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PTS Patch Notes v1.5

  • InsidiousMagnus
    I have check out the update 5 on the PST and I looked at the face animations. I do not see a difference, anyone else see any difference?
  • set44ub17_ESO1
    so i got on test center and the craglorn mobs owned my sweet ace, then i tried to do the undaunted quests and got my sweet ace owned again, do the dungeons not scale yet? i mean i seriously died in like 2 seconds. before i could solo mobs in crag, and do pretty well in mobs in dungeons......
  • Dirtybyrd
    Dirtybyrd
    ✭✭✭✭
    Bring it on! :)
    Dirtybyrd
  • Darkonflare15
    Darkonflare15
    ✭✭✭✭✭
    I have check out the update 5 on the PST and I looked at the face animations. I do not see a difference, anyone else see any difference?

    There is a difference. Their lips are actually moving to the words instead of just opening up and down. Focused on the lips and you will see the difference.
  • pppontus
    pppontus
    ✭✭✭✭✭
    so i got on test center and the craglorn mobs owned my sweet ace, then i tried to do the undaunted quests and got my sweet ace owned again, do the dungeons not scale yet? i mean i seriously died in like 2 seconds. before i could solo mobs in crag, and do pretty well in mobs in dungeons......

    They scale to your level, not to the fact that you are alone. They still require 4 people. In fact if your level is higher than the dungeon it has only gotten harder now since the mobs will be leveled up to you. ^^
  • Davadin
    Davadin
    ✭✭✭✭✭
    Kegluneq wrote: »
    "Evil Hunter: This ability now highlights vampire player characters in Cyrodiil"

    Wonderful! Just when I was planning to venture into cyrodill after entering a volcanic area with my vampire char... I have the feeling this game hates me. LOL. (btw can't wait to see the dwemer motif)

    Funny you mentioned this. Last night I died at least a couple times from Evil Hunter where the past couple months I don't think I've ever gotten hit by that skill.... ever....

    Hits pretty hard.

    Now they're going to make it so Vamps stands out?

    Oh god I want to see how this works. What they mean by "stands out". If effective, I can imagine there will be a HUGE migration out of Vamps line into.... nothing... (what, you expect me to say Werewolf? you joking?)
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • set44ub17_ESO1
    pppontus wrote: »
    so i got on test center and the craglorn mobs owned my sweet ace, then i tried to do the undaunted quests and got my sweet ace owned again, do the dungeons not scale yet? i mean i seriously died in like 2 seconds. before i could solo mobs in crag, and do pretty well in mobs in dungeons......

    They scale to your level, not to the fact that you are alone. They still require 4 people. In fact if your level is higher than the dungeon it has only gotten harder now since the mobs will be leveled up to you. ^^

    So is there a way to do the undaunted solo?
  • Dominoid
    Dominoid
    ✭✭✭✭✭
    ✭✭
    pppontus wrote: »
    so i got on test center and the craglorn mobs owned my sweet ace, then i tried to do the undaunted quests and got my sweet ace owned again, do the dungeons not scale yet? i mean i seriously died in like 2 seconds. before i could solo mobs in crag, and do pretty well in mobs in dungeons......

    They scale to your level, not to the fact that you are alone. They still require 4 people. In fact if your level is higher than the dungeon it has only gotten harder now since the mobs will be leveled up to you. ^^

    So is there a way to do the undaunted solo?

    Be REALLY good, otherwise no. The Undaunted is a grouped experience, always has been.
  • Cogo
    Cogo
    ✭✭✭✭✭
    Enodoc wrote: »
    Please implement a toggle for this to make it optional. I needed to be 3-4 levels above some of the Main Quest and Mages Guild enemies to be able to defeat them.
    Don't take this as a request to nerf the enemies, as that's not needed. Just a toggle for Scaling so we can continue to play as we have been if we want to.

    "I needed to be 3-4 levels above some of the Main Quest and Mages Guild enemies to be able to defeat them."

    Cogo said:
    This is Exactly why ESO should NOT nerf things.
    Some players think they can not do solo content. They can...but not after the first 10 tries....or be bigger in levels.

    Please do not take my reply anyway other then toward ESO. Nothing personal here *hugs* B)

    @Davadin
    @Enodoc
    @ZOS_GinaBruno

    You DO realize he's asking for an option toggle, not a nerf altogether?
    A toggle would make Champions with 300 points "farm" every dungeon they missed. With the new system, everyone can enjoy all the dungeons. And keep farmers away. Those who "farms" does it with effort and gets rewarded.

    Why create farming of these dungeons by a toggle, instead of giving all players challenging content?
    Note: Dungeon is both solo and group content.

    Is this a question about making the effort, or are someone actually stuck in any Main solo quest? Ask for help maybe? Play a few more days, learn new ways in combat. Look at your char skills. The solution can be something as simple as Blocking at the right moment. Or maybe the quest is bugged?

    Isn't any kind of encounter or goal about achieving it?
    All players can improve in any numbers of ways. Level vs encounter is not player improving. It's your char improving, not the player.

    To solo anything with ease, robs people on the experience.
    For that content and the practice they get by just playing.
    You really get a veteran player at level 50, whom is prepared to enter Vet 1 content or any high level content.

    The old Vet areas was not hard. You just had to put some effort in.
    In fact, most people say Vet 1-3 are boring now. Since they are easy.

    Anyone see a thread here?

    To solve one of the main goals in ESO, which is the main quest, should that not be at least a bit challenging?

    How many players do we want, who claims anything is to hard when they just didn't try. Or failed a dungeon because no one used res in combat?

    Matt Firor stated: (Not these exact word. I'll link if anyone wants)
    They don't want to force players to do repeated content. But to have content that players are happy with and is challenging. This is also the reason for the new content every 4-6 weeks.

    Look at all the different things, in lots of different areas coming in 1.5. Then 1.6.

    With dungeon scaling. Every instanced dungeon or solo encounters, becomes "new" for every player who missed it at the right level.
    "Old" content becomes "new", since you need the effort, can met new friends and improve as a player, even if you are "elite".

    Brilliant! B)

    Any content that anyone can solo with ease, HURTS players

    Level 10-49 Instanced Dungeons/solo only, is just like any Vet dungeon or Arena, when it comes to "Player skill", Cooperation", "Tactics" and "Basic mechanics".

    They start at level 14ish!
    Instanced dungeons/Solo quests, are not too easy, but not very hard. Everyone can do them. The difference by doing them at correct level is:
    • You learn ways to get groups.
    • You learn the basic game mechanics: Block, interupt, roll, potions, utilize stamina/magika, food buffs and what sets or skills are good for you.
    • You get a better idea about your build and get to adapt to several situations.
    • They also teaches everyone to Not stand in fire.
    • What Synergies are.
    • Fast communication (Maybe use TS or Vent isn't such bad idea people think)
      And what I've seen in WAY too many VET Dungeons.....
    • People do not res in combat....or even notice someone is dead.

    All these are basic, easy, available to all, game mechanics. To many players starts to learn these at Vet rank, since you don't really need to 1-49.

    By giving players the option to do easy things....they do not learn the mechanics, teamwork and something so simple like getting a group without using an interface.

    I am NOT against any encounter working as intended.
    The main quest already been nerfed. Do it again and what about the next person who says its to hard, since they couldn't do it at level 30?

    "Nerf" or "buff" or whatever, as long as the reason is not only players game play, expectations or even "I can't be *rsed. I want it now".

    If something is very doable but requires the player to figure it out = Fun game!

    Think about:
    - The Vet 1-3 areas nerf = Created demands for Graglorn nerfs
    - Arena nerfs = Created the expectations that everyone should be able to do it.
    How long before demands to get the same gear in normal arena as in veteran mode?

    I don't want to stop anyones fun. I want to keep it!
    The arena 6 months from now should be just as challenging like all the Vet dungeons are.

    That is exactly what Dungeon/solo scaling is doing! B)
    Edited by Cogo on October 17, 2014 7:54PM
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • Cogo
    Cogo
    ✭✭✭✭✭
    Dominoid wrote: »
    pppontus wrote: »
    so i got on test center and the craglorn mobs owned my sweet ace, then i tried to do the undaunted quests and got my sweet ace owned again, do the dungeons not scale yet? i mean i seriously died in like 2 seconds. before i could solo mobs in crag, and do pretty well in mobs in dungeons......

    They scale to your level, not to the fact that you are alone. They still require 4 people. In fact if your level is higher than the dungeon it has only gotten harder now since the mobs will be leveled up to you. ^^

    So is there a way to do the undaunted solo?

    Be REALLY good, otherwise no. The Undaunted is a grouped experience, always has been.

    Not only "just 4". You need 4 "good". Not arena good but undaunted achievements like. (Paul Sage said this).

    If you can not do Undaunted achievements today, don't expect "easy" dailies.
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • Davadin
    Davadin
    ✭✭✭✭✭
    Cogo wrote: »
    Enodoc wrote: »
    Please implement a toggle for this to make it optional. I needed to be 3-4 levels above some of the Main Quest and Mages Guild enemies to be able to defeat them.
    Don't take this as a request to nerf the enemies, as that's not needed. Just a toggle for Scaling so we can continue to play as we have been if we want to.

    "I needed to be 3-4 levels above some of the Main Quest and Mages Guild enemies to be able to defeat them."

    Cogo said:
    This is Exactly why ESO should NOT nerf things.
    Some players think they can not do solo content. They can...but not after the first 10 tries....or be bigger in levels.

    Please do not take my reply anyway other then toward ESO. Nothing personal here *hugs* B)

    @Davadin
    @Enodoc
    @ZOS_GinaBruno

    You DO realize he's asking for an option toggle, not a nerf altogether?
    A toggle would make Champions with 300 points "farm" every dungeon they missed. With the new system, everyone can enjoy all the dungeons. And keep farmers away. Those who "farms" does it with effort and gets rewarded.

    Why create farming of these dungeons by a toggle, instead of giving all players challenging content?
    Note: Dungeon is both solo and group content.

    Is this a question about making the effort, or are someone actually stuck in any Main solo quest? Ask for help maybe? Play a few more days, learn new ways in combat. Look at your char skills. The solution can be something as simple as Blocking at right moment.

    Isn't any kind of encounter or goal about achieving it?
    All players can improve in any numbers of ways. Level vs encounter is not player improving. It's your char improving, not the player.

    To solo anything with ease, robs people on the experience.
    For that content and the practice they get by just playing.
    You really get a veteran player at level 50, whom is prepared to enter Vet 1 content or any high level content.

    The old Vet areas was not hard. You just had to put some effort in.
    In fact, most people say Vet 1-3 are boring now. Since they are easy.

    Anyone see a thread here?

    To solve one of the main goals in ESO, which is the main quest, should that not be at least a bit challenging?

    How many players do we want, who claims anything is to hard when they just didn't try. Or failed a dungeon because no one used res in combat?

    Matt Firor stated: (Not these exact word. I'll link if anyone wants)
    They don't want to force players to do repeated content. But to have content that players are happy with and is challenging. This is also the reason for the new content every 4-6 weeks.

    Look at all the different things, in lots of different areas coming in 1.5. Then 1.6.

    With dungeon scaling. Every instanced dungeon or solo encounters, becomes "new" for every player who missed it at the right level.
    "Old" content becomes "new", since you need the effort, can met new friends and improve as a player, even if you are "elite".

    Brilliant! B)

    Any content that anyone can solo with ease, HURTS players

    Level 10-49 Instanced Dungeons s just like any Vet dungeon or Arena, when it comes to "Player skill", Cooperation", "Tactics" and "Basic mechanics".

    They start at level 14ish!
    Instanced dungeons are not too easy, but not very hard. Everyone can do them. The difference by doing them at correct level is:
    • You learn ways to get groups.
    • You learn the basic game mechanics: Block, interupt, roll, potions, utilize stamina/magika, food buffs and what sets or skills are good for you.
    • They also teaches everyone to Not stand in fire.
    • What Synergies are.
    • Fast communication (Maybe use TS or Vent isn't such bad idea people think)
      And what I've seen in WAY too many VET Dungeons.....
    • People do not res in combat....or even notice someone is dead.

    All these are basic, easy, available to all, game mechanics. To many players starts to learn these at Vet rank, since you don't really need to 1-49.

    By giving players the option to do easy things....they do not learn the mechanics, teamwork and something so simple like getting a group without using an interface.

    I am NOT against any encounter working as intended.
    The main quest already been nerfed. Do it again and what about the next person who says its to hard, since they couldn't do it at level 30?

    "Nerf" or "buff" or whatever, as long as the reason is not only players game play, expectations or even "I can't be *rsed. I want it now".

    If something is very doable but requires the player to figure it out = Fun game!

    Think about:
    - The Vet 1-3 areas nerf = Created demands for Graglorn nerfs
    - Arena nerfs = Created the expectations that everyone should be able to do it.
    How long before demands to get the same gear in normal arena as in veteran mode?

    I don't want to stop anyones fun. I want to keep it!
    The arena 6 months from now should be just as challenging like all the Vet dungeons are.

    That is exactly what Dungeon/solo scaling is doing! B)

    Damn.


    DAYUMN.

    You're good, bro. You good.
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • Cogo
    Cogo
    ✭✭✭✭✭
    @Davadin
    Wut? Did I understand something wrong?

    It's a discussion so ...what do you mean?
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • Davadin
    Davadin
    ✭✭✭✭✭
    Cogo wrote: »
    @Davadin
    Wut? Did I understand something wrong?

    It's a discussion so ...what do you mean?

    No you didn't. And to be honest, it's more of a debate less of a discussion before your post.

    And I disagreed with your school of thought earlier, but now it makes sense.

    Great job in answering and describing your point of view.
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • Enodoc
    Enodoc
    ✭✭✭✭✭
    ✭✭✭✭✭
    Davadin wrote: »
    Cogo wrote: »
    Enodoc wrote: »
    Please implement a toggle for this to make it optional. I needed to be 3-4 levels above some of the Main Quest and Mages Guild enemies to be able to defeat them.
    Don't take this as a request to nerf the enemies, as that's not needed. Just a toggle for Scaling so we can continue to play as we have been if we want to.

    "I needed to be 3-4 levels above some of the Main Quest and Mages Guild enemies to be able to defeat them."

    Cogo said:
    This is Exactly why ESO should NOT nerf things.
    Some players think they can not do solo content. They can...but not after the first 10 tries....or be bigger in levels.

    Please do not take my reply anyway other then toward ESO. Nothing personal here *hugs* B)

    @Davadin
    @Enodoc
    @ZOS_GinaBruno

    You DO realize he's asking for an option toggle, not a nerf altogether?
    A toggle would make Champions with 300 points "farm" every dungeon they missed. With the new system, everyone can enjoy all the dungeons. And keep farmers away. Those who "farms" does it with effort and gets rewarded.

    Why create farming of these dungeons by a toggle, instead of giving all players challenging content?
    Note: Dungeon is both solo and group content.

    Is this a question about making the effort, or are someone actually stuck in any Main solo quest? Ask for help maybe? Play a few more days, learn new ways in combat. Look at your char skills. The solution can be something as simple as Blocking at right moment.

    Isn't any kind of encounter or goal about achieving it?
    All players can improve in any numbers of ways. Level vs encounter is not player improving. It's your char improving, not the player.

    To solo anything with ease, robs people on the experience.
    For that content and the practice they get by just playing.
    You really get a veteran player at level 50, whom is prepared to enter Vet 1 content or any high level content.

    The old Vet areas was not hard. You just had to put some effort in.
    In fact, most people say Vet 1-3 are boring now. Since they are easy.

    Anyone see a thread here?

    To solve one of the main goals in ESO, which is the main quest, should that not be at least a bit challenging?

    How many players do we want, who claims anything is to hard when they just didn't try. Or failed a dungeon because no one used res in combat?

    Matt Firor stated: (Not these exact word. I'll link if anyone wants)
    They don't want to force players to do repeated content. But to have content that players are happy with and is challenging. This is also the reason for the new content every 4-6 weeks.

    Look at all the different things, in lots of different areas coming in 1.5. Then 1.6.

    With dungeon scaling. Every instanced dungeon or solo encounters, becomes "new" for every player who missed it at the right level.
    "Old" content becomes "new", since you need the effort, can met new friends and improve as a player, even if you are "elite".

    Brilliant! B)

    Any content that anyone can solo with ease, HURTS players

    Level 10-49 Instanced Dungeons s just like any Vet dungeon or Arena, when it comes to "Player skill", Cooperation", "Tactics" and "Basic mechanics".

    They start at level 14ish!
    Instanced dungeons are not too easy, but not very hard. Everyone can do them. The difference by doing them at correct level is:
    • You learn ways to get groups.
    • You learn the basic game mechanics: Block, interupt, roll, potions, utilize stamina/magika, food buffs and what sets or skills are good for you.
    • They also teaches everyone to Not stand in fire.
    • What Synergies are.
    • Fast communication (Maybe use TS or Vent isn't such bad idea people think)
      And what I've seen in WAY too many VET Dungeons.....
    • People do not res in combat....or even notice someone is dead.

    All these are basic, easy, available to all, game mechanics. To many players starts to learn these at Vet rank, since you don't really need to 1-49.

    By giving players the option to do easy things....they do not learn the mechanics, teamwork and something so simple like getting a group without using an interface.

    I am NOT against any encounter working as intended.
    The main quest already been nerfed. Do it again and what about the next person who says its to hard, since they couldn't do it at level 30?

    "Nerf" or "buff" or whatever, as long as the reason is not only players game play, expectations or even "I can't be *rsed. I want it now".

    If something is very doable but requires the player to figure it out = Fun game!

    Think about:
    - The Vet 1-3 areas nerf = Created demands for Graglorn nerfs
    - Arena nerfs = Created the expectations that everyone should be able to do it.
    How long before demands to get the same gear in normal arena as in veteran mode?

    I don't want to stop anyones fun. I want to keep it!
    The arena 6 months from now should be just as challenging like all the Vet dungeons are.

    That is exactly what Dungeon/solo scaling is doing! B)

    Damn.


    DAYUMN.

    You're good, bro. You good.

    What he said :)
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • Cogo
    Cogo
    ✭✭✭✭✭
    Eddie Murphy: "This is not my office!"

    Thanks for the comments and glad to help. B)
    Edited by Cogo on October 17, 2014 5:13PM
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • Davadin
    Davadin
    ✭✭✭✭✭
    Now about that 2% uppercut increase.......
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • ssewallb14_ESO
    ssewallb14_ESO
    ✭✭✭✭✭
    So should I just forget about the DPS abilities in Templar's skill lines ever being useable for endgame content and just reroll a DK?
  • Goibot
    Goibot
    ✭✭✭
    •Evil Hunter: This ability now highlights vampire player characters in Cyrodiil

    1. How does this work?
    2. will it show vampires that are stealthed?
    3. why?

    Are you trying to run the vampires out of the game? This change plus the 30% reduction in healing in batswarm.

    Yup the ware wolfs needed a lot of love, but what you are doing to the vampires is just crap!
  • Holycannoli
    Holycannoli
    ✭✭✭✭✭
    ✭✭
    So do the main / mage's / fighter's guild quest rewards scale as well?

    If they do then it's best to wait till you're as high level as possible before doing those quests.

    If they don't then you're getting a low level reward if you do those quests at a higher level than originally intended, which is unacceptable.

    Which is it?
  • Jayne_Doe
    Jayne_Doe
    ✭✭✭✭✭
    ✭✭
    I understand the argument of keeping things challenging, but honestly, some players don't actually want the same amount of challenge. Should they be alienated? Does the option of a toggle really affect you, in any way? You obviously wouldn't turn it on, but for some players, they play to enjoy the story and content, not to have a difficult time in combat.

    Perhaps you think those players should just find another game, but why? Everyone enjoys games for very different reasons, and one group's reason for enjoyment should not negate all others. And a lot of ES fans play this game for reasons other than many veteran MMO players.

    I agree that challenging content helps players develop their skills as a player and encourages them to explore other skill lines/abilities. I know that it did for me. Early on, my DK was geared pretty much solely for 1v1 and I did rather poorly against mobs. But, I learned new skills to help me deal with mobs.

    And, having fought Gutripper and Doshia(?) recently, I was surprised how easily my bow-wielding NB took care of both. I remember how tough Doshia was esp. for my DK build (and I was several levels above). I think they may have toned it down a bit too much, now.

    But again, let it be an option for players to complete these quests a few levels higher if they want. Some people don't react to hard challenges the same. Some folks really enjoy it and figure out ways to deal with it. Others just quit in frustration. Let's just allow the option - it doesn't hurt you in the least.

    With dungeon scaling, and the option to toggle it off, everyone can enjoy the challenge they are comfortable with. Tough enemies at your level for those that want it, and the option to have a little extra advantage over enemies for those that so choose.
  • Gilvoth
    Gilvoth
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jayne_Doe wrote: »

    .... having fought Gutripper and Doshia ....

    those were nerfed several months ago along with most all of the bosses.

  • set44ub17_ESO1
    So if the undaunted is a group thing, are you able to share the quest? If you and your friends want to run together is it possible, from what I saw on pts is it randomly gave me a dungeon....
  • Cogo
    Cogo
    ✭✭✭✭✭
    @dwemer_paleologist

    Doisha!

    Got her the first week at launch, before any nerf what so ever. I had no idea what a harvester was...that the "balls" would heal me and not her.

    Took me whole afternoon as a dk with 1H and shield to get her!
    But I did before any nerf! (not joking. I was at it for hours!)

    Should be an achievement for that...

    The Doisha fight may be a bit to hard to have this early, but it showed me that ESO was not gonna be easy!

    The Doisha fight was the SOLO reason for me to accept months of launch problems. Since problems gets fixed....but an MMO that has challenge?
    (I am crap at pvp so Eve Online isnt a choice for me)

    It does make sense to have that encounter challenging but not stop every newbie.This is a very good example on how "bad" nerfing for the sake of just making it easy, is.

    The many nerfs that Harvesters have got, along with players game play "tweaked" and working as intended. Have made quite a few things "too easy." Including the solo only quest lines. Like the Main quest.

    @Jayne_Doe
    Very nicely put in your post! :)

    I'll try to reply as open as well.

    I can see the side of wanting to experience everything in ESO and not be stopped cause of playtime, no group, groups who can not teamwork, PvPers who attack you or people simply do not figure out what to do with a puzzle or where to go next.

    Some players simply want to see it all and do it all, without being "elite".
    That makes sense and should be allowed if it wasn't from 1 thing.

    ESO is an MMO, built like you say, on many different kinds of challenges.
    In MMOs, everything effects everyone. Developers must look at the big picture on pretty much everything.

    If a "group" gets something easier then others....that will alienate several player groups who wants the challenge or even wants to overcome very hard encounters, that most players can not do. Master Enchanting for example. Does not have to be combat connected.
    Research traits? Some players might only want to craft their own gear and never sell...why should they have to wait on research?

    If there is an easy way to get the same thing, most people choose easy.
    Not all do....

    Look in Craglorn now. Lots of Vet 14, who has 3-4 chars at Vet 14.

    They are very bored and claims its hard to get groups.
    Almost all of them did very little in Vet 1-10 areas before they get to Craglorn.
    Now, when the "big mass" is Vet 5-12 and Craglorn is so crammed, that the servers keeps lagging, which is effecting Cyrodiil. PvPers DON'T like 0.1 second lag. (With good reasons)

    Should ESO have a que on login on like WoW had? You can't log in until someone else logs out. To prevent lag. Fair on those who plays, but I don't think that's fair at all!

    I think the problem is players expectations.
    Do whatever you want in ESO, but it's up to you if you get it. That's the game ESO.
    In more harsher terms:
    "Want something? Then you need to earn it"

    Have anyone noticed how many players in ESO are good in very different areas?
    The same players might also be very bad in others.

    A player who:
    - Always have gold, but never gets groups
    - Groups all the time but don't know anything about tradeskills (zip)
    - Master Tradeskiller who don't like the justice system because then the person can not "farm" cooking mats. (Yes you can)
    - Awesome PvP 1v1, but looses big battles to newbie PuG teams.
    - Very good PvP warfare players, who mostly wins anything in Cyro. But refers ESO PvE as boring, only grinding and quests are all the same.
    - Awesome solo player, who even can solo some group content. But don't know about synergies/res others. Who never even been to Cyrodiil since "There is nothing interesting in there"

    List goes on....
    ESO is a game for many types of players.

    Expectations that the game will suit every player is the problem.
    TES players are used to the game to suit the player.
    MMO = The player needs to adapt in the MMO. (If they like the game)

    No one is forcing anyone to do anything in ESO. You choose.
    However, if you want something, then it's not the same thing as to expect to get everything.

    See the difference?

    Skyrim is a very good example.

    Skyrim have tons of "mods" (addons that changes the game)
    The 3 most downloaded is:
    1. Items have no weight (can carry a whole town in your bags)
    2. Making "human parts" on naked character
    3. Unlimited Gold

    Players goes for comfort and easiness when they got the option.

    They would be juuust as much into Skyrim, if they couldn't carry everything.
    Those who use Mods to make the game easier are getting a short kick of joy, which wears off just as fast.
    Those who don't use "make easy addons", are still playing Skyrim!

    Check any Skyrim community. Interesting discussions among players who are bored with the game over the ones who still love it and plays it daily.

    Guess which side didn't have the 3 mods? Well not 2 of em. B)

    Challenge might be something not all players wants, but this is ESO, where "challenge" is almost coded in the whole game.

    Even if a level setting was optional like you suggest and work just fine for one type of player. MMOs effects all players. No matter what change/add.
    If PvP finally get what they want (and should have IMO), with new PvP skills only...that may or may not work with balance in Cyrodiil.

    It will throw away all kinds of balance everywhere else!


    Look at the Campaign buffs. Now when they get changed so you need to earn them somehow.....some "Raid players" have expressed concern over this. Since those buffs are pretty significant in High level PvE raids.

    Just because a good idea would suit one player very well, needs to get looked at so it does not ruin for everyone else.
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • blowe_none
    blowe_none
    Soul Shriven
    Well playing a vamp is now gonna blow. Whats next? take their eye teeth so they can feed? 30% for real? if you are gonna do that at least raise the feeding timer higher than a half hour. 3x a day would be great! thats all i eat now anyway! :P
  • InsidiousMagnus
    I have check out the update 5 on the PST and I looked at the face animations. I do not see a difference, anyone else see any difference?

    There is a difference. Their lips are actually moving to the words instead of just opening up and down. Focused on the lips and you will see the difference.

    I did see that the lips moved a little more but I was expecting the new facial animations that they showed at QuakeCon.
  • Darkonflare15
    Darkonflare15
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    I have check out the update 5 on the PST and I looked at the face animations. I do not see a difference, anyone else see any difference?

    There is a difference. Their lips are actually moving to the words instead of just opening up and down. Focused on the lips and you will see the difference.

    I did see that the lips moved a little more but I was expecting the new facial animations that they showed at QuakeCon.

    Well they stated they are only puting just lip syncing right now they are put emotions in later. They placing it in parts.
  • WarrioroftheWind_ESO
    WarrioroftheWind_ESO
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    I'm going to have to argue strongly that the proposed changes to silver bolts/shards be reconsidered/rescinded. NA Haderus has lately become infested with literal hordes of impulse batmonkeys, the majority of them are DK's. Having it ignore reflect is a crucial counter to these builds and fits with its intended purpose: to be a perfect foil to the forces of darkness. Bolts/shards is one of the few ways we have to deal with batmonkeys, and yes most of them are bananas, and they are not 'RPers looking for points" they are hardcore pvpers from TB, for example one of them has a name that starts with W and ends with X.
  • ferzalrwb17_ESO
    ferzalrwb17_ESO
    ✭✭✭✭✭
    .
    Cogo wrote: »
    A toggle would make Champions with 300 points "farm" every dungeon they missed. With the new system, everyone can enjoy all the dungeons. And keep farmers away. Those who "farms" does it with effort and gets rewarded.

    Why create farming of these dungeons by a toggle, instead of giving all players challenging content?
    Note: Dungeon is both solo and group content.

    How would a toggle do this? A toggle would keep it as it is now. i.e. pointless for group content as loot etc would not drop if your level is too high. For solo content there really is no loot of value anyway.

    I wouldn't use such a toggle myself but I don't see how it would be a problem for anyone. It doesn't change anything. The kind of people who would use it aren't likely to affect you directly. Ever.



  • OtarTheMad
    OtarTheMad
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    Fix the templates already... trying to make a new character who is already VR and it keeps giving me an error.
  • danovic
    danovic
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    OtarTheMad wrote: »
    Fix the templates already... trying to make a new character who is already VR and it keeps giving me an error.
    I get the error ever time too but it takes me to logging screen. Log in again and the caricter is there. Make sure you have room for another if you already have 8 another will not be made.
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