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Will the stuck in combat bug be fixed in 2025?

LonePirate
LonePirate
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With the recent 2024 year in review letter stating Cyrodiil changes are on the way, will the infamous stuck in combat bug finally be fixed this year?

The stuck in combat bug is the bane of many PVPers in Cyrodiil as it prevents the user from summoning their mount and it also prevents the player from leaving Cyrodiil via the wayshrines at the base gates. The bug can last 30 minutes or more in extreme circumstances. The bug seems to be caused (imo) by DOTs and HOTs that do not properly clear after they have expired. Purges do not remove the problem. Neither do /stuck or /reloadui. Entering a Cyrodiil delve or traveling to one of the Imperial City campaigns seem to be the only guaranteed methods to remove the bug. Some people have had success with sacrificing themselves to an enemy player or guard; but that does not always work. The bug can even return through no action of your own even if you are in the middle of nowhere without another friend or foe in sight.

It would seem that one of the processes involved with rezoning into a delve that clears the bug should be applied to /reloadui in order to fix the problem. I'll defer to the devs on whether that would or would not work. Or maybe some other solution exists.

What do you think? Will this bug finally be fixed in 2025?

Will the stuck in combat bug be fixed in 2025? 122 votes

Yes
1%
DojohodaYandereGirlfriend 2 votes
No
92%
AttorneyatlawlGilvothvailjohn_ESOacastanza_ESOBelegnoleSluggyssewallb14_ESOMaerdiathstybbe17b16_ESOqwaurckAlinielDenverRalphyMalthorneTX12001rwb17_ESOrlindsey912nub18_ESOPsychopoteElsonsoSmokedpyrotechzammoLylith 113 votes
Unsure
5%
zariaSorakaFischblutirswatChaoticWings3wilykcatkiheikat 7 votes
  • LadyGP
    LadyGP
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    No
    Please!!!! I'm sure there is a very big technical/code reason as to why it's not fixed yet... but really hope this can get some attention in 2025.
    Will the real LadyGP please stand up.
  • valenwood_vegan
    valenwood_vegan
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    Doesn't really matter whether I think they'll fix it or not, but I'd like to see it addressed. A constant annoyance, and not confined to Cyrodiil... For example I no longer heal people at busy group events (like when the mirror incursions were hopping) because you throw a HoT on someone and get trapped in perpetual combat.
  • DenverRalphy
    DenverRalphy
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    No
    It'd likely require an overhaul of the core game code, which they have shown a reluctance to do from the begining.

    It's not limited to Cyrodiil, however it's more frequent and noticeable there likely because there's enough activity to distract you from noticing when you've tagged a non-player entity. ESO is the only MMO I've ever seen where an aggro'd mob will continue to hunt you down without ever giving up until it can at least give you one quick whack before immediately turning around and running back to it's spawn point. Why the "Distance Threshold" is only triggered after it gives you a whack is beyond me. Bosses and Guards will reset if you run far enough, but a skeever or banekin will hunt you to the ends of the world. And if they get stuck behind impassable terrain like a river, or a cliff, etc.. they'll just stand there for all eternity.

    Same bug can occasionally kill Dungeon prgress/completion.

    That they've refused to address this glaring issue over the last 10 years is why I believe that they've done the math and determined the cost of time and resources just isn't worth it to them.
    Edited by DenverRalphy on 6 January 2025 20:12
  • Estin
    Estin
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    No
    Probably not.

    Easiest solution would to just allow players to mount in combat. Mounts have stamina, and it only takes 3-4 hits to knock someone off their mount. Can probably even have them start with half stamina so it's not easy to get away, and introduce a short winded status effect if you get knocked off so you can't just remount immediately.

    Against NPCs, the problem is that they can infinitely chase you, even if they're well out of their caged area. They don't update until something happens to you, whether it's them hitting you, or you leave the area. Swimming actually counts as a new area, but only if you're outside their caged area.

    In PvP, I think it's dependent on both player's combat status. Player A gets hit by Player B, Player A escapes, but Player B is in combat with Player C,D,E,F,G, or an infinitely chasing NPC, so Player A's combat status will not update until Player B's does.

    Adding a max combat range to remove the status would be the ideal solution, but I'm certain something like that isn't easily doable or even possible.
  • Adremal
    Adremal
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    No
    I'm a big fan of Ockham's razor, hence the vote.
  • MidniteOwl1913
    MidniteOwl1913
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    No
    I don't know why anyone would think it will ever be fixed.
    PS5/NA
  • acastanza_ESO
    acastanza_ESO
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    No
    It'd likely require an overhaul of the core game code, which they have shown a reluctance to do from the begining.

    It's not limited to Cyrodiil, however it's more frequent and noticeable there likely because there's enough activity to distract you from noticing when you've tagged a non-player entity. ESO is the only MMO I've ever seen where an aggro'd mob will continue to hunt you down without ever giving up until it can at least give you one quick whack before immediately turning around and running back to it's spawn point. Why the "Distance Threshold" is only triggered after it gives you a whack is beyond me. Bosses and Guards will reset if you run far enough, but a skeever or banekin will hunt you to the ends of the world. And if they get stuck behind impassable terrain like a river, or a cliff, etc.. they'll just stand there for all eternity.

    Same bug can occasionally kill Dungeon prgress/completion.

    That they've refused to address this glaring issue over the last 10 years is why I believe that they've done the math and determined the cost of time and resources just isn't worth it to them.

    Another issue is multi-unit mobs, they are aggroed as a group, but their reset is per unit, so what can happen is; lets say you have a mob with two wolves. You agro one, both start attacking you, you now Streak away stunning one of the wolves, and continue running. The wolf you stunned is now significantly behind the first so, sometimes with some help from bad pathing, the second one can get stuck behind an obstacle the first didn't encounter. The wolf that never got stunned, also never got stuck so it gets it's hit in, deaggroes and resets, but it's mob partner is stuck, and still aggroed, if the wolf that deaggroed, gets back to it's spawn point before the stuck wolf eventually times out and resets the stuck wolf still "being in combat" then causes the first wolf to re-aggro! Now eventually the stuck wolf will time out and reset, but because it's partner re-aggroed before this happened if it gets back to it's spawn before that first wolf, that's now off chasing you again because it reaggroed, resets, it will, in turn re-aggro and repeat! You get in a loop where the mob is now effectively desynced continuously causing an agro loop.

    I've seen variants of this happen so many times
  • Dojohoda
    Dojohoda
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    Yes
    Somebody had to choose it. :|
    Fan of playing magblade since 2015. (PC NA)
    Might be joking in comments.
    -->(((Cyrodiil)))<--
  • malistorr
    malistorr
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    Please fix the stuck in combat bug/flaw in Cyrodiil PVP. Your players have been asking for this for many many years and it hasn't been fixed yet. WHY? Answer that.
    Edited by malistorr on 6 January 2025 23:31
  • MidniteOwl1913
    MidniteOwl1913
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    No
    malistorr wrote: »
    Please fix the stuck in combat bug/flaw in Cyrodiil PVP. Your players have been asking for this for many many years and it hasn't been fixed yet. WHY? Answer that.

    I think (just my opinion) that it is a question of resources and bang for the buck. It's a coding problem and with enough resources on it it could be fixed. But at what cost? Everything is a trade-off. And it looks like resources are being moved away from EOS making unlikely that this bug will be fixed any time soon.

    This bug while very annoying wouldn't be my first choice for limited resources (just my opinion).


    PS5/NA
  • Nord_Raseri
    Nord_Raseri
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    No
    A few years ago there was a temporary work-a-round (don't remember if purposeful or not) where they let us mount in Cyrodiil while "in combat" but not engaged in a fight. It was taken away the very next patch.
    Veit ég aðég hékk vindga meiði á nætr allar níu, geiri undaðr og gefinn Oðni, sjálfr sjálfum mér, á þeim meiði er manngi veit hvers hann af rótum rennr.
  • Oceanchanter
    Oceanchanter
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    No
    I remain sceptical.
  • dk_dunkirk
    dk_dunkirk
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    wofkepij75g4.jpg
  • katanagirl1
    katanagirl1
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    I wish they could. Running from one keep to another on my magsorc is so not fun.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • cyclonus11
    cyclonus11
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    No
    c594334e-928a-49e5-81f6-393cda3c2105_text.gif
  • DoofusMax
    DoofusMax
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    No
    lmao-laugh.gif


    The levels of the community's faith in a timely resolution to this one are truly awe inspiring.

    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • Rkindaleft
    Rkindaleft
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    No
    Why would it? Not being able to mount after a random fight in Cyrodiil for 10+ minutes after it finished is basically a feature.
    https://youtube.com/@rkindaleft PlayStation NA. I upload parses and trial POVs sometimes.

    Tick Tock Tormentor | Immortal Redeemer | Gryphon Heart | Godslayer | Dawnbringer | Planesbreaker | The Unshattered
  • Vonnegut2506
    Vonnegut2506
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    No
    You have to really appreciate the people who said yes; that is some Olympic-level optimism right there.
  • DenverRalphy
    DenverRalphy
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    No
    You have to really appreciate the people who said yes; that is some Olympic-level optimism right there.

    To be fair.. one of them was a sympathy vote. :lol:
  • ChaoticWings3
    ChaoticWings3
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    Unsure
    I'm hopeful but its one of those things that I don't think has ever been solved so if it does it will surprise me.
  • zaria
    zaria
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    Unsure
    Stuck in combat is pretty simple system who all who played ESO know, enemies will chase you well past their normal engagement range before doing one hit on you then become immune to damage and run back.
    Overland like in an public dungeon solution is to lay down AoE regularly as taking damage will reset the mob and they will return. Best to have two and swap for better coverage.

    In groups who is most relevant to Cyrodil but also overland group events if one in group is in combat all in group in some signification distance well past visual range is also in combat. So some in group riding past a wolf or bandit will be in combat but it don't mater for them as mounted but the ones who was slow to mount because in combat is no stuck.
    This also includes *** like your group is fighting enemies outside an keep so keep is not under siege but you can not change your quick bar for the upcoming siege as you is in combat inside the keep.

    First remove the group part of in combat completely until you fix this ***
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • ChaoticWings3
    ChaoticWings3
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    Unsure
    zaria wrote: »
    Stuck in combat is pretty simple system who all who played ESO know, enemies will chase you well past their normal engagement range before doing one hit on you then become immune to damage and run back.
    Overland like in an public dungeon solution is to lay down AoE regularly as taking damage will reset the mob and they will return. Best to have two and swap for better coverage.

    In groups who is most relevant to Cyrodil but also overland group events if one in group is in combat all in group in some signification distance well past visual range is also in combat. So some in group riding past a wolf or bandit will be in combat but it don't mater for them as mounted but the ones who was slow to mount because in combat is no stuck.
    This also includes *** like your group is fighting enemies outside an keep so keep is not under siege but you can not change your quick bar for the upcoming siege as you is in combat inside the keep.

    First remove the group part of in combat completely until you fix this ***

    Thinking about it maybe a fix is to have mobs of enemies have a range they can follow the player from there spawn point before they give up. If they hit that range then they disengage from combat. Or if they do not get a hit in x amount of time then they disengage.
  • EF321
    EF321
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    No
    Doubt
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