JustLovely wrote: »acastanza_ESO wrote: »They told us they were working through the rest of the skill lines and testing adding various features back in to see where the degradation is coming from. They're literally doing the exact things they told us they were going to do from the very beginning.
I don't see why people are confused by ZOS.... doing what they've told us they were going to do...
Because they keep asking us whether Vengeance is fun, whether we like the simplified skills, etc. I don't see no reason to ask whether players enjoy a setup that is supposed to focus exclusively on technical issues. If this is purely a performance testing setup, then it doesn't matter at all whether it is fun or not, since it will cease to exist once problems are solved.
That's very true. It will also be less maintenance and cheaper to balance without affecting PvE/PvErs, which is their main source of income.
It's a fact that per capita PvP players spend more on the game than any other subset of the ESO community. PvP is all of PvE plus Cyrodiil.
JustLovely wrote: »acastanza_ESO wrote: »They told us they were working through the rest of the skill lines and testing adding various features back in to see where the degradation is coming from. They're literally doing the exact things they told us they were going to do from the very beginning.
I don't see why people are confused by ZOS.... doing what they've told us they were going to do...
Because they keep asking us whether Vengeance is fun, whether we like the simplified skills, etc. I don't see no reason to ask whether players enjoy a setup that is supposed to focus exclusively on technical issues. If this is purely a performance testing setup, then it doesn't matter at all whether it is fun or not, since it will cease to exist once problems are solved.
That's very true. It will also be less maintenance and cheaper to balance without affecting PvE/PvErs, which is their main source of income.
Vengeance mode IS PvE.
It's a fact that per capita PvP players spend more on the game than any other subset of the ESO community. PvP is all of PvE plus Cyrodiil.
PvErs are the income for ESO. They will get their way eventually
Please post your source for this information.
Per capita, PvP players spend WAY more on the game than PvE players do. They have to if they want to remain competitive. There is nothing competitive about most of the PvE content.
Notice how you used the per capita disclaimer. Per capita doesn't matter for income for a video game company. A player can spend 50 grand a year on crown crates a year, be the highest per capita spent in the game, and still not be enough to pay for any company expenses.
It's an established fact that PvE pays the bills for ZoS. It's not even a debatable point at this time. There aren't enough PvPers on PC NA to even fund a PvP only version of ESO, let alone be the major funders for the entire game. [snip]
Also, post your sources for your claims that PvPers are the players who spend the most. That you need to pay to win in ESO. And the source that shows per capita spending for players in ESO, please.
Established where exactly?
...or is this yet another case of "I'm a PvE main who subs to ESO+ therefore me and my kind pay the bills"?
Lets see those receipts.
Why do you think ZOS always puts OP sets in their new releases and then nerfs them right before their next content release? Cyrodiil has always had a pay to win aspect to it in this sense, yes.
JustLovely wrote: »acastanza_ESO wrote: »They told us they were working through the rest of the skill lines and testing adding various features back in to see where the degradation is coming from. They're literally doing the exact things they told us they were going to do from the very beginning.
I don't see why people are confused by ZOS.... doing what they've told us they were going to do...
Because they keep asking us whether Vengeance is fun, whether we like the simplified skills, etc. I don't see no reason to ask whether players enjoy a setup that is supposed to focus exclusively on technical issues. If this is purely a performance testing setup, then it doesn't matter at all whether it is fun or not, since it will cease to exist once problems are solved.
That's very true. It will also be less maintenance and cheaper to balance without affecting PvE/PvErs, which is their main source of income.
Vengeance mode IS PvE.
It's a fact that per capita PvP players spend more on the game than any other subset of the ESO community. PvP is all of PvE plus Cyrodiil.
PvErs are the income for ESO. They will get their way eventually
Please post your source for this information.
Per capita, PvP players spend WAY more on the game than PvE players do. They have to if they want to remain competitive. There is nothing competitive about most of the PvE content.
Yes, only if they also revert corrosive and jabs
SilverBride wrote: »Nowhere here does it say that the reason for random queues is to be helpful to others by filling in their groups.
https://www.elderscrollsonline.com/en-us/guides/dungeonsguideRandom Veteran Dungeon immediately puts you into a queue for any veteran dungeon group available. Because you are not queuing for a specific unique dungeon, you will be offered a daily bonus premium reward upon completion that includes Undaunted Exploration Supplies and XP. If you've already received your daily premium reward, you'll still earn a regular bonus reward for every other random dungeon you do for the rest of the day.
Random Normal Dungeon immediately puts you into a queue for any normal dungeon group available. Because you are not queuing for a specific unique dungeon, you will be offered a daily bonus premium reward upon completion that includes Undaunted Exploration Supplies and XP. If you've already received your daily premium reward, you'll still earn a regular bonus reward for every other random dungeon you do for the rest of the day.
Specific Dungeons allows you to choose from the entire list which dungeons(s) you would like to queue for. You can choose the veteran or normal mode versions and you can queue for multiple dungeons simultaneously. You do not receive a bonus reward when completing a dungeon you specifically queued for.
Players should not be required to fill in groups that are choosing to queue for dungeons that they know many players do not wish to run.
YandereGirlfriend wrote: »Minimum Travel Times, Cast Times on ultimates... things that the game never needed yet here we are dealing with them and their baggage anyway.
tomofhyrule wrote: »MreeBiPolar wrote: »tomofhyrule wrote: »MreeBiPolar wrote: »I've been farming mats in Bal Foyen for the pursuit last couple days (yeah, leaving it until the end) and noticed an odd thing, with them despawning apparently on their own. First time it happened, I shrugged it off, but then it happened several times more, and it was following a pattern pretty much of someone moving to pick them. I am absolutely sure it wasn't someone using cloak or Collopi Essence, since these are still pretty visible, and I even stood right in the clump of 4 nodes a couple times to check, and they vanished right before me, with not even a hint of a player present, neither visual, nor any other detection like hitbar, or name tag, or anything whatsoever.
That's 100% an instanced area.
The basegame zones do have some instanced areas, and they can extend a bit farther than you'd expect given where the quests themselves are. One of the easiest to see is in Bleakrock if you go directly from the questgiver for Deathclaw up the path to the town's burial tomb - the point right as you get through the rocks and onto the path is the delineation for "the town is normal" versus "the town is under attack," and if you see nodes as you're walking up to that point, they'll despawn as you cross that boundary.
That's the point, I know how instancing works, I have described how it works, and how it is different from what I've observed -- the nodes were vanishing while I was standing right at them.
Vanishing as you’re standing next to it is a timeout.
A lot of people believe that taking one thing from a node (or chest) and then leaving the trash will make it persistent, but it’s been tested that it does start a timeout counter when it’s activated. Everyone has their own view on the ethics of leaving a white glyph in a chest or a worm in a columbine node, but that’s the likely answer.
I’ve rarely seen some times when I go up to a node and activate it and it just vanishes instead of opening. I believe that’s the same issue, just a visual bug where the node despawned server-side but the client-side node was still mistakenly there.