nafensoriel wrote: »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.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.
Bugs have always and will always exist once a program reaches a certain complexity.Bahahahahahaha. No.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.
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.Do you think that bug list is complete? That's borderline adorably naive.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.
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.Then you've never worked on a product that gets regular patching of new major features.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.
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.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.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.
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
nafensoriel wrote: »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.
nafensoriel wrote: »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.
nafensoriel wrote: »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.
nafensoriel wrote: »Then you've never worked on a product that gets regular patching of new major features.
nafensoriel wrote: »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.
nafensoriel wrote: »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.
nafensoriel wrote: »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.
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 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.
*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.
Oreyn_Bearclaw wrote: »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.
GlorphNoldorin wrote: »Zos has categorically stated there is no need to worry about fixing these bugs because 90% of players are unaffected by them.
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.
*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.