Maintenance for the week of July 8:
• PC/Mac: No maintenance - July 8
• PC/Mac: NA and EU megaservers for patch maintenance – July 9, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – July 10, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – July 10, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC)

This is ESO!

  • Cathexis
    Cathexis
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    Guild store false negative can be fixed with /reloadui

    You can test if this is occuring by searching a category with no other information input. It usually occurs if you make a request before the GS UI has loaded or if you spam the GS for requests. Just slow down. Let it load, be gentle with it. Press it once and wait for your results.

    (Obviously this is not ideal, don't give me grief about it, I didn't make the thing.)
    Edited by Cathexis on June 30, 2019 10:59PM
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  • SirMewser
    SirMewser
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    Hi all,

    So I've updated the post (again) but really rephrased a lot of issues so they are better understood.
    Some responses in the comments section brought up points that I've now added.
    Other responses in the comments section brought up points that I've already had but were not as well explained.

    I've added red text to the points to highlight the actual issue because people don't like digging through text, hopefully this helps.

    I'm about to start linking videos, pictures, discussions, and other sources of evidence for each point made so that people know what they look like... Maybe I'll compile a video or something, idk, that's a lot of work though so wish me luck.

    Thanks to those that have supported and contributed! :)
    Edited by SirMewser on July 2, 2019 4:16AM
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  • Tigerseye
    Tigerseye
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    Iluvrien wrote:
    Atari games and Half-life were one off purchases. Atari games have no patch mechanism at all. ESO is a live service with a weekly update schedule. You are comparing apples to elephants.
    Cherry picking. Did you know that Atari games actually had patches? Different cartridges had different versions for many titles. Half-life also had patches posted online. Just because technology moves on does not change the fact that gamers have had a very long history to deal with bugs.
    Bugs have always and will always exist once a program reaches a certain complexity.
    Nobody pays for good enough. They pay for perfect. They get given good enough by an industry that is happy to release buggy games because people refuse to hold it to actual corporate standards.
    Bahahahahahaha. No.
    You pay for crap. You've always paid for crap. Do you think when you buy a car you buy a perfectly built and QC'ed vehicle proven to last the duration of its materials? No. You buy a car that lasts just long enough to satisfy you and encourage you to buy another similar version of the product. Same with just about every single purchase you make today.

    I will go back to the drill analogy. Ever actually taken apart an appliance? Notice how gen 1 every slot on the control PCB is full but by gen 3 half the parts are missing? That's because the manufacturers figured out they can lower quality and you will STILL buy it increasing their profit margins while selling you what is basically now an inferior tool to the original.

    Free market economics will NEVER give the consumer "perfect" by design.
    Go through the list in the first page and prove this statement in each case. Then I’ll accept it. Otherwise it is two interconnected generalisations. Meaningless.
    Do you think that bug list is complete? That's borderline adorably naive.
    Almost all of those bugs listed do not cause hard stops or prevent the majority of gamers from consuming content. Things like leaderboard complaints don't even apply because of how few people actually care about this feature. This is an MMO. Rules are 1]respect all gamers 2] respect the majority more. You've got features that work 99% of the time or have really easy workarounds. Adapt.

    In any company that I have ever worked for, if the number of issues with your product increases over time then you would expect heads to roll. Quickly.
    Then you've never worked on a product that gets regular patching of new major features.
    Adding major features or large chunks of code brings problems. ESOs features to bug ratio have gone down since release by a mile. If you really think the current bugs are bad go back and see what beta was like. The current number of "major issues" against ESO is bloody tiny considering every year they release huge content drops and seem to have a steady upgrading of their back end. Considering the mountain of spaghetti they must have to deal with anyone whos ever actually done a major project would be impressed.

    Sure they need more QC time but as per my original point, they are no different than any other company on the market. The doom patrol claiming these bugs are unusual are out of touch with reality.
    I once worked for a company that collected and provided customer feedback information to a large financial institution. The data dashboards went out to every branch of that institution in the country. Do you know how many free mistakes our team got to make? None. Not one.

    Video games companies seem to get a free pass. They shouldn’t. They are companies producing software. Other companies do it too. With far fewer apologetics like you.
    If you worked for a bank you'd know their project budgets make video game budgets look pathetic by comparison. The same is true for industrial software.
    Industrial clients buying a process(inline) mass spectrometer demand that it works without failing and with damned near perfect accuracy. They also pay an absolute metric ton for that. The cost comparison of a bench model with a scientist/technician vs a process model is considerable.
    The same is true for bank software vs a video gaming software. There is the whole fact that if your video game breaks you lose entertainment while your financial system breaks you lose actual physical money. Entirely different focuses and goals.

    If a video game was made to the standards of the banking industry video games would cost a grand per license minimum.
    Face it. Gamers want 60 dollar/pound/whatever games just like they paid in the 60s with better tech, more features, and better stories all bug-free and wrapped in a participation trophy of warm snuggles. Something had to give and what we lost was quality.

    @hakan
    No it's still the lowest dollar spent per issue.
    In a video game you spent what? 50ish of whatever the local currency is? Maybe you also pay a service fee like ESO+ for ~15 currencies per month. The effect on you is a few minutes to hours of your life. It doesn't impact your health, your PC, your bank account, etc. It just impacts your time.

    Compare this to say.. when fords had frame twisting issues or when Dodge decided to use substandard bolts for a few years. Those issues cost not only time but money and could negatively impact your safety and ability to make more money(depending on your job). Even an appliance will have a greater per dollar impact on you. Your dishwashers motor died? Well, you have to spend between 35 and 50% of its purchase value to fix it. How much does it cost you to wait for a game patch again?

    Video game industries are not all that more profitable compared to other industries. Generally, it's about 20-30%. Yes individual titles can see 90% but a single title does not a company make. Consider also that gamers are demanding more and development costs are skyrocketing. Off the top of my head, I can remember one really clear figure to highlight this. Gears of War 1 dev cost were around 10-15m. Gears 3 went to 50m. Gears 4 was expected to cost 100m and was the major reason for the sale to Microsoft. Profit margin between GOW1 and GOW3 tanked. Just because GOW3 sold 3x as much was offset by it costing 5x as much to make. This resulted in it making about 2x its costs back in profit. To put this in perspective... This very successful game only gave them enough money to make another one and maybe try their hand at a new title. Imagine how it would look if the game wasntsuccessful? If they only made back costs? They cant make another GOW game and only to fund the next GOW game because fatigue will eventually kill the franchise. So now the company is having to decide to hope they can do another mediocre release and stay alive or try something new and possibly fail worse.

    Reality is video games are a massive financial risk. No one needs to buy your product to do work. Its an entertainment product in a sea of entertainment products. All your costs are up front and you have to waste years spending them before your first sale. Then you have to hope to god you did something right or your marketing team pull a rabbit out of their butts(*cough* anthem *cough*).

    /speeling


    So, your "logic" is that all products are cr*p, so people should continue to accept that all products are cr*p?

    In the (now distant) past, maybe 50 years ago or more, most things were made to be good quality and were built to last.

    People bought fewer things, but they were made far better.

    They would buy an oven, as a young couple and it would continue to function until they died, 60 years later and beyond...

    There are also Victorian ferries, for example, in the UK, which are still running, with the completely original, beautifully built, engines.

    It's time people woke up to what is going on and said "No more.".

    No more cr*p quality manufacture and materials, no more built-in obsolescence, no more cutting corners for extra profit, no more unnecessary waste.

    You should be saying; "Everything, including games, is cr*p now and it has to stop.".

    Yet, you seem to be arguing for the opposite, here.
    Edited by Tigerseye on July 2, 2019 4:50AM
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  • berzerkdethb14_ESO1
    any fear from any boss in any dungeon can put you through walls. It happens all the time to people in wayrest sewers.

    Hard for me to get excited about balancing getting fixed when you look at this wall of broken ***. ***-lee-sheeeet I had no idea it was this bad.

    ZoS should actually be ashamed.
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  • TumlinTheJolly
    TumlinTheJolly
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    This list is so good xD I Really hope they can work on these and save the game.
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  • Quiet_One
    Quiet_One
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    That's all fine and tandy if we could even play the game, but EU keeps s*itting itself or is in otherwise enjoyable state.
    (EU server being down while making this post for reasons, yesterday was patch day.)
    PC-EU
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  • tritony
    tritony
    Excellent work, sir!
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  • Iluvrien
    Iluvrien
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    Cherry picking. Did you know that Atari games actually had patches? Different cartridges had different versions for many titles. Half-life also had patches posted online. Just because technology moves on does not change the fact that gamers have had a very long history to deal with bugs.
    Bugs have always and will always exist once a program reaches a certain complexity.

    Atari games had patches? Interesting I would love to see a reference for that as, in at least two hours of searching online, I haven't been able to find a single reference. Yes, Half-Life also had bugs. If bugs are inherent and eternal, why would developers waste the time patching them? They seem to have believed in the possibility of a bug-free final state, even if you don't.

    Either way, comparing entirely different cartridges and manual patch downloads to a weekly enforced maintenance of a live-service game is indeed comparing apples to elephants. ZOS has a mechanism to publish fixes on a weekly basis that requires people to download them to even get into the game. That list should definitely be shorter than it is at this point.
    Bahahahahahaha. No.
    You pay for crap. You've always paid for crap. Do you think when you buy a car you buy a perfectly built and QC'ed vehicle proven to last the duration of its materials? No. You buy a car that lasts just long enough to satisfy you and encourage you to buy another similar version of the product. Same with just about every single purchase you make today.

    I will go back to the drill analogy. Ever actually taken apart an appliance? Notice how gen 1 every slot on the control PCB is full but by gen 3 half the parts are missing? That's because the manufacturers figured out they can lower quality and you will STILL buy it increasing their profit margins while selling you what is basically now an inferior tool to the original.

    Free market economics will NEVER give the consumer "perfect" by design.

    You are arguing about what the industry provides. Again. Not what people want.

    Your logic is circular: People get given bad quality because they pay for and accept bad quality.

    Yet you are in a thread where people aren't accepting bad quality, but are arguing that they will get bad quality because people accept bad quality. This thread is doing the exact opposite of what you describe.

    I live and work in Japan. I can't make your assertions about free market economics "NEVER" providing perfect products "by design" match what I see here every day. To be fair, I've seen what you describe in the US and UK. Here, I've seen that people want things that work first time, and that continue to work. Usually they get that. If they don't continue to work, then they get seen to. Fast. The kind of fast that will have engineers out at your house on a Sunday evening 2 hours after your call. Or that will have a 30m sinkhole in a major road in a major city refilled and ready for safety checks within 48 hours (you might have seen this one in the international news).
    Do you think that bug list is complete? That's borderline adorably naive.
    Almost all of those bugs listed do not cause hard stops or prevent the majority of gamers from consuming content. Things like leaderboard complaints don't even apply because of how few people actually care about this feature. This is an MMO. Rules are 1]respect all gamers 2] respect the majority more. You've got features that work 99% of the time or have really easy workarounds. Adapt.

    Completeness was not the point. You alleged 1) that the majority were fixable by /reloadui or relogging, 2) Anything that isn't fixed by those "don't really touch the majority of players". I gave you the chance to prove those allegations weren't meaningless generalisations. You seem to have refused.
    Then you've never worked on a product that gets regular patching of new major features.

    Yet again an attempt to tell other people about themselves. Obvious attempted delegitimisation is obvious. And wrong.
    Adding major features or large chunks of code brings problems. ESOs features to bug ratio have gone down since release by a mile. If you really think the current bugs are bad go back and see what beta was like. The current number of "major issues" against ESO is bloody tiny considering every year they release huge content drops and seem to have a steady upgrading of their back end. Considering the mountain of spaghetti they must have to deal with anyone whos ever actually done a major project would be impressed.

    Sure they need more QC time but as per my original point, they are no different than any other company on the market. The doom patrol claiming these bugs are unusual are out of touch with reality.

    Are you honestly trying to compare a product 5 years after release... with its state in beta? Of course it has fewer bugs now than in beta. That is what beta was for. That is what any beta is for.

    If ESO had more bugs now than existed in beta then ZOS should be taking the servers offline so they can work on the fixes.

    You don't think the current situation is unusual? How often in ESO's history do you remember posts from both Matt Firor and Rich Lambert that were stickied to the top of General directly addressing bug and performance issues? I've been here since PC early access and I would struggle to remember any point during that time where the same thing has been true.
    If you worked for a bank you'd know their project budgets make video game budgets look pathetic by comparison. The same is true for industrial software.
    Industrial clients buying a process(inline) mass spectrometer demand that it works without failing and with damned near perfect accuracy. They also pay an absolute metric ton for that. The cost comparison of a bench model with a scientist/technician vs a process model is considerable.
    The same is true for bank software vs a video gaming software. There is the whole fact that if your video game breaks you lose entertainment while your financial system breaks you lose actual physical money. Entirely different focuses and goals.

    Production costs for games are in the hundreds of millions of dollars (in the US). If you don't think that I saw large scale software projects that were undertaken for less than than, successfully, then you would be factually incorrect.

    If the entertainment industry wants to be taken seriously then it needs to act like one. An industry. A product is a product. The idea that somehow a software product is less worthy of being totally functional if it is entertainment is an arbitrary one. It is an attempt to make the kind of excuses for bad products that consumer protection laws were created to prevent. The problem has been that the legislation hasn't kept pace with the market. Although, given recent moves by countries like Belgium and China with regards to loot boxes, perhaps things are getting a bit better outside the US.
    If a video game was made to the standards of the banking industry video games would cost a grand per license minimum.
    Face it. Gamers want 60 dollar/pound/whatever games just like they paid in the 60s with better tech, more features, and better stories all bug-free and wrapped in a participation trophy of warm snuggles. Something had to give and what we lost was quality.

    The pong prototype seems to have been installed in 1972. I'm not sure anyone was paying 60 anything for anything in the 60s.

    But fine, running with your stated figure: $60 in the 60s is worth about $524 now (CPI inflation adjusted).

    The argument that people wouldn't stand for a jump from $60 to $70, if the entire industry did it in an attempt to keep up with quality production costs, strains credulity. Not least, because people have done so before. I've seen 80s game prices quoted as high as $100 ($243 CPI adjusted) that were considered successful releases*. With microtransactions, collectors' editions, and live-service models the base box price for games no longer represents their actual cost. I would suggest that people would actually pay a higher box price for games that didn't include these mechanics, because in many cases it might actually represent a discount in the longer term.

    No. The reason we don't get quality is not because the industry can't do it for the right price. It's because the industry knows that it can get away with bad quality and higher returns for investors. As long as people fail to hold companies to account for this behaviour then it will continue. So why argue against a thread that is attempting to do exactly that?

    [*FFVI which released with both international critical acclaim and significant sales numbers]
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  • Arunei
    Arunei
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    Thoragaal wrote: »
    Arunei wrote: »
    I didn't see it anywhere, but there's the bug that can prevent you from going past the Orc boss whose name I can't remember in Wayrest I. You end up being stuck in combat for an indeterminate amount of time, long after the fight has actually finished and all the mobs are dead.

    That's actually not a bug. It's because you have some mobs early on in the dungeon that rarely gets killed, even though they have been aggroed, leaving you in combat untill you pass that very door (and the mobs reset). However, the bug would be that the mobs early on don't follow proper pathing which would cause the mobs to eventually catch up to you.
    I'll have to test that a few times and see what happens, because after a while you should fall out of combat once you get out of any mob's range. In fact, I know there's been times when I've been out of combat before that particular boss, but remain in combat after that boss and the other mobs are all dead, so I don't think it's that you're remaining in combat from previous mobs that just haven't followed you for whatever reason. There's also the fact that it can last only a few seconds to several minutes, so unless the enemies that somehow have kept aggro on you all that time suddenly lose it, it doesn't seem like it would be previous enemies keeping you stuck.

    I could be wrong, and maybe those times where I wasn't in combat weren't bugged, so I'll have to double-check either way, but being stuck in combat at that particular door with no mobs you were actually fighting being around is a bug regardless of what causes it. I imagine it could also just be part of the general 'in combat' bug that seems to happen mostly in Cyro but has been popping up more in PvE as well.

    Character List [RP and PvE]:
    Stands-Against-Death: Argonian Magplar Healer - Crafter
    Krisiel: Redguard Stamsorc DPS - Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Khajiit Stamblade DPS - Ex-Fighters Guild Suthay who likes to punch things, nicknamed Tinykat
    Niralae Elsinal: Altmer Stamsorc DPS - Young Altmer with way too much Magicka
    Sarah Lacroix: Breton Magsorc DPS - Fledgling Vampire who drinks too much water
    Slondor: Nord Tankblade - TESified verson of Slenderman
    Marius Vastino: Imperial <insert role here> - Sarah's apathetic sire who likes to monologue
    Delthor Rellenar: Dunmer Magknight DPS - Sarah's ex who's a certified psychopath
    Lirawyn Calatare: Altmer Magplar Healer - Traveling performer and bard who's 101% vanilla bean
    Gondryn Beldeau: Breton Tankplar - Sarah's Mages Guild mentor and certified badass old person
    Gwendolyn Jenelle: Breton Magplar Healer - Friendly healer with a coffee addiction
    Soliril Larethian- Altmer Magblade DPS - Blind alchemist who uses animals to see and brews plagues in his spare time
    Tevril Rallenar: Dunmer Stamcro DPS - Delthor's "special" younger brother who raises small animals as friends
    Celeroth Calatare: Bosmer <insert role here> - Shapeshifting Bosmer with enough sass to fill Valenwood

    PC - NA - EP - CP1000+
    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!
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  • Cążki
    Cążki
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    game is only in "content development" nthing will change in enyoment and gameplay. Eso should be remastered especialy basic zones should have some activites for 810cp's
    Edited by Cążki on July 3, 2019 10:59AM
    Altmer skooma dealer.
    PC-EU




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  • aetherial_heavenn
    aetherial_heavenn
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    This should be stickied and kept updated. (And maybe the QA Manager should have a copy tattooed on their)...oops got salty there.

    Thanks OP.
    Quoted for truth
    "In my experience, the elite ones have not been very toxic, and the toxic ones not very elite." WrathOfInnos
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  • Dark_Lord_Kuro
    Dark_Lord_Kuro
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    Welcome to tamriel!
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  • Sansoul
    Sansoul
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    SirMewser wrote: »
    *Maelstrom Arena has extreme syncing problems; resources and health desync, roll dodge invisibility frames, and skills not registering. Enemy animations end after actual clipping with player.

    *Guild vendors will sometimes falsely tell you that no items are available. Doing a "/reloadui" fixes this. Additionally, the GS UI may tell you the name of the item doesn't exist, thus, disallowing the search. This resolves upon restarting client.

    *Pet's and mobs get stuck in IC sewers, too stupid to use stairs.

    *Leaderboard scores not properly updating (afaik, weekly).

    *Crypt of Hearts skeleton boss (just before the bedroom with the two pillar locked door) fears players through walls.

    *Enemies dying at a distance then suddenly teleporting closer to you, telling you, "[out of range]" when you try to loot.

    * Descaling the max resolution of furniture, especially in player housing.

    *Casting Honor of Dead with a nearby player in mist form will twitch the caster and then fail, very annoying if the misted ally was inadvertently targeted.

    *Casting Streak sometimes self stuns the player in place.

    *Channeled, teleport abilities and heavy attacks sometimes makes the player's facing direction flash between the target location and their current movement/momentum of direction, causing the skill to fail and locking the player in what seems to be a mini seizure where they alternate between two different facing directions.

    *The new jode player house causes (seemingly) random crashes, that, among its poor design.

    *While in Cyrodiil it is possible to port out by queue for BGs. Either play the match or leave, you will be back in PvE zones.

    * Missing or broken dye channels, especially on new crown store purchases. (Example being: Nightflame Arms Pack.)

    *Some cone telegraphs that rotated have been desyncing with enemy animations such as Asylum Sanctorum where one of the bosses sprays steam, this can sometimes appear as a 360 degree turn while the boss continues to face, say, the tank.

    *Also apart of Asylum Santorum, the poison AoEs that lock to player will appear centered telegraphically, but is actually offset to the side causing players outside of the visible retile to be harmed.

    *The final boss of Maw of Lorkhaj causes random and multiple crashes, especially after a group wipe. This seems to happen to the same players within a group.

    *Infusers in Blackrose Prison sometimes ignore bashes.

    *The Blackrose Prison Battlemage and Tames-The-Beasts boss' projectiles ignores; Protective Plates, Shimmering Shield, and Ball of Lightning. As do their major and minor defile, bleed, and incrementing damage cannot be purged.

    *The Blackrose Prison Lady Minara boss also suffers from AoE issues, causing players to take full damage regarless if they are in the telegraph or not sometimes.

    *There are times where the player switches costumes when switching bars or appears completely naked OR even invisible, not sure what causes this, seems very random but not very occurrent.

    *Mounting on a horse (more often while moving) can sometimes leave the player in a running animation while on top, "riding" it.

    *The Windows client suffers from resolution and closing conflicts, it hangs up on players to force close via task manager / command-prompt.

    *The daedric ruins battleground map has a weird terrain clip where if the player is hit with a knock back ability, close to the pillars at base (the ones that hold the relics), they can fall through and under the map. This leads to serious problems with relic games if they go through while carrying it.

    *Stamnecro specifically seems to have a bug that locks player input, forcing them to block, only solution is to die. Doesn't always work.

    *MMR (Match Making Rank) for BGs, specifically over 50+ is a mess and discourages (but not limited to) new players from returning to it. This is caused by players under level 50 BGs who have achieved high MMR to retain high MMR when moved into the over level 50 campaign. This is also caused by how MMR is lost, matched, and filtered.

    *Mend Spirit only applies major buffs via light attack, the heavy attack removes the major buffs immediately. This skill has also lost the visual circular aura it had on the affected player.

    *Lottus Blossom with Mend Spirit has trouble recognizing itself, it's pathetic.

    *Stamina/Spell cost reduction % bonuses are based on current skill cost values after cost reduction glyphs and flat values are added rather than the base cost of a skill, therefor, resulting in less multipliers as they will increase at a declining rate due to additive values.

    *Tether skills for Necromancer flicker and give false positives when you attempt to interact with already used corpses by other necro. These abilities are already clunky to begin with and don't fire even if lit in skill bar because the cross hair is obstructed by other actors/npcs/rodents/pebbles.

    * Broken queue, "unable to queue as of this time" because too many queue. This restriction was put in place because the server became encumbered with players and failed to make teams, resetting the queue into a ready state, prompting players to accept repeatedly.

    *Trading furniture in houses may cause that furniture to disappear.

    *Upon exiting a house, it's possible for the server to not save last removes/edits/additions, causing the house to appear the exact same way it did the previous time they stepped foot in it. This can result in lost of items (that were added to the house from inventory), duplicates of items (that were removed to inventory), and replaced furniture.

    *Lakemire Xanmeer house has textures tares on the corner wall/entry way on the top floor.

    *Mistveil has a hallway inside at the main entrance.

    *Amaya Lake Lodge is missing an entire room on the bottom floor and the room at the very top is very huge to the outside.

    *Strident Springs has windows all over that don't actually exist inside.

    *Psijic villa has a similar issue, however, it has a one sided magically lit window in the main hall that you can walk behind and "poof!" Wtf?

    *Quondam Indorilia has towers that you can see from outside, but when you walk under them inside, the ceiling is concaved the same way it is everywhere else on the upper floor.

    *NPCs will refuse to talk to you if you just zoned into a location or are still loading something, forcing the player to face the NPC while nothing happens till you try again later.

    *Channeled heavy attacks (resto, lightning, mend spirit) lock players in animation and/or not completing, preventing use of other skills till you hit block to override the action. (This sometimes happens with sprint.)

    *There are still instances in group content were pets are expected to be invulnerable, yet, still receive damage and die. This generally happens as a result of mechanics.

    * Locking players from mounting and weapon swapping, when previously was permitted, seemingly at random.

    *Placing a volcanic rune under enemy spawn points in battlegrounds can auto kill players to take full health environmental damage. This is problematic with chaosball where people tend to defend and linger by base.

    *A chaos ball can be taken with a player to their spawn point when they res after dying within a small window upon grabbing the ball.

    *Weapons and their particle effects/ graphics appearing below the player's feet.

    *Mounting will fail to summon the mount or show other player's mounts at times, making them hump the ground while gliding across the land.

    *Undo and morphs sometimes fires without restoring resources or other times doesn't bring you back to where you were. (Example being, even after a fall.)

    *Casting Channeled Acceleration slows you. Originally before 3.3.5 Dragonbones all cast time skills slowed you by 50%, but this one became an exception and still does. The ones that were excluded from this change were melee abilities (Uppercut, Puncturing Strikes) or channeled abilities (Soul Strike, Rite of Passage, Rapid Fire). Channeled Acceleration does not have a channeled function despite the reasonably misleading name, just read the tooltip or try it out.

    *Turning the camera while trying to perform jabs on Templar while also moving may hinder it from executing.

    *Dragon's fire breath while swooping from above kills everyone in path before it nor the telegraph actually reaches them.

    *On the topic of the Dragon's, their fire can also appear hidden and invisible, particularly happens when their animations begin.

    *Dragon's will at times jerk and flip seemingly 160 degrees in flight, usually happens before going to sit on high terrain.

    *The golden vendor hasn't been updated for two years, there are lots of missing sets, post Morrowind.

    *Several other telegraph issues, such as gargoyles in Hel Ra Citadel (which also don't hold aggro properly anymore and ignore taunts at random).

    *Heavy Dead-Water helmet motif has missing meshes around the neck peice that allows you to see through it. Where is my neck?

    *Wayrest Sewers I, crocodiles sometimes aggro and get stuck under grates or fail to use stairs, forcing a stuck in combat situation. (Possibly linked to other bugs listed regarding this dungeon.)

    *Wayrest Sewer I, after defeating the orc boss, the door behind him sometimes fails to prompt open for some group members. If some members proceed to fight Varaine, the boss behind the door, the isolated group members stuck outside of the door will have to wait.

    *Also apart of Wayrest Sewers I, the boss, Varaine, sometimes gets stuck and won't come down from the upper wooden platform. Forcing players to fight at a range.

    *Goliath Bash alone deals too much burst potential, netting high parses in rapid consecutive sucession. Tooltips can read 14k conal aoe damage a second without CDs and can be weaved as a block animation cancel. This is on top of the; 30k heal, 30k max health, and LA/HA heals over 20 seconds.

    *WW Berserker morph LA with DoT bleed application deals too much damage alone. Netting high parses in rapid consecutive succession. The DoT deals unmitigatable bleed damage over 4 seconds that was condensed from 8 seconds and increased in strength by ~24%, last patch. Those running bonuses such as blood drinkers set, CP, rapid rot, or other relevant passives will inherit this buff, multiplicatively. This is a cause for the large disparity of the performance between the Pack Leader and Berserker morph.

    *Sorc/Warden/WW Pet collision and targeting obstruct intended targets and waste resources, players expoit this in BGs by standing in and behind their collision boxes.

    *The housing permissions glitch is back, allowing people to revert previous permission changes with a prompt.

    *Trying to visit a house that isn't public nor are you listed as visitor for can sometimes result in a crash.

    *Some skill advisor setups tell you to invest in abilities that don't make any sense. Example being: Sorcerer, Eldritch Mender, tells you to morph Dark Exchange into Dark Deal. Healers want magic back not stamina.

    *Guard no longer double dips into the targets mitigation and then into the casters, but now ignores the casters' resistance and increases the damage taken by debuffs such as vulnerability. The damage taken can result in more than the tool tip while still mitigating a static amount from the ally. This double dips if both are debuffed.

    *Knocking back a Necromancer in beckoning armour off a cliff or into lava results in pulls that can kill both of you. This can result in inadvertently profiting deaths passively while dying.

    *Casting ground targeted skills while quick cast ground abilities is set to yes (instead of auto or no in settings), if by accident you hit the skill twice, it forces the second cast of the skill in a queue and ignores other input/selection till fired, whereas, when non ground casted abilities cause a GCD (Global Cooldown) in effect, it will override the queue to the most recent input. This bug results in a GCD of ~2 seconds and will prohibit LA weaving.

    *Crown store poisons that deal poison DoT damage no longer scale to player level properly, resulting in significantly low numbers.

    *The unstable wall of elements morph of wall of elements no longer has three Aoes that explode, instead the closest one to the player does and the other two vanish. (Noted from the lightning version of this skill.)

    *Pets still don't enter pvp areas with full health even after the apparent "fix" awhile back.

    *Shadow Image fails to revert the player back to the shadow, usually prohibited because of a lack of LoS (line of sight) which can be caused by; small objects, divits in terrain, or seemingly by nothing. The shadow is thus removed at the expense of nothing.

    *There are "stuck in combat" issues that are caused by NPCs resetting (but not stopping) or not resetting at all. This also happens in PvP, regardless of being in a group or not, the in combat status seems to flag and not reset until players die or "blood port". Dying doesn't always resolve the issue, some instances with bosses can lock whole dead parties of 4 in combat, leaving them to try relog before they are allowed to revive.

    *In rare instances, seemingly after dying upon impact to a snare, you can revive with permanent slow movement speed that even after dodge rolling (sometimes works) doesn't resolve. This is apparent in PvP, however, it can also happen at random and without dying where the snare times out as a debuff but the snare persists. This then leads to another problem where purges don't work because the snare no longer has an associated debuff it's registered by. There is another instance where this bug is caused by canceling a heavy attack that gets the player "stuck" in animation.

    *On lower end systems in large zones like Cyrodiil, traveling at a great distance can result in cell loading issues where large sections of land (cells) load nothing but low resolution and low poly terrain. Stepping on this terrain can result in the player moon walking (walking on the spot), locking them in sprint (if they were running), float (if they jumped into the area), and leaving them vulnerable to enemy players/NPCs till the cell begins to load.

    *The HUD (Head-Up Display) for any queue counter and status will sometimes disappear from UI(User Interface) when switching zones or facing a loading screen.

    *The UI for allies in the HUD can show false indications of health, sometimes players will seem like they are stuck at 60% health when really they are full.

    *The last boss in Selene's Web can cause pets to go missing during the pull and drop phase when the web breaks, this can be avoided by pet command [F] + Right-Click so they ignore and follow, otherwise, resummons them.

    *Veteran Frostvault vault protector lasers bug out, causing them to go through the bubble shield or sometimes won't even make the shield.

    *The health scooter/over-head on players can (but more so rarely) suffer from stuck and false indications of health as well.

    *The Warden's bear, Feral Guardian and morphs active ability, can be interrupted when the bear is teleported to the player if the target out ranges the area which calls pets to ignore distant targets and come back. When this happens, ultimate is depleted.

    *The hunger summoned by the defiler set fails to start its attack animation, even if the target is in front of it. It will just continue to rotate its cardinal direction until it times out.

    *Stinging Slashes Master weapon doesn't apply bonus damage to the final tick of bleed. [Needs further testing, knowing if it's an issue with all 1H types would be nice.]

    *Abilities that force a target to move (pull, knock-back, or teleport) that has a stun component can cause the target to drag and continue in the momentum of the movement they were put in. This has been exploited to scale keeps and get out of bound with terrain/walls. Sometimes this is only a visual error and not actually happening from the other end user(s), where the laying animation is not resetting, however, this is different as they will clearly be in control of their laying sliding body (lol).

    *Players doing the quest for Wayrest Sewer I will not be able to hand in to proceed completing their quest if they do not kill Allene Pellingare within her room at the end of the dungeon (example; running out of the cavern area into the sewer tunnels).

    *IC banners that channel abilities such as HoT AoEs can sometimes ignore interrupts/bashes, despite interrupt cues light up.

    *Dungeons with animated doors that open to proceed the groups after/before bosses sometimes appear closed visually but can be walked through. This is most commonly experienced within the Banished Cells I and II but also happens elsewhere. This is also sometimes caused by not being present at the scene of when the animation happens.

    *The Dwarven Crystal Mechanism that sells for 50,000g by the Luxury Vendor turns on and off, however, every second "on" state doesn't seem to turn on the light and sometimes doesn't play the exploding cogs/gears and sound effects.

    *The 6th house totem sold in Vivec has a red glowing hexagram that isn't visible in preview mode.

    * Duplicates of the same furniture items exists but under different names, example being fighters guild Hall Stewarts has a Daedric Chest which is also sold by the Luxury Vendor.

    *Some duplicates have been crown exclusive knock offs with better functionality, example being the Coldharbour Chandelier sold by the zone achievement vendor in the hollow city which was also sold in the limited time Molag Bal Bundle pack which glows much much brighter (and renamed as Daedric Fragment, Coldharbour).

    *In the aylied ruins battleground map, before a match starts, players can walk I to portals at certain angles/spots that will teleport them back into the center of base.

    *In the daedric ruins battleground map, before a match starts, players can use the staircase and large fire pots at certain angles to jump and get out of bound of the barrier before the start timer runs out.

    *Invisibility pots do not suppress DoTs like other forms or sources of invisibility like; Nightblade Cloak, CP passive, or synergies (hidden refresh).

    *Casting Nature's Grasp as a Warden repeatedly over great distance in battlegrounds can result in automatic crashes to the login screen.

    *The stuck "in combat" state won't reset after a group wipe when facing the twins and their colossus in veteran Crypt of Hearts II.

    *The harpies of Blackheart Haven might not come down at times, as they can get stuck flying 30 feet off the ground, this also causes the stuck in combat state (for legitimate reasons though) and makes fighting them at range a nuisance.

    *Arx Corinium last boss, Lamia Queen, will sometimes gain immunity to taunt and the tank will lose aggro before the taunt debuff expires. It appears that only the range taunts work such as frost staff HA and inner fire, the piercing strike has trouble taunting her. After she screams, the boss needs to be taunted multiple times or she will attack random players across the room. Quintas in Volenfell, Drodda in Direfrost Keep and the Engine Guardian in Darkshade Caverns are examples of bosses that actually have taunt immunity and the game will always tell you that when attempting to taunt them.


    THEY HAZ YUR MONEEZ.

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  • nafensoriel
    nafensoriel
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    @Tigerseye
    Yes. Once upon a time culture was different and it was standard to fix and maintain instead of replacing. You can see the end of that era with old farts like me who will do crazy things like disassemble a tool and change his own brushes rather than buy a new part even if that new part is often cheaper and faster.

    I am not arguing that you should accept crap products. I am arguing that modern culture is the direct cause of crap products.
    A few years back I was on another teams jobsite which I had been sent to support since they ran into a problem they couldn't handle. It required some creative engineering which needed a few sawhorses. I blew the minds of an entire crew because none of them knew you could build sawhorses out of 2x4, a speed square, and a hand saw. They weren't carpenters sure but for my generation, this is basic knowledge for people who work at remote sites. These gents thought you purchased them at home depot.

    Mass manufacturing has created a culture where time is the most important thing and replacement is the fastest cheapest way to get more time. Due to this almost every basic skill set is vanishing and the reasons for old thought processes of "do it right the first time" are dying because there is now a profit in being inefficient and lowering quality standards. It's infected every single skilled trade including software. Online patching is so dirt easy tell me where is the financial incentivee to "do it right the first time" when people no longer demand it?

    Old farts like me don't make the rules anymore. Young kids do. They'll make new mistakes and pretend it was all my generations fault just like we did our grandparents :D. Software(and products in general) will improve in quality only when consumers are willing to pay for quality over convenience.


    @Iluvrien
    The internet is not the source of all knowledge. Reversions existed. Most of the time it was never even public since "bugs" were embarrassments. Early games also had considerably less hardware to focus on.

    Economies are not circular but they do push and pull each other as demand meets supply. What you see a circular is just the transition between novel product and one which has to actually consider margins as supply meets demand. In 50 years this argument will be moot because consumers will either pay more or accept less.

    Again I said the majority of bugs within eso are fixed with /reloadui or relog. It was to highlight that this list is a cherry-picked collection of the .01% of bugs that do not fall into those categories. The reality is these issues are minor by the exclusive fact that they touch so few people and such a tiny part of the game as a whole.

    I also am not telling you what you are or what you do. I am point-blank calling out the fact that you made statements that are patently false about how large scale projects work. YES I am comparing current ESO with all addons and modifications made to the game to its beta. Why? Because an unreleased game the size of ESO that has gone repeated additions, engine modifications, and content drops would have more errors not less if the doom brigades opinion of "zos doesn't care" was true. The fact is they are constantly changing huge portions of this game and reducing bugs at the same time. This proves they have a functional and competent QA/QC team and they are properly prioritizing bugs. These bugs still exist only by the grace that the game is healthy and they are minor issues.

    You do understand that the marketing budget of industrial software has a far smaller % of marketing dollars than a video game right? Generally, the market is preexisting as well. Very rarely will someone code the software for a mass spec before the mass spec exists. This is the fundamental break in what you understand and what is the reality. The reality is the videogame industry doesn't define product like "car" or "tool" anymore. It's got its own definition... Game. A game which has a remote connection and instant updating capabilities. The need for "perfect at launch" vanished when people accepted bugs because "they'll be patched later". Pair this with the veritable explosion of APIs and hardware and it became "good enough" rather than "perfect".
    Industrial and most commercial applications don't have anywhere near the volatility or change demands. People want that crap cheap and to work perfectly. When they get it they don't screw with it or demand new features without a ton of careful consideration. A gamer wants a new DLC 6 days from day zero. Then they want more DLC the moment they finish that content.

    Seriously consider it.. if ZOS did step back and do exactly what you all want and took an entire year off to fix all these problems and make a "perfect" game what would be the most likely outcome? A closed studio or a studio going from cash healthy to borderline bankrupt. What would the player response be? Complaining the game was dead because nothing new came out for a year.

    My fingers ain't what they used to be sunshine and I missed that typo. Consider the date 80s not 60s. The fact still remains people don't want to pay more but they want more features and more bling. Gamers don't seem to give a rats ass that costs are skyrocketing. You won't see major titles with the same love and care of an indy game until people make the connection that companies are making inferior products so they can actually pay their investors what they want and keep them investing.

    If you'd like to continue this though I suggest we take it to PM. We are rapidly coming up on thread derailment territory. I actually would prefer this thread kept getting attention because while I understand why quality is crap... I also like functional games too.
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  • MartiniDaniels
    MartiniDaniels
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    True, experienced 90% of listed bugs personally.
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  • GlorphNoldorin
    GlorphNoldorin
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    Fantastic list but nothing to see here. Zos has categorically stated there is no need to worry about fixing these bugs because 90% of players are unaffected by them.

    Ha ha......... just listen to their logic. We are the suckers for thinking they will do anything but the bare minimum while they capitalise
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  • Arunei
    Arunei
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    ✭✭✭
    Got another one I don't recall seeing, but during the last boss fight in Wayrest I sometimes when she summons the bats they don't spawn, which means you can't kill them to continue the fight. The group has to move back towards the tunnel that leads into the room to force the boss to reappear; luckily it doesn't reset her HP back to full, but this only started a few weeks ago (afaik at least, I've never encountered or heard of it before then).
    Edited by Arunei on July 5, 2019 12:50PM
    Character List [RP and PvE]:
    Stands-Against-Death: Argonian Magplar Healer - Crafter
    Krisiel: Redguard Stamsorc DPS - Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Khajiit Stamblade DPS - Ex-Fighters Guild Suthay who likes to punch things, nicknamed Tinykat
    Niralae Elsinal: Altmer Stamsorc DPS - Young Altmer with way too much Magicka
    Sarah Lacroix: Breton Magsorc DPS - Fledgling Vampire who drinks too much water
    Slondor: Nord Tankblade - TESified verson of Slenderman
    Marius Vastino: Imperial <insert role here> - Sarah's apathetic sire who likes to monologue
    Delthor Rellenar: Dunmer Magknight DPS - Sarah's ex who's a certified psychopath
    Lirawyn Calatare: Altmer Magplar Healer - Traveling performer and bard who's 101% vanilla bean
    Gondryn Beldeau: Breton Tankplar - Sarah's Mages Guild mentor and certified badass old person
    Gwendolyn Jenelle: Breton Magplar Healer - Friendly healer with a coffee addiction
    Soliril Larethian- Altmer Magblade DPS - Blind alchemist who uses animals to see and brews plagues in his spare time
    Tevril Rallenar: Dunmer Stamcro DPS - Delthor's "special" younger brother who raises small animals as friends
    Celeroth Calatare: Bosmer <insert role here> - Shapeshifting Bosmer with enough sass to fill Valenwood

    PC - NA - EP - CP1000+
    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!
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  • usmguy1234
    usmguy1234
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    Donny_Vito wrote: »
    *Crypt of Hearts skeleton boss (just before the bedroom with the two pillar locked door) fears players through walls.

    L2P issue.


    But yeah, a lot of these documented issues can be irritating.

    Actually encountered that bug for the first time last week. How on earth is that a l2p issue? Walls should be walls and CC break should work reliable. Both seem to be issues.

    Kind of wonder if something has been done with collision detection because it seems like so much stuff hits you past los, especially in pvp. Ranged projectiles hitting through rocks, trees and keep walls just to name a few that I experience daily in cyrodiil.
    Zaghigoth- Orc Stamplar
    Soul Razor- Altmer Magsorc
    Les Drago- Redguard Stamdk
    Eirius- Altmer Magdk
    Stormifeth- Altmer Magplar

    Disclaimer: My comments are a little sarcasm mixed with truth. If you can't handle that don't respond to me.

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  • SweepsAllClowns
    SweepsAllClowns
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    Zos has categorically stated there is no need to worry about fixing these bugs because 90% of players are unaffected by them.

    Otherwise the problems are usually on players' connections or routers so everything is totally fine on Zeniend.
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  • TheHsN
    TheHsN
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    Donny_Vito wrote: »
    *Crypt of Hearts skeleton boss (just before the bedroom with the two pillar locked door) fears players through walls.

    L2P issue.


    But yeah, a lot of these documented issues can be irritating.

    POLIANA are we ha!!!
    :):):)
    Plays:
    Magicka SORC - PvE/PvP
    Stamina NB - PvE/PvP
    Magicka NB - PvE/PvP
    Magicka Templar - PvE
    Stamina Templar - PvP
    Magicka DK - PvE
    Stamina DK - PvE
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  • scorpius2k1
    scorpius2k1
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    @SirMewser and others your time is seriously appreciated for listing all of these bugs. I have personally experienced a lot of them, many times just as others. I really hope devs are taking notes here and on the literal thousands of other posts regarding bugs that have been in the game for far too long. The downside here is this list is ever-growing and it feels like ZoS can't either keep up or just are allocating resources in areas where these things will take forever (if ever) to get fixed. Something just has felt "off" about what is going on with ESO internally since the release of Elsweyr and I am not just talking about the game itself, but the team that runs it. Hope I'm wrong and some of the upcoming updates will alleviate that feeling.
    🌎 PC/NA
    🐧 Linux (Arch)
    🧑‍💻 ESO Addon Dev
    ⚔️ Stamplar | Magplar | Stamcro | Magsorc | Magcro Healer
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  • Malprave
    Malprave
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    Cool list bro.
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  • SirMewser
    SirMewser
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    Bumping thread, I got a new list coming that introduces 20+ new bugs since patch 5.1.0 that were reported but still made it to live.
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  • Mrs_Malaka
    Mrs_Malaka
    ✭✭✭✭
    Durham wrote: »
    PVP is absolutey beyound broke and hardly functions at the moment during primetime this game is a complete mess atm.

    Amen brother.
    "But screw your courage to the sticking-place,
    And we’ll not fail."


    PC/NA & EU
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  • regime211
    regime211
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    SirMewser wrote: »
    *The Banished Cells have doorways where mobs get stuck on, players past these doorways using single targeted abilities on these mobs within will not be able to connect.

    *Sometimes when playing marches of sacrifices, the; mysterious bush, mysterious mushroom, mysterious dirt, and mysterious bag cannot be interacted with, preventing the wisp you follow from spawning and acquiring boons and the associated achievement.

    *Maelstrom Arena has extreme syncing problems; resources and health desync, roll dodge invisibility frames, and skills not registering. Enemy animations end after actual clipping with player.

    *Guild vendors will sometimes falsely tell you that no items are available. Doing a "/reloadui" fixes this. Additionally, the GS UI may tell you the name of the item doesn't exist, thus, disallowing the search. This resolves upon restarting client.

    *Nature's Embrace, from Warden, has an issue where the skill will fire and begin animation, but only after it has reached the target will the range and LoS be validated. Should either range or LoS fail after the delay will be skill be terminated, despite that the skill icon had appeared highlighted and magicka cost consumed. Reported seen as of Scalebreaker.

    *Pet's and mobs get stuck in IC sewers, too stupid to use stairs.

    *Mounts have infinite stamina as long as the sprint key (default: shift) is held, regardless if having been depleted. Stamina exhaustion only applies after; letting go of sprint, losing momentum/stopping, or changing direction with keys (not rotating camera + forward key). As of Scalebreaker, this ancient bug has been squashed.

    *Leaderboard scores not properly updating (afaik, weekly).

    *Crypt of Hearts skeleton boss (just before the bedroom with the two pillar locked door) fears players through walls.

    *Enemies dying at a distance then suddenly teleporting closer to you, telling you, "[out of range]" when you try to loot.

    * Descaling the max resolution of furniture, especially in player housing.

    *Casting Honor of Dead with a nearby player in mist form will twitch the caster and then fail, very annoying if the misted ally was inadvertently targeted.

    *Casting Streak sometimes self stuns the player in place.

    *Channeled, teleport abilities and heavy attacks sometimes makes the player's facing direction flash between the target location and their current movement/momentum of direction, causing the skill to fail and locking the player in what seems to be a mini seizure where they alternate between two different facing directions.

    *The new jode player house causes (seemingly) random crashes, that, among its poor design.

    *While in Cyrodiil it is possible to port out by queue for BGs. Either play the match or leave, you will be back in PvE zones.

    * Missing or broken dye channels, especially on new crown store purchases. (Example being: Nightflame Arms Pack.)

    *Some cone telegraphs that rotated have been desyncing with enemy animations such as Asylum Sanctorum where one of the bosses sprays steam, this can sometimes appear as a 360 degree turn while the boss continues to face, say, the tank.

    *Also apart of Asylum Santorum, the poison AoEs that lock to player will appear centered telegraphically, but is actually offset to the side causing players outside of the visible retile to be harmed.

    *The final boss of Maw of Lorkhaj causes random and multiple crashes, especially after a group wipe. This seems to happen to the same players within a group.

    *Infusers in Blackrose Prison sometimes ignore bashes.

    *The Blackrose Prison Battlemage and Tames-The-Beasts boss' projectiles ignores; Protective Plates, Shimmering Shield, and Ball of Lightning. As do their major and minor defile, bleed, and incrementing damage cannot be purged.

    *The Blackrose Prison Lady Minara boss also suffers from AoE issues, causing players to take full damage regarless if they are in the telegraph or not sometimes.

    *There are times where the player switches costumes when switching bars or appears completely naked OR even invisible, not sure what causes this, seems very random but not very occurrent.

    *Mounting on a horse (more often while moving) can sometimes leave the player in a running animation while on top, "riding" it.

    *The Windows client suffers from resolution and closing conflicts, it hangs up on players to force close via task manager / command-prompt.

    *The daedric ruins battleground map has a weird terrain clip where if the player is hit with a knock back ability, close to the pillars at base (the ones that hold the relics), they can fall through and under the map. This leads to serious problems with relic games if they go through while carrying it.

    *Stamnecro specifically seems to have a bug that locks player input, forcing them to block, only solution is to die. Doesn't always work.

    *MMR (Match Making Rank) for BGs, specifically over 50+ is a mess and discourages (but not limited to) new players from returning to it. This is caused by players under level 50 BGs who have achieved high MMR to retain high MMR when moved into the over level 50 campaign. This is also caused by how MMR is lost, matched, and filtered.

    *Mend Spirit only applies major buffs via light attack, the heavy attack removes the major buffs immediately. This skill has also lost the visual circular aura it had on the affected player.

    *Lottus Blossom with Mend Spirit has trouble recognizing itself, it's pathetic.

    *Stamina/Spell cost reduction % bonuses are based on current skill cost values after cost reduction glyphs and flat values are added rather than the base cost of a skill, therefor, resulting in less multipliers as they will increase at a declining rate due to additive values.

    *Tether skills for Necromancer flicker and give false positives when you attempt to interact with already used corpses by other necro. These abilities are already clunky to begin with and don't fire even if lit in skill bar because the cross hair is obstructed by other actors/npcs/rodents/pebbles.

    * Broken queue, "unable to queue as of this time" because too many queue. This restriction was put in place because the server became encumbered with players and failed to make teams, resetting the queue into a ready state, prompting players to accept repeatedly.

    *Trading furniture in houses may cause that furniture to disappear.

    *Upon exiting a house, it's possible for the server to not save last removes/edits/additions, causing the house to appear the exact same way it did the previous time they stepped foot in it. This can result in lost of items (that were added to the house from inventory), duplicates of items (that were removed to inventory), and replaced furniture.

    *Lakemire Xanmeer house has textures tares on the corner wall/entry way on the top floor.

    *Mistveil has a hallway inside at the main entrance.

    *Amaya Lake Lodge is missing an entire room on the bottom floor and the room at the very top is very huge to the outside.

    *Strident Springs has windows all over that don't actually exist inside.

    *Puncturing Strikes uses an older version of camera controls, predating the adjustments with Murkmire because underlying issues with gamepad controls could not be fixed .

    *Psijic villa has a similar issue, however, it has a one sided magically lit window in the main hall that you can walk behind and "poof!" Wtf?

    *Quondam Indorilia has towers that you can see from outside, but when you walk under them inside, the ceiling is concaved the same way it is everywhere else on the upper floor.

    *NPCs will refuse to talk to you if you just zoned into a location or are still loading something, forcing the player to face the NPC while nothing happens till you try again later.

    *Channeled heavy attacks (resto, lightning, mend spirit) lock players in animation and/or not completing, preventing use of other skills till you hit block to override the action. (This sometimes happens with sprint.)

    *There are still instances in group content were pets are expected to be invulnerable, yet, still receive damage and die. This generally happens as a result of mechanics.

    * Locking players from mounting and weapon swapping, when previously was permitted, seemingly at random.

    *Placing a volcanic rune under enemy spawn points in battlegrounds can auto kill players to take full health environmental damage. This is problematic with chaosball where people tend to defend and linger by base.

    *A chaos ball can be taken with a player to their spawn point when they res after dying within a small window upon grabbing the ball.

    *Weapons and their particle effects/ graphics appearing below the player's feet.

    *Mounting will fail to summon the mount or show other player's mounts at times, making them hump the ground while gliding across the land.

    *Undo and morphs sometimes fires without restoring resources or other times doesn't bring you back to where you were. (Example being, even after a fall.)

    *The giant daedroth (maw of the infernal) boss from Banished Cells II endlessly breaths fire. This is only an animation problem as players are not actually damaged by it. Fixed as of Scalebreaker.

    *Casting Channeled Acceleration slows you. Originally before 3.3.5 Dragonbones all cast time skills slowed you by 50%, but this one became an exception and still does. The ones that were excluded from this change were melee abilities (Uppercut, Puncturing Strikes) or channeled abilities (Soul Strike, Rite of Passage, Rapid Fire). Channeled Acceleration does not have a channeled function despite the reasonably misleading name, just read the tooltip or try it out.

    *Turning the camera while trying to perform jabs on Templar while also moving may hinder it from executing.

    *Dragon's fire breath while swooping from above kills everyone in path before it nor the telegraph actually reaches them.

    *On the topic of the Dragon's, their fire can also appear hidden and invisible, particularly happens when their animations begin.

    *Dragon's will at times jerk and flip seemingly 160 degrees in flight, usually happens before going to sit on high terrain.

    *The golden vendor hasn't been updated for two years, there are lots of missing sets, post Morrowind.

    *Several other telegraph issues, such as gargoyles in Hel Ra Citadel (which also don't hold aggro properly anymore and ignore taunts at random).

    *Heavy Dead-Water helmet motif has missing meshes around the neck peice that allows you to see through it. Where is my neck?

    *Wayrest Sewers I, crocodiles sometimes aggro and get stuck under grates or fail to use stairs, forcing a stuck in combat situation. (Possibly linked to other bugs listed regarding this dungeon.)

    *Wayrest Sewer I, after defeating the orc boss, the door behind him sometimes fails to prompt open for some group members. If some members proceed to fight Varaine, the boss behind the door, the isolated group members stuck outside of the door will have to wait.

    *Also apart of Wayrest Sewers I, the boss, Varaine, sometimes gets stuck and won't come down from the upper wooden platform. Forcing players to fight at a range.

    *Goliath Bash alone deals too much burst potential, netting high parses in rapid consecutive sucession. Tooltips can read 14k conal aoe damage a second without CDs and can be weaved as a block animation cancel. This is on top of the; 30k heal, 30k max health, and LA/HA heals over 20 seconds. As of patch 5.0.10, the bash attack from this ability will no longer target bridges or targets behind you and will always cost resources, instead of only if you hit a target. QoL improvements have been made to the telegraph and the bash will now adopt the traditional standard of scaling with highest resource, as all ultimates do.

    *WW Berserker morph LA with DoT bleed application deals too much damage alone. Netting high parses in rapid consecutive succession. The DoT deals unmitigatable bleed damage over 4 seconds that was condensed from 8 seconds and increased in strength by ~24%, last patch. Those running bonuses such as blood drinkers set, CP, rapid rot, or other relevant passives will inherit this buff, multiplicatively. This is a cause for the large disparity of the performance between the Pack Leader and Berserker morph. As of Scalebreaker, ZoS has decided to turn bleeds into generic DoTs and the wolves summoned by the other morph to be; untergetable, weaker, and more CC focused.

    *Sorc/Warden/WW Pet collision and targeting obstruct intended targets and waste resources, players expoit this in BGs by standing in and behind their collision boxes.

    *The housing permissions glitch is back, allowing people to revert previous permission changes with a prompt.

    *Trying to visit a house that isn't public nor are you listed as visitor for can sometimes result in a crash.

    *Some skill advisor setups tell you to invest in abilities that don't make any sense. Example being: Sorcerer, Eldritch Mender, tells you to morph Dark Exchange into Dark Deal. Healers want magic back not stamina.

    *Guard no longer double dips into the targets mitigation and then into the casters, but now ignores the casters' resistance and increases the damage taken by debuffs such as vulnerability. The damage taken can result in more than the tool tip while still mitigating a static amount from the ally. This double dips if both are debuffed.

    *Combat pets will at times attempt to aid the player in seiging keeps and destructable objects, this has been resolved with Scalebreaker.

    *Knocking back a Necromancer in beckoning armour off a cliff or into lava results in pulls that can kill both of you. This can result in inadvertently profiting deaths passively while dying.

    *Casting ground targeted skills while quick cast ground abilities is set to yes (instead of auto or no in settings), if by accident you hit the skill twice, it forces the second cast of the skill in a queue and ignores other input/selection till fired, whereas, when non ground casted abilities cause a GCD (Global Cooldown) in effect, it will override the queue to the most recent input. This bug results in a GCD of ~2 seconds and will prohibit LA weaving. The Scalebreaker update will now un-queue AoEs after weapon swapping, preventing stuck in cast situations!

    *Crown store poisons that deal poison DoT damage no longer scale to player level properly, resulting in significantly low numbers.

    *The unstable wall of elements morph of wall of elements no longer has three Aoes that explode, instead the closest one to the player does and the other two vanish. (Noted from the lightning version of this skill.) With Scalebreaker, the final DoT tick of the skill is no longer consumed by the explosion. i]The explosion part of this ability needs further testing as it may not be entirely resolved.[/i

    *Pets still don't enter pvp areas with full health even after the apparent "fix" awhile back.

    *Shadow Image fails to revert the player back to the shadow, usually prohibited because of a lack of LoS (line of sight) which can be caused by; small objects, divits in terrain, or seemingly by nothing. The shadow is thus removed at the expense of nothing. ZoS has reverted the changes made to this ability as of Scalebreaker to allow it to be used on or in association to destructable objects (apparently being the cause of this problem).

    *There are "stuck in combat" issues that are caused by NPCs resetting (but not stopping) or not resetting at all. This also happens in PvP, regardless of being in a group or not, the in combat status seems to flag and not reset until players die or "blood port". Dying doesn't always resolve the issue, some instances with bosses can lock whole dead parties of 4 in combat, leaving them to try relog before they are allowed to revive.

    *In rare instances, seemingly after dying upon impact to a snare, you can revive with permanent slow movement speed that even after dodge rolling (sometimes works) doesn't resolve. This is apparent in PvP, however, it can also happen at random and without dying where the snare times out as a debuff but the snare persists. This then leads to another problem where purges don't work because the snare no longer has an associated debuff it's registered by. There is another instance where this bug is caused by canceling a heavy attack that gets the player "stuck" in animation.

    *On lower end systems in large zones like Cyrodiil, traveling at a great distance can result in cell loading issues where large sections of land (cells) load nothing but low resolution and low poly terrain. Stepping on this terrain can result in the player moon walking (walking on the spot), locking them in sprint (if they were running), float (if they jumped into the area), and leaving them vulnerable to enemy players/NPCs till the cell begins to load.

    *The HUD (Head-Up Display) for any queue counter and status will sometimes disappear from UI(User Interface) when switching zones or facing a loading screen.

    *The UI for allies in the HUD can show false indications of health, sometimes players will seem like they are stuck at 60% health when really they are full.

    *The last boss in Selene's Web can cause pets to go missing during the pull and drop phase when the web breaks, this can be avoided by pet command [F] + Right-Click so they ignore and follow, otherwise, resummons them.

    *Veteran Frostvault vault protector lasers bug out, causing them to go through the bubble shield or sometimes won't even make the shield.

    *The health scooter/over-head on players can (but more so rarely) suffer from stuck and false indications of health as well.

    *The Warden's bear, Feral Guardian and morphs active ability, can be interrupted when the bear is teleported to the player if the target out ranges the area which calls pets to ignore distant targets and come back. When this happens, ultimate is depleted.

    *The hunger summoned by the defiler set fails to start its attack animation, even if the target is in front of it. It will just continue to rotate its cardinal direction until it times out.

    *Scalebreaker patch has introduced short cast times to ultimates with startup animations so there is better syncing, however, abilities like dawnbreaker can now be bashed/interrupted, despite that the patch notes state otherwise.

    *Stinging Slashes Master weapon doesn't apply bonus damage to the final tick of bleed. [Needs further testing, knowing if it's an issue with all 1H types would be nice.]

    *Abilities that force a target to move (pull, knock-back, or teleport) that has a stun component can cause the target to drag and continue in the momentum of the movement they were put in. This has been exploited to scale keeps and get out of bound with terrain/walls. Sometimes this is only a visual error and not actually happening from the other end user(s), where the laying animation is not resetting, however, this is different as they will clearly be in control of their laying sliding body (lol).

    *Players doing the quest for Wayrest Sewer I will not be able to hand in to proceed completing their quest if they do not kill Allene Pellingare within her room at the end of the dungeon (example; running out of the cavern area into the sewer tunnels).

    *IC banners that channel abilities such as HoT AoEs can sometimes ignore interrupts/bashes, despite interrupt cues light up.

    *Dungeons with animated doors that open to proceed the groups after/before bosses sometimes appear closed visually but can be walked through. This is most commonly experienced within the Banished Cells I and II but also happens elsewhere. This is also sometimes caused by not being present at the scene of when the animation happens.

    *The Dwarven Crystal Mechanism that sells for 50,000g by the Luxury Vendor turns on and off, however, every second "on" state doesn't seem to turn on the light and sometimes doesn't play the exploding cogs/gears and sound effects.

    *The 6th house totem sold in Vivec has a red glowing hexagram that isn't visible in preview mode.

    * Duplicates of the same furniture items exists but under different names, example being fighters guild Hall Stewarts has a Daedric Chest which is also sold by the Luxury Vendor.

    *Some duplicates have been crown exclusive knock offs with better functionality, example being the Coldharbour Chandelier sold by the zone achievement vendor in the hollow city which was also sold in the limited time Molag Bal Bundle pack which glows much much brighter (and renamed as Daedric Fragment, Coldharbour).

    *In the aylied ruins battleground map, before a match starts, players can walk I to portals at certain angles/spots that will teleport them back into the center of base.

    *In the daedric ruins battleground map, before a match starts, players can use the staircase and large fire pots at certain angles to jump and get out of bound of the barrier before the start timer runs out.

    *Invisibility pots do not suppress DoTs like other forms or sources of invisibility like; Nightblade Cloak, CP passive, or synergies (hidden refresh).

    *Casting Nature's Grasp as a Warden repeatedly over great distance in battlegrounds can result in automatic crashes to the login screen.

    *The stuck "in combat" state won't reset after a group wipe when facing the twins and their colossus in veteran Crypt of Hearts II.

    *The harpies of Blackheart Haven might not come down at times, as they can get stuck flying 30 feet off the ground, this also causes the stuck in combat state (for legitimate reasons though) and makes fighting them at range a nuisance.

    *Each tick of Entropy and morphs can be dodged, despite being successfully applied to debuff list.

    *Arx Corinium last boss, Lamia Queen, will sometimes gain immunity to taunt and the tank will lose aggro before the taunt debuff expires. It appears that only the range taunts work such as frost staff HA and inner fire, the piercing strike has trouble taunting her. After she screams, the boss needs to be taunted multiple times or she will attack random players across the room. Quintas in Volenfell, Drodda in Direfrost Keep and the Engine Guardian in Darkshade Caverns are examples of bosses that actually have taunt immunity and the game will always tell you that when attempting to taunt them.

    These developers fell so hard on this game, that it will go down in history as failing at providing actual PERFORMANCE! They have no clue what they're doing. Will people still play of course! But not as many people they think will. I decided to just take a long break from this game and I honestly may never touch it again.
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  • BRogueNZ
    BRogueNZ
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    ()Insightful :smile: I Agree <3 Awesome job
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