Lava_Croft wrote: »The bug where low detail terrain meshes are being displayed at the same time as the high detail meshes is still around and still annoying as hell.
It's the bug that makes people who you show the game to go "lol no thanks bye".Sallington wrote: »Lava_Croft wrote: »The bug where low detail terrain meshes are being displayed at the same time as the high detail meshes is still around and still annoying as hell.
Holy hell what a pet peeve this is of mine.
Lava_Croft wrote: »It's the bug that makes people who you show the game to go "lol no thanks bye".Sallington wrote: »Lava_Croft wrote: »The bug where low detail terrain meshes are being displayed at the same time as the high detail meshes is still around and still annoying as hell.
Holy hell what a pet peeve this is of mine.
ZOS_GinaBruno wrote: »Just wanted to let you all know that we'll have some updates to a lot of the reported issues tomorrow.
ZOS_GinaBruno wrote: »Just wanted to let you all know that we'll have some updates to a lot of the reported issues tomorrow.
ZOS_GinaBruno wrote: »Just wanted to let you all know that we'll have some updates to a lot of the reported issues tomorrow.
How I tend to feel when we finally get the news:
(and yes, that's my templar house)
ZOS_GinaBruno wrote: »Just wanted to let you all know that we'll have some updates to a lot of the reported issues tomorrow.
lordrichter wrote: »ZOS_GinaBruno wrote: »Just wanted to let you all know that we'll have some updates to a lot of the reported issues tomorrow.
How I tend to feel when we finally get the news:
(and yes, that's my templar house)
How come YOU get a cloak and the rest of us do not!
You can get ported into the wrong alliance base. I ported with my DC character from Maw of Lorkhaj to Trueflame and came out of the loadingscreen already dead inside the AD base.
timidobserver wrote: »ZOS_GinaBruno wrote: »Just wanted to let you all know that we'll have some updates to a lot of the reported issues tomorrow.
ZOS_GinaBruno wrote: »[*] Alessia Mine is missing an area of wooden planks where the planks simply do not render. We weren’t able to reproduce this. Are you guys still seeing it after some of the fixes we’ve recently implemented for the 64-bit client?
@ZOS_GinaBruno
Most of those responses say you aren't able to reproduce the bug. I invite you or whoever you'd like to come play with us on TF and I'll personally show you a majority of them. You can't reproduce the missing wooden planks at arrius mine? They are missing for everyone on Live, and if you aren't even attempting to identify/reproduce these bugs on Live then we need to have a talk with your QA/testers.
For real though, most of those responses demonstrate a complete lack of experience on the Live servers, as the majority of pvpers see them every day. Please, come run with us for a night, I promise to keep the wrobel bashing to a minimum in our TS for whoever is still playing the game. There is an obvious disconnect between you guys and the reality on the Live server.
ZOS_GinaBruno wrote: »Ok guys, here are some updates to many of the most recent issues reported. It's worth noting that this thread has kind of strayed away from the original intent, which was supposed to be bugs from the Thieves Guild update. It's getting a little difficult to tell what's new versus longstanding issues, and if something is even still happening since we've published several incremental patches. With that said, here are some responses/updates:
- Alessia Mine is missing an area of wooden planks where the planks simply do not render. We weren’t able to reproduce this. Are you guys still seeing it after some of the fixes we’ve recently implemented for the 64-bit client?
--you need to walk to the mine to reproduce this bug- Templar Rune Focus is removing Rapid Maneuver speed buff. Rune Focus was changed in TG to only be a self buff, is the ability still 'tagged' as a group buff? Casting an ability on yourself or an ally will remove Rapid Maneuvers.
--if that's true, why are sorcs able to cast hardened ward and not lose their buff? Almost all self-only buffs will allow you to keep rapids, except for rune focus.- CC is broken, often you do not get CC immunity after being CC'd unless you break free of it. You are not granted CC immunity until the full duration of the CC has ended. Some people may be getting CC'd prior to the duration of the original CC ending, which may be causing some confusion. If you want the CC immunity applied to you before the end of the CC, you must use CC break.
--just, no. If I get hit with toppling charge and am stunned for 1.5 seconds and do NOT CC break, but rather wait the 1.5 seconds for my character to be in my control again, I can walk for a second then be immediately CC'd again. We know you have to wait for the full duration, we start moving (let's us know the full duration is up) and then get CC'd again. It's broken, and has been for a while.- There is a health desync bug with a number of abilities. After watching the video, it looks like you might’ve run into some lag while fighting. That said, we weren’t able to reproduce the issue.
--I could probably give you any number of videos of this occurring. It happens to pretty much everyone in my group at least once a night.- Casting Molten Armaments now takes you out of stealth, before TG it did not. Is this intended or merely an unforeseen effect of the changes to the skill? Casting any ability should take you out of stealth. If that wasn’t happening before, then that was a bug.
--wrong. Many, many abilities could be cast and not take you out of stealth. Camo hunter is the obvious choice. You guys even took off the empower from magelight in previous patches because players were casting it in stealth to empower their first opener from stealth. Who is telling you these answers Gina? Seriously, they seem to have not even a basic knowledge of the game.- You can become bugged out where the only action you are able to perform is CC break repeatedly, relogging is the only fix. We weren’t able to reproduce this issue, and unfortunately we weren’t able to get much information from the video.
-- this bug has been in the game for well over a year. It only happens rarely, and none of us can determine what actually causes it, but it's annoying as eff.- Templar Javelin can cause double knock back CC if used on you while you are still on the ground from the first Javelin. We weren’t able to reproduce this issue.
--it's not just javelin, but I run into this almost on a nightly basis. Come play on Live with us for a few hours and I'm sure you'll be able to reproduce it.- Under certain conditions, the Mark Target debuff red light column effect gets permanently stuck on your character even after the effect is gone. You and others can see it, only relogging fixes it. We weren’t able to reproduce this issue, even with the supplied video.
--this bug has been in game since launch, I've pretty much accepted that it's just a feature at this point.
Thanks, noted. I'll try separating the OP into TG and Pre TG sections and add spoiler tags for the videos. I can also try putting it in a google sheet of that makes things easier for you.ZOS_GinaBruno wrote:It's worth noting that this thread has kind of strayed away from the original intent, which was supposed to be bugs from the Thieves Guild update. It's getting a little difficult to tell what's new versus longstanding issues, and if something is even still happening since we've published several incremental patches.
ZOS_GinaBruno wrote: »...
[*] Stealth cost reduction appears to not be calculated properly. Everything appears to be working properly. To be clear, you cannot stack stealth bonuses to make stealth free.
...
These are the same bugs. What you described as intended is the way CC is working now, BUT that is not the way CC used to work for the first year+ of the game's release. It used to be as soon as you were hard CC'd, your character could not be affected by another hard CC. Yes, the CC immunity timer is supposed to begin counting after the duration of the CC ends, but you were also not supposed to be able to be re hard CC'd while still in a hard CC. You say that we should CC break if we want the immunity applied; the issue with that is when we are re hard CC'd from inside the first hard CC, the reapplication of the hard CC animation takes priority over our CC break and prevents us from CC breaking. This pretty much can go on for however many more hard CC animations are thrown at us.ZOS_GinaBruno wrote: »
- CC is broken, often you do not get CC immunity after being CC'd unless you break free of it. You are not granted CC immunity until the full duration of the CC has ended. Some people may be getting CC'd prior to the duration of the original CC ending, which may be causing some confusion. If you want the CC immunity applied to you before the end of the CC, you must use CC break.
- Templar Javelin can cause double knock back CC if used on you while you are still on the ground from the first Javelin. We weren’t able to reproduce this issue.[/color
Any NPC tagged as an "innocent", so pretty much any of the non merchant/guard/quest giver NPCs anywhere in PvE zones. For example, in Rawklaw I have to pan the camera to look straight down at the ground in order to use Bolt Escape. If I look forward, as long as the recticle happens to highlight a grey NPC Bolt Escape will not cast.ZOS_GinaBruno wrote: »
- There is a bug with the "do not attack innocents" setting, if you have it on, you won't be able to perform any skills while looking at 'neutral' NPC's that are able to turn hostile (white outlines). Turn the setting off, and everything works fine. We checked a few NPCs and everything appeared to be functioning correctly. Do you have any additional info, like the exact location or NPC where you saw this?