Despite of pretty much all people hating it(the loud ones) the campaign is full of people and it's very very fun
I mean a link to show the original intent for Vengeance was to discover and fix some elusive issue in existing Cyrodiil.
It's pretty obvious right from the start that the intent was to rebuild Cyrodiil PvP in a way that would allow large populations.
We might have hoped they'd gotten a lot closer to what is live right now before performance started to degrade, but evidently that's not the case.
If they conclude that Vengeance is now about as complicated as they can make the game, that just means over the past 10 years what they added to the game vastly exceeded capacity of the infrastructure.
If anyone wants to be angry with ZOS over something, that would be it. Not that they're finally stop promising what they cannot deliver.
wolfie1.0. wrote: »To the OP, one option is to obtain a few more accounts at base game. Especially during sales, they can be pretty cheap. Get up to at least 10. Then start a guild with a bank. To me its worth the investment and takes the bite from not having plus.
Qwarx
I want to talk about how the Challenge system is impacting standard game play. I do not want to discuss who has a right to play or who plays the right way. I am sure there will be those replies that say: ‘I don’t see it.’ Good for you. For the rest of the players, I would like to hear how the challenge system impacts your game play. I am looking for honest comments not contentious or militant responses.
Can there be a way for the challenges to be enjoyed or completed without impacting standard game play?
What are some of your POLITE suggestions for players who feel that playing feels is more like competing with other players than enjoying a MMORPG style game?
Do you feel like grouping is the only answer to getting something done in the game?
Do you feel like the game is pushing group-play more than allowing a player to play their own way?
twisttop138 wrote: »I guess if you're putting on a timer to farm WBs, it would seem like work. Or feel like you have to get it done as fast as possible. Idk why you'd do that to yourself but not everyone plays the same as I do.
Oof. The glows are not my favorite. They look confusing and kinda make no sense for a werewolf.
“I’m a big scary thing that can pounce out of the shadows and get you - but hold up - let me just glow like goon from the 1990s Batman and Robin.”
This was a surprise I think no one asked for ):
If we can get rid of the glow tattoos - and shrink the gremlin ears - I’d be happier. Those ears… yeesh.
Yeah these glowing effects automatically make using the werewolf a no go for me. These are so ugly.
Ruhlf



C_Inside
Honestly? I don't really get the hate, I was ok with the first model though I do admit more fur was and is welcome. The second pass here? I think its really cool. I'm seeing lots of complaints regarding the "mohawk" but I kind of always assumed that those were meant to be canine hackles and I thought they were cool highlighting the whole aggression peaking aspect of the werewolf. The bigger size is too a welcome change. I feel like maybe the images themselves don't really do the best job at selling the new model and I feel like maybe if we see it in game opinions might change. Not saying things are perfect nor ideal but I think this is far from "the wrong direction."
I kinda always assumed the partial fur thing was an intentional and consistent design choice when it came to Elder Scrolls werewolves. Its a visual sell to the fact that you are not in fact a full wolf but a man who spontaneously grew tons of hair across your body. Whether you like that design aspect or not, it does appear in other TES games and even the current live werewolf model, its just more noticeable with this one because of how much more detailed it is.
Real question shouldn't be why the new werewolf model has less fur but why the werewolf behemoths are fully covered if anything.