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Official Discussion Thread, "Update 39 Preview- Base Game Improvements and Additions"

ZOS_Kevin
ZOS_Kevin
Community Manager
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This is the official discussion thread for, "Update 39 Preview- Base Game Improvements and Additions"

"Learn about some of the key changes and additions coming with the Update 39 free base-game patch."
Edited by ZOS_Kevin on 20 July 2023 15:30
Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
Staff Post
  • Sarannah
    Sarannah
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    Seems good, except for the endeavours part... we need fewer PvP endeavours(and I can't do trials, but that is a me issue). And a ToT match takes a long time to complete. Will we now get more endeavour options to choose from every day/week?

    Personally I'd rather have daily endeavours removed entirely, and get more weekly endeavour options to choose one from. This way even if we miss a day, we don't have to miss out on the endeavours, and we can complete them on our own terms every week. Yet on a daily basis, we would still be able to play the game the way we want to.

    It seems you guys are completely forgetting the time element that comes with endeavours, and that it takes away from the normal playing time every day. Fast and easy endeavours are fun, slow and time-consuming endeavours become chores.
  • Reverb
    Reverb
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    That’s a long list of fixes and adjustments, and I’m overall a fan. People have been asking a long time for a “fixes” patch instead of the nonstop development cycle and I have to acknowledge the effort that has gone into this.

    I particularly appreciate the measured approach to class balance changes. Hopefully this will bring up Necro and bring down DK to be more in line without huge changes that are an overreaction.

    I’m a fan of the pvp monster sets, and the huge volume of adjustments and fixes in the base game zones.

    I’m disappointed but not surprised that none of the terrible Templar changes have been walked back. The new jabs/sweeps are universally detested.

    A 17% buff to meat bags seems excessive. It’s already the most common countersiege, and now there’s bo justification for using anything else.

    The Conquest change from 40 to 150 means it will now only be completed by people in the main campaign in tbe largest fights, during prime time. It won’t be for people specifically looking for smaller fights away from the lag. It encourages more zerging. Not a fan of this change.

    That’s the only feedback I feel qualified to give based on the patch notes, but I look forward to testing this patch.

    Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you. ~Friedrich Nietzsche
  • Pyr0xyrecuprotite
    Pyr0xyrecuprotite
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    Does Update 39 have an official code name? I know this is a free update, not a purchasable DLC, but... it seems a bit weird to just call it a number...
  • Maitsukas
    Maitsukas
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    Does Update 39 have an official code name? I know this is a free update, not a purchasable DLC, but... it seems a bit weird to just call it a number...

    It is called Update 39: Quality of Life.
    PC-EU @maitsukas

    Posting the Infinite Archive and Imperial City Weekly Vendor updates.

    Also trying out new Main Quests, Companions, ToT decks, Events and Styles on PTS.
  • Braffin
    Braffin
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    A few thoughts regarding "quest and content improvements for new players":

    Although I'm delighted to see this ongoing topic finally approached, I'm not convinced the measures taken are sufficient to reach the desired goal. Most players simply level up too quickly nowadays for the changes to show a noticeable difference imo.

    I'd suggest the following additions/changes:
    - Zone vectoring quests and prologue quests should only be visible for players which finished at least the quest line of the zone they originally decided to start with. Alternatively you could raise the level restriction from lvl 15 to around lv 30-35. An optimal solution would be of course if there were some sort of "adventurers guild hall" where all related quest givers are present, instead of everywhere around the starting cities and capital towns. But that seems out of the question.
    - Do a proper color-coding of zone vectoring and prologue quests (including quests for ToT, Thieves guild etc.) to let players know they will interrupt the story they're actually doing, if they follow these quests.

    Of course all quests should still be available for pick-up for all players, if they decide to do so. This can be done either by crown store or by some sort of... well, let's call it "adventurers guild hall".
    Edited by Braffin on 11 July 2023 21:17
    Never get between a cat and it's candy!
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    Overland difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. It's not that hard.
  • ElderSmitter
    ElderSmitter
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    Vinedusk Training Passive.... If you back Bar Bow and Cast like Endless Hail and go to front bar will the new Passive carry over or will you need to front bar the Bow?

    Thanks!
  • BrokenArrowX
    BrokenArrowX
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    Braffin wrote: »
    - Do a proper color-coding of zone vectoring and prologue quests (including quests for ToT, Thieves guild etc.) to let players know they will interrupt the story they're actually doing, if they follow these quests.

    Seconding this. DLC prologue quests should absolutely have their own icon to distinguish them from regular quests.
  • Destai
    Destai
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    I'm not sure the changes to quests really helps enough. Sure, the first 4 levels will be less noisy, but that's just a matter of minutes for many people. The core issue is still being unaddressed - the starter zones have too much noise, especially prologues. Personally, I don't think there's a narrative value in those NPCs to begin with, so I'd suggest removing them entirely and having them adopted from Stories like the dungeon quests. Or come up with an Adventurer's board or something like others have suggested. And ZOS needs better quest iconography.

    These suggestions are nothing new and have been stated by many players many times, so I'm surprised to see the direction taken.
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    Does Update 39 have an official code name? I know this is a free update, not a purchasable DLC, but... it seems a bit weird to just call it a number...

    So normally all base game changes are referred to as Update #, while the DLC that comes with the update has the titled name. So for example, we had Update 37 & Scribes of Fate. Scribes of Fate was the DLC and Update 37 was the base game update.

    So for this, since there isn't a DLC attached and just the base game update, it's simply Update 39. We are calling it a quality of life update, but it's really just the number this time.
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • laniakea_0
    laniakea_0
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    but didn't you also release updates like One Tamriel and Homestead? those weren't DLC were they?
  • Reverb
    Reverb
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    laniakea_0 wrote: »
    but didn't you also release updates like One Tamriel and Homestead? those weren't DLC were they?

    One Tamriel was a big game structure overhaul, and Homestead was the release of a game wide system. That sets those patches apart from others, which are and have always been referred to by their release number. For example we still talk about U35. Before this naming convention we referred to them by their full patch ID, like patch 1.2.31
    Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you. ~Friedrich Nietzsche
  • laniakea_0
    laniakea_0
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    Braffin wrote: »
    A few thoughts regarding "quest and content improvements for new players":

    Although I'm delighted to see this ongoing topic finally approached, I'm not convinced the measures taken are sufficient to reach the desired goal. Most players simply level up too quickly nowadays for the changes to show a noticeable difference imo.

    I'd suggest the following additions/changes:
    - Zone vectoring quests and prologue quests should only be visible for players which finished at least the quest line of the zone they originally decided to start with. Alternatively you could raise the level restriction from lvl 15 to around lv 30-35. An optimal solution would be of course if there were some sort of "adventurers guild hall" where all related quest givers are present, instead of everywhere around the starting cities and capital towns. But that seems out of the question.
    - Do a proper color-coding of zone vectoring and prologue quests (including quests for ToT, Thieves guild etc.) to let players know they will interrupt the story they're actually doing, if they follow these quests.

    Of course all quests should still be available for pick-up for all players, if they decide to do so. This can be done either by crown store or by some sort of... well, let's call it "adventurers guild hall".

    I don't think they are taking it far enough. sure, the design philosophy is that you can go anywhere and do anything and that's fine, but sometimes a player may prefer more guidance with the story line. I would suggest introducing a variety of story mode options. It should included various options like: selecting the story arc (needs and advisory on which zone to pick from the tutorial); tying major base game stories (e.g. main, guilds and coldharbour and also include Imperial City) to the level progression to experience the base game as it was originally designed; locking base zones and DLC into a set order (could be several to choose from). would also be great if we could get actual quest givers to get into stories that were added after CWC. never like how you have to select them from the collection or go to the zone without being sent there. all of this should of course be optional, but it would be nice to be presented with a clear overarching story line.

    P.S.: would also be great if we could get back the individual tutorials expansions used to have. not as another tutorial but as a starting point for the story of that expansion.
    Edited by laniakea_0 on 12 July 2023 16:36
  • Soraka
    Soraka
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    This is probably the wrong place to put this feedback, but I liked the stream for going over patch notes thank you and I hope y'all do it more.
    Edited by Soraka on 14 July 2023 11:38
  • LarsS
    LarsS
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    This update is still a big disapointment for most pvp players, since the in battle bug is still there. If you cant fix it at least let us mount in battle, I see no reason why that would be impossible.

    The time is overdue for a officiella statement on this long lasting issue.
    GM for The Daggerfall Authority EU PC
  • Soraka
    Soraka
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    LarsS wrote: »
    This update is still a big disapointment for most pvp players, since the in battle bug is still there. If you cant fix it at least let us mount in battle, I see no reason why that would be impossible.

    The time is overdue for a officiella statement on this long lasting issue.

    Yeah honestly I don't see the big deal about mounting in battle. If you're actually fighting they'll probably knock you back off pretty quick anyway. If not and it's just stuck in combat bug then you'll be able to go about your business and not jog everywhere.
  • tim77
    tim77
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    my feedback is, the change to tri-focus is the worst since cast time on shields.

    its not a big problem in higher endgame, as there are used stronger options anyway,

    but it completely destroys the fun in overland and random/not so much organised groups for this playstyle (up to a point where i seriously think about stop playing at all since jabs isnt satisfying any more as well)


  • Zama666
    Zama666
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    Can't Mount in Combat please fix when I am NOT in combat please....Cyrodiil

    But Being able to mount and run away would be nice option...call it the Chicken Skill line in PvP.

    Also include (*warning this is supposed to be funny, please don't ban me*)

    Divine Crying - forces the stun of empathy on your opponent, and they rob you instead of killing you 1200 AP
    Fearalyzation - frozen with fear, you cannot attack but your opponents mistakes you for a tree, and leaves (yeah, that's a pun) -500 AP and 10 AP per your faction if they witness this. You must run and hide in shame.
    Pee of Protection - your character pees themselves causing enemies to just leave you alone, but also demoralizes your faction, Keeps won't let you in for 5 minutes. Guards throw rocks at you during this time causing knock back...unlimited knock downs.
    Shriek of Shame - emit a shrill scream, causing enemies spell resistances to fall to zero and drop their weapon, but grants them Slap of Shame, for which they lay it on you, and hard, which knocks off all your clothing/armor damaging them to 50% efficacy , but you are left alone, and alive, shivering on the ground. Your enemy leave you alone out of pity.

    Z
  • spiderlair88646
    The combat bug in pvp and pve has been going on for as long as I’ve been playing this game. How are we supposed to leave an instance while grouped and experiencing the combat bug? This is not a once in a while occurrence, it is daily, many times per day. I had hoped this would be fixed before applying this change. @ZOS_GinaBruno @ZOS_Kevin Can you please address this for us. I can’t help but feel like this is going to cause grief to more players then it helps because the combat bug wasn’t addressed first.
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