ZOS_JessicaFolsom wrote: »Hey all, we wanted to let you know that we've seen the feedback you've shared here and in other threads about the Banner Bearer audio, and we are exploring options. Thank you!
Hi. Sorry to ping you, but this blew me away, reading that you will explore options for this.
Because here, in the Nightblade's Grim Focus Permaglow thread...
https://forums.elderscrollsonline.com/en/discussion/641376/grim-focus-permaglow
The official response to that unplayable ability was that it was working as intended.
I'm glad the banner will be adjusted for everyone... but personally I solved the banner noise issue by turning Effects down to zero in the audio settings. There is a workaround for the banners, whereas there is no workaround for the Grim Focus issue.
I'm sorry if this seems confrontational or hostile, that is not my intent. I just know a lot of us would appreciate the same attention for an issue we have been unhappy with for over a year now. Please, please, please give us the same help.
ZOS_JessicaFolsom wrote: »Hey all, we wanted to let you know that we've seen the feedback you've shared here and in other threads about the Banner Bearer audio, and we are exploring options. Thank you!
kyle.wilson wrote: »Did they group test the banner? The continuous proc in trials is grating
ZOS_JessicaFolsom wrote: »Hey all, we wanted to let you know that we've seen the feedback you've shared here and in other threads about the Banner Bearer audio, and we are exploring options. Thank you!
Hi. Sorry to ping you, but this blew me away, reading that you will explore options for this.
Because here, in the Nightblade's Grim Focus Permaglow thread...
https://forums.elderscrollsonline.com/en/discussion/641376/grim-focus-permaglow
The official response to that unplayable ability was that it was working as intended.
I'm glad the banner will be adjusted for everyone... but personally I solved the banner noise issue by turning Effects down to zero in the audio settings. There is a workaround for the banners, whereas there is no workaround for the Grim Focus issue.
I'm sorry if this seems confrontational or hostile, that is not my intent. I just know a lot of us would appreciate the same attention for an issue we have been unhappy with for over a year now. Please, please, please give us the same help.
Sorry to ping you, I'm not sure if quoting you gave a ping or not. Please see my post and the subsequent many, many comments. Plus the 44 entire tabs of discontent on the forum post for this topic. Can we please, please get some help restoring Grim Focus to the way it was visually for the first 10+ years of the game, before the change with Necrom broke it, making it permaglow. The volume of comments show how big an issue this is for the community. If changes will be made to the banners, which can currently be resolved by disabling Effects under Audio, can we please get help for an issue we are unable to fix, the Grim Focus permaglow?
ZOS_JessicaFolsom wrote: »Sorry to ping you, I'm not sure if quoting you gave a ping or not. Please see my post and the subsequent many, many comments. Plus the 44 entire tabs of discontent on the forum post for this topic. Can we please, please get some help restoring Grim Focus to the way it was visually for the first 10+ years of the game, before the change with Necrom broke it, making it permaglow. The volume of comments show how big an issue this is for the community. If changes will be made to the banners, which can currently be resolved by disabling Effects under Audio, can we please get help for an issue we are unable to fix, the Grim Focus permaglow?
Hey @Kyip! Just wanted let you know we see this question, and we're very aware of the thread. When the feedback about the Grim Focus change first surfaced, we did raise it with the dev team. In the thread, Kevin did pass along the info that we got from the dev team, that this change was intended and not a bug. That said, we've raised it again to see what's possible. Reading back through our responses in the original thread, there may also be an opportunity to elaborate on why we made the change - we're checking with dev on that. (As an aside, many of us are about to be out for Thanksgiving holiday break, so any additional info we can share will likely be the week of Dec. 2.)
ZOS_JessicaFolsom wrote: »Hey all, we wanted to let you know that we've seen the feedback you've shared here and in other threads about the Banner Bearer audio, and we are exploring options. Thank you!
Hi. Sorry to ping you, but this blew me away, reading that you will explore options for this.
Because here, in the Nightblade's Grim Focus Permaglow thread...
https://forums.elderscrollsonline.com/en/discussion/641376/grim-focus-permaglow
The official response to that unplayable ability was that it was working as intended.
I'm glad the banner will be adjusted for everyone... but personally I solved the banner noise issue by turning Effects down to zero in the audio settings. There is a workaround for the banners, whereas there is no workaround for the Grim Focus issue.
I'm sorry if this seems confrontational or hostile, that is not my intent. I just know a lot of us would appreciate the same attention for an issue we have been unhappy with for over a year now. Please, please, please give us the same help.
@ZOS_JessicaFolsom
Sorry to ping you, I'm not sure if quoting you gave a ping or not. Please see my post and the subsequent many, many comments. Plus the 44 entire tabs of discontent on the forum post for this topic. Can we please, please get some help restoring Grim Focus to the way it was visually for the first 10+ years of the game, before the change with Necrom broke it, making it permaglow. The volume of comments show how big an issue this is for the community. If changes will be made to the banners, which can currently be resolved by disabling Effects under Audio, can we please get help for an issue we are unable to fix, the Grim Focus permaglow?
ZOS_JessicaFolsom wrote: »Sorry to ping you, I'm not sure if quoting you gave a ping or not. Please see my post and the subsequent many, many comments. Plus the 44 entire tabs of discontent on the forum post for this topic. Can we please, please get some help restoring Grim Focus to the way it was visually for the first 10+ years of the game, before the change with Necrom broke it, making it permaglow. The volume of comments show how big an issue this is for the community. If changes will be made to the banners, which can currently be resolved by disabling Effects under Audio, can we please get help for an issue we are unable to fix, the Grim Focus permaglow?
Hey @Kyip! Just wanted let you know we see this question, and we're very aware of the thread. When the feedback about the Grim Focus change first surfaced, we did raise it with the dev team. In the thread, Kevin did pass along the info that we got from the dev team, that this change was intended and not a bug. That said, we've raised it again to see what's possible. Reading back through our responses in the original thread, there may also be an opportunity to elaborate on why we made the change - we're checking with dev on that. (As an aside, many of us are about to be out for Thanksgiving holiday break, so any additional info we can share will likely be the week of Dec. 2.)
ZOS_JessicaFolsom wrote: »Sorry to ping you, I'm not sure if quoting you gave a ping or not. Please see my post and the subsequent many, many comments. Plus the 44 entire tabs of discontent on the forum post for this topic. Can we please, please get some help restoring Grim Focus to the way it was visually for the first 10+ years of the game, before the change with Necrom broke it, making it permaglow. The volume of comments show how big an issue this is for the community. If changes will be made to the banners, which can currently be resolved by disabling Effects under Audio, can we please get help for an issue we are unable to fix, the Grim Focus permaglow?
Hey @Kyip! Just wanted let you know we see this question, and we're very aware of the thread. When the feedback about the Grim Focus change first surfaced, we did raise it with the dev team. In the thread, Kevin did pass along the info that we got from the dev team, that this change was intended and not a bug. That said, we've raised it again to see what's possible. Reading back through our responses in the original thread, there may also be an opportunity to elaborate on why we made the change - we're checking with dev on that. (As an aside, many of us are about to be out for Thanksgiving holiday break, so any additional info we can share will likely be the week of Dec. 2.)
ZOS_JessicaFolsom wrote: »Hey all, as a follow up to this, we are still investigating adjustments to reduce the impact of the sound effects of the ability in these cases. As we've delved into the investigation and what is possible, it's become apparent that this will take some time to adjust, test, and implement. Realistically, the work around improving this is going to be included in Update 45 (next year) at the earliest.
thejadefalcon wrote: »ZOS_JessicaFolsom wrote: »Hey all, as a follow up to this, we are still investigating adjustments to reduce the impact of the sound effects of the ability in these cases. As we've delved into the investigation and what is possible, it's become apparent that this will take some time to adjust, test, and implement. Realistically, the work around improving this is going to be included in Update 45 (next year) at the earliest.
Why not just turn it off? At least until your testing can be done? Also, how on earth did something so obnoxious not get caught internally before it ever showed up in player's hands?
ZOS_JessicaFolsom wrote: »Hey all, as a follow up to this, we are still investigating adjustments to reduce the impact of the sound effects of the ability in these cases. As we've delved into the investigation and what is possible, it's become apparent that this will take some time to adjust, test, and implement. Realistically, the work around improving this is going to be included in Update 45 (next year) at the earliest.
ZOS_JessicaFolsom wrote: »Hey all, as a follow up to this, we are still investigating adjustments to reduce the impact of the sound effects of the ability in these cases. As we've delved into the investigation and what is possible, it's become apparent that this will take some time to adjust, test, and implement. Realistically, the work around improving this is going to be included in Update 45 (next year) at the earliest.
ZOS_JessicaFolsom wrote: »Hey all, as a follow up to this, we are still investigating adjustments to reduce the impact of the sound effects of the ability in these cases. As we've delved into the investigation and what is possible, it's become apparent that this will take some time to adjust, test, and implement. Realistically, the work around improving this is going to be included in Update 45 (next year) at the earliest.
Why even have this sound effect? Having a buff applied silently is not without precedence. And if you must have a sound effect, it should only be for the person entering or leaving, not for the banner bearer.
When you alert players to something, you need to ask the question, "is this information actionable?" What do you expect players to do with this information? I can't think of any scenario in which the banner bearer would find the information of people entering and leaving the area to be usefully actionable. In which case, shoving this information into their faces (or ears, rather) is just useless noise. For someone who's benefiting from the banner, I suppose a slightly stronger case could be made for the usefulness of this information.
thejadefalcon wrote: »ZOS_JessicaFolsom wrote: »Hey all, as a follow up to this, we are still investigating adjustments to reduce the impact of the sound effects of the ability in these cases. As we've delved into the investigation and what is possible, it's become apparent that this will take some time to adjust, test, and implement. Realistically, the work around improving this is going to be included in Update 45 (next year) at the earliest.
Why not just turn it off? At least until your testing can be done? Also, how on earth did something so obnoxious not get caught internally before it ever showed up in player's hands?
Mathius_Mordred wrote: »When a player runs into the inner circle of the Banner Bearer's AoE ring, it makes the same noise as when you first activate it. I ran this on a trial this evening and had to take it off. The noise is constant with 12 people and extremely annoying. Shame, I was enjoying it.
thejadefalcon wrote: »ZOS_JessicaFolsom wrote: »Hey all, as a follow up to this, we are still investigating adjustments to reduce the impact of the sound effects of the ability in these cases. As we've delved into the investigation and what is possible, it's become apparent that this will take some time to adjust, test, and implement. Realistically, the work around improving this is going to be included in Update 45 (next year) at the earliest.
Why not just turn it off? At least until your testing can be done? Also, how on earth did something so obnoxious not get caught internally before it ever showed up in player's hands?
It was brought up in the first week of the PTS, in a thread started by ZOS asking for feedback on it. Regardless of any possible in-house testing, the concerns have been documented well before the skills ever made it to Live.
They also had months to fine tune the crux visuals, as well as weeks of player feedback about it. But those concerns were also ignored, and the original effect made it to the live servers... where players complained about it until it was quickly fixed. However, the difference between crux and banner bearer effects is that players complained of illness related to the visuals. The new scribes have been mostly described as an annoyance, rather than something that has an actual effect.