DeathDealer19 wrote: »ZOS please work on trash mobs health and dmg. theyre hitting like trucks. and stamina! tanks are running out of stam super fast! hell inner beast costs like 5k stamina. RIDICULOUS
Agreed. Oblivion handled this quite well I think, where there were quite a few unowned containers dotted around and about the place (particularly in Imperial City Market District). Everything in a house and near the marketplace stalls should be owned, but nothing in a hostile area or the middle of nowhere should be.I have similar thoughts on this. Especially for how it affects provisioning purposes. We've had enough issues with mats to now note that nearly every lootable item is alomst always "stealing" - really overkill. Towns and cities? Abso-you-know-what-lutely make them stealing, but not out in the middle of nowhere for Pete's sake.Too many stealable containers versus normal lootable containers. This just an irritation for crafters. Even areas occupied by hostiles have stealable containers or they are completely empty. Make castles and open areas lootable and only market places stealable.This is a killer bug which absolutely must be fixed before Live... otherwise people are going to be losing up to 50 items per character. Hopefully many people are encountering this and putting it in through /bug in-game.starkerealm wrote: »Yeah, this happened to me on multiple characters. It also happened multiple times on a few until I purchased a cheap horse separately.When I log in to a character that had been using a horse to increase bag capacity, that character is not using the horse, and items that were above their personal storage capacity are gone.What would killing guards give you, other than a larger bounty which you'd have even less chance of paying off? Trying to evade them should be quite interesting. Crime used to be localized to the zone; I saw in the early video "Stormhaven bounty". I wonder why they decided to make it global? It should at least not carry between Alliance territories/Neutral zones.cote-bmsb16_ESO wrote: »Justice system feedback - must make the guards mortal, too OP. I'd have fun killing them. Costumes & disguises should help evade the guards as well, cause they recognized my skeleton 10 zones apart. Crime should be localized to the zone, how do the guards in wayrest & guards in Belkarth know Im a fugitive?
- Edit:typo
What does that mean? I don't remember anything having stars. Is that a new feature added by Update 6?cote-bmsb16_ESO wrote: »These guards are 3 stars [...]
If you look at the guard, he has 3 extra little boxes beside his health bar like a boss. We called those "stars", just signifies that he's a badass.What does that mean? I don't remember anything having stars. Is that a new feature added by Update 6?cote-bmsb16_ESO wrote: »These guards are 3 stars [...]
Teargrants wrote: »There is a very serious animation bug where the walk/run animation stops playing and instead your hats yet just stand still as you glide along the ground. Weapon swapping fixes this. Can't determine a cause, seems to occur randomly after pretty much any action. Sometimes you only lose the animation when walking in a specific WASD direction, and the other 3 directions play their animation properly.
Could you guys provide a bit more detail about these two issues? Anything you happen to be doing when it occurred, if there are any repro steps, if anyone else is seeing the same thing, etc.Bow dodge roll causes your character to levitate
For me the gliding thing happens randomly. It seems like the same situation that happens in Live where you start running bowlegged. Instead of bowleggedness, it's gliding over the ground.ZOS_GinaBruno wrote: »Teargrants wrote: »There is a very serious animation bug where the walk/run animation stops playing and instead your hats yet just stand still as you glide along the ground. Weapon swapping fixes this. Can't determine a cause, seems to occur randomly after pretty much any action. Sometimes you only lose the animation when walking in a specific WASD direction, and the other 3 directions play their animation properly.Could you guys provide a bit more detail about these two issues? Anything you happen to be doing when it occurred, if there are any repro steps, if anyone else is seeing the same thing, etc.Bow dodge roll causes your character to levitate
Sabatons of the Dragon: Fixed an issue where this item, which dropped from Trials and other high-end sources, could be incorrectly equipped as Leg armor.Trayyacakes wrote: »The Akaviri Dragonguard Sabatons that thought they were greaves in the live game
have been converted to Greaves. Shouldn't they actually be sabatons/boots that know they are suppose to go on your feet? Or will I have to grind for the actual sabatons drop in 1.6? Will there even be Sabatons of the Dragonguard?
The face mutating bug with bound armour has STILL not been fixed. I'm sure other people have noticed it, but it's really apparent on my khajiit character.
This bug has been around for a really long time, and it bothers me to the point where I will not even use the ability because of 'potato face'
CPT_CAPSLOCK wrote: »not just a pts bug. This screen is from the 11.11.2014 on live:MAGICKA REGEN BUG 150127-001687
Edit: This might be a hidden werewolf effect. I'll need a few minutes to confirm.
It appears that WW received an in combat magicka regen bonus on the PTS. There is still a discrepancy between live non ww regen and pts non ww regen. It's higher on live than on pts:
OUT OF COMBAT magicka regen appears to be lower than IN COMBAT magicka regen, which does not jive with what's on the live server.
PTS:
Magicka Regen Per Character Screen: 1602
In Combat Magicka Regen: 1602
Out Of Combat Magicka Regen: 1440
PTS WW:
Magicka Regen Per Character Screen: 1731
In Combat Magicka Regen: 1731
Out Of Combat Magicka Regen: 1398
LIVE:
Magicka Regen Per Character Screen: 163
In Combat Magicka Regen: 163
Out Of Combat Magicka Regen: 212
astal360b14_ESO wrote: »just about all the set bonuses on the pvp gear from the "rewards for the worthy" are way too low, the 2h sword set is giving something like 130 health for 2 piece, and .5% crit for 3 piece set... same for the other weapons
riverdragon72 wrote: »Already see a nightmare in the making. Yet another update that is going to break a lot of things. I hope ZOS will keep UD 6 on the PTS until all tester issues are looked into and fixed. Already read one post were Stealth is really messed up.
After everybodies 'OOOO SHINEY!" wears off they will realize how broken and *** up this update is.
Nightblade >> Assassination >> Mark Target
When casting this ability on a target, if unstealthed, it pulls the target.
If stealthed, sometimes you are removed from stealth, sometimes the target (Pve) enters in combat without attack but staying still in its position; the following damage ability you use doesn't deal any damage on target. [...]
I practically get one-shot by the guards (I don't get over 23k HP even with Structured Entropy, Food Buffs, and 62 points in Health factored in). Plus you die so hard the game freezes for about 5 seconds. I know getting caught by the guards is supposed to be avoided, but trying to escape if caught is impossible if you can get one-shot after getting pulled in with fiery chains. Is this intended?