returning to Mike Finnigan in the SkinnyCheeks interview (timestamp 28:35)
www.youtube.com/watch?v=ily2xhGU6HA&t=1715s
SkinnyCheeks has asked if game-makers can not provide with saving progress, or just don't want to?
Mike answered:
At the moment we don't want. there is so much tied into that progression in doing everything
There is a build up of Visions, there is build up of Versus
There is also exploitation behaviors, that you can get into if you have two people in there
and they are saving progress and they branch out and they get two more people and everybody jump
it becomes this never ending wormhole of trying to solve potential bugs
Thank you, both Mike and SkinnyCheeks. That is a great improvement of players-developers communications!
Well.. the absence of saving progress and the inability to skip early levels are two big (in my opinion) design flaws.
And, considering saving/restoring are just two tiny moments i still don't understand how this can be exploited.
Save:
at the very beginning of cycle 1 stage 1 in a given Arc both players exit into the hall and stand on two specially designed pressure plates designated with color or sign. Thus they save the group progress. Saved are remaining threads, visions and versus for each of two. (save before Arc 1 is unnecessary as this is provided by resetting the instance)
Restore:
when the same characters enter the Endless archive, they climb on the "restore" plates marked with the color or sign (situated far from the "save" pressure plates) and game restores the saved state
Other considerations:
saves expire in 30 days (or a week or leaderboard reset)
interval between restores can be set on 15 .. 60 minutes cooldown
same (interval) should be actual for saving, though later save with the same team should overwrite the previous one
(yes, this will require expanding the databases, making a separate on for EA saves, but its volume should not be serious,
just assign each save a unique ID and add and link players characters to the saves they made).
It is even possible for player to have multiple saves (solo and with different partners), though theirs number can be limited to prevent the database uncotrolled growth.
Deleting team saves: not possible. be picky whom you save your raid with. there is the expiration, remember?
what exploits are possible?
to prevent saving right before Tho'at stage (for farming class-specific gear) saves are to be made before stage 1 cycle 1
renaming characters does not affect saves, as CharacterID is recorded, not characters' name
deleting character involved is saves will make save restoration impossible, so this saved states will eventually expire
as for changing players in a team - this is not a "saves" issue, right the opposite: you can not restore the save unless both "original" (e.g. involved in save) are standing on the plates
players change the team composition before save (for carries and such) - game records the group membership at the moment the first damage done at stage 1 cycle 1 - and will not save if players characters changed during the Arc progress.
The scenario two capable players reach 4-4-2 (maybe other stages) and then one of them is replaced by the carry - for the Achievement (or both are replaced by the "tourists". i guess that is what Mike meant) can be done without saving progress, though the saves will shorten the process. how "dangerous" is that for the game health? in my opinion this hardly affects the grand scheme of things seriously. Carries are reality, not only in ESO but in other MMOs.
Generally speaking - is this the real reason not to implement EA saves?
what had i missed?
also game should allow skipping Arcs (like after both players done them 20 or 25 times) as capable players would like to jump into the difficulty they are happy with, not spending time on the content which they consider too easy. In this case game might offer them to start without visions, or offer a random set of visions.
(though saving game with a proper partner resolves most of that. Skips might be optative when two endgame pros enter the dungeon for the first time (for theirs newly composed team), or one of both have exausted theirs saves limits)
It would be really awesome if @ZOS_Finn addresses players considerations and communicated the possible improvements of Endless Archive, as there are things that definitely can be improved.
edit: quotation from Youtube interview may be imprecise. English is not my mother-tongue, sorry for that
Well, you missed the part where those two players can leave the archive, go farm specific sets for specific arcs, or craft specific sets that fully take advantage of the specific buffs they received during the run. You'll notice, there are zero crafting stations in the archive. The intent is, you have your bank space and your character inventory to prepare as much as possible for a run. If you don't have a specific set, or don't have skill morph scrolls, then you cannot optimize and the run is more random. Which is the point.
Not having a save prevents people from completely changing their builds, morphs and all, at random points in the archive. You can only adjust what you went in prepared to adjust.
A good example of this. One of the builds I was running through had the wrong morph of weakness to elements. So, I had to use another skill to take advantage of focused efforts during that run. My poor planning, meant that the attempt was sub-optimal.
Since I can travel out of maelstrom and vateshran and come back to finish it the next day so long as I’m okay with forfeiting the leaderboard, I don’t understand why the ‘endless’ challenge would be the one that limits you to a single sitting of gameplay. I was looking forward to a challenge of being able to see how far I could possibly get on the back of my own skill rather than how long I can sit and stare at my screen for. Anyone else think it would be nice to be able to load out of the archive and still jump back in at the level you left off at providing that you didn’t lose all of your lives or manually reset it?
Since I can travel out of maelstrom and vateshran and come back to finish it the next day so long as I’m okay with forfeiting the leaderboard, I don’t understand why the ‘endless’ challenge would be the one that limits you to a single sitting of gameplay. I was looking forward to a challenge of being able to see how far I could possibly get on the back of my own skill rather than how long I can sit and stare at my screen for. Anyone else think it would be nice to be able to load out of the archive and still jump back in at the level you left off at providing that you didn’t lose all of your lives or manually reset it?
Agree!
Also your comment contains the solution for ZOS within it; add a mechanic to 'save progress', but you are only eligible for the leaderboards if you start from the beginning.
It had the idea of being a type of Arena. Apparently there's leaderboards for it too, so even if it's endless, it's meant to test how far you can achieve in one go, like a score, not as a progression.
Mathius_Mordred wrote: »This is such an obvious requirement I am sure it will be added soon.
returning to Mike Finnigan in the SkinnyCheeks interview (timestamp 28:35)
www.youtube.com/watch?v=ily2xhGU6HA&t=1715s
SkinnyCheeks has asked if game-makers can not provide with saving progress, or just don't want to?
Mike answered:
At the moment we don't want. there is so much tied into that progression in doing everything
There is a build up of Visions, there is build up of Versus
There is also exploitation behaviors, that you can get into if you have two people in there
and they are saving progress and they branch out and they get two more people and everybody jump
it becomes this never ending wormhole of trying to solve potential bugs
Thank you, both Mike and SkinnyCheeks. That is a great improvement of players-developers communications!
Well.. the absence of saving progress and the inability to skip early levels are two big (in my opinion) design flaws.
And, considering saving/restoring are just two tiny moments i still don't understand how this can be exploited.
Save:
at the very beginning of cycle 1 stage 1 in a given Arc both players exit into the hall and stand on two specially designed pressure plates designated with color or sign. Thus they save the group progress. Saved are remaining threads, visions and versus for each of two. (save before Arc 1 is unnecessary as this is provided by resetting the instance)
Restore:
when the same characters enter the Endless archive, they climb on the "restore" plates marked with the color or sign (situated far from the "save" pressure plates) and game restores the saved state
Other considerations:
saves expire in 30 days (or a week or leaderboard reset)
interval between restores can be set on 15 .. 60 minutes cooldown
same (interval) should be actual for saving, though later save with the same team should overwrite the previous one
(yes, this will require expanding the databases, making a separate on for EA saves, but its volume should not be serious,
just assign each save a unique ID and add and link players characters to the saves they made).
It is even possible for player to have multiple saves (solo and with different partners), though theirs number can be limited to prevent the database uncotrolled growth.
Deleting team saves: not possible. be picky whom you save your raid with. there is the expiration, remember?
what exploits are possible?
to prevent saving right before Tho'at stage (for farming class-specific gear) saves are to be made before stage 1 cycle 1
renaming characters does not affect saves, as CharacterID is recorded, not characters' name
deleting character involved is saves will make save restoration impossible, so this saved states will eventually expire
as for changing players in a team - this is not a "saves" issue, right the opposite: you can not restore the save unless both "original" (e.g. involved in save) are standing on the plates
players change the team composition before save (for carries and such) - game records the group membership at the moment the first damage done at stage 1 cycle 1 - and will not save if players characters changed during the Arc progress.
The scenario two capable players reach 4-4-2 (maybe other stages) and then one of them is replaced by the carry - for the Achievement (or both are replaced by the "tourists". i guess that is what Mike meant) can be done without saving progress, though the saves will shorten the process. how "dangerous" is that for the game health? in my opinion this hardly affects the grand scheme of things seriously. Carries are reality, not only in ESO but in other MMOs.
Generally speaking - is this the real reason not to implement EA saves?
what had i missed?
also game should allow skipping Arcs (like after both players done them 20 or 25 times) as capable players would like to jump into the difficulty they are happy with, not spending time on the content which they consider too easy. In this case game might offer them to start without visions, or offer a random set of visions.
(though saving game with a proper partner resolves most of that. Skips might be optative when two endgame pros enter the dungeon for the first time (for theirs newly composed team), or one of both have exausted theirs saves limits)
It would be really awesome if @ZOS_Finn addresses players considerations and communicated the possible improvements of Endless Archive, as there are things that definitely can be improved.
edit: quotation from Youtube interview may be imprecise. English is not my mother-tongue, sorry for that
Well, you missed the part where those two players can leave the archive, go farm specific sets for specific arcs, or craft specific sets that fully take advantage of the specific buffs they received during the run. You'll notice, there are zero crafting stations in the archive. The intent is, you have your bank space and your character inventory to prepare as much as possible for a run. If you don't have a specific set, or don't have skill morph scrolls, then you cannot optimize and the run is more random. Which is the point.
Not having a save prevents people from completely changing their builds, morphs and all, at random points in the archive. You can only adjust what you went in prepared to adjust.
A good example of this. One of the builds I was running through had the wrong morph of weakness to elements. So, I had to use another skill to take advantage of focused efforts during that run. My poor planning, meant that the attempt was sub-optimal.
returning to Mike Finnigan in the SkinnyCheeks interview (timestamp 28:35)
www.youtube.com/watch?v=ily2xhGU6HA&t=1715s
SkinnyCheeks has asked if game-makers can not provide with saving progress, or just don't want to?
Mike answered:
At the moment we don't want. there is so much tied into that progression in doing everything
There is a build up of Visions, there is build up of Versus
There is also exploitation behaviors, that you can get into if you have two people in there
and they are saving progress and they branch out and they get two more people and everybody jump
it becomes this never ending wormhole of trying to solve potential bugs
Thank you, both Mike and SkinnyCheeks. That is a great improvement of players-developers communications!
Well.. the absence of saving progress and the inability to skip early levels are two big (in my opinion) design flaws.
And, considering saving/restoring are just two tiny moments i still don't understand how this can be exploited.
Save:
at the very beginning of cycle 1 stage 1 in a given Arc both players exit into the hall and stand on two specially designed pressure plates designated with color or sign. Thus they save the group progress. Saved are remaining threads, visions and versus for each of two. (save before Arc 1 is unnecessary as this is provided by resetting the instance)
Restore:
when the same characters enter the Endless archive, they climb on the "restore" plates marked with the color or sign (situated far from the "save" pressure plates) and game restores the saved state
Other considerations:
saves expire in 30 days (or a week or leaderboard reset)
interval between restores can be set on 15 .. 60 minutes cooldown
same (interval) should be actual for saving, though later save with the same team should overwrite the previous one
(yes, this will require expanding the databases, making a separate on for EA saves, but its volume should not be serious,
just assign each save a unique ID and add and link players characters to the saves they made).
It is even possible for player to have multiple saves (solo and with different partners), though theirs number can be limited to prevent the database uncotrolled growth.
Deleting team saves: not possible. be picky whom you save your raid with. there is the expiration, remember?
what exploits are possible?
to prevent saving right before Tho'at stage (for farming class-specific gear) saves are to be made before stage 1 cycle 1
renaming characters does not affect saves, as CharacterID is recorded, not characters' name
deleting character involved is saves will make save restoration impossible, so this saved states will eventually expire
as for changing players in a team - this is not a "saves" issue, right the opposite: you can not restore the save unless both "original" (e.g. involved in save) are standing on the plates
players change the team composition before save (for carries and such) - game records the group membership at the moment the first damage done at stage 1 cycle 1 - and will not save if players characters changed during the Arc progress.
The scenario two capable players reach 4-4-2 (maybe other stages) and then one of them is replaced by the carry - for the Achievement (or both are replaced by the "tourists". i guess that is what Mike meant) can be done without saving progress, though the saves will shorten the process. how "dangerous" is that for the game health? in my opinion this hardly affects the grand scheme of things seriously. Carries are reality, not only in ESO but in other MMOs.
Generally speaking - is this the real reason not to implement EA saves?
what had i missed?
also game should allow skipping Arcs (like after both players done them 20 or 25 times) as capable players would like to jump into the difficulty they are happy with, not spending time on the content which they consider too easy. In this case game might offer them to start without visions, or offer a random set of visions.
(though saving game with a proper partner resolves most of that. Skips might be optative when two endgame pros enter the dungeon for the first time (for theirs newly composed team), or one of both have exausted theirs saves limits)
It would be really awesome if @ZOS_Finn addresses players considerations and communicated the possible improvements of Endless Archive, as there are things that definitely can be improved.
edit: quotation from Youtube interview may be imprecise. English is not my mother-tongue, sorry for that
Well, you missed the part where those two players can leave the archive, go farm specific sets for specific arcs, or craft specific sets that fully take advantage of the specific buffs they received during the run. You'll notice, there are zero crafting stations in the archive. The intent is, you have your bank space and your character inventory to prepare as much as possible for a run. If you don't have a specific set, or don't have skill morph scrolls, then you cannot optimize and the run is more random. Which is the point.
Not having a save prevents people from completely changing their builds, morphs and all, at random points in the archive. You can only adjust what you went in prepared to adjust.
A good example of this. One of the builds I was running through had the wrong morph of weakness to elements. So, I had to use another skill to take advantage of focused efforts during that run. My poor planning, meant that the attempt was sub-optimal.
I can’t say I understand the notion that adapting your build to complete a particular fight is somehow ‘cheating’. Is the content supposed to be unbeatable? Because to my knowledge the whole point of the content within the game is finding the strategy that works. When a boss comes up that needs a different approach, adapting for it is not somehow an exploit…? And if you fail the first time you shouldn’t have to go back 3-4 hours in progress to try again.
Personally I can’t say I have run into a situation of needing to change a set or anything whilst in the archive, its pretty straight forward just time consuming, however if I did need to, I would just say to my friend ‘hey, can you just stay in here a sec whilst I hop out and grab something? Kay thanks’
Mathius_Mordred wrote: »This is such an obvious requirement I am sure it will be added soon.
only if the majority of players is persistent, vocal, and reasonable about this certain EA design major omission
returning to Mike Finnigan in the SkinnyCheeks interview (timestamp 28:35)
www.youtube.com/watch?v=ily2xhGU6HA&t=1715s
SkinnyCheeks has asked if game-makers can not provide with saving progress, or just don't want to?
Mike answered:
At the moment we don't want. there is so much tied into that progression in doing everything
There is a build up of Visions, there is build up of Versus
There is also exploitation behaviors, that you can get into if you have two people in there
and they are saving progress and they branch out and they get two more people and everybody jump
it becomes this never ending wormhole of trying to solve potential bugs
Thank you, both Mike and SkinnyCheeks. That is a great improvement of players-developers communications!
Well.. the absence of saving progress and the inability to skip early levels are two big (in my opinion) design flaws.
And, considering saving/restoring are just two tiny moments i still don't understand how this can be exploited.
Save:
at the very beginning of cycle 1 stage 1 in a given Arc both players exit into the hall and stand on two specially designed pressure plates designated with color or sign. Thus they save the group progress. Saved are remaining threads, visions and versus for each of two. (save before Arc 1 is unnecessary as this is provided by resetting the instance)
Restore:
when the same characters enter the Endless archive, they climb on the "restore" plates marked with the color or sign (situated far from the "save" pressure plates) and game restores the saved state
Other considerations:
saves expire in 30 days (or a week or leaderboard reset)
interval between restores can be set on 15 .. 60 minutes cooldown
same (interval) should be actual for saving, though later save with the same team should overwrite the previous one
(yes, this will require expanding the databases, making a separate on for EA saves, but its volume should not be serious,
just assign each save a unique ID and add and link players characters to the saves they made).
It is even possible for player to have multiple saves (solo and with different partners), though theirs number can be limited to prevent the database uncotrolled growth.
Deleting team saves: not possible. be picky whom you save your raid with. there is the expiration, remember?
what exploits are possible?
to prevent saving right before Tho'at stage (for farming class-specific gear) saves are to be made before stage 1 cycle 1
renaming characters does not affect saves, as CharacterID is recorded, not characters' name
deleting character involved is saves will make save restoration impossible, so this saved states will eventually expire
as for changing players in a team - this is not a "saves" issue, right the opposite: you can not restore the save unless both "original" (e.g. involved in save) are standing on the plates
players change the team composition before save (for carries and such) - game records the group membership at the moment the first damage done at stage 1 cycle 1 - and will not save if players characters changed during the Arc progress.
The scenario two capable players reach 4-4-2 (maybe other stages) and then one of them is replaced by the carry - for the Achievement (or both are replaced by the "tourists". i guess that is what Mike meant) can be done without saving progress, though the saves will shorten the process. how "dangerous" is that for the game health? in my opinion this hardly affects the grand scheme of things seriously. Carries are reality, not only in ESO but in other MMOs.
Generally speaking - is this the real reason not to implement EA saves?
what had i missed?
also game should allow skipping Arcs (like after both players done them 20 or 25 times) as capable players would like to jump into the difficulty they are happy with, not spending time on the content which they consider too easy. In this case game might offer them to start without visions, or offer a random set of visions.
(though saving game with a proper partner resolves most of that. Skips might be optative when two endgame pros enter the dungeon for the first time (for theirs newly composed team), or one of both have exausted theirs saves limits)
It would be really awesome if @ZOS_Finn addresses players considerations and communicated the possible improvements of Endless Archive, as there are things that definitely can be improved.
edit: quotation from Youtube interview may be imprecise. English is not my mother-tongue, sorry for that
Well, you missed the part where those two players can leave the archive, go farm specific sets for specific arcs, or craft specific sets that fully take advantage of the specific buffs they received during the run. You'll notice, there are zero crafting stations in the archive. The intent is, you have your bank space and your character inventory to prepare as much as possible for a run. If you don't have a specific set, or don't have skill morph scrolls, then you cannot optimize and the run is more random. Which is the point.
Not having a save prevents people from completely changing their builds, morphs and all, at random points in the archive. You can only adjust what you went in prepared to adjust.
A good example of this. One of the builds I was running through had the wrong morph of weakness to elements. So, I had to use another skill to take advantage of focused efforts during that run. My poor planning, meant that the attempt was sub-optimal.
I can’t say I understand the notion that adapting your build to complete a particular fight is somehow ‘cheating’. Is the content supposed to be unbeatable? Because to my knowledge the whole point of the content within the game is finding the strategy that works. When a boss comes up that needs a different approach, adapting for it is not somehow an exploit…? And if you fail the first time you shouldn’t have to go back 3-4 hours in progress to try again.
Personally I can’t say I have run into a situation of needing to change a set or anything whilst in the archive, its pretty straight forward just time consuming, however if I did need to, I would just say to my friend ‘hey, can you just stay in here a sec whilst I hop out and grab something? Kay thanks’
Please point to where I say adapting the build is cheating.
It isn't, and that isn't what I am saying. I am saying that you need to enter prepared for those adaptations ahead of time. Adjusting with your bank and inventory and not your guilds crafting table or a 5 hour dungeon farm run where you collect a set you did not have prior to your archive run so that you can continue your run with better/different gear than what you have available when you started. Or, farming skill points that you did not have access to when you started the run, to better your build for later in the run.
The point of the content, as made clear by not allowing the armory and not allowing you to leave for extended periods of time, is to enter the archive with everything you may need to compete in it. Not enter the archive and then leisurely farm/craft the things that you didn't have that may now be useful to you during the run.
returning to Mike Finnigan in the SkinnyCheeks interview (timestamp 28:35)
www.youtube.com/watch?v=ily2xhGU6HA&t=1715s
SkinnyCheeks has asked if game-makers can not provide with saving progress, or just don't want to?
Mike answered:
At the moment we don't want. there is so much tied into that progression in doing everything
There is a build up of Visions, there is build up of Versus
There is also exploitation behaviors, that you can get into if you have two people in there
and they are saving progress and they branch out and they get two more people and everybody jump
it becomes this never ending wormhole of trying to solve potential bugs
Thank you, both Mike and SkinnyCheeks. That is a great improvement of players-developers communications!
Well.. the absence of saving progress and the inability to skip early levels are two big (in my opinion) design flaws.
And, considering saving/restoring are just two tiny moments i still don't understand how this can be exploited.
Save:
at the very beginning of cycle 1 stage 1 in a given Arc both players exit into the hall and stand on two specially designed pressure plates designated with color or sign. Thus they save the group progress. Saved are remaining threads, visions and versus for each of two. (save before Arc 1 is unnecessary as this is provided by resetting the instance)
Restore:
when the same characters enter the Endless archive, they climb on the "restore" plates marked with the color or sign (situated far from the "save" pressure plates) and game restores the saved state
Other considerations:
saves expire in 30 days (or a week or leaderboard reset)
interval between restores can be set on 15 .. 60 minutes cooldown
same (interval) should be actual for saving, though later save with the same team should overwrite the previous one
(yes, this will require expanding the databases, making a separate on for EA saves, but its volume should not be serious,
just assign each save a unique ID and add and link players characters to the saves they made).
It is even possible for player to have multiple saves (solo and with different partners), though theirs number can be limited to prevent the database uncotrolled growth.
Deleting team saves: not possible. be picky whom you save your raid with. there is the expiration, remember?
what exploits are possible?
to prevent saving right before Tho'at stage (for farming class-specific gear) saves are to be made before stage 1 cycle 1
renaming characters does not affect saves, as CharacterID is recorded, not characters' name
deleting character involved is saves will make save restoration impossible, so this saved states will eventually expire
as for changing players in a team - this is not a "saves" issue, right the opposite: you can not restore the save unless both "original" (e.g. involved in save) are standing on the plates
players change the team composition before save (for carries and such) - game records the group membership at the moment the first damage done at stage 1 cycle 1 - and will not save if players characters changed during the Arc progress.
The scenario two capable players reach 4-4-2 (maybe other stages) and then one of them is replaced by the carry - for the Achievement (or both are replaced by the "tourists". i guess that is what Mike meant) can be done without saving progress, though the saves will shorten the process. how "dangerous" is that for the game health? in my opinion this hardly affects the grand scheme of things seriously. Carries are reality, not only in ESO but in other MMOs.
Generally speaking - is this the real reason not to implement EA saves?
what had i missed?
also game should allow skipping Arcs (like after both players done them 20 or 25 times) as capable players would like to jump into the difficulty they are happy with, not spending time on the content which they consider too easy. In this case game might offer them to start without visions, or offer a random set of visions.
(though saving game with a proper partner resolves most of that. Skips might be optative when two endgame pros enter the dungeon for the first time (for theirs newly composed team), or one of both have exausted theirs saves limits)
It would be really awesome if @ZOS_Finn addresses players considerations and communicated the possible improvements of Endless Archive, as there are things that definitely can be improved.
edit: quotation from Youtube interview may be imprecise. English is not my mother-tongue, sorry for that
Well, you missed the part where those two players can leave the archive, go farm specific sets for specific arcs, or craft specific sets that fully take advantage of the specific buffs they received during the run. You'll notice, there are zero crafting stations in the archive. The intent is, you have your bank space and your character inventory to prepare as much as possible for a run. If you don't have a specific set, or don't have skill morph scrolls, then you cannot optimize and the run is more random. Which is the point.
Not having a save prevents people from completely changing their builds, morphs and all, at random points in the archive. You can only adjust what you went in prepared to adjust.
A good example of this. One of the builds I was running through had the wrong morph of weakness to elements. So, I had to use another skill to take advantage of focused efforts during that run. My poor planning, meant that the attempt was sub-optimal.
I can’t say I understand the notion that adapting your build to complete a particular fight is somehow ‘cheating’. Is the content supposed to be unbeatable? Because to my knowledge the whole point of the content within the game is finding the strategy that works. When a boss comes up that needs a different approach, adapting for it is not somehow an exploit…? And if you fail the first time you shouldn’t have to go back 3-4 hours in progress to try again.
Personally I can’t say I have run into a situation of needing to change a set or anything whilst in the archive, its pretty straight forward just time consuming, however if I did need to, I would just say to my friend ‘hey, can you just stay in here a sec whilst I hop out and grab something? Kay thanks’
Please point to where I say adapting the build is cheating.
It isn't, and that isn't what I am saying. I am saying that you need to enter prepared for those adaptations ahead of time. Adjusting with your bank and inventory and not your guilds crafting table or a 5 hour dungeon farm run where you collect a set you did not have prior to your archive run so that you can continue your run with better/different gear than what you have available when you started. Or, farming skill points that you did not have access to when you started the run, to better your build for later in the run.
The point of the content, as made clear by not allowing the armory and not allowing you to leave for extended periods of time, is to enter the archive with everything you may need to compete in it. Not enter the archive and then leisurely farm/craft the things that you didn't have that may now be useful to you during the run.
NeuroticPixels wrote: »But even without the save function someone found a way to exploit something to do a plus 50 hours run, I believe.
Not that that seems to be a priority to sort... unlike the leaderboard.
I’m just guessing here because I don’t know if it actually works… but I wonder if they found a way to keep the game from logging them out. (Is there downtime in EA where you can go AFK and not risk dying?)
In my opinion, it was probably something the most of us have access to and already installed on our computers.
I heard it was something to do with the avatars but no idea what and haven't looked into it.
And I did wonder why the bosses in Fargrave were so crowded compared to Blackwood, with lots of random firing off of attacks when the boss was not up.
Yeah, people have been getting glitched and staying in the avatar form even after the verse ends. My friend accidentally got stuck in the werewolf behemoth form, but seeing as how it doesn’t have a heal, it actually ended up ending our run as it persisted after death too. We tried everything to reset his character without resetting the run too. He left the group, I had another friend join me to do a round whilst he left the area entirely, he then went back and reset his archive, and when he joined back into the group, the moment he hopped back in to the archive the form came back.

HalfDragoness wrote: »NeuroticPixels wrote: »But even without the save function someone found a way to exploit something to do a plus 50 hours run, I believe.
Not that that seems to be a priority to sort... unlike the leaderboard.
I’m just guessing here because I don’t know if it actually works… but I wonder if they found a way to keep the game from logging them out. (Is there downtime in EA where you can go AFK and not risk dying?)
In my opinion, it was probably something the most of us have access to and already installed on our computers.
I heard it was something to do with the avatars but no idea what and haven't looked into it.
And I did wonder why the bosses in Fargrave were so crowded compared to Blackwood, with lots of random firing off of attacks when the boss was not up.
Yeah, people have been getting glitched and staying in the avatar form even after the verse ends. My friend accidentally got stuck in the werewolf behemoth form, but seeing as how it doesn’t have a heal, it actually ended up ending our run as it persisted after death too. We tried everything to reset his character without resetting the run too. He left the group, I had another friend join me to do a round whilst he left the area entirely, he then went back and reset his archive, and when he joined back into the group, the moment he hopped back in to the archive the form came back.
I had a less game ending but much funnier version of this. I got stuck in goat form. I still had access to all my skills but visually I was a goat. The person I was running with got a picture of me facing off against a dragon.
@LouisaB75

HalfDragoness
LMAO! A goat no way, that is a great shot. You can post your image, in the bug pit here if you like?
https://forums.elderscrollsonline.com/en/discussion/634254/the-bug-pit/p3
I collect all sorts of bug images. Cracks me up.
HalfDragoness
LMAO! A goat no way, that is a great shot. You can post your image, in the bug pit here if you like?
https://forums.elderscrollsonline.com/en/discussion/634254/the-bug-pit/p3
I collect all sorts of bug images. Cracks me up.
I was, as you can probably tell, lazing around dead. Figured since I couldn't do anything else I would take pictures. As you can see HalfGOATess was beating that dragon soundly.
It was a very buggy run we had. I went to the goat side portal but she went to Tho'at. I beat the butcher but got no loot, extra verse or portal to get out. When I finally did after relogging I found a goat waiting at Tho'at.