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Please fix the combat bug

marlonbrando
marlonbrando
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Just reopening this discussion since it's important. It would be nice to have some sort of response from ZOS after all these years. Even if it's "We looked into it and it's just too hard"
Edited by ZOS_Volpe on 28 December 2023 13:54
  • Idinuse
    Idinuse
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    Zoning isn't an option if you want to stay in Cyrodiil during prime time you won't be getting back to Cyrodiil from Imperial City or a Delve or Cheesemonger. Death port takes you back to base, not an option if you and/or your group is deep in enemy territory. Having to die, be sent back to base just to Horse Simulator™ your way back to a fight isn't a fair option in a Player versus Player environment, even less so for new character builds with slow mounts.

    It's BROKEN and it should never have been there and it should have been fixed 10 years ago.

    Simply switching off the "YOU CAN'T MOUNT IN COMBAT" mechanic, shouldn't be that hard me thinks. I don't care if an entire guild mounts up and flees during a fight. It's a win none the less. Besides we can mount and ride right after them.

    Might be an answer to some of lag too, what do I know.

    Btw, an add on like Combat Metrics knows when a fight is over, the damage/healing meter in RDK resets at a certain interval, maybe look at those mechanics.
    Edited by Idinuse on 26 December 2023 22:02
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  • SaffronCitrusflower
    SaffronCitrusflower
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    You can die, port out of cyrodiil, and still be stuck in combat. Ya, it's really bad and has been for years.

    Just make it so when you use a wayshrine you are taken out of combat. (all incomming and outgoing damage is automatically stopped) The solution is simple.
  • marlonbrando
    marlonbrando
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    You can die, port out of cyrodiil, and still be stuck in combat. Ya, it's really bad and has been for years.

    Just make it so when you use a wayshrine you are taken out of combat. (all incoming and outgoing damage is automatically stopped) The solution is simple.

    Agreed, that's one solution. It makes logical sense that if you've been ported hundreds of meters away from any chance of combat you should not be in combat. It makes no sense that you can be at your home keep, where no enemy can reach you, and still be in combat.

    A generalization of that others have suggested is "If you're X meters from any enemy then combat is dropped automatically."
  • marlonbrando
    marlonbrando
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    Just reopening this discussion since it's important. It would be nice to have some sort of response from ZOS after all these years. Even if it's "We looked into it and it's just too hard"
    Btw, let's try to keep this civil so that the discussion doesn't get shut down again. I'm sure ZOS knows that we're frustrated by this bug. Being hostile or assuming ill-intent on their part will be counterproductive.
  • notyuu
    notyuu
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    Honestly I don't get why zos dosn't just implment two universal checks to fix the bug

    1: if the player has not dealt or received damage, healing, buffs, debuffs for 120 seconds the player is removed from combat, no if/but/why

    2: If a buff or debuff has a duration of over 120 seconds and is NOT from a consumeable (food, drink, exp booster) then the duration is set to 120 seconds, which would work with the first one and fix that 30 bazillion day debuff bug you can get
  • Thrasher91604
    Thrasher91604
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    The stuck-in-combat bug is one of the most annoying and longly unsolved bugs in the game.

    @ZOS_GinaBruno what’s the reason for this not being fixed for so many years?
    Edited by Thrasher91604 on 27 December 2023 10:06
  • Janni
    Janni
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    In all honestly it probably has to do with performance. A timer might seem simple but when you apply that with some convoluted logic to every single player in the game at all times it could really add up. There are certain ways to mitigate this cost but they require a specific kind of architecture from the very start to specifically deal with this sort of problem. All of that being said, I totally agree that this is beyond tolerable when it has such a large impact for moment-to-moment gameplay and they should have started work to address or at least work around the limits a long long time ago.
  • madmidwestmark
    madmidwestmark
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    notyuu wrote: »
    Honestly I don't get why zos dosn't just implment two universal checks to fix the bug

    1: if the player has not dealt or received damage, healing, buffs, debuffs for 120 seconds the player is removed from combat, no if/but/why

    2: If a buff or debuff has a duration of over 120 seconds and is NOT from a consumeable (food, drink, exp booster) then the duration is set to 120 seconds, which would work with the first one and fix that 30 bazillion day debuff bug you can get

    Take that 120s down to preferrably 20s or 30s max. There is no reason if you aren't getting hit, to not be able to mount. Buffs shouldn't even be in the equation at all. You should be able to buff any time, without creating a stuck in combat phase.
  • KlauthWarthog
    KlauthWarthog
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    I think I might have said this somewhere else, but... regarding the "cannot mount in combat" thingie, just change it so that, if you are in combat, you can mount, but your mount stamina starts depleted to zero. If you are in actual combat, you will get knocked out of that horse instantly. Otherwise, just wait for it to replenish as usual and go on your merry way.
  • katanagirl1
    katanagirl1
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    Janni wrote: »
    In all honestly it probably has to do with performance. A timer might seem simple but when you apply that with some convoluted logic to every single player in the game at all times it could really add up. There are certain ways to mitigate this cost but they require a specific kind of architecture from the very start to specifically deal with this sort of problem. All of that being said, I totally agree that this is beyond tolerable when it has such a large impact for moment-to-moment gameplay and they should have started work to address or at least work around the limits a long long time ago.

    I was posting something to this effect yesterday just as the thread was being closed. My hope is that adding a timer to keep track of incoming damage might be equivalent performance-wise to keeping track of the stuck in combat effect.
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  • notyuu
    notyuu
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    notyuu wrote: »
    Honestly I don't get why zos dosn't just implment two universal checks to fix the bug

    1: if the player has not dealt or received damage, healing, buffs, debuffs for 120 seconds the player is removed from combat, no if/but/why

    2: If a buff or debuff has a duration of over 120 seconds and is NOT from a consumeable (food, drink, exp booster) then the duration is set to 120 seconds, which would work with the first one and fix that 30 bazillion day debuff bug you can get

    Take that 120s down to preferrably 20s or 30s max. There is no reason if you aren't getting hit, to not be able to mount. Buffs shouldn't even be in the equation at all. You should be able to buff any time, without creating a stuck in combat phase.

    I suggested 120 seconds so that when you're dealing with certina boss phases where you're just doding mechanics which can last for god knows how long based on the groups skill, you won't get pulled outta combat which would cause all sorts of issues.

    And yes I am aware that this fix would mostly apply to PvP however the "stuck in combat" issue also shows up in PvE, mostly in dungeons and trials, hence why the fix is not tied to eaither play style
  • Wolfshade
    Wolfshade
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    Long time i hadn`t combat bug, then it reveals with one of last update and it disaperears when switching off addon-libaries. But that can be, if you ask the players, no no never. In general, when it comes, then always by fighting same high-cp groups. Can`t be if you ask players, but peculiar... >:)
    This comment is awesome!

    **End of the Internet**
  • ZOS_Volpe
    ZOS_Volpe
    admin
    Hello,

    We moved this thread to a category we think is more suitable for this topic, Bug Reports.

    Thanks for your understanding.
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