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Ascending Tide Feedback Thread

  • KMarble
    KMarble
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    From the website, posted on 02/23/2022:
    Account-Wide Achievements

    To ensure that ESO’s performance can keep up and grow with the game’s new experiences, most achievements will become account-wide with Update 33. This means that an achievement that you’ve earned on any one of your characters may also be considered completed across all your characters. By consolidating achievements, we can retain and improve the way the game handles this type of data and the overall experience. With the database’s overall footprint reduced, it will be more performant across the board, which may manifest itself in faster load screens and improved performance on other database-heavy operations. Most importantly, this change helps to keep the game performant as we continue to add new content and achievements in the future.

    From the Q&A thread:
    Hi everyone, thanks so much for staying patient while we worked through gathering answers to some of your questions about Account Wide Achievements. We know everyone is extremely passionate about achievements. So much, in fact, that globally we have granted over 1 billion achievements! As high as that number is, this surprisingly isn’t the largest footprint of player generated data. As ESO continues to grow and evolve, we need to be proactive and find ways to ensure the data will always be available in real time.

    Lately, we have been working on ways to trim the data footprint while still recording all the monsters you slay, items you hoard and achievements you ding. By consolidating achievements, we can retain and improve the way the game handles this type of data and the overall experience. With the database’s overall footprint reduced, it will more performant across the board, which may manifest itself in faster load screens and improved performance on other database-heavy operations. Most importantly, however, this change helps keep the game performant as we continue to add new content and achievements in the future.

    Now that you have some context for the backend benefits of Account Wide Achievements, we’d like to get into the Q&A. If you have additional questions or feedback, we encourage you to post your questions/feedback here.


    Q: Why switch to Account Wide Achievements?

    A: We decided to move to Account Wide Achievements for two main reasons. First, this has been a requested feature by players for years and is a nice quality of life improvement. It gives players a lot more freedom to explore the world on any character, without the fear of missing out on getting achievements or making incremental progress on their “main” character. Second, as mentioned in the intro, this change will result long term maintainable database stability and performance. By reducing the amount of data we have to store, the database doesn’t have to work as hard so the time it takes to search, load and save data will be sped up, leading to a more consistent user experience as the years go by and more data is added to the database.
    ...
    Q: Can Account Wide Achievements be opt-in? Why/Why not?

    A: Account Wide Achievements cannot be opt-in. As noted above, one of the big reasons why we decided to move to Account Wide Achievements is the performance gains we get on the backend. Being able to opt-in essentially wipes out any performance gains.
    ...


    ZOS_Kevin wrote: »
    ...

    However, we wanted to address Account Wide Achievements in relation to this thread. When we gather feedback, we share both positive and negative sentiment with the dev team. This is for the team to have player information in addition to the many other data metrics they have to make the best decision at the time. As noted in another thread, sometimes player expectation does not match what the dev team is able to do. And there are a myriad of reasons why this can happen. As we noted in the Q&A, the current implementation of Account Wide Achievements needed to happen to reduce the data footprint for achievements. This is ultimately for long term maintainable database stability and performance.

    ...

    AWA, the way it was implemented, isn't a fix to a problem that shouldn't even exist in the first place. AWA is paliative care. You guys trade six for half a dozen, and we the players got a short change for it.

    Do the devs realize that as the game gets more content, more achievements will be added to the database and they'll find themselves facing the same problem in the future?

    Since the introduction of the sticker book, the game has been (gently) pointing players that having fewer (only one?) characters is the way to go. I guess they decided that a "clue by four" was necessary because players weren't paying enough attention.

    I've asked this in the PTS sub-forum, but no one bothered to answer. Why allow people to buy extra character slots if those extra achievements were making the database less performant? Was there anyone assigned to monitor the servers' performance each time some change - like increasing the maximum amount of chars we could have - was introduced to the game?

    Giving the devs the benefit of the doubt and assuming they've been noticing a decline in performance for a while now. Why were achievements that were introduced in the last year (at least) not been coded in a way that they'd have less impact in the performance? Or was this only found out after the last DLC from 2021?

    One last question: why, despite 5 weeks of intense feedback, have so little been fixed before this went live? Sorry, one more question: why couldn't AWA had been postponed as so many of us asked in the PTS sub-forum?

    Edited by KMarble on March 17, 2022 5:57PM
  • freespirit
    freespirit
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    @ZOS_Kevin you say this thread is for feedback on the whole of Update 33 not just AWA, well there lies the problem for me......

    Everyday this week when I have logged in I have found another new "shared achievement" to annoy me! Infact I have been so disgusted that I've actually spent more time here reading than in-game playing! The result of that is I have no interest in trying the 2 new dungeons and even f I did I'm not sure which character I would want to use :(

    I was actually one of the few looking forward to the card game, now I'm not sure if I can even be bothered!!

    I have been here since launch with a very few short(like a week at most, a couple of times) breaks, I have been subbed since day dot, I am addicted to housing so you have earned money out of me there too.

    Over the years there have been many changes some I liked, some I did not, I'm sure many, many long term players feel the same but I loved the game and it's variety so I knuckled down and got over it.

    This however is so ridiculously awful to me for the reason below....

    I like rolling a new character and playing things differently, watching her progress through achievements you have removed that fun, it is very, very saddening!

    Somebody said in another thread somewhere that you have effectively removed the "RPG" from MMORPG, when I read it, it made me smile, a few days later I am no longer smiling! :(
    When people say to me........
    "You're going to regret that in the morning"
    I sleep until midday cos I'm a problem solver!
  • proprio.meb16_ESO
    proprio.meb16_ESO
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    Since @ZOS_Kevin asked, yep, i've tried the two new dungeons, directly on vet (no hm)...

    Coral Aerie? Actually pretty nice
    Shipwright's Regret? Not bad, but last boss too complicated

    That's all, there's nothing more to say about them. They work well and, since they are brand new, they're even quite fun. Yep your designers can still create dungeons (but with a constant lack of interactable items inside since a while).

    Now we can focus again on the horrible implementation of AWA, which is a far more serious and complicated trainwreck.
    Edited by proprio.meb16_ESO on March 17, 2022 5:31PM
  • Raevenglass
    Raevenglass
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    @ZOS_Kevin Thank you for saying SOMETHING. You've been the only one I've seen acknowledge the discussions we've been having and it means a lot.

    I'm sure its frustrating to put out the new content and not hear more about the other pieces and hear mostly about AwA. This focus was pretty evident given the activity on the PTS threads, so I'm sure it wasn't a surprise.

    There are so many issues storming around here but think it boils down to a few important ones:

    1. Communication - there have been calls from both sides (ZoS and players) for better communication. But asking for feedback and not providing any response to it, or fixing issues, isn't great communication. Reasonably, we know not everyone's wishes can be incorporated into the game, but when people tell you of actual bugs on a PTS, there should be some acknowledgement that these are noted by the ZoS team, whether they choose to fix them or not.

    2. How people play - one of the best things about ESO is you can play however you like best. Some days, I just run around and clear all my maps and surveys - get my dopamine hit - and log off. Other days I'm progging vCR+3 and working my tail off. It's about immersion, and people you meet, and teamwork, and solo play. It's a one stop shop.

    It's been heartbreaking to read posts from people pleading with ZoS NOT to take away the ability to immerse in the story with different characters in different ways. Yes it's one person behind the account - I've heard the arguments. But my Argonian warden is a different character with a different backstory than my High Elf Sorc. Imagination is a huge part of the game for me. I want to continue to play like they are different characters. I'll get over who gets "credit" for the achievement. (Leave the tooltip - if someone hates it, they don't have to hover over it.) I'll use addons to find my skyshards and I'll learn to wait for delve bosses. Honestly - at this point I don't care that all the titles are shareable or that all the kills are added up.

    I do care, a lot, about my level 10 character being hailed as a Savior of Blackwood when she's never been there. It's really fun to see dialog change once you've done the quests, but just get rid of it. Save the database even more and dump the updated quest language or those NPCs so I can immerse in the game. Or better yet - give me a setting where I can turn off achievement related dialog on my alts. It's not perfect, but I could live with it.

    3. What does AWA mean? - this hit and miss of this has been galling. If it's account wide achievements - then once I've leveled riding on my account, that should count for every character I make from that point onwards. Same as CP. I get it's incentive to log in more or buy crowns and purchase riding lessons, but messing the game up, calling it a QOL improvement, but then excluding things that you want us to purchase? Can you see why we're all feeling disappointed and cynical about this new feature?

    Thanks for listening. I just hope the Devs actually are as well.

    Rae
  • Bragerth
    Bragerth
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    zaria wrote: »
    RavenXIV wrote: »
    Jaraal wrote: »
    RavenXIV wrote: »
    Please remove earned by from other characters there is no need for that tooltip or at least hide it in the background so we dont have to use addons to hide it :/@ZOS_Kevin @ZOS_GinaBruno

    Yes, because “Earned By” is a misnomer. “Completed By” would be more accurate, and “Stolen By” even more appropriate in many cases.

    its not about that but if your going to call it account wide achievements then make them truly that because its not truly an awa system when you have other characters tied to it. at that point they should have just left the system the way it was. just look at gw2 for example it has a true account wide system. no earned by completed by it might be hid behind the scenes.
    How does the GW 2 system work? Yes how they did it in ESO is stupid in that aggregated achievements get counted from all characters for everything like master crafter who counts motifs known and adds up all the base game racial ones on adds up so now all with 5 alts should have it.

    you earn the achivement you earn it no dates no completed by nothing its one and done thats it not implemented like this was maybe eso was trying but they need to go back and take out some of the things they kep in with it. tbh i think way back when the game came out they talked about motifs being really for one character and not needing to really focus on them for another character hence they should have just made the motifs for everyone. having to relearn them all again is a pain....
  • Tandor
    Tandor
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    KMarble wrote: »
    From the website, posted on 02/23/2022:
    Account-Wide Achievements

    To ensure that ESO’s performance can keep up and grow with the game’s new experiences, most achievements will become account-wide with Update 33. This means that an achievement that you’ve earned on any one of your characters may also be considered completed across all your characters. By consolidating achievements, we can retain and improve the way the game handles this type of data and the overall experience. With the database’s overall footprint reduced, it will be more performant across the board, which may manifest itself in faster load screens and improved performance on other database-heavy operations. Most importantly, this change helps to keep the game performant as we continue to add new content and achievements in the future.

    From the Q&A thread:
    Hi everyone, thanks so much for staying patient while we worked through gathering answers to some of your questions about Account Wide Achievements. We know everyone is extremely passionate about achievements. So much, in fact, that globally we have granted over 1 billion achievements! As high as that number is, this surprisingly isn’t the largest footprint of player generated data. As ESO continues to grow and evolve, we need to be proactive and find ways to ensure the data will always be available in real time.

    Lately, we have been working on ways to trim the data footprint while still recording all the monsters you slay, items you hoard and achievements you ding. By consolidating achievements, we can retain and improve the way the game handles this type of data and the overall experience. With the database’s overall footprint reduced, it will more performant across the board, which may manifest itself in faster load screens and improved performance on other database-heavy operations. Most importantly, however, this change helps keep the game performant as we continue to add new content and achievements in the future.

    Now that you have some context for the backend benefits of Account Wide Achievements, we’d like to get into the Q&A. If you have additional questions or feedback, we encourage you to post your questions/feedback here.


    Q: Why switch to Account Wide Achievements?

    A: We decided to move to Account Wide Achievements for two main reasons. First, this has been a requested feature by players for years and is a nice quality of life improvement. It gives players a lot more freedom to explore the world on any character, without the fear of missing out on getting achievements or making incremental progress on their “main” character. Second, as mentioned in the intro, this change will result long term maintainable database stability and performance. By reducing the amount of data we have to store, the database doesn’t have to work as hard so the time it takes to search, load and save data will be sped up, leading to a more consistent user experience as the years go by and more data is added to the database.
    ...
    Q: Can Account Wide Achievements be opt-in? Why/Why not?

    A: Account Wide Achievements cannot be opt-in. As noted above, one of the big reasons why we decided to move to Account Wide Achievements is the performance gains we get on the backend. Being able to opt-in essentially wipes out any performance gains.
    ...


    ZOS_Kevin wrote: »
    ...

    However, we wanted to address Account Wide Achievements in relation to this thread. When we gather feedback, we share both positive and negative sentiment with the dev team. This is for the team to have player information in addition to the many other data metrics they have to make the best decision at the time. As noted in another thread, sometimes player expectation does not match what the dev team is able to do. And there are a myriad of reasons why this can happen. As we noted in the Q&A, the current implementation of Account Wide Achievements needed to happen to reduce the data footprint for achievements. This is ultimately for long term maintainable database stability and performance.

    ...

    AWA, the way it was implemented, isn't a fix to a problem that shouldn't even exist in the first place. AWA is paliative care. You guys trade six for half a dozen, and we the players got a short change for it.

    Do the devs realize that as the game gets more content, more achievements will be added to the database and they'll find themselves facing the same problem in the future?

    Since the introduction of the sticker book, the game has been (gently) pointing players that having fewer (only one?) characters is the way to go. I guess they decided that a "clue by four" was necessary because players weren't paying enough attention.

    I've asked this in the PTS sub-forum, but no one bothered to answer. Why allow people to buy extra character slots if those extra achievements were making the database less performant? Was there anyone assigned to monitor the servers' performance each time some change - like increasing the maximum amount of chars we could have - was introduced to the game?

    Giving the devs the benefit of the doubt and assuming they've been noticing a decline in performance for a while now. Why were achievements that were introduced in the last year (at least) not been coded in a way that they'd have less impact in the performance? Or was this only found out after the last DLC from 2021?

    One last question: why, despite 5 weeks of intense feedback, have so little been fixed before this went live? Sorry, one more question: why couldn't AWA had been postponed as so many of us asked in the PTS sub-forum?

    My suspicion is that the answers to the questions posed in your last two paragraphs are the same - if there is a performance issue that the achievement change is designed to overcome then the extent of it was only fully apparent when they had a working version of the card game, and because they can't drop the card game from the June update this "fix" therefore had to go Live now so they could sort out any issues before June. Clearly they underestimated the issues in part, I also suspect, because the achievement change was designed and coded in a rush and barely tested before it went on the PTS. It's inconceivable that internal testers wouldn't have picked up most if not all of the issues we picked up inside the first few days on the PTS. It also seems inconceivable to me that the achievement change is something they could have been working on for months, or again they would have realised what they were getting themselves into.
    Edited by Tandor on March 17, 2022 7:05PM
  • FluffyReachWitch
    FluffyReachWitch
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    I liked the new dungeons, but the problems stemming from the Account Wide Achievements implementation overshadow that. The glitched world events and the broken map and zone guide affect the whole game. And the experience nerf created by AwA, which goes far beyond the Undaunted progression changes, is not insignificant.
  • Merlin13KAGL
    Merlin13KAGL
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    AWA is the big item. It should have been a summary addition, not a replacement for the individual achievements.
    A bit more load time during login would have been acceptable to most. The only other time it should have been updated would be after an achievement triggering event.

    I have serious doubts that this was about performance so much as cost savings - a savings a lot of people probably would have been happy to foot the bill for, if that's really what it took.

    Other options would have been local storage (client side) with the server having the 'real' say as to what achievements are valid and when they occurred. This would have allowed people to track per character statuses with almost zero stress to the server DB. Only a message trigger would have been required. There would have been no concern in hacking, either, as the character achievements would only be for the benefit of the person on the other side of the keyboard.

    People have been asking for AWA for some time. They have not requested individual progress be wiped out in the process.

    If it were truly about storage space or DB entries, there wouldn't be leftover fragments of items no longer attainable showing up in our collections (Indiriks, etc.). There wouldn't be need for duplicate item sets with the exact same setup across 18 characters. Things like this would have made sense for reduction of required storage.

    AWA's implementation is simply about convenience, and not that of the player.

    You either dropped the ball on this implementation, or you simply didn't listen or didn't care.

    You didn't listen to the PTS feedback (again). I don't have high hopes here.

    Disappointing.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • shadyjane62
    shadyjane62
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    Perhaps if the object behind this travesty is the reduction in chars, I fell for it and deleted chars. I have paid for max char slots.

    Perhaps I should remake 17 more chars.
  • Sylvermynx
    Sylvermynx
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    I'm not deleting anyone. Things are fine for me, as I don't care about achievements at all, and never used them for "alt tracking".

    I'm sure I'm fairly singular in that though.
  • ashadris
    ashadris
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    Playing eso now feels like a watching a slideshow in cities, lowering the settings wont do much since a pc with i9 and 3080 will go down to 30 fps lol
  • Jaraal
    Jaraal
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    Perhaps if the object behind this travesty is the reduction in chars, I fell for it and deleted chars. I have paid for max char slots.

    Perhaps I should remake 17 more chars.

    Or ask for a refund, since the originally intended functionality no longer exists.
    RIP Bosmer Nation. 4/4/14 - 2/25/19.
  • vingarmo
    vingarmo
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    Dungeons
    Gameplay-wise they are more interesting and refined than older dungeons with better range for difficulty options, memorable bosses and extra exploration. I enjoyed soloing them on normal and I’m glad it’s possible to do secret bosses without group. I did them on vet as well through group finder in under 15 minutes each so they are quite short without secret bosses and doable with random group. Visuals and atmosphere were also kind of cool.

    Stories were bad. You start them rescue Jakarn and his package or to get ship plans for Za’ji and you finish them with it. No interesting new developments in the process to make them memorable. What little information you could get through all dialog options or scattered notes could be easily expressed in one short sentence: Ascendant Order and sea elves are up to no good (but you can’t learn more about it now because it would be revealed in future DLCs). And that is just another sad example of how quality of the stories decreased because of year-long expansions where dungeon stories cut to the point where they lost their individuality and are nothing more than prologues of prologues.

    As a side note, my main character who completed all zone quests was recognized as a known ally with all extra dialog options while my alt who didn’t was treated as a complete stranger with no such options (even though I logged on all my 18 alts prior to that and completed both dungeons on my main first). So integrity of interactions is not broken to an extent some comments on this forum led me to believe or only present in selected circumstances I haven’t encountered yet.

    Rewards are trash. Markings and mementos never were among sought after cosmetics, very few of them look actually decent but the ones you get for completing Ascending Tide not among them. And that’s while cool costumes, skins and personalities go straight into new crates making actual in-game rewards look lackluster in comparison. If you combine it with useless niche sets where out of 8 only 1 tank set is semi decent and the fact that motifs will only drop several months later there is little motivation to complete them now.

    Account wide achievements
    I was genuinely satisfied by what I saw on PTS and it was mostly smooth experience for me on live so far. I went from 32k to 37k in achievements point finishing some grindy ones I gave up years ago. Finally I can view what I’m actually missing, decide what I want to accomplish and I can do it on any class I like. I’ll admit for me achievements never were part of character identity (it was rather their name, appearance, personalities, mounts and pets, etc.) so consolidating them for account didn’t change the way I play and I could only feel sorry for those who feel differently.

    That being said, for me RPG aspect of ESO was killed since One Tamriel, which removed any form of character progression and loss of coherence for all subsequent stories. Impactful choices that were made before are now obsolete (hello, reincarnation of main quest characters), npc reactions from completed quests discontinued and no important decisions even present in new DLCs because they sold primary for new players. The tiny bits of extra dialogs are just small reminders of what little left from roleplay but even there not everything is affected by AwA like in my example from new dungeons making the impact of implementing it less harmful than some making it out to be.

    While I haven’t saw this change coming it allying pretty well with the game direction in recent years. And that’s probably why I can’t really relate to those who was hurt by this change, because those small RPG elements still left in the game seems rather insignificant now after all shifts and changes over the years.

    2 problems I encountered so far:
    Skyshards tips in zone guide for Deadlands was shown completed for me on all characters while zone guide itself correctly displayed real progress. All other zones was ok so far.
    uCrfZZP.png
    Delve bosses respawn time is way too long and should be revisited.

    Overall, I’m happy with that change as it provides exactly what I would have expected from account wide achievements and anything relevant to me I can track through zone guide or map.

    Removal of Deathmatch queue.
    7 matches, not a single death match.
    That was just lazy move, which made me doubt promises about increase of pvp performance or importance of the tests where it’s clear that for several years now pvp modes are forgotten and abandoned. “No new features until we fix a performance” is not compelling argument for ignoring one piece of pvp content, which doesn’t have performance problems. No new maps, no new type of games, achievements, not even new sets or cosmetic rewards for battlegrounds in years are all good reasons why population would decline further and further. That change only add additional layer of frustration to the mode, which was neglected for years.
  • Kalik_Gold
    Kalik_Gold
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    If we delete characters can we turn off the slot and get the crowns back? This surely would alleviate some server issues right?
    Main: (PvP & PvE)
    Ras Kalik a Redguard Templar, the Vestige

    PvP:
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Jux Blackheart a Redguard Nightblade
    Goliath of Hammerfell a Redguard Dragonknight
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: (Specialty)
    Tyrus Septim an Imperial Lycan Sorcerer
    Tsar af-Bomba a Redguard Vampiric Nightblade
    Movárth Piquine a Nord Vampiric Necromancer
    Uri Ice-Heart the Twin a Nord Vampiric Warden

    PvE:
    Cinan Tharn an Imperial Dragonknight
    Bates Vesuius of Dawnstar an Imperial Dragonknight
    Herzog Zwei the Genesis an Akavari* Templar
    Tav'i at-Shinji a Redguard** Warden
    Lucky Hunch the Gambler - a Redguard Nightblade

    Leveling...
    Zenovia at-Tura a Redguard** Sorcerer
    Yesi af-Kalik a Redguard Templar
    Voa a Priest of Sep a Redguard* Necromancer
    ======
    Passives of another race used. (RP)
    *Breton
    **Imperial




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant • 1550+ Champion

  • aussie500
    aussie500
    ✭✭✭
    I am starting to think this DLC should have been left out with the tide. Ever since the update all 3 of my accounts have had issues with the server, from mail bugs, guild store and guild banks not working or just pausing all the time, the many disconnects and crashes. My dissatisfaction with the map changes since my main character has done everything and as far as I am concerned it should all be white. I got disconnected one time too many this morning, trying to get into Rawl'ka and just gave up. I will calm down eventually and come back later when there are not so many people on.

    But it is pretty pathetic we cannot all play when we want to because the server cannot handle it.
  • JoeCapricorn
    JoeCapricorn
    ✭✭✭✭✭
    ZOS_Kevin wrote: »
    Welcome to Ascending Tide, everyone!

    This is the Ascending Tide Feedback Thread. This is your place to give feedback on the content experience of Ascending Tide. Are there new items or furnishing you find cool? Did you find the new dungeon mechanics challenging? Do you like the music? Is there anything we can improve in the future? Let us know in the thread! As always, please keep the feedback constructive and adhere to community guidelines.

    NOTE: This is not the place to report bugs. If you have a bug related to U33 and Ascending Tide, please note that in the Bug Reports section of the forum.

    The more I read about what AWA breaks in terms of replayability and character identity, the more depressing it becomes.

    And clearly the 94 pages of discussion on the subject was entirely ignored.

    It is obvious that you don't care.

    I didn't think AWA would have been implemented this badly. I actually liked the idea, but I figured that character specific things such as factions and quest achievements would *remain* character specific. I guess they don't? I'm reading about specific dialogue things becoming locked out away from all new characters.

    And I guess they never will come back, because what point is there in asking?

    This is horrifying, and it really kills ESO for me. I love playing multiple characters, and I was reliving ESO's past adventures on an alt.

    But now that is getting ruined? That is thrown away? Suddenly that alt has defeated Molag Bal, all the while still having Soul Shriven in Coldharbour in the quest journal on the task "speak to hooded member"?

    That makes no *** sense and you damn well know it!
    I simp for vampire lords and Glemyos Wildhorn
  • Ugh_Tech
    Ugh_Tech
    ✭✭✭✭
    KMarble wrote: »
    From the website, posted on 02/23/2022:
    Account-Wide Achievements

    To ensure that ESO’s performance can keep up and grow with the game’s new experiences, most achievements will become account-wide with Update 33. This means that an achievement that you’ve earned on any one of your characters may also be considered completed across all your characters. By consolidating achievements, we can retain and improve the way the game handles this type of data and the overall experience. With the database’s overall footprint reduced, it will be more performant across the board, which may manifest itself in faster load screens and improved performance on other database-heavy operations. Most importantly, this change helps to keep the game performant as we continue to add new content and achievements in the future.
    Has anyone experienced the announced improvements after the update has been put live?

    Fun fact from my personal experience: the one change I did to my PC (and environment) which resulted in significantly faster load screens (especially when returning to a zone previously visited during my session or 'intra-zone' telepoting) was a new GPU with more VRAM. Nothing else (faster CPU, more RAM, faster internet connection) came even close!
    Gebt mir meinen charakterbasierten Fortschritt zurück!
  • ArchangelIsraphel
    ArchangelIsraphel
    ✭✭✭✭✭
    ✭✭✭✭
    Ugh_Tech wrote: »
    KMarble wrote: »
    From the website, posted on 02/23/2022:
    Account-Wide Achievements

    To ensure that ESO’s performance can keep up and grow with the game’s new experiences, most achievements will become account-wide with Update 33. This means that an achievement that you’ve earned on any one of your characters may also be considered completed across all your characters. By consolidating achievements, we can retain and improve the way the game handles this type of data and the overall experience. With the database’s overall footprint reduced, it will be more performant across the board, which may manifest itself in faster load screens and improved performance on other database-heavy operations. Most importantly, this change helps to keep the game performant as we continue to add new content and achievements in the future.
    Has anyone experienced the announced improvements after the update has been put live?

    Fun fact from my personal experience: the one change I did to my PC (and environment) which resulted in significantly faster load screens (especially when returning to a zone previously visited during my session or 'intra-zone' telepoting) was a new GPU with more VRAM. Nothing else (faster CPU, more RAM, faster internet connection) came even close!

    Not seeing performance improvements at all. In fact, on a brand new custom machine with a new GPU and much more VRAM than I once had, all the performance improvements I was seeing (My load screens were nearly instantaneous before the update, gameplay was beautifully smooth even in cyro) I am now having load screens get bogged down, seeing FPS throttling, and other issues. My other games are running just fine. I've been trying to troubleshoot it for days to figure out if its my PC or the update just being terrible.

    You're definitely right about the GPU and VRAM, but for some reason this update has nerfed me XD
    Edited by ArchangelIsraphel on March 18, 2022 6:21PM
    Legends never die
    They're written down in eternity
    But you'll never see the price it costs
    The scars collected all their lives
    When everything's lost, they pick up their hearts and avenge defeat
    Before it all starts, they suffer through harm just to touch a dream
    Oh, pick yourself up, 'cause
    Legends never die
  • KMarble
    KMarble
    ✭✭✭✭✭
    Feedback from both dungeons

    I first ran both with guildies on Monday evening. Coral Airie was OK (I'm not a huge fan of Summerset anything). We missed the first secret, so we backtracked and ended up messing the alternative ending. We also didn't find out we could pet the baby gryphons until we had finished (more on this later).

    I found the new mechanics a little confusing, but I don't usually figure things out fast in dungeons. Maligalig's fight was fun and I was surprised to be the first one to figure out the mechs in this one (but then again, synergies are my Pavlov = I see X, I hit it).

    The Shipyard... Between absurdly long loading screens, some odd glitch while trying to pass crown, a group member DC'ing and having a hard time logging back in, and an issue with some of us not being able to see Za'ji, it took us around an hour to start.

    I loved the atmosphere and visuals for that dungeon. The secrets were easy to find and the dungeon itself was very straight forward. I liked it.

    Yesterday (17th) I ran them again with a group of friends on a secondary character. Being allowed the baby gryphons was an awesome addition. Because we ran them earlier in the day we didn't have any of the issues we encountered on Monday.

    The character I choose to run with yesterday has NOT done Elsweyr - none of it. Yet Za'ji greeted her as if they were old friends. He wasn't (as expected) using the Dragonguard uniform, but behaved like my char and him had met before. Caska did not recognize my char.

  • tomfant
    tomfant
    ✭✭✭✭
    ZOS_Kevin wrote: »
    Those with performance issues, you should be seeing some of that clear up over the next day or so. We will also follow up with any additional guidance for players as the dev team works to address some of the issue mentioned.

    I didnt notice any improvement yet. Still get serious FPS drops into 20ish values because CPU usage goes through the roof.
  • WhitePawPrints
    WhitePawPrints
    ✭✭✭✭✭
    VarisVaris wrote: »
    PvP balance is at the worst state it has been in years
    In this post I'll point out which things are overperforming/game breaking and in which way they could be brought back in line.

    The majority of skills I'll list will be related to high survivability as this is currently the biggest issue in PvP causing fights to take ages or be stalemates that can possibly only end with coordinated ultimate drops.

    Skills

    Intensive Mender
    This skill offers healing way beyond other HoTs while being really cheap and also allows for insane crosshealing capabilities. The easy way out is simply reducing the heal because right now it's simply too strong, this should be done by reducing the overall heal by 25% but increase the duration to 12 seconds this keeps the skill rather cheap but prevents it from basically being a burst heal every time it heals you

    Living Dark
    This skill has been indirectly buffed to mindbogglingly high healing numbers with the changes to how people can stack spelldamage, but even a build that doesn't fully builds into stacking damage gets more healing out of this ability than other Hots can provide, additionally the way it works makes this heal even better as it always heals you when you take damage and therefore acts as a direct reduction to the damage you take. Depending on who you fight (read this as anything that isn't a full damage build) this ability will keep you alive infinitely with no chance for the enemy to ever kill you, it might even outheal the damage from the skills you're eating.
    This ability should retain it's function but have it's healing potential against single targets reduced significantly. Having 5k hps in duels vs another templar from a single skill is just laughable.
    Therefore the heal should still have a 500ms cooldown but can only be procced by each target every 2 seconds.
    This makes it a great option when fighting outnumbered but prevents it from turning templars into unkillable damage absorbing blobs of doom

    Bombard
    This skill provides way too much bang for its buck, not only does it deal great damage while being undodgeable, it also comes with a root that you can refresh over and over again on targets who can't break the root in the first place, no other skill offers this much utility by chewing through the enemy's stamina while also helping ball groups to kite and keep people locked in places to nuke them afterwards.
    This skill should lose its root and rather gain something else and AoE Root with high damage simply isn't balanced and it won't ever be even if you remove the snare it also offers like you did in Patch v7.3.0

    Radiating Regen
    This is the biggest offenders when it comes to high survivability of ballgroups and groups in general, this skill is so powerful that the viability of a certain spec instantly increases when it can slot this ability, this goes so far that stamsorc in smallscale runs bow+resto now
    This ability has to have it's crosshealing capabilities nerfed significantly, make it so that you can only have 2 Radiating regen active on you (like vigor before it was changed to a single target heal) at any given moment, this way it won't hurt PvE but it will help PvP significantly

    Sets
    Caluurion's Legacy
    This set offers too much burst especially when using it on NB which guarantees a hit in conjunction with cloak, with it being able to crit it's damage numbers went through the roof and now once again allows people to have oneshot gank builds with little to no counterplay depending on how good or bad performance is and if you break-free button is responsive.
    The amount of burst this set offers is simply too much and should be split into a direct damage and dot portion to make this set less bursty but keeps it's damage consistent overall.

    Draurgkin
    This set allows people to achieve burst and pressure numbers that simply shouldn't be reachable with how many different damage instances one can squeeze into those 6 seconds it provides way too much damage compared to other sets.
    This set only working against a single target doesn't work as enough of a drawback as you can use this set to obliterate this target, in a situation where you only face a single opponent there is no set that comes even close to the power Draugrkin offers.

    Ironblood
    This set offers too much survivability while the drawback isn't anywhere near enough to keep this set in check, additionally the potential uptime of the set is really high (66%)
    The cooldown of this set should be increased to 25 seconds up from 15 seconds in order to give people a slight chance of killing someone using this set

    Other issues
    Undeath and CPs
    Please read this post as it describes the issue more detailed.
    https://forums.elderscrollsonline.com/en/discussion/comment/7510100#Comment_7510100

    Harmony
    This jewelry trait allows people to generate incredible burst that's not tied to the global cooldown. These synergies often provide more damage than ultimates while only having a 20 seconds cooldown per person. Due to Synergies being able to be stacked this gives groups way more power than they should have access to.
    This Trait should be reworked completely. Synergies are fine the way they are without anything buffing them

    Crossheals in general
    Although I have touched on this a little bit above already by mentioning Intensive mender and radiating regen, I want to emphasize once more that crosshealing in its current iteration is too powerful and often results in fights being endless stalemates that can only be ended by dropping multiple ultimates on a single person because otherwise they'll never die.
    This also means that the time between ult drops won't help you make any progress which makes PvP feel very frustrating. It's a cycle of tanking each other's damage and then praying that your ult drop every 2 minutes gets you a kill.
    There is no perfect fix for this issue as crossheals scale with the amounts of players involved in a fight.

    This is why I propose a new healing reduction added to battle spirit that directly targets crossheals. "Any healing you receive from other players is reduced by X%" in a first iteration it should be tested with a 15% reduction as this change could have big impact on how PvP plays

    The upcoming changes that we can currently test on the PTS will further worsen balance.
    Hybridization of almost any skills will result in an unhealthy meta where only a single build for each Class will be viable, many skills will become worthless as they won't find their way onto bars as the competition just became way harder.
    The potential for gamebreaking combinations has increased significantly, especially when it comes to healing and survivability.
    Those changes will have such a strong impact on the meta that it is insanity to push this in one go.
    All healing abilities should retain the old scaling in order to prevent Specs to merge completely and also to prevent the survivability to go through the roof.

    Two more issues on the PTS:
    Burning Embers being changed into a HoT is laughably broken, there is no way this should ever make it to the live server. Magdk has always been built around being forced to fight for their heals, they had to stay in a fight to get their powerlash heals, to recast their burning embers to get the heal early or to heal themselves by using Draw Essence. The addition of Cauterize and Coagulating blood are more than enough to allow magdks to have healing even when they don't face an opponent atm.

    Power Bash and morphs counting as Bash damage. I totally get where the idea came from but it is unbalanced as heck. You can easily stack bash damage via bash glyphs, deadlands demolisher and other bash sets. This is totally fine on the live server, however the new interaction with a skill that has the regular meele spammable TT is too much, on non optimised build you can easily reach Power Slam tooltips of 15k without even having the 33% extra damage.
    This interaction with additional bash damage for Power Bash should be removed, Power Bash and it's morphs should retain the function of bash to interrupt targets channeling a skill.

    Javalin
    With the current patch ZOS has added a new version of this by making Piercing Javalin unblockable you can once again remove any Counterplay that should always exist for combos that can one-shot people with full tank builds.
    And we only have duels there so the fights are rather linear with not many variables to account for.

    The second this change will make it to the live server it will create a highly unhealthy playstyles that kills anyone who drops under a certain threshold of hp, that depending on the builds sits around 30k! and doesn't use Mistform to counter the whole thing.


    On top of this highly broken combination, Templar shouldn't have access to an unblockable stun in the first place, it already has multiple options to deal with targets that are blocking:
    Backlash and morphs ignore block
    Crescent sweep dot also ignores block
    Piercing spear increases the damage by 10% vs blocking targets
    Jabs cause the blocking target to lose more stamina because it deals multiple damage ticks over 1 second.

    That is enough to deal with blocking targets, other classes would love to have even 1 of those things to stop them from being hard walled by blocking opponents.

    I'm confident that tackling all these issues will significantly improve PvP balance and saves us from another unbalanced patch.

    Man if only I believed ZoS would read their feedback post and discussed player feedback to make positive changes.... if only....

    I watched the cinematic trailer and it bored me to TEARS. I thought these new "chapters" were meant to be part of the collective of ESO but instead each one is so far removed from existing content it's like they're just "spin off books" instead of "chapters".
  • LashanW
    LashanW
    ✭✭✭✭✭
    Here's my feedback about this update. Bit of a long post :#

    Performance
    After the update was released, the first couple of days were very rough in terms of performance. Long loading screens, frequent disconnects and random lag spikes here and there. Things seem to have gone back to normal now. But still I don't see any performance increase anywhere. It actually seems to a take a bit longer for me to log out of a character than last patches. This is a bit annoying as I have many characters and I swap between them a lot on a daily basis.

    Account Wide Achievements
    • Cumulative achievements
      I like how all of my characters can contribute to various achievements that required me to do something several times, like "kill X type of enemies Y times". Got some new battleground achievements when their progress across all my characters combined, so that's cool. But not a fan about how achievements like Style Master are calculated in a bugged manner.
    • "Earned by" Tag.
      This is completely useless. Other players can't see this unless you send them screenshots. And it's not even fair how this tag is decided as it's based on the order of the characters you logged in. If you guys are so worried about performance concerns then don't implement pointless features like this tag.
    • Difficult achievements being account-wide
      I think it's not good that hard achievements are account wide (titles being account wide is ok imo, people bought carry runs all the time for titles anyway). There's a sense of accomplishment when you see the pop up for a hard achievement appear on a different character/role. Like getting Spirit Slayer achievement on a different class. That impact is lessened now.
    • NPC interactions, reactions and Questing flow. And encounters being already completed on newer characters
      I hear that this stuff no longer reflect individual character's actions but rather on your account's deeds. This seems like a major step back in the wrong direction. Personally, I don't really care. I stopped caring about your overland questing content and overland exploration long ago due to lack of any semblance of challenge (apart from isolated world bosses/events) and no meaningful options to increase their difficulty to match their narrative.

      But I MUST say, character individuality is a very important thing for people who like to roleplay and play different characters in different ways. Combined with awesome character customization and exploration being character specific, these resulted in ESO having a very high replayability. This was a wonderful game for the casual questing crowd because of these features and the AwA change seems to have greatly jeopardized that. Replayability is super important in a MMO where people keep paying for subcriptions, so I don't know why you chose to shoot yourself in the foot by forcing such a change.

    Skill hybridization and other combat changes
    Oh I am so loving this. This opened up so many new options without really downgrading existing character builds. As a magsorc main I'm having a blast incorporating Bound armaments and Hurricane in to my builds. I even tried very strange stuff like changing my main resource from magicka to stamina and then using crystal weapon as a spammable with an inferno staff while still using the magicka pets and magicka skills on the backbar. It actually did very good damage while having insanely good sustain. Absolutely wild <3
    Btw thanks for making magicka sustain even more easier by reducing the cost of elemental weapon. Also appreciate the stickerbook update. (perfected items auto filling non-perfected entries)
    Only downside I feel is PvP balance. It's a bit of nightmare now. As for battlegrounds, I like having objective modes back, but deathmatches are much harder to find now. Back to square one I guess.

    Music
    I like it. The beginning part of the track is lovely. Wish I could hear it more often in the game.

    New Dungeons
    I soloed both of them on normal as I wanted to experience the story and explore everywhere without interruptions. I really appreciate that you made it possible to solo them on normal, including ALL the secret bosses (I also like how the secret bosses weren't that difficult to find). I really disliked soloing Black Drake Villa, Red Petal Bastion and the Dread Cellar because secret bosses were inaccessible when you are solo. Really wanted more of the approach you took for Unhallowed Grave. So thanks again.
    • Coral Aerie
      I love this dungeon. The visuals are amazing (I always liked Summerset), enemies are varied and bosses were very intriguing. Mechanics were super cool and innovative.
      Not that much of a fan of Kaleen and Jakarn (I never liked them back when I was still questing in overland), but it was interesting to see Yaghra and the Ascendant order fighting each other. Story and the lore was pretty decent alltogether. I recognized the names of the gryphons that fought alongside Varallion (last boss) thanks to a lorebook I found earlier in the dungeon so that was a pretty awesome moment.
      Secret bosses in this dungeon are amazing! I was so baffled when I heard the voices of the guardians, really didn't expect those machine like voice lines. I was sad how it all ended though. Why Z'Baza? why? We were homies :(
    • Shipwright’s Regret
      Really like this dungeon as well. The abandoned and haunted atmosphere was well done. Enemies weren't always that interesting but I liked the bosses. Mechanics weren't as cool as the other dungeon but was still interesting.
      The NPCs; Captain Zaji and his trusty companion Caska. I freaking love them. This was my first time meeting them actually. (since I stopped doing overland stuff). Story was amusing because of these two.
      Secret bosses were interesting, I like how it was about helping their spirits pass from this world, especially the first and last ones. Their voicelines were kinda sad.
    Can't wait to try out these two dungeons on vet hard mode with my buddies. Can't say much about their difficulty until then. Soloing on normal they seemed a bit easier than previous couple of dungeons, which is not a bad thing.
    Edited by LashanW on March 19, 2022 3:34AM
    ---No longer active in ESO---
    Platform: PC-EU
    CP: 2500+
    Trial Achievements
    Godslayer, Gryphon Heart, Tick-Tock Tormentor, Immortal Redeemer, Dro-m'Athra Destroyer, vMoL no death

    Arena Achievements
    vMA Flawless, vVH Spirit Slayer

    DLC Dungeon Trifectas
    Scalecaller Peak, Fang Lair, Depths of Malatar, Icereach
  • FluffWit
    FluffWit
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    I'd try out the new dungeons and give you some feedback but unfortunately I haven't been able to play them as the dungeon finder has been broken since they released.

    Did you enjoy them @ZOS_Kevin ? Or have you had the same experience and simply haven't been able to play the new content we purchased?
    Edited by FluffWit on March 19, 2022 4:53AM
  • Xandreia_
    Xandreia_
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    Days of eso plus wasted (should have known better than to waste money on this game tbh so that is my fault I guess) lack of honest communication, game breaking issues not being addressed and fixed, not being able to log in/stay logged in, game performing like a 2000's PowerPoint presentation, no attempt by developers to swiftly correct the mess they created with the new patch.....

    Your consumers are spending money on a broken product! If it was any other product there would be huge shouts for refunds! Get it together zos!
  • joerginger
    joerginger
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    While it is absolutely great that this game finally has account wide achievements, I think the implementation is far from perfect.

    Unfortunately lots of things are still not account wide because the achievement system was not decoupled from all the other systems in the game. This should have been the first thing to do. E.g. tracking eligibility for crownstore purchases like skyshards should have been done by entirely different means than the achievement system. The same applies to calculating chances for master writ drops in the crafting system. These are just examples, there simply should be absolutely nothing character-specific in the game that has to check the achoievement system.
    All character progress should be recorded and checked from some kind of quest log - which must be in the game in some form already anyway. Everything related to quests, story and exploration should be completely independent of the achievement system, especially discovering and completing anything on the map.
    This would also ensure that no dialogue options like the conversation with Count Ravenwatch after the Markarth epilogue could be lost for any characters doing the story after a different character had already done it.

    Any need to track by which character an achievement was earned could be eliminated this way because it was earned by the player playing the account and would have nothing to do with the state of a given map a character is in.

    Closely related to this, I think the way cumulative achievements were handled also wasn't good.
    I knew my main character had completed some of them, but I also knew that it was inevitable a random character down my list would be listed as completing a different cumulative achievement even though they might only have contributed the last missing piece.
    An alternative approach might have been checking which charcter had contributed most. But without having this "earned by..." tooltip at all, the issue would never even have come up.

    Other feedback:
    Perhaps as expected, performance has decreased even more as it has happened in every recent patch, for example skills sometimes don't go off even when merely soloing a dungeon and loading screens tend to take ages.

    A new annoyance related to the cumbersome hireling mail system has appeared. At least my NA characters don't receive all their five mails at the same time, it has become necessary to change zones to get the missing ones.
  • heaven13
    heaven13
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    ZOS_Kevin wrote: »
    Hey All, wanted to clarify a few things here regarding why we are asking for feedback. First, thanks to everyone who has provided feedback so far. We started this feedback thread to encompass everything to come with U33 and Ascending Tide. While Account Wide Achievements are apart of that, they are not the only thing that released with U33 and Ascending Tide.

    [snip]

    We hope this helps regarding why we are asking for feedback. It is not only asking for feedback on Account Wide Achievements, though those are welcome. We are looking for feedback overall on everything in U33 and Ascending Tide.

    Accountwide Achievements might not be the only thing that launched with Update 33 but they are so intrusive and destructive to the way I play that I have completely uninstalled the game. There won’t be feedback for the other bits because I won’t see it.

    When something is released that touches every aspect of the game, affects every kind of player you have, and is implemented in such a heavy handed, irreversible way, you cannot ask for people to disregard that and focus on some dungeons (oh which we get 4 a year). You can’t just cherry pick what kind of feedback you want. I’d say I’m sorry if it feels like everyone is negative, but I’m not. We tried to have this discussion with you, weeks ago.

    PC/NA
    Mountain God | Leave No Bone Unbroken | Apex Predator | Pure Lunacy | Depths Defier | No Rest for the Wicked | In Defiance of Death
    Defanged the Devourer | Nature's Wrath | Relentless Raider | True Genius | Bane of Thorns | Subterranean Smasher | Ardent Bibliophile

    vAA HM | vHRC HM | vSO HM | vDSA | vMoL HM | vHoF HM | vAS+2 | vCR+2 | vBRP | vSS HM | vKA | vRG
    Meet my characters :
    IT DOESN'T MATTER BECAUSE THEY'RE ALL THE SAME NOW, THANKS ZOS
  • SilverBride
    SilverBride
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    joerginger wrote: »
    A new annoyance related to the cumbersome hireling mail system has appeared. At least my NA characters don't receive all their five mails at the same time, it has become necessary to change zones to get the missing ones.

    The same thing is happening to me.
    PCNA
  • Saieden
    Saieden
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    heaven13 wrote: »
    ZOS_Kevin wrote: »
    Hey All, wanted to clarify a few things here regarding why we are asking for feedback. First, thanks to everyone who has provided feedback so far. We started this feedback thread to encompass everything to come with U33 and Ascending Tide. While Account Wide Achievements are apart of that, they are not the only thing that released with U33 and Ascending Tide.

    [snip]

    We hope this helps regarding why we are asking for feedback. It is not only asking for feedback on Account Wide Achievements, though those are welcome. We are looking for feedback overall on everything in U33 and Ascending Tide.

    Accountwide Achievements might not be the only thing that launched with Update 33 but they are so intrusive and destructive to the way I play that I have completely uninstalled the game. There won’t be feedback for the other bits because I won’t see it.

    When something is released that touches every aspect of the game, affects every kind of player you have, and is implemented in such a heavy handed, irreversible way, you cannot ask for people to disregard that and focus on some dungeons (oh which we get 4 a year). You can’t just cherry pick what kind of feedback you want. I’d say I’m sorry if it feels like everyone is negative, but I’m not. We tried to have this discussion with you, weeks ago.

    Can't emphasize this enough. We gave you feedback that the issues of implementation the eclipse everything else in the release because it would negatively effect the largest portion of the playerbase that any other single change, probably since One Tamriel (how ironic). Most players, for example, are not nearly as affected by hybrid skills as much as even they themselves might think.

    You (ZoS) completely failed to address or even acknowledge these warnings, and dug your head in the sand. Now that it's live, you will see that same feedback eclipse everything else you do from now on a 1000-fold over, especially once players realize that there is no way to reverse this without destroying thousands of hours of player progress.
  • kringled_1
    kringled_1
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    I have a longer post to fully write later, but in the meantime:
    If you're actually interested in feedback, please tell the moderation team to stop closing threads on Awa and pointing them to the PTS thread. If you want feedback consolidated someplace (this thread or another one in general) then fine, but pushing discussion of the live patch to the PTS thread for a closed PTS cycle sends the message "post your complaining here in the circular file where it won't bother anyone".
    This has been the case for multiple threads in the past few days.
  • kamimark
    kamimark
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    ZOS_Kevin wrote: »
    reasons why this can happen. As we noted in the Q&A, the current implementation of Account Wide Achievements needed to happen to reduce the data footprint for achievements. This is ultimately for long term maintainable database stability and performance.

    Well, that hasn't been visible in any way, load screens and lag are worse than before. Buying a few more hard drives seems like a better solution than wrecking the game experience for everyone who plays more than one character as a character (not just a different combat load-out for PVP or dungeon finder). Other MMOs seem to manage with vastly more data on vastly more characters.

    The skyshards, delves, quests unfinished are impossible to find now; I was working thru Silver and Gold on my current main, but now there's no point, no way to see any progress, because they're marked done by another character years ago. The maps are utterly broken on this.

    Since I bought this expansion, and none of my chars have done it, I can still wait and do that. Afterwards, that's it. Game over. You've killed the game worse than Star Wars Galaxies did. All of this could've been avoided by reading feedback *before* shipping, instead of excuses after.
    Kitty Rainbow Dash. pick, pick, stab.
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