They have been aware of this bug for years (because we've been talking about it for years), but clearly they have reasons for not fixing it. They just won't tell us what those reasons are.
They have been aware of this bug for years (because we've been talking about it for years), but clearly they have reasons for not fixing it. They just won't tell us what those reasons are.
It's pretty clear to me that they depriortized Cyrodiil as far back as 2016 and are unwilling to allocate significant resources to improving it. In traditional MMO terms, it is effectively on life support with the bare minimum of resources provided to keep it operational.
ESO launched late and unfinished, with countless bugs and missing many features that were slowly rolled out after launch. Basic things like npc lip syncing, armor dyes, interior lighting, and much more. Even many delves were unfinished and released in a simplified state.
The same was true of Cyrodiil, except most of the bugs were never fixed and probably never will be. A crucial feature that never worked was one that would have isolated server processing lag to specific sub-zones without lagging the rest of the campaign.
At this point they probably have few, if any, software engineers who are still familiar with the AvA codebase. They have likely determined that the cost of fixing the remaining bugs isn't worth it to them because Cyrodiill provides so little value to 99.999% of their customers.
MidniteOwl1913 wrote: »The stuck in combat bug affects everyone. It doesn't just impede PVP.
MidniteOwl1913 wrote: »The stuck in combat bug affects everyone. It doesn't just impede PVP.
The stuck in combat bug in Cyrodiil and what happens in the rest of the game is completely different. The OP was refering to the Cyrodiil issue.
The PVE variant is because a mob didn't die. Sometimes the mob is under the world or somewhere else it shouldn't be. It's not a bug per se, but a design issue in some dungeons -- which should definitely be addressed.
It's not just because of a 'stuck in combat' issue.MidniteOwl1913 wrote: »MidniteOwl1913 wrote: »The stuck in combat bug affects everyone. It doesn't just impede PVP.
The stuck in combat bug in Cyrodiil and what happens in the rest of the game is completely different. The OP was refering to the Cyrodiil issue.
The PVE variant is because a mob didn't die. Sometimes the mob is under the world or somewhere else it shouldn't be. It's not a bug per se, but a design issue in some dungeons -- which should definitely be addressed.
I've run into it multiple times when everything is dead as in a Norwegian Blue and I cannot mount. In fact it seems to be happening more often.
Also if the only interested parties are supposed to be PVPers maybe post it in the PVP category...
They know exactly what is causing this. It's how their combat duration timers are calculated. Obviously it's not a range issue (meaning you can't outrun the combat halfway across the zone), but if you damage/are damaged or heal/are healed by somebody, and that person doesn't die, or you or they are inflicted by the 49,710 day debuff , then you are considered in combat, and out of luck.
Next time you are stuck in combat, check your character sheet for a 49,710 day debuff. It's a 32 bit integer stack overflow. 49,710 days, 6 hours, 28 minutes, 15 seconds is 0xFFFFFFFF when you use the calculation Days*24*60*60+Hours*60*60+Minutes*60+Seconds. They have been aware of this bug for years (because we've been talking about it for years), but clearly they have reasons for not fixing it. They just won't tell us what those reasons are.
Dack_Janiels wrote: »
Maybe we will see this fixed when the pvp update comes out later this year.
Dack_Janiels wrote: »
Maybe we will see this fixed when the pvp update comes out later this year.
They have been aware of this bug for years (because we've been talking about it for years), but clearly they have reasons for not fixing it. They just won't tell us what those reasons are.
It's pretty clear to me that they depriortized Cyrodiil as far back as 2016 and are unwilling to allocate significant resources to improving it. In traditional MMO terms, it is effectively on life support with the bare minimum of resources provided to keep it operational.
ESO launched late and unfinished, with countless bugs and missing many features that were slowly rolled out after launch. Basic things like npc lip syncing, armor dyes, interior lighting, and much more. Even many delves were unfinished and released in a simplified state.
The same was true of Cyrodiil, except most of the bugs were never fixed and probably never will be. A crucial feature that never worked was one that would have isolated server processing lag to specific sub-zones without lagging the rest of the campaign.
At this point they probably have few, if any, software engineers who are still familiar with the AvA codebase. They have likely determined that the cost of fixing the remaining bugs isn't worth it to them because Cyrodiill provides so little value to 99.999% of their customers.
Still stuck in combat even after dying is very lame. The only way to reset it is to get into the Cheesemongers, but no one wants to try that if the queue is too long.
Can I suggest that some sort of purge be done, when you return to base? There is no reason for us to be in combat there, and the purge should be done there, and on death.
This fix cannot be that hard to implement. Come one ZOS, we've been paying for ESO+ for 10 years now. Give us some respect.
I've never been able to use a wayshrine if my character is still in combat, so how would that fix work?Still stuck in combat even after dying is very lame. The only way to reset it is to get into the Cheesemongers, but no one wants to try that if the queue is too long.
Can I suggest that some sort of purge be done, when you return to base? There is no reason for us to be in combat there, and the purge should be done there, and on death.
This fix cannot be that hard to implement. Come one ZOS, we've been paying for ESO+ for 10 years now. Give us some respect.
This is the simple fix. Just make it so when a player uses one of the wayshrines at either of their gates takes the player out of combat and/or erases all buffs and debuffs. Simple.
I've never been able to use a wayshrine if my character is still in combat, so how would that fix work?Still stuck in combat even after dying is very lame. The only way to reset it is to get into the Cheesemongers, but no one wants to try that if the queue is too long.
Can I suggest that some sort of purge be done, when you return to base? There is no reason for us to be in combat there, and the purge should be done there, and on death.
This fix cannot be that hard to implement. Come one ZOS, we've been paying for ESO+ for 10 years now. Give us some respect.
This is the simple fix. Just make it so when a player uses one of the wayshrines at either of their gates takes the player out of combat and/or erases all buffs and debuffs. Simple.
I've never been able to use a wayshrine if my character is still in combat, so how would that fix work?Still stuck in combat even after dying is very lame. The only way to reset it is to get into the Cheesemongers, but no one wants to try that if the queue is too long.
Can I suggest that some sort of purge be done, when you return to base? There is no reason for us to be in combat there, and the purge should be done there, and on death.
This fix cannot be that hard to implement. Come one ZOS, we've been paying for ESO+ for 10 years now. Give us some respect.
This is the simple fix. Just make it so when a player uses one of the wayshrines at either of their gates takes the player out of combat and/or erases all buffs and debuffs. Simple.
No I say they are very related, the problem in Cyrodil is that stuck in combat is group based unless far from group.MidniteOwl1913 wrote: »The stuck in combat bug affects everyone. It doesn't just impede PVP.
The stuck in combat bug in Cyrodiil and what happens in the rest of the game is completely different. The OP was refering to the Cyrodiil issue.
The PVE variant is because a mob didn't die. Sometimes the mob is under the world or somewhere else it shouldn't be. It's not a bug per se, but a design issue in some dungeons -- which should definitely be addressed.
Dack_Janiels wrote: »
Maybe we will see this fixed when the pvp update comes out later this year.
I’m sat here fuming in rage right now after me and my group having to run all the way from Aleswell to Ash on foot to try and defend only to arrive too late with no stam from running and getting absolutely annihilated.
Ten years this had been a thing…
I would happily sacrifice a whole quarterly patch of good juicy new stuff for an update that focuses on just THIS issue. Nothing else, get the devs to all sit down, analyse the code and together figure out what the heck is causing this. This is the QOL fix that we all want and have wanted for a decade
Thank you rant over