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Herald's Seekers, or Abyssal tendrils are interrupting quests.

  • Kendaric
    Kendaric
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    Snamyap wrote: »
    Remembering Everquest, Kunark area, where you had literally raid level (~50 people) dragons wandering through zones. You youngsters have it so easy. 😋

    Well... EQ also naked corpse runs when you died and didn't have spare equipment in the bank and also exp loss on death. Want that here? ;)
      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
    • TaSheen
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      Kendaric wrote: »
      Snamyap wrote: »
      Remembering Everquest, Kunark area, where you had literally raid level (~50 people) dragons wandering through zones. You youngsters have it so easy. 😋

      Well... EQ also naked corpse runs when you died and didn't have spare equipment in the bank and also exp loss on death. Want that here? ;)

      Oh HELL no. I lasted all of half an hour in EQ. Totally NOT FUN.
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      "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

      PC NA, PC EU (non steam)- four accounts, many alts....
    • VindictiveRidge
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      Oh, and speaking of bosses with ridiculous ranges, the Stupulag (ogrim) boss in Gorne can apparently hit players who are very far away from it with a fire attack. Through walls. Each hit caused about 14k damage and, on one occasion when my reflexes weren't fast enough, killed my character.
      This happened to me and a friend of mine a couple of days ago! We had just gone through the archway from the entry area into the section of the map where this boss is located, and POW--we were both suddenly dead to a fireball that warped straight through a building from an attacker that we could not even see and were nowhere near being in combat with. This seems like quite a disastrous bug.
    • Snamyap
      Snamyap
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      Kendaric wrote: »
      Snamyap wrote: »
      Remembering Everquest, Kunark area, where you had literally raid level (~50 people) dragons wandering through zones. You youngsters have it so easy. 😋

      Well... EQ also naked corpse runs when you died and didn't have spare equipment in the bank and also exp loss on death. Want that here? ;)

      Nope, but I do miss having to actually be aware of your surroundings.

      Edit: and, well, death actually meaning something besides a repair bill does have it's merits.
      Edited by Snamyap on June 26, 2023 1:29PM
    • katanagirl1
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      Another down side is that you can get stuck in combat from these tentacles, so even if you move away you end up walking to your next destination.
      Khajiit Stamblade main
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    • mbeetley_ESO
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      ...I can't bring myself to believe this is an actual feature, as opposed to a bug. Forcing people who can't even see the boss into combat isn't going to compel them to join the fight, it just makes them move away. Besides, other than farming ichors (and maybe a lead, I'm not sure), there aren't many reasons to fight the seekers.

      While I wholeheartedly agree that this is horrible, I'm convinced this is a "feature." I'm convinced that whoever came up with the idea of Bastion Nymic was trying to produce a hybrid of world events and dungeons. I would argue they did so in a way that damages gameplay in many ways, not just for players not trying to do unrelated activities, but also for those who are interested in the daily. But regardless, I think it's "working as intended." I would simply agree that their "intention" is ill thought out.

      It's Lovecraftian scary to think this was intended, as opposed to an oopsie. Perhaps devs wanted the seekers to have long range, but they added an extra zero by accident (the Gorne boss with absurdly long range might reinforce the theory this was not intended, though not conclusively). But then we also have several leads, I think 9, that drop from treasure map chests, an absolute horror the devs keep insisting on throwing at us, so we know it's not beyond them to implement bad things.

      I at least partially misspoke. What I mean is that I think they set it up this way without realizing the consequences. I'm still hoping (fingers crossed) that they will realize that this is a DISASTROUS way to set up this gmeplay. As has been noted in many threads, this is negatively impacting all manner of overland activities: antiquities, questing, fishing, etc. Frankly, I think they need to completely revamp the seekers (not to mention changing the 5 ichor requirement to get into Bastion Nymic).

      After a few more days of gameplay and reflection, I feel that the seekers can make the zone unplayable for most non-combat-related activities. I saw one thread where someone said they were killed 10 times before they were able to excavate an antiquity in Telvanni Peninsula because the seeker's path was over the excavation site, and every time it floated by they got aggroed and killed. I've done almost no excavating in TP since Necrom launched so I haven't had that problem, but I can easily imagine it with the design of the herald's seekers. Considering the number of times I or my groupmates have been waylaid by tentacles while trying to ride from one place to another with no seekers in sight, they are interfering with all manner of gameplay that has nothing to do with them. I have several ideas for ways to solve this, but in short, they need to be fixed. And I still want to hope that ZOS will get the picture and fix it.
    • pklemming
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      Snamyap wrote: »
      Kendaric wrote: »
      Snamyap wrote: »
      Remembering Everquest, Kunark area, where you had literally raid level (~50 people) dragons wandering through zones. You youngsters have it so easy. 😋

      Well... EQ also naked corpse runs when you died and didn't have spare equipment in the bank and also exp loss on death. Want that here? ;)

      Nope, but I do miss having to actually be aware of your surroundings.

      Edit: and, well, death actually meaning something besides a repair bill does have it's merits.

      Early EQ, you had a /consent command to allow people to drag your corpse.... and LOOT IT... Yeah, the paranoia with that was interesting.

      Getting gear back before the summon ability was also interesting. Dragged up the pole on the boat in OOT, dropped to your death and your corpse sat.... somewhere... at the bottom of the ocean. You needed to keep a fishbone earring in the bank and spend a lot of time swimming.

      Boats were fun, but buggy as hell. You would zone a little slow, and the boat would just leave you in the water and carry on.

      Accidental aggro on Sister Isle....


      Anyway, yeah, nothing like zoning in to Apoc or TP and being attacked by Tentacles on zone in, cos someone dragged the herald to a wayshrine.

      /shout D'vinn to zone ! Choo Choo !
    • ZOS_Icy
      ZOS_Icy
      mod
      Greetings,

      With there already being a thread opened on this subject here, we're going to go ahead and close this one down.

      Thank you for understanding.

      Staff Post
    This discussion has been closed.