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ESO Live Episode 13 Q&A Transcript

Valn
Valn
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Q.Why were the non-revealing male Redguard armors changed with the 1.6 "ready for war" update? They were not revealing in any way. Redguard heavy armor legs are now less protective than they were before because they are leather and no longer plate.

A. Changing the plate on the tie to reinforce leather rather than metal is a small element in the overall design, which now has much better details, improving mapping and cleaner texture projections, but the intent is that the Redguard utilizes a mix of both metal and leather in their heavy armor resulting in an overall lighter look. Historically the Redguards are sword masters and we imagine them being more agile looking and not fully encased in metal from head to toe like a medieval knight. It is possible there are metal plates soon into the leg piece for added protection.

Q. Could we see the return of the original Redguard and Orc armor styles. They were beloved by players and not having them at all is a real shame

A. We do not have plans to revert to the old armor styles. With all of the updates to the game in update 6 as well as preparing for console launch, we really wanted to take the opportunity to update some of the very first armor sets that we did for the game. We simply felt that the texture details and the execution of the assets really wasn't up to the quality level of work that we did later on in the game. The only asset that we changed to address the revealing armor issue was the boob window, found on the Orc female heavy armor, which was supposed to be fixed prior to launch but we just didn't get around to it. The female Redguard armor changed because we no longer created custom female torsos for armor sets. Rather we typically use the male torso piece to fit the female with some anatomical changes where they were necessary. When we updated the Redguard armors, the overall look changed and we lost some of the pieces. No offense was really intended and we recognized that this kind of disappointed some of you. We aren't really planning on changing any additional armors that exist in the game, but we are discussing options for new clothing designs that can be added to clothing styles found in the game, and also looking into some fashionable options for the crown store. We have been following the discussion about all of these changes and we are going to use that as feedback to kind of inform other decisions about armor and clothing styles moving forward.


Q. All the Elder Scrolls games since Daggerfall had a great amount of diversity in architectural styles even within one nation, e.g. Daggerfall and Wayrest had some differences in the architecture especially noticeable while looking at the palaces. I'm not speaking about Morrowind where every Dunmer Great House had its own individual manner of building. And even in TES IV each major city had its own architectural style. Is there even a small possibility that the existing locations in the ESO would be reworked to reflect individuality of the major cities, allowing us to see the differences between Colovians and Nibenese, Hlaalu and Redoran, The Crowns and the Forebears in their architecture? Will we ever experience the difference in the housing styles of different Skyrim holds? I understand that it requires a great amount of work, but I still hope to see that in game.

A. We do have Nibenese architecture that is completely different from the Colovian one but we do understand the point. The problem is that this game is just huge and it represents multiple cultural areas, more than any other single player game of the Elder Scrolls series. Every race has a set of architecture, of props, of biome, surroundings and so on, just to support the culture. We would like to make every city with unique architecture, but it's not possible with the budget and the time that we have. We have no plans to go back to revise existing cities. However as we build new areas for example Orcinium that's coming up soon, we are creating new architecture sets. Our team has already designed and modeled full architecture sets for other areas that we are going to be announcing soon.

Q. Any possibility of adding the option to hide your shoulder pads like you can with the helmet?

A. That is an interesting idea but we have no plans to do that right now.

Q. Many MMO's I have played in the recent past do not make "mid way character changes" like ESO has. Why were not many of these character changes done prior to release or very early in release.


A. You might not believe us but nerfing abilities is not our favorite waste of time. We tried to do it as little as possible, sometimes it's just necessary for the game as a whole to be more fun. For example if an ability does 100% more damage than it should, it's a lot of fun for the people who use it, and they just deal an insane amount of damage, but in the end it limits the choices of the people and it's not so much for the players just encountering these abilities. One of our goals with update 6 was to increase the build diversity so you are not forced to pick this one ability to be able to hold your ground. We did this by buffing a lot of the less popular skills and by giving stamina builds a few morphs from the class ability trees. Our game is a persistent world that's constantly evolving and changing as we add new content and as players change the way we play. Our goal going forward remains to make nerfs as small and as painless as possible, while buffing less powerful abilities at the same time.

Q. On ESO Live a week and a half ago Eric said the Global Cool Down on the Templar Focused Charge was a bug, and that it would be entirely removed. Is this no longer the case? Because the patch notes say that the GCD has only been 'slightly reduced'.



A This was actually done to help with the issue, but the bug did still remain. We are working on a fix to make that ability feel a little more responsive.

Q. Can you please confirm if the weapon crit that replaced spell crit on the Burning Spellweave set from vet City of Ash is a bug?

A. Yes it is a bug and it's going to be fixed in the next incremental patch.

Q. Will be there new delve updates?

A. We do still have a few remaining delves that never got the update original when we were going thorough, we would like to update it but honestly there is no guarantees at this point.

Q. I would like to request that the solo dungeons be made individual instances. It is tiring to enter a solo dungeon and have players 3x the level of the dungeon run past you and train all the dungeon mobs with them and kill them all in a central location leaving nothing in their wake. I know other MMORPGs that have made this adjustment.

A. This is something we have debated a lot amongst the teams, there are pros and cons to each side of the discussion, but ultimately we choose to keep these as public spaces where you can run into other players or bring a friend to help. After all it's an MMO and we want you to meet other people. We currently do not have plans to turn them into solo only experiences.

Q. Do you have plans to rearrange towns in DC and EP areas to compete with Rawl'kha which has the Bank, Gild Vendors, Wayshrine, Writ Quest turn in, Crafting stations, and now the theives guild all right on top of each other?

A. We don't have any plans to revisit town layouts, each zone has at least one "main town" that has all of the servies available, including the outlaws refuge. It might be easier to access some servies in some of the other towns and in our view that's okay.

Q. Concerning mounts, I had horses with each possible adornment, bags, armor and the leather straps. How can I control what gear will show on my horses, tigers, guars, etc?

A. This is something we would like to do as players have lost some ability to customize their mount experiences as a result of the mount conversion system now, but we have no immediate timeline for it.

Q. Why do we earn the same amount of experience points in a normal dungeon than in a veteran one, such as DSA? Experience earned in raids is ridiculous compared to the ones we earn in dungeons and it's very disturbing because completing and cleaning a raid is far more difficult and demanding, will it change in the future?

A. We completely agree with you, we are actively investigating increasing experience gains in trials and in dungeons and Cyrodiil. We hope to have some good news on this front, possibly next week.

Q. Why do we earn so little experience in Cyrodiil, for pvp oriented players that do not have any interest in cleaning dungeons. It is frustrating and extremely slow to gain champion points.

A. We have to be careful with experience gains in Cyrodiil because players can control PVP oriented gains by agreeing to kill one another, we have to strike a balance between motivation and incentivizing players to cheat the system. Therefore when we do add a percentage to the gains, we have to do it slowly and watch player behavior. We are looking into it.

Q. Would you consider making characters on the same alliance sharing their rank or AP. Alliance ranks take an extremely long time to level. It would make leveling an alt character far less painful and with all the new Alliance skills and passive this rank is even more important.

A. Alliance ranks are meant to take a long time to level, that was initially the goal with them. The purpose is to have long term goals for repeatable gameplay in Cyrodiil.
  • AshySamurai
    AshySamurai
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    Thx for it. I have not yet watched Live Show and your post really nice.
    Make sweetrolls, not nerfs!
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