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Upcoming Patch Highlights & In-Progress Updates

edited April 14 in Website Articles Discussion Staff Post
We’ll be pushing a new patch during our regularly scheduled maintenance time tomorrow. The full patch notes will be available during the maintenance period, but we wanted to share the highlights with you now since they were a direct result of your feedback:
  • We have fixed issues with several quests that were blocking main quest progression. Those include Crossing the Chasm, Castle of the Worm, and The Army of Meridia.
  • We have fixed the issue with Liberation of Northpoint. The quest is now completable.
  • We have fixed several issues with Banished Cells that were making it uncompletable.
  • We have made many other quest fixes.
  • We have implemented many new things to thwart gold farmers, spammers, and botters.
In-Progress Updates
In addition to the fixes going live tomorrow, we want to give you a status update on some of the other hot issues we’re working on.

Missing Bank Slots, Stored Bank Items, and Skill Points – We're continuing to investigate the issue, and are working on a fix now. As soon as the fix is ready, we will push it out to the live megaservers. Please note: This may result in a second maintenance this week and when we do push the fix, it will not be retroactive. Know that we want to make this right for all impacted—we’re still exploring options to help those who have stored items/gold, and bank slots go missing.

Long Loading Times/Social Lag – Some people have been experiencing long loading times, guild chat lag, and other social systems lag, especially during peak times. We are aware of this and are actively investigating it. As soon as we have a fix, we will push it live.

Dungeon Treasure Chests – Based on feedback, we are changing treasure chests in instanced dungeons so that everyone gets a piece of loot regardless of who opens the chest. This change is currently being implemented and tested internally and will be released in a future patch as soon as it’s ready. Watch the patch notes for the news.

Public Dungeon & Delve Boss Monsters – Also based on feedback, we will be placing a timer on how often you can get loot from public dungeon and delve boss monsters. This timer is shared across all boss monsters in public dungeons and delves. This will not impact loot timers for quest-specific monsters or overworld group bosses. Watch the patch notes for news on when this change will go live.

Thank you for continuing to share your feedback and concerns with us. We’ll continue to read and listen, and update you on known issues and their status.
Jessica Folsom
Community Manager (English) - The Elder Scrolls Online
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Comments

  • Any news on a fix for the Vampirism ability cost reduction that stops working after you log/change instances or the stealth movement that stops working when you die?
  • Anything about pvp quest or something else for doing veterans levels in RvR ?
  • cymattcymatt ✭✭
    I missed the Quest: Motes in the Moonlight in your List, its a hard progress Block plz fix this too ...
  • RotherhansRotherhans ✭✭✭
    edited April 14
    Now was that so hard?

    Even if for me it means I still won´t be starting my sub this Tuesday due to the missing bank-bug fix.
    So I guess you guys are trying to test my patience to the max(aka. next weekend). :\
    Post edited by Rotherhans on
    “I'm not going out of my way looking for devils;
    but I wouldn't step out of my path to let one go by.”― Robert E. Howard
  • Thanks for the update on missing bank items/skill points
    Character: Aeries, v14 DK DC
    Guilds: No Mercy, Lion Guard
  • Hoping to see werewolf fixes in the full list tomorrow
  • Nothing on Graveyard of Ships? It has been bugged for almost a week now.
  • Jadeviper1974Jadeviper1974 ✭✭✭
    edited April 14

    Dungeon Treasure Chests – Based on feedback, we are changing treasure chests in instanced dungeons so that everyone gets a piece of loot regardless of who opens the chest. This change is currently being implemented and tested internally and will be released in a future patch as soon as it’s ready. Watch the patch notes for the news.

    I am finding this one a bit confusing, maybe I am asking for to much detail to soon. By "everyone" does that mean everyone in an area near the boss, or everyone who gets a hit in on the boss, or everyone in my party?

    Oh and btw, thanks for the update.

    (edited for content)
    Post edited by Jadeviper1974 on
    What is written above are my honest opinions. If you agree then; "Great!" If you disagree; "Great!" I really couldn't care less either way.
  • EndolithEndolith ✭✭✭

    I am finding this one a bit confusing, maybe I am asking for to much detail to soon. By "everyone" does that mean everyone in an area near the boss, or everyone who gets a hit in on the boss, or everyone in my party?

    Oh and btw, thanks for the update.

    (edited for content)

    Everyone in the party, I'd say, since it refers to instanced dungeons, not the public ones.

  • RubyTigressRubyTigress ✭✭✭
    These fixes sound excellent. Thank you for giving us a bit of a preview.
  • TabbycatTabbycat ✭✭✭✭✭

    Dungeon Treasure Chests – Based on feedback, we are changing treasure chests in instanced dungeons so that everyone gets a piece of loot regardless of who opens the chest. This change is currently being implemented and tested internally and will be released in a future patch as soon as it’s ready. Watch the patch notes for the news.

    I am finding this one a bit confusing, maybe I am asking for to much detail to soon. By "everyone" does that mean everyone in an area near the boss, or everyone who gets a hit in on the boss, or everyone in my party?

    Oh and btw, thanks for the update.

    (edited for content)

    That would be in regards to instanced dungeons (4 man group), so everyone in your party would get loot from the chest that opened.
    Co-GM of The Psijic Order Guild (NA)
    0.016%
    You can either agree with me or you can be wrong.
  • BunnieKillerBunnieKiller Soul Shriven
    Any idea when the "An Unknown Error Has Occurred" bug will be addressed? Or even just acknowledged...
  • I think public dungeon boss farming is mostly seen on lower level maps. Perhaps the development team would consider putting off this change in the veteran content until it is shown to be a problem there too. Low level characters are often farming/crafting alts, or simply new players whose behavior is, for lack of a better word, "greedy".
  • Endolith wrote: »

    I am finding this one a bit confusing, maybe I am asking for to much detail to soon. By "everyone" does that mean everyone in an area near the boss, or everyone who gets a hit in on the boss, or everyone in my party?

    Oh and btw, thanks for the update.

    (edited for content)

    Everyone in the party, I'd say, since it refers to instanced dungeons, not the public ones.

    Ahhh, I missed that one little word.
    What is written above are my honest opinions. If you agree then; "Great!" If you disagree; "Great!" I really couldn't care less either way.
  • Turelus wrote: »
    Wouldn't it make more sense to make the boss monsters somewhat harder to kill so they aren't insta-gibbed instantly when they spawn? Increase their health/damage/resistance based on how many people are near? The proposed changes won't fix the actual problem just make it more tedious getting the blue item we want from them.

    Wouldn't that be a less negative way of fixing them problem?
    The problem then would be when people aren't around farming them the small group of players or even solo player who wants to kill it would be in trouble trying on their own.

    This could be solved by making them scalable.
    The more people trying to kill the boss the more HP it has.
    That way everyone gets a chance regardless of how many is trying to kill it.
  • Ugh please tell me you mean something else when you say the bank fix will not be retroactive. That will pretty much kill this game for me
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