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**Comprehensive list of bugs, broken things, and other severe issues**

Gunavar
Gunavar
✭✭✭
The PTS is out but I will not be removing any item from these lists until they are fixed on live!

The idea for this post started in the class discussion but when I received more and more messages with suggestions that fell outside of purely classes or skill, I decided it needed to be moved to another place. Unfortunately, there is no general discussion forum, all the specific forums seem to be rarely viewed by devs, and don't have enough traffic. They mostly seem to be echo chambers for arguing the same few issues. Thus, I decided here was the most appropriate place to post this.

The changes I've made for this version are to only include things that are bugged, have a component of them that doesn't function as intended/well, or are so grossly out-balanced that it should be obvious

Let's begin.

Forum Issues

1. As noted above, there is no general discussion forum. While specific threads and forums are nice, sometimes a thread doesn't really fit anywhere and needs to be viewed by a high volume of players. A general discussion forum would fit that really well.

2. The Dev tracker needs an option to filter by language and a working filter by time option. Having to sift through multiple languages and view the time on even the top posts to see if they are really the most recent is pretty frustrating.

Chat issues

The disconnect between @name and character name is really annoying at times. Let's say you are in a guild. You invite everyone to your group (but not from guild chat because you can't actually do that...yes I realize it's because of multiple factions within a guild or something like that but really, you could code around that) only to not know who anyone is because you now see character names instead of @names. There needs to be an option to view @names of guild members while in a group or something like that.

Guilds

Guilds could use more ranks which would allow for more diverse permissions.

Guild permission changes often fail and do nothing. We turned off talk/listen in guild chat at launch so we would know if permissions were ever fixed. So far everyone can still talk/listen so the permission change did nothing.

The Guild Shop is a mess. There's a great mod out there that makes it slightly less trash but that should really be baseline. Gems for crafting seem to show up in no category. You can't really filter Vet only gear or items.

Mail

COD sales are taxed in a additive manner. To CoD one item is a flat 10 gold + 10% tax. Every additional item added is an additional 10% tax for a total of 70% tax. That's incredibly dumb and it should just be a flat tax. Even if as a flat tax it was 20%, it would be really high.

Suggested Interface Improvements

A few of these are in-game as add-ons but they should be core features of the UI.

1. Shift+Click to link items.

2. Ability to natively color chat channels.

3. Dressing Room to preview the look of items.

4. Native gear manager.

5. Ability to copy+paste text from chat window.

6. Ability to make group changes from the main screen without pressing "P". Most games feature the ability to just right click on group member portraits or names to make group changes. That would be a really nice feature.

7. Togglable audio notification for tells.

8. Toggable chat fading.

9. Some sort of improved targeting/interface for group encounters. Assisting, marking, threat indications, really just anything to make group fights less of a mess, especially with trials coming in Craglorn.

Ability and Stat Problems

1. There is no uniform scaling of abilities. The core theory seems to be that weapon skills should scale with stamina, weapon power, and melee crit while spells scale with spell power, magicka, and spell crit. This is not the case. Some class abilities scale with melee crit or stamina. Or even in the case of some Dragonknight abilities, health. The scaling should be uniform by type and/or listed on the tooltip so people know what actually improves their ability. *This strange scaling is apparently intended based on the comments of some recent thread. Still dumb though*

2. The same is true for armor and spell resistance. Some class abilities go against armor, some against resist. Same with some weapon skills. This is something that needs to be made clear.

3. Attack speed and what it affects should be clarified. Some things benefit from it, some do not. Needs uniformity.

4. Specific resistances (fire, poison, etc.) should be displayed on the character sheet. While we're on the subject what is disease resistance and why is it different than every other resist in values.

5. Bolstering often reduces armor and other stats if you are not yet 50 especially bonus stats granted from abilities. *FIXED ON PTS*

6. It should be clarified what stats actually affect healing (if any). There are several heals that can't crit or don't improve with stat improvements (at least not in an obvious way). That needs to be addressed.

7. Skill lines can become bugged and unable to gain any more skill line experience. It is unclear what causes this.

8. Because of soft caps, some passives and skills are near useless. A good example is the circle of protection morphs. One fears undead, the other increases health regen by 25%. Because of the softcap, that 25% is really 12.5%. That's a pretty big decrease in effectiveness. Maybe if they gave some flat amount not affected by the softcap they would be less terrible.

Combat Problems

1. While useful, animation cancelling really shouldn't be a thing.

2. Characters will somtimes break and be unable to execute any abilities. Pressing ESC several times often fixes the problem. Occasionally, the problem is only fixed through relogging.

3. Heal targetting can be a nightmare especially in encounters where you have npcs or companion pets. Heals will often hit companion pets or npcs instead of players. If you don't have a player perfectly targetted, the heal often won't hit them. Removing the ability of heals to hit companion pets, npcs, or adding a defensive target would fix many of these issues.

4. On several mobs, the "This mob is too powerful for that effect" message pops up when using debuffs. This is supposed to mean that the debuff doesn't work on them. However, some abilities have multiple debuffs with some working and some not working. It's unclear what does and doesn't work. Additionally with some DoTs that also have a debuff component, if the debuff fails, so does the DoT.

5. Several projectile based abilities will randomly move extremely slowly and not deal damage until they heal.

6. AoE, Line, and Cone attacks seem to have very small verticality and will often not hit mobs or players standing up a ramp from you. *PARTIALLY FIXED ON PTS*

7. After a seemingly random period of time, characters will lose all of their ultimate they have built up. Not sure the criteria for this because I can log without losing it and can travel around without losing it most of the time. It just drains out sometimes. Is there intended decay? And if so, what is it?

8. Weapon swapping will frequently bug out in a number of ways included but not limited to: Giving you one bar's weapon and the skills of another bar (which are often usable even if you don't have the right weapon equipped), failing entirely and locking up so that you cannot swap weapons at all, preventing you from swapping to some weapon sets (often dual wield), randomly unequipping your weapon, or flat out not working at all.

Inventory and Interface Issues

1. Items frequently don't stack in your inventory, banks, or guild banks.

2. Not being able to see accurate buff and debuff tracking causes lots of issues. It's difficult to tell if abilities are working properly. Additionally, there are several boss fights that are dependent on a debuff being cleansed. If you design encounters around debuffs, you need to let us see them. If you don't want them on the default UI, at least unlock the API in that regard.

Respecs

Upon a respec, a skill may not be refunded. If this happens, the skill point is still invested in the skill but the skill becomes unusable and no points may be put into the skill. This means that the skill may not be used, advanced, or morphed.

Leveling and Progression Issues

Dungeon XP: It's understandable that ZOS didn't want people mass grinding dungeons to quickly hit 50 but the dungeon xp change went far too much in the other direction. Now dungeons while leveling are worth next to no experience and are really only to be done once for the skill point. They should be a viable xp option.

PvP XP: Similar to dungeon XP, leveling by PvP should be a viable option but right now the experience is minuscule. Yes, people abusing the kill player's quest may have been a problem but instead of just totally killing PvP leveling, you need to come up with a better system. *PARTIALLY FIXED ON PTS*

General Skill Problems

Many passives, especially stealth passives, fall off upon death and require a relog or rezone to fix. *MANY PASSIVES ON DEATH FAILING FIXED ON PTS*

Templar

Numerous visual bugs with abilities.

Aedric Spear

Spear Shards: AoE targeted but disorients a single enemy in the AoE. Unless there is one enemy in the AoE, you aren't going to be able to pick your disorient target. It's just a roll of the dice. It would be better as a group snare, or knockdown, or even make it disorient your current target if that target is in the AoE. Will sometimes graphically bug and appear horizontal or not at all. *Graphical bugged fixed on PTS*

Dawn's Wrath

Solar Barrage: Visual bug where it creates a border of light around your screen. (Reported by aaron)

Backlash (and all morphs): Some general weirdness with the damage storing effect. Some sources seem to count to it and some don't. Seems to store up less than the listed amount.

Enduring Rays: Increases the duration of Sunfire but does not actually increase the damage. Because of this they do the same amount of damage just over a longer period of time, effectively nerfing it.

Restoring Light

Breath of Life: 1. Reports of it being unable to crit. 2. The smart heal component isn't so smart. It often heals full hp targets, companion pets, or npcs in the area over players. It shouldn't ever hit npcs or companion pets over low health players. *Inability to crit fixed on PTS*

Honor the Dead: Only restores mana if the target is under 50% at the end of the hot. The tooltip makes it sound like it should restore this mana at the first of the heal not the end. Restoring at the end of the ticks is pretty bad design and largely useless.

Repentence: Beams of light similar to those when will frequently randomly hit the player from miles away even when the ability isn't activated. They don't seem to restore anything.

Healing Ritual: As with all AoE heals, the healing component is often broken by slight height differences (ramps), small objects, and lots of things between the healer and the target. This should always heal anyone within the area of effect.

Cleansing Ritual (and all morphs): Only the first tick of the healing area actually works. The other ticks do not activate unless you run out of the aoe and run back in. Some people report very different behavior with this ability. Not sure what's going on.

Nightblade

Assassination

Death Stroke: The animation will play but the ability will sometimes fail.

Teleport Strike: Sometimes, animation will play but ability will fail. Might be miss related.

Mark Target: So many reports of it working and not working. There is something screwy going on here than makes it fail or not work properly but not all of them time or with all characters.

Pressure Points: Appears to be nonfunctional or only giving small amounts of crit regardless of number of abilities slotted. Or doesn't affect tooltip.

Haste: Doesn't seem to work with any weapon.

Shadow

Shadow Cloak: Fails constantly. Often won't be visibly invisible even though you are invisible to mobs.

Dark Cloak: Does not remove several bleeds or debuffs.

Veiled Strike: Reports of it not activating. Even if it activates, the stun often doesn't fire. Movement speed is lost upon death and requires relog.

Concealed Weapon: Some weirdness about the stealth increase. Reports of it not working. Reports of the speed being based on if you had it slotted when you stealth. Deserves a look either way.

Aspect of Terror: Fear doesn't always last 4 seconds even against npcs.

Summon Shade: Stops attacking when its initial target dies.

Shadow Barrier: Often (maybe always) doesn't increase armor when popping out of stealth.

Siphoning

Strife: Lots of buggy behavior. Sometimes doesn't heal at all, sometimes doesn't heal enough, sometimes heals too much.

Siphoning Strikes: Seems to be returning less healing that the tooltip indicates.

Cripple: Reports of it not properly leeching speed. DoT does not work on mobs that can't be snared.

Sap Essence: Can't crit. Seems to not trigger frequently. *FIXED ON PTS*

Magicka Flood: Doesn't properly scale for each ability slotted.

Dragonknight

Several abilities scale based on health rather than magicka or stamina however nothing in the tooltip would indicate this.

Take Flight: Can fail to execute and leave your character in flight mode unable to do anything.

Ardent Flames

Molten Whip: The slotted passive has no way of telling it really work other than comparing damage before and after because it doesn't affect the character sheet. Even when charting out the numbers, it seems to not work.

Sea of Flames: Only restores mana if the mob dies to Sea of Flames itself.

Sorcerer

Ball Lightning: Does not absorb projectiles properly.

Pets are a huge mess. Bad AI, poor damage, no health bars, frequently despawn upon zoning or other actions, impossible to tell whose pet is whose in a group dungeon, and so, so, so many other problems. Pets from MMOS made a decade ago worked better than these. They just need complete overhauls. And better tools to control them so that you can actually direct what they do. How are we playing an MMO in 2014 without pet controls?

Two Handed

One Hand and Shield

Puncture: Doesn't work on most boss mobs which is exactly the type of mobs you would expect and want a debuff like this for.

Low Slash: See above comment about debuffs.

Battlefield Mobility: Seems to not increase movement speed or at least not on all characters.

Invasion: The tooltip should indicate the maximum and minimum duration based on range.

Dual Wield

Twin Blade and Blunt: Doesn't seem to affect weapon critical when using daggers. Or if it does, does not affect critical tooltip. Either way, needs some clarification

Bow

Bows seem to generally have issues with attack speed affecting them as well as other stats.

Scattershot: Sometimes doesn't hit targets while moving.

Restoration Staff

Something on this skill tree should tell people that heavy attacks restore mana because that's very unclear.

Grand Healing: The AoE is about 50% larger than the reticle and graphic.

Regeneration: The smart heal can and often does hit npcs and pets.

Cycle of Life: Really unclear tooltip. Should say "Increases damage by 1%" instead of "Deals 1% Damage"

Light Armor

Medium Armor

Athletics: "Increases sprint move speed by 2% and the stamina cost of roll dodge by 2% per piece of medium armor equipped. Current bonus : X%" Does this increase the cost of dodge roll or decrease it and is just really badly worded? (Reported by Grithok)

Heavy Armor

Soul Magic

Vampire

Vampire ability cost reduction from stages doesn't seem to last through zoning and various other situations. There are even weirder bugs with this as well. Sometimes the cost reduction works but doesn't display on the tooltip and often won't let you cast the spell at the actual cost because the tooltip doesn't update. Example: The cost of Elusive Mist is 140ish for me at Stage IV. The tooltip says 500. I can't cast it unless I have 500 mana because the game thinks that is is the cost however when I cast the ability it only costs 140.

Clouding Swarm: Doesn't seem to work against NPCs.

Devouring Swarm: Heals the player even during Elusive Mist

Poison Mist: Tooltip indicates it ticks every 0.5 secs for 4 seconds. This should be 8 ticks. It's currently only ticking 3 times.

Dark Stalker: Passive removed by death. Must trigger a loading screen or relog to fix. *FIXED ON PTS*

Werewolf

Leader of the Pack: Any action can bug it and cause you to shift out of form prematurely.

Pounce: If a target dies while you are pouncing it, you can become stuck in the pounce animation and unable to do anything until you shift out.

The cooldown on the ability to bite other players will sometimes break and require far took long to cooldown (reports of it 43 days on the cooldown).

Being cured of werewolf does not reset your skill points spent in werewolf.

Fighter's Guild

Silver Lash: Takes two activations to do the pull with a high stamina cost. Activating the pull should be cheaper or free to make it a viable choice. *Cost significantly lowered on PTS*

Expert Hunter: Doesn't work with other abilities that have similar damage procs like Lightning Form and Lightning Pool. Also, really needs an indication where it refreshes because it's impossible to know if it's still up unless you see the procs.

Bounty Hunter: The quests are boring and have really poor rewards. Should be reworked.

Mage's Guild

Meteor: Doesn't count as a slotted ability for Magicka Controller.

Mage Light: The crit sometimes fades and must be recast to fix.

Degeneration: Doesn't seem to be tracked in such a way that the heal from it can be properly parsed so it's difficult to tell how useful it is.

Equilibrium: The player will often be unable to receive healing from any source for a few seconds after casting Equilibrium.

Everlasting Magic: Increases the duration of Scalding Rune and Degeneration but does not actually increase the damage. Because of this they do the same amount of damage just over a longer period of time, effectively nerfing them.

Undaunted

Racials

Imperial

Red Diamond: Seems to activate way more than 10%.

Orc

Brawny: Reports of the Stamina Component not functioning.

Trade Skills

Sometimes a character will become bugged and unable to refine any materials or a specific material type. Link to thread describing issue: http://forums.elderscrollsonline.com/discussion/85874/can-not-refine-any-raw-materials

When are we getting Jewelry making back?

Alchemy

Snakeblood: Has no effect on potions consumed or crafted.

Enchanting

*Lots of Fixes on PTS. However, the exp curve is still miserable.

Enchanting leveling is the worst grind imaginable. Rune discovery grants a decent amount of experience but actually crafting a run often grants less than half a % even if it's the highest tier you can make. The only way to level enchanting is to disassemble dropped glyphs or glyphs made by others. However after a certain point (around 30) these gives so little experience that it takes 100 or more to level. The exp values for this skill really need to be examined.

Glyphs should show both the bonus they give to a large piece of gear and a small piece of gear.
Potion cooldown reduction glyphs are non-functional. *FIXED ON PTS*

Fishing

Really needs some love. I get why you removed it providing material for provisioning but right now it is really useless except for achievements.

Provisioning

Item drops by tiers are a bit screwy. The fourth zone of each faction (Alik'r for DC) drops level 40 provisioning materials despite that zone being largely level 30 content. The final zone drops level 50 provisioning mats despite being pre-50 content. 50 materials drop in all subsequent content as well. The fifth zones should probably drop level 40 mats and 50 mats should be reserved for Cryodil, Coldharbor, and early Vet content.

Speaking of Vet content, Vet zones usually drop the provisioning mats that the non-vet version would drop.

Vet 5 food is only Cyrodil or grocer. Which is really dumb.

There are two versions of Jazby Grape. One is a core crafting item. The other is an improvement material. One of these needs their name changed.

Some rare food ingredients aren't just rare but are neigh impossible to find. Tomatoes and Oats are the worst offenders but Pepper is pretty bad too. This would be less of a problem if there was some sort of viable trading mechanic other than trade guilds. *Apparently Oats and Tomatoes are supposed to be hireling only according to ZOS (though this isn't really the case). Guess Honey Brittle is the only food anyone is ever going to eat!

Mundus Stones

*LOTS OF MUNDUS FIXES ON PTS*

General problems with all Mundus stones. I'll go into details later. Also the divine trait doesn't' work properly with all stones. Even some that work do not update character sheet. Even working stones will sometimes stop working. Picking up a new buff fixes this sometimes, sometimes nothing fixes it.

The Apprentice: Not working

The Lady: Not working.

The Lord: Works and displays properly.

The Lover: Not working.

The Mage: Works and displays properly.

The Ritual: Seems to work. Needs a display in character sheet.

The Shadow: Gives 1% increased crit damage. That's a really small number.

The Steed: Divine trait actually reduces the bonus from the Steed stone. Sometimes the Steed stone sticks even after you change stones and zone.

The Thief: Not working.

The Tower: Works and displays properly.

The Warrior: Not working.

Delves and Solo Dungeons

Crow's Wood

Bosses are only giving kill credit for the champion achievement if you get the last hit.

Dungeons

Vet Dungeon epic sets (Ebony, Savior, etc) often don't have traits on them which greatly decreases their usefulness. Also the 4 set bonus is "Add 10 Healing Taken." That's either a typo or the worst set bonus ever. The set bonuses are generally terrible (99 stam, 100 health to all group members, etc.) because of softcaps except for the cloth set whose bonus %cost reduction for your group is amazing and way better than all the others.

Most bosses don't have proper leashes and can be kited or pulled out of their area which often breaks key mechanics of the fight.

Veteran Spindleclutch

The second boss often bugs after a wipe and the falling rocks do not despawn. Sometimes this even blocks the doorway. There is no way to fix this and the instance must be reset.

Veteran Banished Cells

The crystal to spawn the final boss can fail if someone in the instance is one the quest. This can only be fixed by everyone dropping the quest.

Veteran Darkshade

*FIXED ON PTS*

The door after the second boss is often (almost always) unable to be opened so the instance cannot progress.

The scribs on the second boss each have their own loot table identical to the bosses and will respawn if they are killed but the boss doesn't die. This leads to groups heavily farming just them and resetting the boss. They should only drop loot upon completion of the entire boss fight.

Group Challenges

The following group challenges do not correctly award skillpoints:

Crimson Cove
Lost City
Rulanyil's Fall

The Toothmaul Gulley Group challenge can currently not be completed because the required mobs are not spawning.

Eidetic Memory

Skill Books are not saved by Eidetic Memory. Nor are motifs or dozens of other books.

Final Thoughts

This is a work in progress and will be updated regularly. I have some players writing up problems for every section that is currently missing and will be fleshing them out soon.

Feel free to post any other bugs you know and I'll add them to the list.

@ZOS_JessicaFolsom‌, @ZOS_GinaBruno‌ , any comment on these issues, even just mere recognition of them would be great.
Edited by Gunavar on April 30, 2014 1:14PM
  • Gunavar
    Gunavar
    ✭✭✭
    Reserved for other stuff.
  • cjmarsh725b14_ESO
    cjmarsh725b14_ESO
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    Really good list, thanks for putting it together.
  • BenjaminKacher_ESO
    BenjaminKacher_ESO
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    http://forums.elderscrollsonline.com/discussion/80795/bugged-passives#latest

    Here's my list that I made a few days back, all on this list have been reported.
  • BenjaminKacher_ESO
    BenjaminKacher_ESO
    ✭✭✭
    As for the Nightblade - Teleport Strike ability playing it's animation but not doing anything, I have only had this happen on mobs higher level than me (to which you have a miss chance) and assume that these are a miss (therefore no teleport to them) but it still plays the animation. Still a bug but don't feel like you're being cheated by the game.

    I've played around with Nightblade - Mark Target a lot, it always seems to apply for me although sometimes with the same problem as Teleport Strike. Make sure the column of red/black light is on the target after cast.

    As for Nightblade -Haste I have a feeling there's some scaling to their attack speed, I use a destruction staff which has a -10% charge time on heavy attack passive along with the attack speed buff on the weapon. The attacks come slightly faster when I use Haste but it is definitely not a 40% bonus in attack speed.
  • BenjaminKacher_ESO
    BenjaminKacher_ESO
    ✭✭✭
    Nightblade - Siphoning Strikes sometimes has a "projectile" issue like any destruction staff attack or other animated projectile where it goes really really slow and does not deal damage/heal until it hits.
  • BenjaminKacher_ESO
    BenjaminKacher_ESO
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    Mundus Stones - The Shadow I noticed significant sneak attack crit bonuses after taking this symbol, haven't actually looked to see if normal crits only benefit 1% like stated here.
  • Gunavar
    Gunavar
    ✭✭✭
    Updated with several new issues.
  • Gunavar
    Gunavar
    ✭✭✭
    Updated with issues with Mundus stones and other skills.
  • Gunavar
    Gunavar
    ✭✭✭
    More updates.
  • niocwy
    niocwy
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    I hope the devs are looking to this thread.

    Nice work. Just some things :
    • On stacking items : in guild banks, items do not stack, period, and it's intended. They implemented it in the 1.0.4 patch.
    • On Puncture not functioning : my guess is some bosses just break taunts to attack other party members. I don't think it's a bug...but I may be wrong.
    • Nightblade - Shadow Skill Line - Fortitude (Passive) : the Shadow Ultimate does not count as a slotted ability toward this passive.
    Edited by niocwy on April 23, 2014 9:50PM
    Look at my profile picture. Visualize that muffin...smelling it...taking a bite...
    Are you hungry now ?
    Good.
  • Noguchi
    Noguchi
    Soul Shriven
    Great job on the list. These type of posts are much more efficient for devs than ticket after ticket of problems one by one. Hopefully these issues will be addressed sooner than later.
  • Dunhilda
    Dunhilda
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    Raw Materials not showing up when crafting at a crafting station
    In other words you have the Raw ( Iron ore 10x) But the game doesn't see this and thinks you have zero, therefore you're unable to make Iron Ingots

    Link for better understanding

    Topic created by armorgod

    http://forums.elderscrollsonline.com/discussion/85874/can-not-refine-any-raw-materials
  • Gunavar
    Gunavar
    ✭✭✭
    niocwy wrote: »
    I hope the devs are looking to this thread.

    Nice work. Just some things :
    • On stacking items : in guild banks, items do not stack, period, and it's intended. They implemented it in the 1.0.4 patch.
    • On Puncture not functioning : my guess is some bosses just break taunts to attack other party members. I don't think it's a bug...but I may be wrong.
    • Nightblade - Shadow Skill Line - Fortitude (Passive) : the Shadow Ultimate does not count as a slotted ability toward this passive.

    The first one is just because of their inability to properly code autostacking in guild banks. They should fix the autostacking.

    Some bosses definitely do a detaunt. However the debuff issue is a larger problem. I've stopped using Puncture in favor of Inner Fire for several reason but the failure rate of Puncture is definitely one of them.

    Slotted abilities passives have some issues in general. Ultimates never count towards slotted ability passives and other slotted passives don't often count abilities and just give you the minimum.
    Dunhilda wrote: »
    Raw Materials not showing up when crafting at a crafting station
    In other words you have the Raw ( Iron ore 10x) But the game doesn't see this and thinks you have zero, therefore you're unable to make Iron Ingots

    Link for better understanding

    Topic created by armorgod

    http://forums.elderscrollsonline.com/discussion/85874/can-not-refine-any-raw-materials

    Added.
  • ElSlayer
    ElSlayer
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    Hey, man, nice list you got there. Keep up the good work! :)
    @d0e1ow: There is no singular thing within a game's little ecosystem that will convince you that you hate the game, hate your life, and hate everyone around you faster than the game's official forums will.

    @TaffyIX: Life is too short to get upset by a video game.
  • Natjur
    Natjur
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    Gunavar wrote: »
    The first one is just because of their inability to properly code autostacking in guild banks. They should fix the autostacking.

    Server lag and auto stacking opened up a dupe bug, so it was removed.
    You add a 50 items, to a stack that already had 75, but while its stacking, player B removes the 75.

    The made the bank have a stack of 100 and a stack of 25 but also gave player B 75!!!

    As they can't fix, this at the moment without causing the add and removing of items from the back cause large 'delays' while it double checks no withdraw as happened while stacking, they have just removed stacking.

    Edited by Natjur on April 23, 2014 10:26PM
  • Udaku
    Udaku
    ✭✭
    By reading this, one can only wonder, are we still in beta?
    Good that someone summed up most of the issues.
    Boycott, oppose & unsubscribe!
  • Xandarth79
    Ok some others:

    1: Action button sometimes summons horse despite the fact they are both bound to different keys.

    Pushing my action button sometimes summons my horse instead. Typically this is when I have ridden up to a crafting mat or chest in the wild and hit my action button to harvest/open it.

    If I'm too far away to activate the item once out of my horseriding animation hitting my action button remounts me instead of making me walk closer then activate the node/chest. Most of the time it's only mildly annoying but I've had a few chests ninja'd when this has happened repeatedly.


    2: Sorc: Pets - So much badness.

    First of all there is no option to have pet health bars - so this forces you to turn on all friendly health bars so you can monitor them. While this at first seems to be a small immersion problem this causes lots more problems.

    Second going through some doors randomly despawns sorc pets. If it was all doors this wouldn't be as much of a problem as you'd always know to resummon your pet after going through a door. If we had pet health bars, it wouldn't be a problem at all as you'd be able to see at a glance if your pet is up and resummon it.

    This was just something that bugged me a little until I went through an instance with 2 other sorcs. With up to 6 pets floating around it was practically impossible to work out whose pets were up without all sorcs desummoning their pets, then summoning them again..... after every friggen door.

    Good luck working out which of our pets just died mid bossfight and resummoning. If we get it wrong and desummon our clanfear as an added bonus to the (lost mana, lost 2 seconds resummoning a twilight, lost dps if we don't resummon) any creature aggro'd on it immediately makes a bee-line directly towards the sorc who desummoned it. Which is just pure awesome if you are healing the fight and suddenly are having to run around avoiding stuns / knockdown.

    Finally - no pet controls at all.
    The ability to stop your pets aggroing mobs that are out of your line of sight (because they are running 50m behind you then change direction when you change pulling every creature inbetween) would be awesome. As above if you had pet health bars, you'd realise your pet was being a jerk and not start a fight with other mobs (nothing better than your pet finally losing it's fight with the 4 mobs it aggro'd and all 4 of them running around a corner to kill the summoner who is currently in a fight with 4 mobs of their own expecting their pet would be assisting.

    Without a pet health bar it's impossible to work out if your pet is just stuck on some terrain (which happens all the time) or yet again trying to solo some elite mob it found while following the breadcrumbs I leave behind me so it can eventually follow me (and then randomly despawn the moment I touch a door). The only option to get your pet back is to desummon it. Did I mention this causes any mob it is fighting to aggro the caster? Yep even out of line of site.

    Even a simple heel, attack my target command set would be awesome. The pets can teleport to you at any time, why not make those commands available if you want to leave in the pets behaving badly and starting fights since they are Daedra.

    An expanded toolset where I could set their aggressiveness would be much better. But if all we could do is make the pet run back to us then at least they wouldn't just stand there in the middle of aoe's and expect you to heal through it.
    Edited by Xandarth79 on April 23, 2014 10:35PM
  • Gunavar
    Gunavar
    ✭✭✭
    Natjur wrote: »
    Talking about the dupe bug

    Even without that, the autostacking was garbage and often wouldn't stack items properly.

    Also adding stuff about pet badness. I had things about it in the previous iteration of the post.
  • squeeze
    squeeze
    Keep this thread clear of any opinions on "balancing" and it will be a very useful thread.

    Thank you, very much, OP!
  • Daethz
    Daethz
    ✭✭✭
    Vampires Unnatural Resistance dosent work.
    Or atleast its tooltip does not express that it works.
    Waiting, and watching, for the return of Melee Weapons.
    -Subsidiary of The Fighters Guild
  • Gunavar
    Gunavar
    ✭✭✭
    Lots of updates.
  • Gunavar
    Gunavar
    ✭✭✭
    More Nightblade bugs added.
  • leeux
    leeux
    ✭✭✭✭✭
    @Gunavar,

    Hey, thanks for this useful thread.

    I wanted to add one of the glitches I've suffering while playing my DK.

    The Take Flight ultimate is really bugged... randomly it fails to execute properly. It just spawns the wings and leaves your character in flying mode unable to do anything for a span of time (~5secs).

    But, of course, it consumes all of your ultimate in doing so... that never fails :)

    I'll try to capture a video of it failing to better describe the problem.

    Best regards,
    Leandro.

    PS: I sense that most of this glitches are caused by problems in the networking code... I mean, by error conditions during normal play being badly handled/ignored which leaves the game client blind for a while, if able to recover at all.

    At least for me, judging by the ones I experienced first hand, they seem correlate to the health of my network connection while playing. The better the network is, the least glitches I have experienced in my play time.
    PC/NA - Proud old member of the Antique Ordinatus Populus

    My chars
    Liana Amnell (AD mSorc L50+, ex EP) =x= Lehnnan Klennett (AD mTemplar L50+ Healer/Support ) =x= Ethim Amnell (AD mDK L50+, ex DC)
    Leinwyn Valaene (AD mSorc L50+) =x= Levus Artorias (AD mDK-for-now L50+) =x= Madril Ulessen (AD mNB L50+) =x= Lyra Amnis (AD not-Stamplar-yet L50+)
    I only PvP on AD chars

    ~~ «And blossoms anew beneath tomorrow's sun >>»
    ~~ «I am forever swimming around, amidst this ocean world we call home... >>»
    ~~ "Let strength be granted so the world might be mended... so the world might be mended."
    ~~ "Slash the silver chain that binds thee to life"
    ~~ Our cries will shrill, the air will moan and crash into the dawn. >>
    ~~ The sands of time were eroded by the river of constant change >>
  • Ariane
    Ariane
    ✭✭✭
    Alchemy

    Snakeblood: doesn't work at all, neither with potions created or consumed.
    "I am not an Argonian. I am a crocodile"
  • Darkholynova
    Bow:
    Scattershot sometimes doesn't hit anything when you use it while moving.

    Werewolf:
    The cooldown on your ability to bite other players can sometimes get silly. Mine says I have 43 days remaining until I can bite someone again (despite the tool tip saying I can do it every 7 days).

    Being cured of your werewolf doesn't reset the skill points you spent in it.
  • Gunavar
    Gunavar
    ✭✭✭
    Lots more updates.
  • niocwy
    niocwy
    ✭✭✭
    Concerning tomatoes and oats, see this thread : rarity is intended, only hireling can provide them. Or maybe it's precisely that behaviour that's posing problem ? I don't know for pepper.

    (also you can move the Jazbay grapes issue, currently in "Inventory and Interface" , in the "Provisioning part"...Okay i'm nitpicking a bit here :p )

    Again, great thread, and thanks for the updates !
    Look at my profile picture. Visualize that muffin...smelling it...taking a bite...
    Are you hungry now ?
    Good.
  • Gunavar
    Gunavar
    ✭✭✭
    niocwy wrote: »
    Concerning tomatoes and oats, see this thread : rarity is intended, only hireling can provide them. Or maybe it's precisely that behaviour that's posing problem ? I don't know for pepper.

    The tomato/oats issue is two-fold. On one hand, you have two ingredients that are significantly rarer than all other provisioning ingredients because ZOS wants purple food to be rare. Except there is another purple recipe that requires salt and pepper which are significantly more common so everyone just uses that. Tomatoes and Oats are rare for pretty much no reason. Second, ZOS shows that they don't even know how the current mechanic for obtaining them works because they claim it's hireling only when it isn't and when that is pointed out, it's called a bug. It's just a really poorly designed system that might be bugged to be less terrible but they want us to report that bug so that they can make the system worse.

    Good point, shuffling that around.
  • AryaWythers
    AryaWythers
    ✭✭✭
    Lets not forget all the bugs with Cyrodiil...that they have know about for at least five months
  • Gunavar
    Gunavar
    ✭✭✭
    More things added. Bumping for more exposure of the issues and for hopefully more reports of issues.
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