1. Fixed sorcerers (this time for real ... no lie ... honestly)
2. Fixed lag (PVP and PVE) - no lie this time
3. Fixed the million other bugs - we really fixed all bugs since beta - no exaggeration
1. Fixed an issue that could cause the game to be remain stuck at a loading screen until either exiting with "Error <<1>>" or the client was force-terminated by the player, or cause the game to freeze completely, requiring the player to force-terminate the client from the Windows task manager.
2. Normalized all resource nodes and quest objectives to be consistent with containers and corpse looting, so that they are no longer competitive between players. This change has been made to encourage players to play together, rather than running away from each other to avoid competing for resources.
3. Implemented dynamic level adjustment so players may play alongside friends who are at different levels, avoid outleveling zones and content before completing them ("gray quest syndrome"), escape the "end-game ghetto" and enjoy new repeatable content being deployed throughout Tamriel.
Epopt Of The Everspinning Logo, Church Of The Eternal Loading Screen And verily, verily, spaketh the Lord: "Error <<1>>"
"We have normalized xp rewards across the game. Higher lvl mobs give higher xp. More difficult content gives higher XP. VR14's can clear out of VR10 zones."
"We've completely overhauled vampirism and lycanthropy to be more in line with previous Elder Scrolls Lore and just generally make more sense. Darkness will be your friend once again and we've also equalized the length of days and nights."
"We've added the Thieves Guild and Dark Brotherhood"
2. possibility for grouping with mates from another factions outside Cyrodiil (entering Cyro: auto-disband group), and do instanced content, e.g. clear group dungeons
3. common, non-combat places for RP-ing with others from another alliances: e.g. in cities we should allowed to be in a same phase/instance, see/talk/trade/etc. each other, and when walking to the PvE environment, the phase should change (like in every other situations, where I cannot se my partner in the group, if he is in another phase of the quest)
I don't pretend to speak for everyone, but probably one of the main concerns for a lot of players is this increasing performance issue many have mentioned. It does seem to be getting worse, and this is troubling. It seems to have started getting worse right after ZOS moved into their own data center.
There's just some things that need to be setup right, even with the best hardware, for gaming purposes you need to configure your routers with proper routes and MTU's to handle the kind of traffic that MMO's favor. This isn't google and you don't have a user doing some random search every couple of hours or so. Instead, that user stays connected, synchronizing tons of encrypted data every second, which must then be processed on top of that. This is a matter of connection persistence, and guaranteeing the amount of resources available to each connection on the most demanding scenarios.
This isn't the '90's where people have 1.5mbps connections either. 20-50 Mbps are pretty standard now for most locations. This can very quickly saturate all bus resources when you have maximum connection slots causing serious CPU and memory bottle-necking trying to handle all the requests. This is why during peak hours the performance just comes to a crawl. They need better load balancing systems, and to configure these nodes properly guaranteeing the amount of resources for each connection. The downside is that running your own datacenter, this becomes VERY expensive. They would be better off outsourcing to multiple, carrier-neutral datacenters already configured to handle these kinds of loads.
Edited by Necrelios on March 25, 2015 1:10PM
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I'll make it easy for them:
#1 - Character sorter in login screen
#2 - Groups don't lose leader after zone changes
#3 - Buffs and Debuffs duration visible with Add-ons (not predicted as today, but the actual value)
1. Faster Riding Skill training (more than once per 20 hours)
2. Character appearance change via Crown Store
3. Inventory Management. Although much improved with the 1.6 changes to provisioning mats, having to manage mules for holding excess inventory continues to add tedium to the game.
- We finally bought a new , better server for PvP. Lag issues should now be a thing of the past.
- Sorcerers, you now have control over your pets special abilities.
- We revamped Trials to not only give meaningful experience, but also to offer useful gear pieces.
In the patch notes v1.6.5 it says:
"Fixed several cases throughout the world where improper collision on an asset could either block you from progressing through an area, allow you to fall through assets, or allow enemies to be knocked into them."
This still happens.
Like before the update, I'm still using Destructive Reach with a flame staff which knocks the enemies back, but they still get kicked behind walls sometimes.
It's really not funny when I always have to wait for enemies to reset if they are part of a quest. But it's also annoying in general.
1. Faster Riding Skill training (more than once per 20 hours)
(...)
I could swear I have seen this on a screenshot or in a video either from PTS (update 6) or even before the update hit the PTS; this was a part of the Champion System, afair it was a bonus in the Warrior tree. Just yesterday I thought about this again and checked it out, but it's gone.