We are currently investigating issues some players are having on the megaservers. We will update as new information becomes available.
We are currently investigating issues some players are having with the ESO Store and Account System. We will update as new information becomes available.
In response to the ongoing issue, the North American and European megaservers are currently unavailable while we perform maintenance.
https://forums.elderscrollsonline.com/en/discussion/comment/8235739/
In response to the ongoing issue, the ESO Store and Account System have been taken offline for maintenance.

Illuminate heavy sacks

Rageypoo
Rageypoo
✭✭✭✭✭
Would be great if something like the thieves guild illuminated things like heavy sacks with a keen eye skill, seems odd that there isn't a perk out there that does this.
  • SeaGtGruff
    SeaGtGruff
    ✭✭✭✭✭
    ✭✭✭✭✭
    Another suggestion: Add a glow to treasure map mounds. That might make them look like Antiquity dig sites, but maybe they could glow a slightly different color-- although, really it shouldn't be necessary, since you should know whether you're looking for a treasure map or an antiquity.
    I've fought mudcrabs more fearsome than me!
  • rabidmyers
    rabidmyers
    ✭✭✭✭✭
    amazing idea, i would love this!
    at a place nobody knows
  • Hamish999
    Hamish999
    ✭✭✭✭✭
    I said in one of the QoL suggestion threads about expanding the Antiquites skill that makes chests glowy/sparkly to also make heavy sacks glowy/sparkly.
    Edited by Hamish999 on April 7, 2023 11:08PM
    PC-EU
    Do'Zahra - Khajiit - StamDK - AD
    Narese Telvanni - Dunmer - Petsorc - EP
    Anastasie Chastain - Breton - Magplar - DC
    Gashnakh the Lusty - Orc - Stamsorc - AD
    Stands-In-Stoopid - Argonian - Warden Tank - AD
    Talia al-Morwha - Redguard - Stamden - AD
    Makes-Fier-Wrong - Argonian - Stamblade - AD
    Busty-Argonian-Maid - Argonian - Templar Healer - AD
    Alaru Telvanni - Dunmer - Stamplar - AD
    Ko'Raehsi - Khajiit - Magsorc - AD
    Torhild Rock-Chucker - Nord - StamDK - AD
    Drusilla Larouche - Breton - MagDK - AD
    Ko'Khanni - Khajiit - Magden - AD
    Ilithyia Ectorius - Imperial - DK Tank -AD
    Rosara Laumont - Breton - Warden Healer - AD
    Do'Darri - Khajiit - Stam Arcanist - AD

    Keyboard and mouse FTW!
  • disintegr8
    disintegr8
    ✭✭✭✭✭
    ✭✭
    Heavy sacks should be visible in the same way chests are with the scrying skill active (available at rank 7).
    Australian on PS4 NA server.
    Everyone's entitled to an opinion.
  • vsrs_au
    vsrs_au
    ✭✭✭✭✭
    ✭✭✭
    There's always Bastian's "Hello, what's this?", which has alerted me to a nearby heavy sack a lot of times.
    PC(Steam) / EU / play from Melbourne, Australia / avg ping 390
  • phaneub17_ESO
    phaneub17_ESO
    ✭✭✭✭✭
    ✭✭✭✭✭
    vsrs_au wrote: »
    There's always Bastian's "Hello, what's this?", which has alerted me to a nearby heavy sack a lot of times.

    The downside to that method is I have to use Bastian.
  • oldbobdude
    oldbobdude
    ✭✭✭✭✭
    vsrs_au wrote: »
    There's always Bastian's "Hello, what's this?", which has alerted me to a nearby heavy sack a lot of times.

    The downside to that method is I have to use Bastian.

    Both Ember and Isobel also point out heavy sacks. Haven’t used Mirri enough to know if she does or not.
    Edited by oldbobdude on April 8, 2023 3:07AM
  • Saint-Ange
    Saint-Ange
    ✭✭✭
    chests and heavy sacks were dissimulated in the game world to reward those who explore it.
    so while we're at it anyway, thanks to Zenimax, why not giving us helmets or goggles equiped with a HUD like in No Man's Sky?

    and to further add to the meta and reduce the time we spend in game let's have a jetpack too and slice our foes with lasers.
    oh and as some asked in this forums: some glowing dyes to play power rangers .. it's time this game takes the next step and propulse us into the future. afterall it's not like if Star Citizens is ready to launch so there's a window. really.
  • DreamyLu
    DreamyLu
    ✭✭✭✭✭
    I disagree with the diverse suggestions. Heavy sacks are part of several containers which we are supposed to discover. They're hard to see, however, they're free to open (no locks). That's one category. The other category are troves and treasures, highlighted so easier to find, but with a lock.

    I would very much prefer to keep it the way it is, with both categories. For me, heavy bags and other non highlighted containers provide an additional "treasure hunt". I'm always happy when I stumble upon a heavy bag, or a simple bag, as well as other free to open - but not highlighted - containers.
    Edited by DreamyLu on April 8, 2023 4:09AM
    I'm out of my mind, feel free to leave a message... PC/NA
  • Rageypoo
    Rageypoo
    ✭✭✭✭✭
    I'd like the option to have them glow, if others don't want that they can always not spend a skill point on it
  • Stefirex
    Stefirex
    ✭✭✭
    Rageypoo wrote: »
    Would be great if something like the thieves guild illuminated things like heavy sacks with a keen eye skill, seems odd that there isn't a perk out there that does this.

    We already have a companion who has dialogue that alerts you to their presence. His name is Bastian.
  • Kite42
    Kite42
    ✭✭✭✭✭
    Keep heavy sacks as is, but move both glowing treasure chest ranks earlier in the scrying tree. Rank 10 should be the big snowflake ability.

    Big snowflake trivialises the mini game, so it's fitting for the max rank skill, right?
  • Mik195
    Mik195
    ✭✭✭✭✭
    DreamyLu wrote: »
    I disagree with the diverse suggestions. Heavy sacks are part of several containers which we are supposed to discover. They're hard to see, however, they're free to open (no locks). That's one category. The other category are troves and treasures, highlighted so easier to find, but with a lock.

    I would very much prefer to keep it the way it is, with both categories. For me, heavy bags and other non highlighted containers provide an additional "treasure hunt". I'm always happy when I stumble upon a heavy bag, or a simple bag, as well as other free to open - but not highlighted - containers.

    Wrll if we're going to go hardcore, ZOS should also ban addons that provide map pins for treasure maps, treasure chests, thieves troves, lore books, skyshards etc. so that PC people have to play the same game as console, but I don't see that happening. Having a slight glow for treasure map mounds and heavy savks would be helpful for console.
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    DreamyLu wrote: »
    I would very much prefer to keep it the way it is, with both categories. For me, heavy bags and other non highlighted containers provide an additional "treasure hunt". I'm always happy when I stumble upon a heavy bag, or a simple bag, as well as other free to open - but not highlighted - containers.

    If it's a skill point then people can enable or not enable as to best suit their playstyle. I already don't have the best eyesight, so I'm not one who generally enjoys stuff being hard to spot.
    Edited by spartaxoxo on April 8, 2023 6:51AM
  • joergino
    joergino
    ✭✭✭✭✭
    DreamyLu wrote: »
    The other category are troves and treasures, highlighted so easier to find, but with a lock.

    Troves are not locked. However, they demand access to the Thieves Guild DLC, so the reason they are highlighted is yet another appeal to a player's FOMO, just like the antiquity leads expiring after thirty days.
  • colossalvoids
    colossalvoids
    ✭✭✭✭✭
    ✭✭✭✭✭
    Honestly speaking I would like chests to be highlighted in instanced content only leaving overland ones to be naturally discovered alongside heavy sacks, it's already have no sense of discovery and can be pretty distracting. We're not even entitled to the contents until we grabbed it first, so makes sense to not be highlighted from afar causing more racing.
  • Sarannah
    Sarannah
    ✭✭✭✭✭
    ✭✭✭
    As someone who goes slow and explores, I really disliked the change where treasure chests became visible too easily. Normally rushing players would miss those, and now they get them all the time. Leaving less and less reason to explore/be out in the world/go slow. In my opinion ZOS should stop catering to the rushing crowd, and start focussing more on the gaming/having fun crowd in all aspects of the game.

    So no, I don't want heavy sacks to be more visible/highlighted.
  • Rowjoh
    Rowjoh
    ✭✭✭✭✭
    A simple add-on will put a marker icon over every heavy sack/chest/resource you discover.

    Once discovered this is account wide too.
  • Saint-Ange
    Saint-Ange
    ✭✭✭
    Sarannah wrote: »
    As someone who goes slow and explores, I really disliked the change where treasure chests became visible too easily. Normally rushing players would miss those, and now they get them all the time. Leaving less and less reason to explore/be out in the world/go slow. In my opinion ZOS should stop catering to the rushing crowd, and start focussing more on the gaming/having fun crowd in all aspects of the game.

    So no, I don't want heavy sacks to be more visible/highlighted.

    thank you for this comment, it's a breath of fresh air.

    we are a community playing this game and among us are gamers that prioritize being immersed in the game world therefor being congruent with it. they look like NPC integrated in the game. fun fact: it happens some try to pickpocket them wich is proof they reached their goal ..

    this RPG crowd has no bad influence on the other types of gameplay as they solely contribute to render a vivid world as most as possible. they do it for themselves but also and if not more for the others.
    to the contrary some other kind of gameplay are harming the way they live the game and as Zenimax took side with that harming crowd they remain silent, you won't read much from them in these forums, if not at all. but still and even if there is not much hope they keep doing their best, they keep giving to this game and other players. they do not pop out, they are part of the multitude of the subtle details, part of the original artwork.

    so again thank you Sarannah for being a RPG gamer and not a meta player, you do good and you mend art in this game that forgot its RPG roots and became a racing simulator.
  • Snamyap
    Snamyap
    ✭✭✭✭✭
    ✭✭
    Rowjoh wrote: »
    A simple add-on will put a marker icon over every heavy sack/chest/resource you discover.

    Once discovered this is account wide too.

    Consoles...
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    Saint-Ange wrote: »
    this RPG crowd has no bad influence on the other types of gameplay as they solely contribute to render a vivid world as most as possible. they do it for themselves but also and if not more for the others.
    to the contrary some other kind of gameplay are harming the way they live the game and as Zenimax took side with that harming crowd they remain silent, you won't read much from them in these forums, if not at all. but still and even if there is not much hope they keep doing their best, they keep giving to this game and other players. they do not pop out, they are part of the multitude of the subtle details, part of the original artwork.

    I play the game and pay attention to the details too. When I'm in overland, I'm trying my best to experience the story. I even solo dungeons for the express purpose of going slow and listening to the story.

    I still prefer glowing chests and would like to see other things glow as well. It's make them more accessible, which I appreciate because I do not have 20/20 vision even with glasses on. I'm not disabled/blind, but hard to see things gets pretty frustrating.

    I wouldn't consider glowing chests to be a "harming" thing that ZOS is siding with "rushers" with when they implement it. I consider it as a way to simply make things easier to see for those that want to see it more easily. For some people, that's for accessibility reasons. For others, it's just more fun not to have to hunt.

    Not enjoying hunting for chest doesn't mean they don't enjoy other RPG experiences.
  • Liguar
    Liguar
    ✭✭✭✭
    oldbobdude wrote: »
    Both Ember and Isobel also point out heavy sacks. Haven’t used Mirri enough to know if she does or not.

    I don't think she does, but maybe it's because she doesn't have a high opinion of them. She has a line about only finding spuds, or something like that.
    Saint-Ange wrote: »
    we are a community playing this game and among us are gamers that prioritize being immersed in the game world therefor being congruent with it. they look like NPC integrated in the game. fun fact: it happens some try to pickpocket them wich is proof they reached their goal ...

    I don't think having special magical sight enhancement for chests, heavy sacks or whatever takes away from the RPG experience. There are so many other magical skills with intense effects (some of them also really silly looking, imo, like necro corpse tethers or whatever they are) that are part of the game. And so, so many other cosmetics/mounts/pets that are visually intrusive and actually immersion-breaking. It seems strange to point fingers at a glowing chest which is actually helpful to people like myself and sparta above.
  • Kendaric
    Kendaric
    ✭✭✭✭✭
    ✭✭
    Liguar wrote: »
    I don't think having special magical sight enhancement for chests, heavy sacks or whatever takes away from the RPG experience. There are so many other magical skills with intense effects (some of them also really silly looking, imo, like necro corpse tethers or whatever they are) that are part of the game. And so, so many other cosmetics/mounts/pets that are visually intrusive and actually immersion-breaking. It seems strange to point fingers at a glowing chest which is actually helpful to people like myself and sparta above.

    It depends... for me it detracts from the exploration aspect, not to mention the loss of immersion. Yes, a lot of mounts and effects in ESO are incredibly immersion-breaking, but that doesn't mean we need more of them.

    IF ZOS were to add a glow to the heavy sacks, it would have to be optional such requiring a skill point or we need to be able to toggle the glow off. Which, by the way, should be possible for some of those annoying glow effects as well.... yes, I'm looking at you [snip] giant block indicator.

    [edited for profanity bypass]
    Edited by ZOS_Icy on April 9, 2023 4:50PM
      PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!. Outfit slots not being accountwide is ridiculous given their price. PC EU/PC NA roleplayer and solo PvE quester
    • Liguar
      Liguar
      ✭✭✭✭
      Kendaric wrote: »
      IF ZOS were to add a glow to the heavy sacks, it would have to be optional such requiring a skill point or we need to be able to toggle the glow off. Which, by the way, should be possible for some of those annoying glow effects as well.... yes, I'm looking at you [snip] giant block indicator.

      I'm 100% with you, would love a skill toggle. Even better if I can I can toggle other people to basic armor too :)
      But jokes aside, sometimes I really appreciate having the extra visibility, and sometimes I would like it off and it's not something I want to spend an armory slot on.

      I often wondered why there wasn't something more akin to the food buff that makes fishing spots more visible. I think that a food buff that gave an optional and subtle enhancement of magical vision that makes treasures and fancy lootables slighty more visible would be great. From a roleplay aspect for me that would be the perfect food buff for an exploration run, and would not be something I'd use all the time because being a loot lootgoblin does distract from enjoying the story.

      TL,DR: I like options. options are good.

      [edited to remove quote]
      Edited by ZOS_Icy on April 9, 2023 4:50PM
    • Northwold
      Northwold
      ✭✭✭✭✭
      I once hooked ESO up to a projector for a laugh and could see every chest a mile away (no glow) and the only limit on what I could see was the game's draw distance. It was a radically different experience because it was actually realistic.

      On a more ordinary screen, though, I struggle to see chests and sacks. So: yes please.

      Having said that, ESO seems to use a rather limited colour palette for its glow effects which can be problematic (playing PC with Nvidia).

      In Craglorn, for instance, the cyan-blue glow of chests matches the cyan-blue glow of some gargoyles. In Imperial City, the purple glow of chests matches the purple glow of some enemy staves.

      Since the engine renders glows through walls and obstructions so you can't actually see what the glow's coming from until you turn a corner, that can lead to some interesting surprises and might need a rethink.
      Edited by Northwold on April 9, 2023 1:06PM
    Sign In or Register to comment.