History of Vendor Items
http://benevolentbowd.ca/games/esotu/esotu-chronicle-of-luxury-furnisher-vendor-items/

Wondering what is coming to the vendor?

Lucian Alliance - Trading Guild - Seeking Active Members!

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Guild : Lucian Alliance
Trader Location : Wayrest
Guild Master : @Sorcery
Guild Founded : 04/28/2014
Requirements : In order to maintain our location, we've established a few requirements to aid in doing so; 100k Sales per week OR 10k in Raffle tickets or donations weekly.
Extras : We have all Crafting stations in-game, Transmutation, most Jewelry stations, Mundus stones - All at @Sorcery's primary.

Hi, We are currently seeking active traders who wish to sell their items!. Lucian was founded over 4 years ago with a goal in mind for everyone to be able to sell their items, while also being socially active within the community. We've made lots of life-long friends throughout the years in Lucian & wish to invite those who wish to do the same.If you're able to meet the requirements listed above, and wish to have a great trading community to log onto please leave a message in this thread, or contact me in-game @Sorcery. :smile:

Explaining The ‘House Slot’ Problem And Why It Is Difficult To Solve.

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Zos has stated on more than one occasion that adding housing slots is a performance issue but many players will not believe them and some people even claim they are lying for some unknown reason.

I hesitate to even try to explain this because it will get technical and most will not read it. Additionally the people who don’t want to believe there is an issue are unlikely to be swayed by ‘any’ explanation since it is not what they ‘want’ to hear.

I understand the skepticism because games have come so far in the last 20 years they it seems like this kind of issue should be ‘solved’. However, in reality the root cause of this issue has been around for that entire time and no one has ‘solved’ it, they just found ways to work around it and benefited from ‘hardware’ improvements over time. However, the days of hardware doubling in performance every 3 years is long gone so things have been stagnant in this area for about 10 years now.

The ‘Explanation’:

This is going to be a bit of a long and winding road involving math but I will try to keep it is simple as possible.

Lets start by conceptualizing the ‘Game World’ as a ‘Turn Based Board Game’ where each ‘Round' is 1 ‘Frame’ based on the games ‘Fames Per Second’.

Then let’s examine a vary ‘naive’ view of how many object calculations ‘need’ to be performed to track the positions of all objects in a game world for each ‘frame’.

Based on our view of the ‘real’ world to know the positions of every object you must examine how each object in the world moves and how it interacts with every other object in the world because of that movement. That is because all objects are always ‘moving’ due to ‘gravity’ and even if 2 unique objects do not interact at all you need to verify they do not interact.

This leads us to a very bad number of required movement calculations N * (N -1) where N is the total number of objects in the world.

This calculations can be simplified to N squared – N which is what is known as a geometric progression that is very bad in terms of calculation growth.

If N is 5 the number of calculations required is 20

If N is 10 the number of calculations goes to 90

If N is 15 the number of calculations goes to 210

As you can see the number of calculations needed goes up much faster than the total number of object added.

If N is 700 the number of calculations goes to 489,300 which I guarantee not even the most powerful gaming computer could handle.

But games work, so how do they get around this issue?

Well they find ways to ‘cheat’ the math.

So, let’s start ‘cheating’.

We start by realizing that the ‘Game’ world is not a ‘Real’ world so we not bound by real world physics conditions like ‘gravity’.

Most objects in the game will ‘never’ move. So we can restate N as the number of ‘Moving’ objects M plus the number of ‘Collidable’ object C.

Then we can restate that original equation as M * (M + C - 1).

This can be simplified to M squared + M * C – M.
This may look ‘worse’ but M is a much smaller number than N so the number of calculations does not grow as fast as it did before.

That is good, but we still have a geometric progression algorithm which is still bad.

So, lets look at M.

M is now only the moving objects which are basically ‘Players’ P and ‘Other AI Controlled Objects’ A.

So M = P + A

Ok, so now lets ‘cheat’ some more. What if we could say that AI Controlled objects were not part of M but instead were part of C.

What does that mean?

Well, it turns out that if we manage AI movement at the ‘Server’ level and say AI objects always win any collision detection operation then the ‘Client’ machine can treat all AI controlled objects as if they were ‘stationary’ at least during each individual frame of movement.

Think of it this way. Imagine that the game is a ‘Turn Based’ table top game and all NPC’s get to move first in each round. Now when all ‘Players’ move the ‘Board’ is set so they know where all the NPCs are during this round and they are guaranteed not to ‘move’ again until the next round.

So M = P and C now becomes C + A

Ok so what does our formula look like now?

It would be P * (P + C + A -1)

Which can be simplified to P squred + ((C + A) * P) – P.

Again, this looks more complex but again P is an even smaller number than M so the number of calculations grows even slower than the last time. However, P squared still means we have a geometric progression.

Time to cheat again.

Ok so P is now just ‘Players’ right. Well what if we said every ‘Player’ managed their own world movement calculations and ‘Players’ could not ‘Collide’ with one another.

What does that mean?

Well think of it this way. Imaging you are the only ‘real’ player in your world and all other players were ‘ghosts’ you can see but cannot actually touch.

If we do that then P = 1.

So what happens to that equations now?

P squred + (C + A) * P – P becomes 1 squred + (C + A) * 1 – 1

That simplifies to C + A.

OMG the square is gone. We no longer have a geometric progression.

Problem solved!

Zos must be a bunch of liars after all… right?

Sorry, no…

It is great that we now have a linear progression for the ‘number’ of calculation required for each fame of movement. But that is just a count of how many unique ‘collision’ calculation need to be perform at each frame every time a player moves.

Those ‘calculation’ have a cost measured in milliseconds.

So here is the second half of the ‘object count’ problem.

To give you smooth movement in the game you really need to process at least 10 ‘moves’ per second or movement begins to feel jerky and unresponsive to the player.

That means you only have 100 milliseconds to process ‘ALL’ collision operation for each ‘move’ frame.

Imaging that turn based game again but now you have a timer and you have to move in a set time each round or you are penalized. However, before you can move you have to perform a calculation in your head for each object on the board. The more objects the less time you have for each calculation you need to make before you can move.

The time needed to perform all collision calculations is then (C + A) * t.

Now lets also simplify the calculation by saying C + A is just C.

So the calculation is now just C * t.

Lets say each ‘collision’ calculation takes 5 milliseconds (I am pretty sure they take longer than that even today).

Ok how many calculations can you perform in 100 milliseconds if t is 5 milliseconds?

C = 100 / 5 = 20

WTF!

So even if the time required to perform a collision operation is only 5 millisecond you can only process 20 objects for each frame of movement!

How the F can any game possibly function?


Well they use things like BSP trees and Occlusion operations to further reduce the size of C so you don’t perform calculations on ‘All’ objects in the game world but instead only perform them on a small sub set of objects near the player.

What does that mean?

Think of the table top game again. Now you have to move in a set time frame but instead of having to perform a calculation in your head of all objects on the board you just have to perform the calculations for the set of objects that are within say 3 squares of the object you are moving.

I am not going to describe the processes for deciding ‘which’ objects you ‘need’ to perform collision calculations on but know those processes also have a time cost that goes up as the number of total objects go up.

However, no matter what they do, they can’t escape the limit of how many objects that can effectively perform collision calculations on before hitting performance issues and that number is actually pretty small.

So they do everything they can to ‘avoid’ those calculations.

In the ‘Dev’ controlled game world they ensure objects are placed far enough apart that you are basically guaranteed that you will never have ‘too many’ objects close enough to a player that it causes significant performance issues.

However, in a ‘House’ players are placing the objects, which means they can do ‘bad’ things, like building a house out of bottles, that can cause serious issues with performance because they have place way too many small objects close enough to each other that the value of C goes way beyond 20 even after performing all ‘limiting’ operations.

If you still don’t believe this I suggest you try a test I have posted several times already.

NOTE: This test may cause your player to get ‘stuck’ in your house or if you perform the test too close to the entrance cause you to not be able to ‘enter’ your house.

1. ) From a test server acquire a large home capable of the deploying the max furniture count which I believe is 700 items the new ‘Coldharbor’ house would probably be good.
2. ) From the test server acquire 700 items based on the items types described at the beginning of the test notes. (Make sure all lights have been turned on)
3. ) Place all 700 items in a pile somewhere in the center close enough that they are not overlapping and you can see all objects.
4. ) Log out of your house, then log back in and note the ‘load time’
5. ) Now move around the object while trying to keep them all in your view window and note the ‘Frame Per Second’ you are getting. (I believe there are PC addons that will give you slash command to see the FPS)
6. ) Now move so you will collide with the object, jumping on top of them would be good the more objects you can hit at once the better. Again note your Frames Per Second.

NOTE: I have another thread in which I describe ways Zos CAN increase the slot count in some way, but I am not really a fan of the solutions described since they are not ‘fair’ and can lead to other issues customers would like even less than the current slot limits.

https://forums.elderscrollsonline.com/en/discussion/418234/examples-of-how-zos-can-increase-house-furniture-slots#latest

Disappearing walls and floors are back

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i just did a dark brotherhood sacrament 5 minutes ago and had walls and floors disappearing at certain camera angles. why is it that bugs that got fixed already so often keep reappearing? this is very disappointing!

Erm... is it totally cool that DK Wings have no counter play for a mag NB?

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Every SINGLE skill projectile in the MagNB kit is reflectable for DKs...

Isnt that a bit ridiculous? How can you reflect a NB siphoning your health, that literally makes no sense at all as it is lol from a common sense stand point.

If you're a mag NB and you come up against a Mag DK, its not an disadvantage thing, its you have NO chance of even hitting the guy/girl if they spam wings which is exactly what they do.

Can ZOS use a LITTLE bit of logic when designing things as every skill in the game should have counter play

Ridiculous.

Arrow Spray Vs Silver Shards

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These skills are very similar as both reduce movement speed, damage all in front of you (up to five with SS), the range is similar and the cost about the same for base damage done though SS cost receives a 10% reduction with the Intimidate skill making it less cost per damage than AS. If you have access to Dolems then SS is available before AS. I am aware that AS damages each target equally while SS does 1/2x, 1x/ 1/2x (three target example).

It seems to me that SS fires faster than AS but this may be just perception.

I prefer SS. Can anyone make an argument for Arrow Spray as the preferred of the two?

The Tardis

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So while trying to figure out how to furnish my new Grotto i decided to put to work an old idea I had of creating the Tardis in ESO. These are my results.aa5xv1ihs9pr.png
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Golden Vendor - 2018/07/06

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Ring of the Viper - Robust 250,000g / 500,000AP
Heem-Jas' Ring - Robust 250,000g / 500,000AP
Ring of the Order of Diagna- Healthy 150,000g / 300,000AP
Mad Tinkerer's Ring - Arcane 150,000g / 300,000AP
Shadowrend's Shoulders  - Infused / Impenetrable (Light, Medium, Heavy) 100,000g / 200,000AP
IIambris's Shoulders - Infused / Impenetrable (Light, Medium, Heavy)100,000g / 200,000AP

History of Vendor Items
http://benevolentbowd.ca/esotu/esotu-chronicle-of-alliance-point-vendor-items/

[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!

Missing walls/textures "fixed", vMA hard mode activated


ESO+ Subscribers -- What do you want???

ALMALEXIA'S AMAZING DEALS (ALL FACTION TRADE GUILD & ALWAYS RECRUITING)

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ALMALEXIA'S AMAZING DEALS

is an established TRADE GUILD Since SEPTEMBER 2014, Formally known as ALMALEXIA'S GOLDEN PO BOX and prior to that it was THE MERCHANT'S GUILD
~~~WE'RE UNDER NEW MANAGEMENT & WE'VE BEEN ADOPTED!!~~~

WEBSITE LINK TO GUILD RECRUITMENT INFORMATION

We ARE CURRENTLY in GLENUMBRA in the main city DAGGERFALLS with OUR 2 Sister Guilds
ADOT (Amazing Deals of Tamriel) & ADON (Amazing Deals of Nirn)
We try to maintain 490-500 Members Which is the max capacity of a Guild & maintain a Trader Kiosk In very High Traffic City for our members to sell~


WE are currently working on a NEW Guild Hall, as we lost ours with the GM change over
BUT have established a hall in Pariah's Pinnacle (under construction & ALL ACCESS TO MEMBERS ONLY)


We have a DISCORD channel which can be used by any & all members between our 3 sister TRADE GUILDS can enjoy themselves

We also have WEEKLY RAFFLES, 2 TYPES OF LOTTERIES, WEEKLY LIVE AUCTIONS
and SURPRISE Giveaways just for being online (never know when you get sent a special goodie or even GOLD!!)

OUR GUILD POLICYS Consists of:
7 Days offline/In-activity max without SELLING!
1,000 Gold in sales minimum a week (7 Days)
IF no sales we give you 2 options: #1 buy Raffle and/or #2 Lottery Ticket a week (7 Days) to support Guild in paying for the TRADER
If you're gone longer then leave a NOTE on Roster In Game, Mail GM In Game, or Message GM On Guild Website



We Aim to Sell in Guild Store ONLY so that the NPC Trader is Paid for each week for Members, So on that basis we Don't do ANY in Guild Chat (WTS or LTS) sales.
We always aim to keep a Fun & Friendly atmosphere, which encourages selling since we are primarily a TRADING GUILD, "BUT" do PVE Events, Trial & Pledge Runs with fellow members


If your interested in being apart of our community then just Post your ESO Username in this thread or Mail/Whisper me @mis7up
Hope to see you in our Guild Chat soon!!

[PC/NA/EST] ESOteric Knowledge Is Seeking Core Back-Up Members!

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ESOteric Knowledge is an end-game progression-based trials guild with a focus on learning and enlightenment in the name of Hermaeus Mora.

Philosophically, I believe that the most important type of player to the community are the underdogs, because they will be the ones holding the torch when the older players retire.

ESOteric Knowledge originally began as a Discord server with a PvE lens and a focus on sharing knowledge and insight for veteran content. We eventually grew into an independent guild with the same values and the same focus.

We at ESOteric see potential in every player. We have a strong passion for fact-checking, experimentation, and research, as well as a focus on teaching new players the ropes of raiding and helping them with their roles; after all, there are no stupid questions, except for when you doubt yourself and your capabilities.

We are looking for a handful of players semi experienced in vet raiding to serve as permanent backup for our core roster, the Seekers. I encourage anyone from all walks of life to greet us and try-out for the available positions. The Seekers current goal is vAS Hard-Mode, meaning our requirements for core this time around are more demanding in the context of commitment and seriousness.

Our Core team, the Seekers, has beaten all of the Craglorn veteran trials on hardmode, as well as vMoL and vAS, vHof HM, and we are currently working on beating vAS HM. We are always looking for more people who would like to participate in more open raids with us and also to serve as backups for our Core positions.


What we offer:
  • A community of experienced, knowledgable, and nice players who are willing to assist players in PvE content, ranging from fielding regular questions to providing one-on-one help
  • Open raiding to individuals who are interested in experiencing and clearing veteran trials
  • A dedicated core team that you can be a part of
  • A Discord server that is also open to non-guildies for resources on veteran content and help with roles

What we're looking for:
  • Pulling at least 35,000 Damage Per Second on Six Million HP Dummy. Self buffed, elemental drain from a friend permitted [This requirement can be negotiated in the context of a back-up core position looking for experience opportunities to improve.]
  • A stable internet connection
  • Role Flexibility (You can play multiple roles or multiple specifications of the same role, Example: DPS that can play on Magicka Nightblade or Stamina Sorcerer and pulls good damage on both)
  • Willingness to farm items for self and core members
  • An open guild slot for ESOteric
  • A positive attitude
  • Eagerness to learn
  • Noncomplacency

The raid times in question:
Saturdays at 5:30 PM EST and Mondays at 7:30 PM EST!

If you think you qualify and are interested, please mail @AurbisDragon in-game or contact me via discord, (discord ID: SpaceDragon#5711), for additional information and to continue the recruitment process. Also feel free to say hi via the link to our discord. https://discord.gg/2tZJ2hp

Hope to see you around in ESOteric Knowledge. I look forward to playing with you! Good luck future Seekers!

Difficulty Does NOT Equal Quality

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I saw this posted in another thread, and it really resonated with me and my in game experiences. I use group finder a lot as many do. Most times it’s random, sometimes for specific dungeons.

It feels like the regular base game dungeons are about perfect for group finder both normal and vet. They have the right difficulty and decently fun enough to keep you coming back for more.

Then there’s DLC dungeons. Having gone through them all with trusted teammates, they can be lots of fun. With players that don’t know them it is quite painful.

It took years for ZOS to nerf WGT so more casuals could have a chance to complete. It’s Still painful with pugs. That is the easiest of DLC dungeons. Not fun. Good luck with the rest. Still nearly impossible for most group finder pugs I’ve ever been a part of.

Ok. So what I’m thinking the best solution for these problems is the whole difficulty situation. Normal/Veteran/Hardmode.

Normal is fine where it is honestly.

Veteran needs to come down a few notches. One shots need to go. I’m sure the devs can figure something out.

The current Hardmode at last boss, should be at the beginning and ramp up the whole Difficulty not just last boss. Go ahead with the one shot stuff here.

When Shadows of the Hist came out, these Dungeons were being referred to as mini trials because of their difficulty. Now they’re just DLC dungeons. Let that sink in.

This is paid content. Additional to the base game. An excellent benefit with ESO+

The current difficulty does not support a casual, looking for a little something more challenging than normal player. It’s over the top. Not in a good way.

Housing........ are you joking???

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Firstly I am a housing addict, I find decorating to be immensely relaxing BUT seriously 15k Crowns for an unfurnished boat???

That's around £80...………

£80 for a home that most likely you will never be able to decorate properly because even with ESO+ there will not be enough slots to allow more detailed decoration!!

@zos please, please increase the maximum available furnishing slots!!

I have been here since Jan 2014, subbed the whole time since release and atm I am starting to become very disillusioned with your direction across the board. :(




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