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https://forums.elderscrollsonline.com/en/discussion/668861

Anyone else just /boggle

bitaken
bitaken
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At the list of Alliance war fixes in 1.2.3:

Alliance War
General

Keep Archers now receive upgraded damage abilities via the Keep upgrades.
New Daily Quests have been added for killing enemy classes. These can be found at the bounty boards.
Fixed an issue where getting killed while in Cyrodiil could cause you to become de-synced from your body.
The Fort Aleswell gatehouse door will now properly gain more health when it receives wood upgrades.
Celarus, the two week campaign, will now properly reward members of the Daggerfall Covenant when they place first at the end of the campaign.



My biggest issues with the Alliance map have nothing to do with the fort Aleswell gatehouse door or the Keep archers - who already can rip your backside off if not paying attention - or having new fun daily quests in Cyro...but they are simply:

1) Forward Camps still flaky as all let out.
2) Repaired Postern walls, and resource towers become unusable as door - almost always.
3) Repairing a wall while it gets repaired to full by someone else...or gets hit by siege while you are repairing it...and you have to log off to be able to repair walls again.

Why are these things not in the list? Have we not complained enough about these issues for them to be addressed?

Forward Camps still are being placed somewhere enemy can burn them so that we can get another one up because they bug out after a certain amount of time and are unusable. Occasionally....you can relog and find that the camps are then usable.

Door bugs have cause more problems than I can count when engaging outside the walls...then retreating inside after a successful push.

These are the problems we want fixed. IDC!!!! about the darn archer guards or more daily quests...fix these problems PLEASE!!!
PvP Lead Officer for Einherjar

Member of Einherjar and associated guilds since 2001

A multi Gaming community of players.
  • Agrippa_Invisus
    Agrippa_Invisus
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    Agreed. The biggest disappointment of this patch is all the PVP fixes being pushed to 1.3.
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • galiumb16_ESO
    galiumb16_ESO
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    How far away is 1.3, have they said?
  • ESeregon
    ESeregon
    Soul Shriven
    Usual reply to such questions is "Soon.".... many of us know what that means...
    Jheil Tasai
    Final Gaming
    Survived bullets, hurricanes, blizzards and Barrens chat... your argument is invalid....
  • madangrypally
    madangrypally
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    How far away is 1.3, have they said?

    Think i seen somewhere near the very end of July.
  • Ifthir_ESO
    Ifthir_ESO
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    FWIW Typically what is released is stuff that was being worked on a month+ ago.
  • Leovolao
    Leovolao
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    you forget the combat bug (combat state never leaving and keyboard not responding), ultimates random resets to 0, siege bug, CC break bug, not being able to get out of stun+root, map and compass bug, game crashes when group is too big, random teleport when repairing a wall, etc, etc.

    Honored mention: the other day I saw a sorc with a moving negate magic ultimate on him.
    tea pot


    "What if my problem wasn't that I don't understand people but that I don't like them?"
  • crowfl56
    crowfl56
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    PVP is pretty much broken. It was fun until the level racer's and exploiter's ruined it.
    PVP needed battle zones, per level's.
    10-19, 20-29, 30-39, 40-49, Vet 1 - Vet 11 then finally VR12.
    Now I would have also allowed any lvl after 10 to enter any pvp zone. Reason you always need cannon fodder :).
  • Derpsicles
    Derpsicles
    Soul Shriven
    you forget the combat bug (combat state never leaving and keyboard not responding), ultimates random resets to 0, siege bug, CC break bug, not being able to get out of stun+root, map and compass bug, game crashes when group is too big, random teleport when repairing a wall, etc, etc.

    Honored mention: the other day I saw a sorc with a moving negate magic ultimate on him.

    MOST cases of this happening are purely visual only - are you CERTAIN that he had his negate moving around him - or just the visual spell effect

    @Derpsicles: DC - VR12 Templar Healer - EHJ (Einherjar)
    Wabajack
  • Dleatherus
    Dleatherus
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    they are working on the forward camps

    they are working on the bugged postern doors

    they are working on the repair wall bug

    these things are incredibly frustrating - the 'fix' cycle isn't simply a matter of realizing something is wrong, and redoing one line of code, though i wish it was

    i do think that once a week it would be awesome to see an updated ongoing 'known issues - progress report relating to them' sticky thread

    example (info is inaccurate and just for example purposes):

    Caltrops - RESOLVED
    05/06/2014 - acknowledge that caltrops and siege weapon damage are not working as intended
    05/09/2014 - programmers report that the fix will take several weeks
    05/16/2014 - no word yet - programmers still working on it
    05/21/2014 - programmers have a working solution - will be applied next patch
    05/24/2014 - patched and caltrops working as intended

    Mercenary Mages - OPEN
    05/21/24 - acknowledge that mercenaries are prone to bugging out and being 'invincible'
    05/24/2014 - mercenary vendors removed - still ok to use mercenaries already purchased and in your inventory/bank
    06/01/2014 - haven't found the problem yet

    Forward camps, Postern Doors, Wall repairing etc etc

    D.
    Stands in Puddles VR12 NB
    Dleatherus VR10 Templar

    Emperor Farmers, cheaters and exploiters - just like cockroaches in real life, Tamriel will never be rid of them
  • Halrloprillalar
    Halrloprillalar
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    And the emperor farm continues
  • frwinters_ESO
    frwinters_ESO
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    Every patch the PvP fixes are secondary it seems. So many issues and no real attention. The next content update better be heavily PvP related with fixes, new campaigns, and hopefully some sort of content for Cyrodill.
  • FENGRUSH
    FENGRUSH
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    What strikes me most from that list is the archer guard buffs. Oh they werent annoying enough?

    OK. Maybe you should pack more of them in there too. Give their volleys negate as well. And give menders reflect or something.
  • Agrippa_Invisus
    Agrippa_Invisus
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    ✭✭✭
    You could always give the tank guards Impulse.
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • Wideglide007
    How far away is 1.3, have they said?

    Think i seen somewhere near the very end of July.

    you forgot to add the 2015 =)
  • bitaken
    bitaken
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    FENGRUSH wrote: »
    What strikes me most from that list is the archer guard buffs. Oh they werent annoying enough?

    OK. Maybe you should pack more of them in there too. Give their volleys negate as well. And give menders reflect or something.

    And hey let's have them shoot thru the floor to the front flag!!!

    And hey let's have them shoot from the top floor thru the grate at the front gate!!

    And hey let's put one in each pack of guards around the outside of the keep!

    But - forward camps? Man....that's gonna be some real bug fixing..nah.
    PvP Lead Officer for Einherjar

    Member of Einherjar and associated guilds since 2001

    A multi Gaming community of players.
  • FENGRUSH
    FENGRUSH
    ✭✭✭✭✭
    ✭✭✭✭
    bitaken wrote: »
    FENGRUSH wrote: »
    What strikes me most from that list is the archer guard buffs. Oh they werent annoying enough?

    OK. Maybe you should pack more of them in there too. Give their volleys negate as well. And give menders reflect or something.

    And hey let's have them shoot thru the floor to the front flag!!!

    And hey let's have them shoot from the top floor thru the grate at the front gate!!

    And hey let's put one in each pack of guards around the outside of the keep!

    But - forward camps? Man....that's gonna be some real bug fixing..nah.

    Somehow they feel adding more PVE mob obstacles in Cyrodill is adding value to the PvP.

    Its not.
  • Agrippa_Invisus
    Agrippa_Invisus
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    ✭✭✭
    FENGRUSH wrote: »
    bitaken wrote: »
    FENGRUSH wrote: »
    What strikes me most from that list is the archer guard buffs. Oh they werent annoying enough?

    OK. Maybe you should pack more of them in there too. Give their volleys negate as well. And give menders reflect or something.

    And hey let's have them shoot thru the floor to the front flag!!!

    And hey let's have them shoot from the top floor thru the grate at the front gate!!

    And hey let's put one in each pack of guards around the outside of the keep!

    But - forward camps? Man....that's gonna be some real bug fixing..nah.

    Somehow they feel adding more PVE mob obstacles in Cyrodill is adding value to the PvP.

    Its not.

    They could add a 'Keep Lord" like DAoC had. A boss level mob that you had to defeat to take the keep. It could replace a flag, or heck, be in addition to the flags.

    Have him drop sweet loot, too, like 'Shadhowhide Jack of Magicka'.
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • bitaken
    bitaken
    ✭✭✭✭✭
    FENGRUSH wrote: »
    bitaken wrote: »
    FENGRUSH wrote: »
    What strikes me most from that list is the archer guard buffs. Oh they werent annoying enough?

    OK. Maybe you should pack more of them in there too. Give their volleys negate as well. And give menders reflect or something.

    And hey let's have them shoot thru the floor to the front flag!!!

    And hey let's have them shoot from the top floor thru the grate at the front gate!!

    And hey let's put one in each pack of guards around the outside of the keep!

    But - forward camps? Man....that's gonna be some real bug fixing..nah.

    Somehow they feel adding more PVE mob obstacles in Cyrodill is adding value to the PvP.

    Its not.

    They could add a 'Keep Lord" like DAoC had. A boss level mob that you had to defeat to take the keep. It could replace a flag, or heck, be in addition to the flags.

    Have him drop sweet loot, too, like 'Shadhowhide Jack of Magicka'.

    And here I thought the pack of mages was just about enough...

    Phat lewts there though - might not want to add more farming to the game :P
    PvP Lead Officer for Einherjar

    Member of Einherjar and associated guilds since 2001

    A multi Gaming community of players.
  • Halrloprillalar
    Halrloprillalar
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    You could always give the tank guards Impulse.

    lol'd

    They should definitely let those guards cast immovable, chains, talons, DK standard and reflective scale.

    Their leashing mechanics should also be improved so as to reset to full after they kill each player.

    In addition, guards have now acquired the ability to burn your siege weapons and repair walls.
  • Dleatherus
    Dleatherus
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    this is the one that really made me /boggle

    Bow (edited to keep just the important bits)

    Long Shots: This passive ability’s bonus is now applied to enemies greater than 40 meters away.
    Snipe: We also reduced the range for this ability from 40 meters to 35 meters.

    ESOmath at its finest

    makes the bow the only weapon with a passive that doesn't work outside of Cyrodiil i think? (you get the battle spirit extra distance buff for ranged abilities that should make 'Long Shots' BARELY feasible in Cyrodiil)

    D.
    Edited by Dleatherus on 24 June 2014 18:41
    Stands in Puddles VR12 NB
    Dleatherus VR10 Templar

    Emperor Farmers, cheaters and exploiters - just like cockroaches in real life, Tamriel will never be rid of them
  • Jaxom
    Jaxom
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    You could always give the tank guards Impulse.

    lol'd

    They should definitely let those guards cast immovable, chains, talons, DK standard and reflective scale.

    Their leashing mechanics should also be improved so as to reset to full after they kill each player.

    In addition, guards have now acquired the ability to burn your siege weapons and repair walls.

    Even better.

    Guards now have the ability to cast Elusive Mist and
    Dleatherus wrote: »
    this is the one that really made me /boggle

    Bow (edited to keep just the important bits)

    Long Shots: This passive ability’s bonus is now applied to enemies greater than 40 meters away.
    Snipe: We also reduced the range for this ability from 40 meters to 35 meters.

    ESOmath at its finest

    makes the bow the only weapon with a passive that doesn't work outside of Cyrodiil i think? (you get the battle spirit extra distance buff for ranged abilities that should make 'Long Shots' BARELY feasible in Cyrodiil)

    D.

    @Dleatherus, I read it that way at first as well. If you reread it, it says the ability bonus is NOW applied to enemies greater than 40 meters away. it doesnt say it's ONLY applied to enemies 40 meters away.

    My guess is that in some situations with passives in Cyrodiil, the Long Shots bonus wasnt being applied to those attacks and they fixed it. At least, that's how I'm interpreting it.
  • Dleatherus
    Dleatherus
    ✭✭✭✭✭
    Jaxom wrote: »
    You could always give the tank guards Impulse.

    lol'd

    They should definitely let those guards cast immovable, chains, talons, DK standard and reflective scale.

    Their leashing mechanics should also be improved so as to reset to full after they kill each player.

    In addition, guards have now acquired the ability to burn your siege weapons and repair walls.

    Even better.

    Guards now have the ability to cast Elusive Mist and
    Dleatherus wrote: »
    this is the one that really made me /boggle

    Bow (edited to keep just the important bits)

    Long Shots: This passive ability’s bonus is now applied to enemies greater than 40 meters away.
    Snipe: We also reduced the range for this ability from 40 meters to 35 meters.

    ESOmath at its finest

    makes the bow the only weapon with a passive that doesn't work outside of Cyrodiil i think? (you get the battle spirit extra distance buff for ranged abilities that should make 'Long Shots' BARELY feasible in Cyrodiil)

    D.

    @Dleatherus, I read it that way at first as well. If you reread it, it says the ability bonus is NOW applied to enemies greater than 40 meters away. it doesnt say it's ONLY applied to enemies 40 meters away.

    My guess is that in some situations with passives in Cyrodiil, the Long Shots bonus wasnt being applied to those attacks and they fixed it. At least, that's how I'm interpreting it.

    hrmm - yup - i can see how i misinterpreted that - would have been clearer if it had said 'now also applied' or 'now only applied'

    my bad

    D.
    Stands in Puddles VR12 NB
    Dleatherus VR10 Templar

    Emperor Farmers, cheaters and exploiters - just like cockroaches in real life, Tamriel will never be rid of them
  • Jaxom
    Jaxom
    ✭✭✭✭
    Dleatherus wrote: »
    Jaxom wrote: »
    You could always give the tank guards Impulse.

    lol'd

    They should definitely let those guards cast immovable, chains, talons, DK standard and reflective scale.

    Their leashing mechanics should also be improved so as to reset to full after they kill each player.

    In addition, guards have now acquired the ability to burn your siege weapons and repair walls.

    Even better.

    Guards now have the ability to cast Elusive Mist and
    Dleatherus wrote: »
    this is the one that really made me /boggle

    Bow (edited to keep just the important bits)

    Long Shots: This passive ability’s bonus is now applied to enemies greater than 40 meters away.
    Snipe: We also reduced the range for this ability from 40 meters to 35 meters.

    ESOmath at its finest

    makes the bow the only weapon with a passive that doesn't work outside of Cyrodiil i think? (you get the battle spirit extra distance buff for ranged abilities that should make 'Long Shots' BARELY feasible in Cyrodiil)

    D.

    @Dleatherus, I read it that way at first as well. If you reread it, it says the ability bonus is NOW applied to enemies greater than 40 meters away. it doesnt say it's ONLY applied to enemies 40 meters away.

    My guess is that in some situations with passives in Cyrodiil, the Long Shots bonus wasnt being applied to those attacks and they fixed it. At least, that's how I'm interpreting it.

    hrmm - yup - i can see how i misinterpreted that - would have been clearer if it had said 'now also applied' or 'now only applied'

    my bad

    D.

    Agreed. Their patch notes are always so vague. I misread something similar about Armor enchants.
  • CaptainSilverbrow
    CaptainSilverbrow
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    Derpsicles wrote: »
    MOST cases of this happening are purely visual only - are you CERTAIN that he had his negate moving around him - or just the visual spell effect

    This. I know how to the Rune Focus graphic to follow me around indefinitely, sans its effect, of course. BUT I WANT TO BELIEVE. Oh lawd, I wanna believe...
  • Tintinabula
    Tintinabula
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    I would say they "can't" fix the bugs or its taking so long they seem to be ignoring the bugs(even though they're prolly not).

    Being able to make cloth jerkins isn't gonna appease me when i cant get into 1 or 2 doors out of every keep that's in Cyrodiil while I pvp.
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