
@Grega I'm curious if this will fix the problem./script for i in ZO_IterateBagSlots(BAG_BACKPACK) do if GetItemId(BAG_BACKPACK, i) == 190167 then DestroyItem(BAG_BACKPACK, i); d(i) end end
This will go through your inventory, find an inventory slot containing item ID 190167 (which is the glorious non-vet FG box), and if it finds it, tries to destroy it and display the slot index at which the phantom item was located.




edward_frigidhands wrote: »Vengeance is designed to test the performance of removing a host of HoTs, DoTs and procs from 900 players all fighting each other.
4 or 12 people in a dungeon or trial do not face the same issues. Are there lag spikes? Yes, on occassion, but that is a server issue, not a game code issue.
What about the siege camps? Or riding your mount from the shrine to the enclave grahtwood primetime?
In part, that is a your hardware issue (I get the same problems); and in part, too high a player cap in instances. While I agree annoying, it's still not the same issue that vengeance seeks to address.
How so? Performance tanks in PvE because of XYZ abilities overloading the server, but vengeance was only created to solve this issue for skills ABC?
My “hardware” is fine.
Vengeance is looking to increase the player cap while also improving performance, by removing a lot of additional skill complexities.
If this can benefit PvP then why can't it benefit PvE? It honestly seems like a better fit in PvE because of all the complex PvE mechanics we already have to contend with. It would make PvE more performant, approachable and amazing.
Because PvE doesn't have performance issues, with the sole exceptions of 100 players attacking a world boss or milling around a wayshrine.
Dungeons, Trials, Delves, Outlaw refuges, Public Dungeons, Quest zones, anything indoors are instance capped. It's only outdoors in overland that has problems, and that can be solved by simply lowering the instance cap.
Cyro has already had it's cap lowered and it still suffers, and feels empty.
Edit: Individual players suffering poor performance in PvE is either a momentary issue with the servers, their ISP, or their hardware. It isn't due to skills causing excessive server calcs like it is in PvP - with the exceptions outlined above. Vengeance is specifically about reducing the number of server calcs to improve performance.
You keep saying this, no, performance tanks in every aspect of the game and specifically in PvE instances more than PvP instances, for me. Again, I’m on new gen Xbox, I don’t see performance issues in Cyrodiil like I do in PvE, it’s far worse in PvE. Every example I give you say is an exception.. okay. At what point can we have a real discussion about the game running better and players options?
Cause IMO, ZOS has a fix for a real problem that would enhance our game, Vengeance ruleset in PvE. Why not? Cause you’ve determined that players who suffer lag outside of PvP don’t deserve the latest and greatest fix for a problem that clearly exists and has for a decade? That’s not your call.
Vengeance ruleset in PvE is the answer.
Theignson
MasterSpatula wrote: »MasterSpatula wrote: »The levels of bad faith here are off the charts.
Can you blame them though?
Yes. The petulance is embarrassing.tomofhyrule wrote: »Bad faith argument is made in bad faith.
That said, I absolutely see why. PvP has been gaslit for so long about so many things, and despite the PvP pretty unanimously coming to the same conclusions (heal stacking is a huge issue, ball groups should be strong but not that strong and beed a counter other than expecting a faction stack to zerg them down, balance is in the toilet and hybridization/Subclassing just made it so much worse), the team is addressing none of those things. Instead, the idea is to remake PvP for the only-here-for-MYM-tickets crowd.
PvP does need an on ramp. The U50 campaign (and Ravenwatch, and Blackreach) was supposed to be that, allowing people to go into Grey Host later. I can understand the desire to replace the non-GH campaigns with a Vengeance ruleset to try to bring new people into PvP to be that on ramp.
But it’s too late for that now.
If the team spreads out the minimal PvP base further, then nothing will be populated. The first thing they need to do is get people back in, and that requires them to address the issues the PvP community has, not ignore them and wait for casuals to beg for more uniformity to take the RPG out of their MMORPG.
ESO is known for having a large base of “never PvPers,” along with a lot of “ew, get these other people out of my MMO” players. You won’t convert them into PvPers by giving them Vengeance. You may be able to bring back lapsed players by addressing balance though. But if the idea is that you’re going to try to make the casuals into PvPers by adding Vengeance? Well, the fact that Vengeance 3 wasn’t able to get many people because of the lack of a Golden Pursuit and a competing event should show how effective that is at getting people into the mode…
The problem with your argument, something we should all already know but many of us overlook, is that the loudest voices in the pro-Vengeance crowd aren't PVE casuals (unworthy of having a PVP opinion, apparently) but former PVPers who walked away due to the issues you listed. "This is like the old days when PVP was good" was the constant refrain. ZOS wants them back in PVP. The "PVP community"'s utter dismissal of them is very telling.
The topic is Vengeance in PvE and lag, you guys are talking about Vengeance balancing in PvP. I don’t know what your conversation has to do with the topic here. Vengeance is obviously to make performance better, which is needed in PvE.