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.
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.
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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.
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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.
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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.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.
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.
......
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?
shadyjane62 wrote: »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.
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.
Has anyone experienced the announced improvements after the update has been put live?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?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.
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!
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.
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 MenderThis 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 DarkThis 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
BombardThis 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 RegenThis 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 LegacyThis 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.
DraurgkinThis 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.
IronbloodThis 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 CPsPlease read this post as it describes the issue more detailed.
https://forums.elderscrollsonline.com/en/discussion/comment/7510100#Comment_7510100
HarmonyThis 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 generalAlthough 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.
JavalinWith 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.
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.
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.
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.
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.