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mtones
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Is it just me or has lotrocommunity been very slow today?

 

Great post, Trib.  Both times :P


Does the nature of ESO's combat with the emphasis less on passive defenses and more on mouse-click blocks, double-tap dodges and so on make this game more reliant on real-time responsiveness and less able to withstand even minor lag?

 

It doesn't really matter much due to the soft targeting system in ESO, makes it about the same as with a tab-targeting system.

 

Using ground targeting skills can be frustrating, but it's really no different from using aoe skills in Lotro (i.e. enemies/allies moving away from affected area before effect comes)

 

Keep doors annoys you in the same way backdoors to keeps do in lotro lag, but in lotro you atleast have the choice to move around the keep to the other entrance.

 

Spidey, are you sure you have read that list of changes for the build that we're currently testing, or did you, like many others, read the list of changes for the latest PTS build? (the one with collision etc)?

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Had some fun today. Got my new High Elf Templar to lvl 7. Was running a quest line where I was helping the queen in an instance where we had to kill a boss and ffs it was bloody hard. 6 tries and I still was not able to get him down and so had to give up. Refreshing to come across a level of difficulty in a MMO where I get my char's arse handed over and over.

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Once again, we're not playing that build. This is the same build as last time. For stress test.

 

 

 

See above

 

Once again,

Not Free Trial

Not Bug fixes

 

Stress Test Beta

 

I know I might come off like a real fanboi, but it really pisses me off when people just assume shit without having a fucking clue, or just doesn't give a shit about finding the facts first. This is not aimed at someone in particular, but it needs to be said.

 

Ok so this needs to be said because what I am about to say IS A GOD DAMN FACT *from my experience and from the beta forums*

 

How many fucking stress test beta's do they need before they get the MEGA SERVER  under control to fix the issues like lag, log it times, black screen of deaths. mobs not respawning like they should, targeting system, camera angles, *especially when swimming* since they started doing betas for ESO.  They have done nothing to improve on any of this...the stress test is irrelevant to the importance of fixing all the mechanic fuck ups, if the game mechanics is shitty then you wont have enough people on to stress the server out to begin with.

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I have to say I don't really get these hyperemotional replies. This may be because I've only played lotro, so I'll just ask: Is there any MMORPG where lag is not something people simply deal with, from time to time? Reading the post preceding mine, I get the impression that jayson believes that any lag at all is unacceptable, whereas my intuition (given it's a beta) would be 'i'm sure they'll get it down with further testing, before or after retail launch'. Is that wrong? Is there a reason to expect that unless they are able to do so in the next few weeks, they never will?

As for the other observations: I found the game mechanics decent, even though it wasn't always immediately clear to me how targeting worked. I like that there's very little to the interface, though I am not sure if I wouldn't get bored running around with only 5(+1) quickslot skills..

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Another point that's sprung into my mind, while this is the same(ish) release as last time,

 

While I agree this is an old release and a lot has been addressed in the more current one being tested,

 

how many many many many times have we been this close to release, whether it's an expansion in Lotro or whatever, and there are loads of bugs, people complain it's buggy, others tell them time and time again that they are testing an older release, tell them not to worry as there's a  much more current one for the actual release,etc.

 

Yet time and time again, what actually gets released (thinking HD here as a recent prime example) is a complete buggy mess with hardly any of the major bugs people have been complaining about actually being fixed.

 

With that sad fact (with many games and other bits of software), is it any wonder when players try TESO out 4 weeks from release, that they take others saying this isn't the current release with an "yep, I've heard that one before" attitude? 

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Spidey, are you sure you have read that list of changes for the build that we're currently testing, or did you, like many others, read the list of changes for the latest PTS build? (the one with collision etc)?

I viewed a video and I assumed it was for this build, but I guess I'm mistaken.

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It certainly is a game changer having the weapon swap ability (Level 15 onwards) - in so doing you get another row of abilities, along with another Ultimate!

 

:)

It is, but still nothing spectacularly different, GW2 already did this and they did it better IMHO.

 

I do get excited about some parts of the game, the exploration, the story, and the crafting, and a few times I thought about changing my mind and buying the game. But it's a new game that most will claim they are bored with in 2 months. Most not being the people here, but most being the most common denominator in MMO's, the young, easily distracted by "shinies" males that make up a significant fraction of MMO communities. Couple that with console players, where that demographic is even higher and who aren't use to paying subs, I still see F2P within a year and I'm not THAT excited that I won't wait. And just one thing would probably make me change my mind.....

 

GIVE US THE OPTION TO USE A GAMEPAD NOW, AT LAUNCH! AND NOT COUNT ON THE PLAYERBASE TO CREATE A MOD FOR IT!

 

....the combat mechanics suck out loud with keyboard and mouse.

 

This can't be that hard of an addition. I just can't see a sub based game that caters to the console market being successful, when that market will be the least likely to continue paying a sub, Does anyone not see this?

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Ok heres a question if this game goes F2P how will that impact the console version?  Would it be the first console game that you can have F2P? OH WOW! that would be edge cutting technology to provide a F2P game on console!!! *Heavy sarcasm* 

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Well something was different this weekend, for me anyway.

 

Loading times were hideously long, much longer than I remember from before. Also my system couldn't handle the settings i had from last time. Kept getting rendering issues and whacked by invisible enemies. 5 minutes "to register the death" loading screen followed by 3 minutes of "rezzing you here" loading screen. I lowered my settings to minimum and that sorted it out, but it looked like crap.

 

None of these are TESO problems; my machine is old and is overdue replacement, just like I'm overdue a Lotto win. I'm pretty bummed about it though, just not bummed enough to buy a new rig to play this game.

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Don't most gamepads come with a way to manually assign keybinds? Are there too many buttons/axis needed for most controllers?

 

They do but I don't think they respond that well compared to games that have it properly coded. I've done it on a couple of games and it was so clunky and unresponsive I just went back to mouse and keyboard.

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Just following up to the posts here after this weekend's beta session.

 

No we did not play a new build of the game.  Easily seen in the launcher update version and then onscreen when you log in.  The patch notes clearly stated that they were looking to address server issues and that the recent release of fixes from the PTS was not applicable to the beta this weekend.  So the comments about mobs being easier rather than harder etc, are all not applicable.  Yeah, I too found things easier now have a char at lvl20 and a few others past 15-18 since they are getting stronger and the changes to difficulty are not seen in this build, as are not any other changes listed for PTS.

 

In comparison to last three rounds though, this weekend I did not experience a single crash, roll-back, log in wait, wait for Cyrodill or any connectivity issues.  I understand some did as the beta forum clearly indicated they were working on reports about it.  But for myself, surprisingly I had not one issue.  A few people in guild chat mentioned some lag stuff, though the ones that did all copped to having older systems.  Mine is kind OP for most games at the moment, so I don't consider it a good tester for challenges of that type.  I can run in Cyrodill on maxed settings when all hell is going down and don't have even perceptible lag, unless there was an issue server side which all felt at the same time.  As far as game play, nothing whatsoever was any different of course so I have not additional comments.  I spent my time working out builds and playing what content which was not bugged out :P

 

My guild has two members who apparently have been on the PTS for over a year.  I trust their opinions in that the list of fixes is accurate, but I want to experience for myself what those changes have rendered, especially when it comes to combat. I think that collision being added will indeed make a difference but I would prefer to know exactly how by seeing it first hand.  So I am waiting to see if we get an updated build to play before launch.  Assuming the kinks have been smoothed out with the server issues, it seems the next logical step to release update build and throw a huge number of people on it to see what if anything happens.

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New 0.181 patch notes now being tested on the PTS

OVERVIEW

The Elder Scrolls Online v0.181 features many fixes and improvements to existing content. Here’s a brief overview of what awaits you in this test:

  • Streamlined and made modifications to the tutorial. It should now be faster to complete and have more interesting encounters.
  • Many adjustments to overall gameplay and combat.
  • Numerous fixes for quest issues and blockers.
  • Several UI fixes and improvements.
FIXES & IMPROVEMENTS

Alliance War

General

  • Mender and Honor Guards at keeps and resources now cast Negate Magic as part of their abilities.
Art & Animations

General

  • Updated and improved several character animations for the start of the game.
  • Fixed an issue where the animation would stutter while riding your horse.
  • Fixed an issue where the animation would stutter while in stealth.
  • Fixed a rare issue where art would be missing in some areas.
  • Polished many animations and effects in the Main Quest 6 boss battle.
  • Fixed an issue that was resulting in some quest scenes having incorrect or missing effects.
Audio

General

  • More final orchestral music has been added to the game (this is an ongoing effort).
  • Fixed a number of issues with audio from UI and monsters.
  • The game audio balance has been improved (this is an ongoing effort).
Combat & Gameplay

General

  • You can now skip the tutorial with new characters if any of your characters have completed it already. When you click “Create” on the character creation screen, you will be presented with a pop-up which will ask you if you wish to skip the tutorial or not.
    • NOTE: Pre-existing characters before this patch do not qualify; you must complete the tutorial one more time before you are able to skip.
  • We are aware of the issues brought up by some of you regarding magicka and stamina regeneration. We are continuing to look into this issue, and a number of fixes included in this patch may address this problem. Please keep us posted on whether this patch fixes, improves, or does not change anything for those of you experiencing it.
  • Fixed an issue that was causing some players to become permanently invisible. This may still occur in very rare cases, so be sure to keep an eye out and /bug anything you come across.
  • Health enchants are now 50% more effective than before.
  • Health picks grant less health than before.
  • Marginally reduced base magicka and stamina regeneration at higher levels. The change of base regeneration is exponentially less with lower level players.
    • This change was included in the last patch, but was accidentally omitted from the notes.
  • Reworked the re-spec cost to 100 gold per skill point. This results in a very similar cost as the old formula for the first 60 skill points, and a significant reduction in the cost beyond that.
  • Reduced the veteran points gained from completing over world content; instanced dungeons and Cyrodiil are unaffected by this change.
  • Fixed several issues with the vampire skill line that was causing it to progress much more slowly than intended.
  • Fixed an issue where if you were cured of Lycanthropy after becoming a full werewolf, you would no longer be able to sprint, block, or bash.
  • Fixed an issue that was preventing battle leveled characters from getting critical strikes.
  • Made some modifications to the XP sharing system to fix an issue with power leveling.
  • Fixed an issue when the reticle would flash red, confirming a hit, even though the target dodged the attack.
Collision updates
  • You will no longer collide with other player’s pets or followers.
  • You will no longer experience collision with NPCs while you are stationary and viewing a UI screen (such as your inventory).
  • Reduced the size of the mudcrab’s collision area.
Nightblade
  • Fixed an issue with Path of Darkness that could sometimes cause the damage to end earlier than intended.
Sorcerer
  • Bolt Escape now decreases out-of-combat magicka recovery for 4 seconds, instead of stopping all magicka recovery
  • This change was include in the last patch, but was accidentally omitted from the notes.
Templar
  • Fixed an issue where Restoring Spirit was adding a percentage to all costs, rather than subtracting it.
  • This originally-intended change was included in the previous patch notes, but was not correctly implemented.
1h + Shield
  • Properly removed the cast time from the Power Bash ability.
  • This change was included in the previous patch notes, but was not implemented.
Destruction Staff
  • Fixed an issue with Wall of Elements that could sometimes cause the damage to end earlier than intended.
  • Decreased the cost of Wall of Elements.
  • Increased the range of Destructive Reach.
Dual Wield
  • Increased the duration of the Twin Slashes damage-over-time, resulting in an increase of damage per cast.
  • Increased the overall damage from Flurry, though the final hit damage remains unchanged.
Crafting and Economy

General

  • Fixed an issue that was causing some jewelry enchantments to temporarily stop functioning after you were killed.
  • Fixed an issue with the Bash Damage enchant that was causing it to have half the intended effect.
Dungeons/Group Content

General

  • Speed Run and Undaunted Achievements in Veteran Instances have had their VP rewards temporarily removed.
  • Fixed several quest-blocking issues in Veteran Instances.
  • Summoned Stone Atronach monsters in Tempest Island no longer grant Fighters Guild rep.
  • Fixed several instances of missing icons for enemy abilities used in dungeons.
  • Fixed an issue where the effects around Dark Anchors would only appear for players who were nearby when the anchors were triggered. You should now be able to see them from a greater distance.
  • Iterated on Dark Fissures to make them soloable.
Exploration & Itemization

General

  • Decreased the sell values of raw and refined materials.
  • Updated the sell values of potions and trash items so they sell for at least 1 gold at low levels.
  • Increased and standardized the sell value of weapons and armor. The old values were a bit inconsistent, so the amount of increase varies depending on the item.
  • Decreased the cost to buy items from vendors. The old values were a bit inconsistent, so the amount of decrease varies depending on the item.
  • Treasure chests in veteran zones will now have veteran-ranked items inside.
Inventory & Bank

General

  • Increased the starting bank size by 30. We removed 3 potential bank upgrades, and increased the cost of the later bank upgrades to account for this.
  • Increased the starting inventory size by 10. We removed 1 potential inventory upgrade, and increased the cost of the later inventory upgrades to account for this.
Mac Client

General

  • Fixed an issue where copying one character out of a block of text would instead copy the entire block of text.
  • Fixed an issue where copy/paste keyboard commands were causing the game to occasionally freeze.
  • Fixed an issue where players with Iris Pro GPUs were seeing many copies of every NPC on-screen.
  • Fixed an issue where only the first letter of a copied text block would paste when attempting to paste text into the chat window in-game.
Miscellaneous

General

  • Fixed an issue that could cause the game to crash when using a crystal shard, jumping into water, using social jumps, or traveling via wayshrines.
  • Fixed an issue that could cause the game to crash when a quest portal teleported you to a location below the world.
  • Fixed an issue where the game could crash if you had an effect on you while you had a food buff or held item.
Quests

General

  • Fixed an issue where ship doors caused you to go to an incorrect location.
  • Many voice-over mismatches and typos have been fixed.
  • Known Issue: If you have not completed the quest Soul Shiven in Coldharbour, you will be moved back to the beginning of the quest.
Guilds
  • Fixed an issue in the Fighters Guild quest The Prismatic Core that prevented you from joining your group members in the instance.
  • Adjusted the level on the Prismatic Sword that you receive from the Fighters Guild quest The Prismatic Core.
  • Fixed an issue that was preventing Mages Guild achievements from properly granting upon completion.
  • Map compass pins were added for the Mages Guild quest The Mad God’s Bargain.
  • Gutsripper is no longer quite as fearsome as his name, and his difficulty has been adjusted.
  • Fixed an issue with the quest Glade of the Divine.
Main Quest
  • Adjusted the difficulty for a skeleton in the tutorial so he can now be killed.
  • Segments of the tutorial have been removed to improve pacing.
  • Weapon racks were removed from the tutorial and replaced with a table full of swords.
  • Fixed an issue in the tutorial where Cadwell’s song was no longer being played when you approached him.
  • Fixed several issues with skeleton animations in the tutorial to stop pops and stutters.
  • Interactable objects were added to iron maidens, wheelbarrows, buckets, and skull piles in the tutorial.
  • Lyris Titanborn now respawns reliably when you log out on any step of the tutorial.
  • The Harvester at the end of the tutorial was replaced with multiple skeletons, followed by a Bone Colossus.
  • Molag Bal’s appearance at the end of the tutorial was re-worked with new effects and VO.
  • Adjusted the difficulty for The Duchess of Anguish in Castle of the Worm.
  • Fixed an issue where you were incorrectly allowed to keep the powers granted by the Amulet of Kings in God of Schemes.
  • Adjusted the ritual scene in God of Schemes to prevent the lines from stomping all over each other.
  • Fixed several issues that could break the battle in God of Schemes.
Starter Islands
  • Fixed an issue where Razum-dar did not go to the proper location once you spoke to him in the quest Storm on the Horizon.
  • Compass pins were added for both the Bosun and Razum-dar for the quest Storm on the Horizon.
  • Malareth’s compass pin has been updated to her new location.
  • Holgunn has been moved to a more conspicuous location in Davon’s Watch.
  • Niima now gives an appropriate response if you have not come from Bal Foyen.
  • Fixed an issue to increase the reliability of refugees spawning in the quest Last Rest on Bleakrock.
  • Fixed an issue to increase the reliability of Deathclaw spawning when there are many players in Bleakrock.
  • Fixed an issue in Carzog’s Demise where the spirit would not follow you when it should, blocking the quest.
  • Quartermaster Oblan should now appear, which will unblock the quest Cast Adrift.
  • Fixed an issue in the quest Tormented Souls where Drusilla Nerva would not spawn.
Alik’r Desert
  • Fixed an issue with the quest Left at the Altar in Bergama where thugs would not turn hostile.
Auridon
  • Fixed an issue where Tancano was not spawning in the Phaer Catacombs.
  • Fixed an issue in the objective Silsailen to make the quest more group friendly.
  • Fixed a blocker in Vulkhel Guard where the marines in front of the door prevented you from entering the Manor.
  • Fixed an issue in the quest The Unveiling where Malanie would not appear.
  • Fixed an issue in the quest Harsh Lesson where you could not spar with the proctors.
Bangkorai
  • Fixed an issue where you would be unable to complete the quest Destroying the Dark Witnesses if you had already completed the quest Heart of Evil.
  • Fixed an issue where logging out at a certain point prevented you from completing the quest Beyond the Call.
Coldharbour
  • Fixed an issue that caused a harvester boss battle to despawn prematurely.
Eastmarch
  • Fixed an issue where you could not complete the quest Victory at Morvunskar if you had already completed the quest The War Council.
  • Fixed an issue in the quest Giant Problems where logging out on a certain step prevented you from completing the quest.
  • Fixed an issue that prevented you from entering Ragnthar, blocking the Fighters Guild quest line.
Glenumbra
  • Fixed an issue at the Beldama Wyrd Tree in the quest Reclaiming the Elements which prevented you from talking to the Guardian of Air and completing the quest.
  • Fixed an issue in the quest Champion of the Guardians where you were unable to interact with Wyress Ashtah.
  • Foulwing in the Shrieking Scar should now spawn correctly.
Grahtwood
  • Fixed an issue in the quest Rare Imports where you could not interact with the cooking fire to advance the quest.
Greenshade
  • Fixed an issue in the quest Retaking the Pass where Indaenir would disappear if you wandered too far away from his scene, blocking the quest.
  • The quest Pelidil’s End has been heavily reworked.
Reapers March
  • Fixed an issue in Arenthia where you could destroy an earring that blocked the quest The Colovian Occupation.
  • Fixed an issue where there was no interact prompt on the crates in the quest Down the Skeever Hole.
  • Fixed an issue in Fort Grimwatch which caused Shazah to follow you indefinitely once the quest was abandoned.
Stonefalls
  • Adjusted the monster difficulty in the Cave of Memories so the boss is now more difficult than the mobs before him.
  • Fixed an issue in Fort Virak where you could become stuck as a spirit outside of the Ruined Corridors.
  • Fixed an issue in Fort Arand where Ahknara would fail to appear.
Stormhaven
  • Adjusted the level of the monsters in the Supernal Dreamers camp.
  • Moved a ship door to its proper place in Koeglin Village.
The Rift
  • Fixed a blocker in Ivarstead where you could not turn in the quest if you left a certain conversation.
  • Adjusted the difficulty of Kevinne Blightheart to be soloable.
  • Fixed an issue with the compass settings in Northwind Mine so you are properly pointed toward the goal.
  • Fixed an issue with the compass that would mislead you on the quest Drink, Drink, and be Merry.
User Interface

General

  • Veteran Rank water now displays as level 50 in the Alchemy UI.
  • Fixed an issue where an error would appear when using Rings of Mara with another player.
  • Fixed an issue where French and German words occasionally would not be properly capitalized at the beginning of the sentence.
  • Fixed an issue with the Customer Support window not loading properly.
  • Fixed an issue where the cursor would become active during lockpicking and prevent you from interacting with the tumblers.
Alliance War
  • Polished some French and German sentences in the Alliance War overview window.
Audio
  • Fixed an issue where Enchanting sounds were missing for Runes.
  • Fixed an issue where sounds would not play while Provisioning.
  • Fixed an issue where sound would occasionally stop playing while Enchanting.
  • Fixed an issue where sounds would play when choosing dialogue options; you should now not hear a sound at all.
Chat
  • Fixed an issue where /chatlog did not function. This is now saved to a file upon exiting the game. You can find this in DocumentsElder Scrolls OnlineLogsChatLog.log
  • Added an option under the Game Menu in Social/Settings that lets you disable the default behavior of the cursor being brought up when hitting Enter or typing into chat.
Guilds
  • Fixed an issue where guilds would reorder upon login, causing you to have your slash commands for chat not map to the same guilds.
HUD
  • Fixed an issue where turning off quest giver indicators would not persist after closing the client.
Keybinds
  • Added back the "." keybind to enable cursor mode.
Maps
  • Several maps have been updated to include more detailed information.
Tool Tips
  • Improved the messaging on the Rings of Mara and how they work.
  • Added a message when an item is deconstructed but no materials are obtained in the process.
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Don't most gamepads come with a way to manually assign keybinds? Are there too many buttons/axis needed for most controllers?

Skyrim works fine with a gamepad, natively, no reason ESO can't.

 

I can play most classes in GW2 with a gamepad, except Ele which became my main, so I saw no sense in using it for some classes and not others.

 

I haven't tried TSW with a gamepad, but it's definitely doable.

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Also will try ESO at least for the 1st month, If I like it probably stay a bit. Mostly because of guildstuff to nom people in AVA. (karn-aanug.com) :)

And: Lotro= free, gw2= free, planetside2= free, wot= free etc. np to sub for a bit, paid way too much over the years before p2w-lotro anyway so subbing for an even moderate game is no issue for me.

 

Got an extra beta key I think If anybody needs one. Decided I won't be playing Beta after all but you can, points*  Don't want to spoil stuff for myself ^^

Lalala*

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If you were in the last round and got the participation survey, you do not need to sign up again.  They just issue re-invites, as that has happened since last year.  For any new folks interested, then yeah - though there will likely be plenty of invite keys to go around from those of us repeating.  I am happy to forward mine to anyone interested.

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There's leaked info on Adventure Zones at Tamriel Foundry. On my phone right now, so wont even try to link it.

The short version: Imagine the areas around Carn Dum and Barad Gularan, landscape scaled for groups, with instances. Now imagine this in a size about 2/3 of one of the normal zones.

A Limlight Gorge on stereoids...

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Ah, could have made that a bit more clear in my earlier post. The dungeons are scaled for 12, but as I understood it the landscape for 4.

Edit: maybe it's time for ESO to get it's own section? This thread is way to big with way to many topics already. Perhaps it's time to remove the swtor section and replace with ESO?

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Ah, could have made that a bit more clear in my earlier post. The dungeons are scaled for 12, but as I understood it the landscape for 4.

Edit: maybe it's time for ESO to get it's own section? This thread is way to big with way to many topics already. Perhaps it's time to remove the swtor section and replace with ESO?

 

I was gonna ask about this as well (though not the part about removing the swtor section... people may still like to discuss there :) )

 

But if some of us are going to continue playing/discussing ESO I would like to make a section so we can start some theorycrafting threads and such...

There's leaked info on Adventure Zones at Tamriel Foundry. On my phone right now, so wont even try to link it.

The short version: Imagine the areas around Carn Dum and Barad Gularan, landscape scaled for groups, with instances. Now imagine this in a size about 2/3 of one of the normal zones.

A Limlight Gorge on stereoids...

 

Woo HOOOO! I used to love running content in the Rift so if it is anything like that I will love AZs :)

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