Maintenance for the week of November 25:
• [COMPLETE] PC/Mac: NA and EU megaservers for maintenance – November 25, 4:00AM EST (9:00 UTC) - 7:00AM EST (12:00 UTC)
• Xbox: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)
• PlayStation®: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)

Oh, hey look: PvP NPCs can still see through cloak, invis potions, AND rocks and trees, Zenimax ...

Grim13
Grim13
✭✭✭✭✭
You should seriously consider new career paths because you are that bad at this one.
Edited by Grim13 on 28 December 2014 14:46
  • phreatophile
    phreatophile
    ✭✭✭✭✭
    Nothing to see here.
    Stealth and especially cloak haven't ever worked properly Cyrodil. Must not be something they care about.
  • Grim13
    Grim13
    ✭✭✭✭✭
    Agreed.

    Anyone want to start a "fix cloak" kickstarter?

    I'm seriously starting to think crowd funding may be he only solution here...
  • Nazon_Katts
    Nazon_Katts
    ✭✭✭✭✭
    Dunno, I'm not overly impressed with what they did with the money that was thrown at them, so I'm not entirely sure throwing more will do any good. Maybe if it were just coins?
    "You've probably figured that out by now. Let's hope so. Or we're in real trouble... and out come the intestines. And I skip rope with them!"
  • Grim13
    Grim13
    ✭✭✭✭✭
    Dunno, I'm not overly impressed with what they did with the money that was thrown at them, so I'm not entirely sure throwing more will do any good. Maybe if it were just coins?

    Hmmm, I was thinking the kickstarter would fund hiring an external team to look at the problem... but I'm starting to like your coins idea more... I can flick a coin pretty hard! >:)
  • Cody
    Cody
    ✭✭✭✭✭
    ✭✭✭
    Apparantly, the NPC PvP guards of cyrodiil are always equiped with thermal vision goggles. These goggles(obtained via deals with Molag bal) allow the PvP NPC guards to see the heat siginatures off of Players, for miles on end. They also come equiped with Daedric sniper rifles that shoot magic, enabling them to have incredibaly long range: sometimes even longer than the snipe skill itself.
    Edited by Cody on 29 December 2014 05:57
  • Merlin13KAGL
    Merlin13KAGL
    ✭✭✭✭✭
    ✭✭✭✭
    Nothing to see here.
    Stealth and especially cloak haven't ever worked properly Cyrodil. Must not be something they care about.

    @phreatophile‌ , I (don't) see what you did there.
    Cody wrote: »
    Apparantly, the NPC PvP guards of cyrodiil are always equiped with thermal vision goggles. These goggles(obtained via deals with Molag bal) allow the PvP NPC guards to see the heat siginatures off of Players, for miles on end. They also come equiped with Daedric sniper rifles that shoot magic, enabling them to have incredibaly long range: sometimes even longer than the snipe skill itself.

    @Cody , Imperial flour is all it's ever taken to defeat invisibility.

    Like seeing the darkness for the light that's around it, it makes an outline of something that's not there... (Why Chameleon was always preferred.)

    The uncanny ability to know exactly where to look is a bit much though.

    It's right up there with their ability to perfectly place Negate dead center on you or their ability to somehow fire of a shot/spell while back is turned and being knocked down.

    Don't forget the throwing arm for oil that most Major League Baseball players would kill to have...



    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    Cody wrote: »
    Apparantly, the NPC PvP guards of cyrodiil are always equiped with thermal vision goggles. These goggles(obtained via deals with Molag bal) allow the PvP NPC guards to see the heat siginatures off of Players, for miles on end. They also come equiped with Daedric sniper rifles that shoot magic, enabling them to have incredibaly long range: sometimes even longer than the snipe skill itself.

    Yes, and then they leave you bugged "in combat" and unable to restealth minutes after running out of their Daedric sniper rifle range...

    I really don't understand the design here either.
    NPCs spotting you instantly, it's got to be intentional, right?
    What is the aim of this design I wonder, and why not just give them a normal detection radius?

    Let's see if this works...
    *throws coins @ZOS_GinaBruno, @ZOS_JessicaFolsom & @ZOS_KaiSchober*
  • driosketch
    driosketch
    ✭✭✭✭✭
    ✭✭
    DDuke wrote: »
    Cody wrote: »
    Apparantly, the NPC PvP guards of cyrodiil are always equiped with thermal vision goggles. These goggles(obtained via deals with Molag bal) allow the PvP NPC guards to see the heat siginatures off of Players, for miles on end. They also come equiped with Daedric sniper rifles that shoot magic, enabling them to have incredibaly long range: sometimes even longer than the snipe skill itself.

    Yes, and then they leave you bugged "in combat" and unable to restealth minutes after running out of their Daedric sniper rifle range...

    I really don't understand the design here either.
    NPCs spotting you instantly, it's got to be intentional, right?
    What is the aim of this design I wonder, and why not just give them a normal detection radius?

    Let's see if this works...
    *throws coins @ZOS_GinaBruno, @ZOS_JessicaFolsom & @ZOS_KaiSchober*

    NPC PvP Guards seeing you stealthed is by design in that they are supposed to serve as a barrier to keep players from soloing keeps or getting past locked scroll gates. (They even used them as a counter when players were able to discover enemy way shrines in the safe areas by placing them around said way shrines.) Of course most of their projectiles are reflectable.
    Main: Drio Azul ~ DC, Redguard, Healer/Magicka Templar ~ NA-PC
    ●The Psijic Order●The Sidekick Order●Great House Hlaalu●Bal-Busters●
  • Cody
    Cody
    ✭✭✭✭✭
    ✭✭✭
    DDuke wrote: »
    Cody wrote: »
    Apparantly, the NPC PvP guards of cyrodiil are always equiped with thermal vision goggles. These goggles(obtained via deals with Molag bal) allow the PvP NPC guards to see the heat siginatures off of Players, for miles on end. They also come equiped with Daedric sniper rifles that shoot magic, enabling them to have incredibaly long range: sometimes even longer than the snipe skill itself.

    Yes, and then they leave you bugged "in combat" and unable to restealth minutes after running out of their Daedric sniper rifle range...

    I really don't understand the design here either.
    NPCs spotting you instantly, it's got to be intentional, right?
    What is the aim of this design I wonder, and why not just give them a normal detection radius?

    Let's see if this works...
    *throws coins @ZOS_GinaBruno, @ZOS_JessicaFolsom & @ZOS_KaiSchober*

    the bugged in combat is a result of tracing devices attacked to you on damage dealt by a PvP NPC guard. These tracking devices are microchips inserted into your body, and they remain in your characters body for 10+ minutes.

    lol. Joking about it is the only way I can keep from screaming out in utter frustration
    Edited by Cody on 31 December 2014 06:46
  • Cody
    Cody
    ✭✭✭✭✭
    ✭✭✭
    driosketch wrote: »
    DDuke wrote: »
    Cody wrote: »
    Apparantly, the NPC PvP guards of cyrodiil are always equiped with thermal vision goggles. These goggles(obtained via deals with Molag bal) allow the PvP NPC guards to see the heat siginatures off of Players, for miles on end. They also come equiped with Daedric sniper rifles that shoot magic, enabling them to have incredibaly long range: sometimes even longer than the snipe skill itself.

    Yes, and then they leave you bugged "in combat" and unable to restealth minutes after running out of their Daedric sniper rifle range...

    I really don't understand the design here either.
    NPCs spotting you instantly, it's got to be intentional, right?
    What is the aim of this design I wonder, and why not just give them a normal detection radius?

    Let's see if this works...
    *throws coins @ZOS_GinaBruno, @ZOS_JessicaFolsom & @ZOS_KaiSchober*
    Of course most of their projectiles are reflectable.

    If only we were all DKs.

    im sorry, but I just have to call people out for statements like this.
  • driosketch
    driosketch
    ✭✭✭✭✭
    ✭✭
    Cody wrote: »
    driosketch wrote: »
    DDuke wrote: »
    Cody wrote: »
    Apparantly, the NPC PvP guards of cyrodiil are always equiped with thermal vision goggles. These goggles(obtained via deals with Molag bal) allow the PvP NPC guards to see the heat siginatures off of Players, for miles on end. They also come equiped with Daedric sniper rifles that shoot magic, enabling them to have incredibaly long range: sometimes even longer than the snipe skill itself.

    Yes, and then they leave you bugged "in combat" and unable to restealth minutes after running out of their Daedric sniper rifle range...

    I really don't understand the design here either.
    NPCs spotting you instantly, it's got to be intentional, right?
    What is the aim of this design I wonder, and why not just give them a normal detection radius?

    Let's see if this works...
    *throws coins @ZOS_GinaBruno, @ZOS_JessicaFolsom & @ZOS_KaiSchober*
    Of course most of their projectiles are reflectable.

    If only we were all DKs.

    im sorry, but I just have to call people out for statements like this.

    It was a sarcastic statement.

    Of course we aren't all DKs, and it's NBs that suffer most from this.
    Edited by driosketch on 31 December 2014 08:38
    Main: Drio Azul ~ DC, Redguard, Healer/Magicka Templar ~ NA-PC
    ●The Psijic Order●The Sidekick Order●Great House Hlaalu●Bal-Busters●
  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    driosketch wrote: »
    DDuke wrote: »
    Cody wrote: »
    Apparantly, the NPC PvP guards of cyrodiil are always equiped with thermal vision goggles. These goggles(obtained via deals with Molag bal) allow the PvP NPC guards to see the heat siginatures off of Players, for miles on end. They also come equiped with Daedric sniper rifles that shoot magic, enabling them to have incredibaly long range: sometimes even longer than the snipe skill itself.

    Yes, and then they leave you bugged "in combat" and unable to restealth minutes after running out of their Daedric sniper rifle range...

    I really don't understand the design here either.
    NPCs spotting you instantly, it's got to be intentional, right?
    What is the aim of this design I wonder, and why not just give them a normal detection radius?

    Let's see if this works...
    *throws coins @ZOS_GinaBruno, @ZOS_JessicaFolsom & @ZOS_KaiSchober*

    NPC PvP Guards seeing you stealthed is by design in that they are supposed to serve as a barrier to keep players from soloing keeps or getting past locked scroll gates. (They even used them as a counter when players were able to discover enemy way shrines in the safe areas by placing them around said way shrines.) Of course most of their projectiles are reflectable.

    But when you start "soloing" a keep, you would have to attack a flag NPC atleast.

    At this point, the other NPCs should detect you, essentially making "soloing" impossible (though not on resources, which is very possible at the moment despite these so called countermeasures).

    Basicly what I'm saying is, that immediate 50m stealth detection of NPCs doesn't really accomplish anything (beyond frustrating players).

    As for getting past locked scroll gates, I don't think that had anything to do with stealthing (and wasn't it fixed a while ago?)
  • Yusuf
    Yusuf
    ✭✭✭✭✭
    i remember fighting a few players near a keep-gate and tactically using cloak...... these guys always exposed me and ruined the fight :(
    As if i would turn invisible and walk in through the front-gate, c'mon!
  • Bouvin
    Bouvin
    ✭✭✭✭✭
    Nothing to see here.
    Stealth and especially cloak haven't ever worked properly Cyrodil. Must not be something they care about.

    They said in a NB Fix post, back in what May, they'd be fixing Cloak.

    Of course.. still not fixed, and they seem to be skirting the issue. They probably realize they can't fix it at this point so they are just ignoring the issue and hoping we forget about it.

    In other news, PvP has pretty much become a DK Banner, Snipe, Batswarm, Reflective Scales fest.

    On Thornblade last night I swear there was a whole red raid of DKs just running around spamming Snipe and Reflective scales.

    Edit: Just to note. I have nothing against people rolling DKs. It's ZOS bad design that make the class to overpowered compared to other classes.
    Edited by Bouvin on 31 December 2014 16:03
  • Grim13
    Grim13
    ✭✭✭✭✭
    You know, now that I think about it, with ZOS having all rolled DKs..., we're likely to be pelted by all the coins tossed at them when they're reflected back... !
  • driosketch
    driosketch
    ✭✭✭✭✭
    ✭✭
    DDuke wrote: »
    driosketch wrote: »
    DDuke wrote: »
    Cody wrote: »
    Apparantly, the NPC PvP guards of cyrodiil are always equiped with thermal vision goggles. These goggles(obtained via deals with Molag bal) allow the PvP NPC guards to see the heat siginatures off of Players, for miles on end. They also come equiped with Daedric sniper rifles that shoot magic, enabling them to have incredibaly long range: sometimes even longer than the snipe skill itself.

    Yes, and then they leave you bugged "in combat" and unable to restealth minutes after running out of their Daedric sniper rifle range...

    I really don't understand the design here either.
    NPCs spotting you instantly, it's got to be intentional, right?
    What is the aim of this design I wonder, and why not just give them a normal detection radius?

    Let's see if this works...
    *throws coins @ZOS_GinaBruno, @ZOS_JessicaFolsom & @ZOS_KaiSchober*

    NPC PvP Guards seeing you stealthed is by design in that they are supposed to serve as a barrier to keep players from soloing keeps or getting past locked scroll gates. (They even used them as a counter when players were able to discover enemy way shrines in the safe areas by placing them around said way shrines.) Of course most of their projectiles are reflectable.

    But when you start "soloing" a keep, you would have to attack a flag NPC atleast.

    At this point, the other NPCs should detect you, essentially making "soloing" impossible (though not on resources, which is very possible at the moment despite these so called countermeasures).

    Basicly what I'm saying is, that immediate 50m stealth detection of NPCs doesn't really accomplish anything (beyond frustrating players).

    As for getting past locked scroll gates, I don't think that had anything to do with stealthing (and wasn't it fixed a while ago?)
    Agree on the frustrating part.

    I remember when the NPC guards were added to those gates, during Beta I think, to counter things like chain pulling players up over the walls. And I remember how annoying they were on a dead server when all I wanted was a sky shard from the already open gate. Basically, if you could get close, you could rush past them before they started attacking. The long range auto detections prevented that.

    They've added a new barrier since, but the NPCs have always been meant to roadblock players. That's why they were given negate, made immune to siege weapons, more of them added, archers added, raised to V5, spawn rates increased, ect. The auto detection is just another thing meant to help in the defense of these points by giving away enemy positions. In theory, in practice they pretty much just hamper capturing in the non-vet campaign.

    Main: Drio Azul ~ DC, Redguard, Healer/Magicka Templar ~ NA-PC
    ●The Psijic Order●The Sidekick Order●Great House Hlaalu●Bal-Busters●
  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    driosketch wrote: »
    DDuke wrote: »
    driosketch wrote: »
    DDuke wrote: »
    Cody wrote: »
    Apparantly, the NPC PvP guards of cyrodiil are always equiped with thermal vision goggles. These goggles(obtained via deals with Molag bal) allow the PvP NPC guards to see the heat siginatures off of Players, for miles on end. They also come equiped with Daedric sniper rifles that shoot magic, enabling them to have incredibaly long range: sometimes even longer than the snipe skill itself.

    Yes, and then they leave you bugged "in combat" and unable to restealth minutes after running out of their Daedric sniper rifle range...

    I really don't understand the design here either.
    NPCs spotting you instantly, it's got to be intentional, right?
    What is the aim of this design I wonder, and why not just give them a normal detection radius?

    Let's see if this works...
    *throws coins @ZOS_GinaBruno, @ZOS_JessicaFolsom & @ZOS_KaiSchober*

    NPC PvP Guards seeing you stealthed is by design in that they are supposed to serve as a barrier to keep players from soloing keeps or getting past locked scroll gates. (They even used them as a counter when players were able to discover enemy way shrines in the safe areas by placing them around said way shrines.) Of course most of their projectiles are reflectable.

    But when you start "soloing" a keep, you would have to attack a flag NPC atleast.

    At this point, the other NPCs should detect you, essentially making "soloing" impossible (though not on resources, which is very possible at the moment despite these so called countermeasures).

    Basicly what I'm saying is, that immediate 50m stealth detection of NPCs doesn't really accomplish anything (beyond frustrating players).

    As for getting past locked scroll gates, I don't think that had anything to do with stealthing (and wasn't it fixed a while ago?)
    Agree on the frustrating part.

    I remember when the NPC guards were added to those gates, during Beta I think, to counter things like chain pulling players up over the walls. And I remember how annoying they were on a dead server when all I wanted was a sky shard from the already open gate. Basically, if you could get close, you could rush past them before they started attacking. The long range auto detections prevented that.

    They've added a new barrier since, but the NPCs have always been meant to roadblock players. That's why they were given negate, made immune to siege weapons, more of them added, archers added, raised to V5, spawn rates increased, ect. The auto detection is just another thing meant to help in the defense of these points by giving away enemy positions. In theory, in practice they pretty much just hamper capturing in the non-vet campaign.

    Yeah, it doesn't really prevent people from going past them, only frustrates them.

    Also, to get past them you need to break down the gate they are guarding (or in case of a resource, you need to kill the flag NPCs to capture it).
    I still don't see why this automatic 50m detection is required, if I wanted to get to other side of a gate I'd just spam heals (or better: scales) to get past those NPCs, and why give this detection range to resource/keep NPCs as well? Makes no sense to me :confused:
  • deepseamk20b14_ESO
    deepseamk20b14_ESO
    ✭✭✭✭✭
    This has always bothered me. I feel like I'm in combat for ever as well after I've broken line of sight with them.
    Hey everyone! Look! It's a signature!
Sign In or Register to comment.