There is now a vitality loss if a player DCs during a dungeon/trial run.
I find this to be a horrible decision on ZOS's part since they still have yet to address the lag/rubber banding/frame freeze/DC issues that have plagued the game for over 9 months. There's even a thread that has more than 74 pages (as of this posting) regarding these issues that has been going for close to 5 months.
I understand the vitality loss for PTE, but for DCing? How about if ZOS actually fix these issues. Many of us have posted our trace route and find an issue that is most likely the ISP ZOS uses since we get massive packet loss right before their servers.
@ZOS_Kevin can this be fixed ASAP? Or at least fix the connection issues...this isn't on the client end, this is on ZOS's end.
There is now a vitality loss if a player DCs during a dungeon/trial run.
I find this to be a horrible decision on ZOS's part since they still have yet to address the lag/rubber banding/frame freeze/DC issues that have plagued the game for over 9 months. There's even a thread that has more than 74 pages (as of this posting) regarding these issues that has been going for close to 5 months.
I understand the vitality loss for PTE, but for DCing? How about if ZOS actually fix these issues. Many of us have posted our trace route and find an issue that is most likely the ISP ZOS uses since we get massive packet loss right before their servers.
@ZOS_Kevin can this be fixed ASAP? Or at least fix the connection issues...this isn't on the client end, this is on ZOS's end.
Well, if people wouldn't exploit by disconnecting or porting out of the trial to skip mechanics they wouldn't need to add stuff like this.
This was added to stop a specific exploit. It only triggers in combat.
Edit: the timing is kind of bold though.
MashmalloMan wrote: »There is now a vitality loss if a player DCs during a dungeon/trial run.
I find this to be a horrible decision on ZOS's part since they still have yet to address the lag/rubber banding/frame freeze/DC issues that have plagued the game for over 9 months. There's even a thread that has more than 74 pages (as of this posting) regarding these issues that has been going for close to 5 months.
I understand the vitality loss for PTE, but for DCing? How about if ZOS actually fix these issues. Many of us have posted our trace route and find an issue that is most likely the ISP ZOS uses since we get massive packet loss right before their servers.
@ZOS_Kevin can this be fixed ASAP? Or at least fix the connection issues...this isn't on the client end, this is on ZOS's end.
Well, if people wouldn't exploit by disconnecting or porting out of the trial to skip mechanics they wouldn't need to add stuff like this.
This was added to stop a specific exploit. It only triggers in combat.
Edit: the timing is kind of bold though.
As with most of these consumer UNfriendly decisions, the acts of 0.01% shouldn't decide how 99.9% of the rest of the population plays the game.
This is similar to how they handle the amount of sets and skills gutted due to requiring "in combat" like BRP DW because apparently, some people I've never heard of, we're swapping the set out before a boss fight... for like 14s of 6% DMG. News flash, big whoop lol.
ZOS is quick to destroy the functionality, and worse yet, fun of things just to prevent "exploits" to things no one cares about with half-baked solutions. I'm not going to pretend I know how to fix the vitality problem off the top of my head, but for sets and abilities they could easily code in that BRP DW can't be removed while Blade Cloak is active. Instead, they choose easy, low effort solutions, to practically non existent problems that inevitably cause more harm than good.
Best part is, they're taking this moral high ground that you shouldn't cheat a no death run, while being completely comfortable with players selling them for millions of gold, to which it's probably used to buy crowns, effectively a real world currency. Make any of it make sense?
There is now a vitality loss if a player DCs during a dungeon/trial run.
I find this to be a horrible decision on ZOS's part since they still have yet to address the lag/rubber banding/frame freeze/DC issues that have plagued the game for over 9 months. There's even a thread that has more than 74 pages (as of this posting) regarding these issues that has been going for close to 5 months.
I understand the vitality loss for PTE, but for DCing? How about if ZOS actually fix these issues. Many of us have posted our trace route and find an issue that is most likely the ISP ZOS uses since we get massive packet loss right before their servers.
@ZOS_Kevin can this be fixed ASAP? Or at least fix the connection issues...this isn't on the client end, this is on ZOS's end.
Well, if people wouldn't exploit by disconnecting or porting out of the trial to skip mechanics on trifecta runs they wouldn't need to add stuff like this.
This was added to stop a specific exploit. It only triggers in combat.
Edit: the timing is kind of bold though.
There is now a vitality loss if a player DCs during a dungeon/trial run.
I find this to be a horrible decision on ZOS's part since they still have yet to address the lag/rubber banding/frame freeze/DC issues that have plagued the game for over 9 months. There's even a thread that has more than 74 pages (as of this posting) regarding these issues that has been going for close to 5 months.
I understand the vitality loss for PTE, but for DCing? How about if ZOS actually fix these issues. Many of us have posted our trace route and find an issue that is most likely the ISP ZOS uses since we get massive packet loss right before their servers.
@ZOS_Kevin can this be fixed ASAP? Or at least fix the connection issues...this isn't on the client end, this is on ZOS's end.
Well, if people wouldn't exploit by disconnecting or porting out of the trial to skip mechanics on trifecta runs they wouldn't need to add stuff like this.
This was added to stop a specific exploit. It only triggers in combat.
Edit: the timing is kind of bold though.
If they had a decently coded game, they could distinguish between PTEing and a crash/disconnect.
MashmalloMan wrote: »There is now a vitality loss if a player DCs during a dungeon/trial run.
I find this to be a horrible decision on ZOS's part since they still have yet to address the lag/rubber banding/frame freeze/DC issues that have plagued the game for over 9 months. There's even a thread that has more than 74 pages (as of this posting) regarding these issues that has been going for close to 5 months.
I understand the vitality loss for PTE, but for DCing? How about if ZOS actually fix these issues. Many of us have posted our trace route and find an issue that is most likely the ISP ZOS uses since we get massive packet loss right before their servers.
@ZOS_Kevin can this be fixed ASAP? Or at least fix the connection issues...this isn't on the client end, this is on ZOS's end.
Well, if people wouldn't exploit by disconnecting or porting out of the trial to skip mechanics they wouldn't need to add stuff like this.
This was added to stop a specific exploit. It only triggers in combat.
Edit: the timing is kind of bold though.
As with most of these consumer UNfriendly decisions, the acts of 0.01% shouldn't decide how 99.9% of the rest of the population plays the game.
This is similar to how they handle the amount of sets and skills gutted due to requiring "in combat" like BRP DW because apparently, some people I've never heard of, we're swapping the set out before a boss fight... for like 14s of 6% DMG. News flash, big whoop lol.
ZOS is quick to destroy the functionality, and worse yet, fun of things just to prevent "exploits" to things no one cares about with half-baked solutions. I'm not going to pretend I know how to fix the vitality problem off the top of my head, but for sets and abilities they could easily code in that BRP DW can't be removed while Blade Cloak is active. Instead, they choose easy, low effort solutions, to practically non existent problems that inevitably cause more harm than good.
Best part is, they're taking this moral high ground that you shouldn't cheat a no death run, while being completely comfortable with players selling them for millions of gold, to which it's probably used to buy crowns, effectively a real world currency. Make any of it make sense?
There is now a vitality loss if a player DCs during a dungeon/trial run.
I find this to be a horrible decision on ZOS's part since they still have yet to address the lag/rubber banding/frame freeze/DC issues that have plagued the game for over 9 months. There's even a thread that has more than 74 pages (as of this posting) regarding these issues that has been going for close to 5 months.
I understand the vitality loss for PTE, but for DCing? How about if ZOS actually fix these issues. Many of us have posted our trace route and find an issue that is most likely the ISP ZOS uses since we get massive packet loss right before their servers.
@ZOS_Kevin can this be fixed ASAP? Or at least fix the connection issues...this isn't on the client end, this is on ZOS's end.
Well, if people wouldn't exploit by disconnecting or porting out of the trial to skip mechanics on trifecta runs they wouldn't need to add stuff like this.
This was added to stop a specific exploit. It only triggers in combat.
Edit: the timing is kind of bold though.
If they had a decently coded game, they could distinguish between PTEing and a crash/disconnect.
How do they tell the difference between a crash and someone pulling their ethernet cable?
moderatelyfatman wrote: »Exactly how much of a problem is it that players are PTEing so avoid dying in a trifecta run?
Compare that to the numbers of players who are now going to be adversely affected because they crashed or got logged out during the game through no fault of their own.
ZOS's response is akin to a doctor dealing with a paper cut by amputating a limb.
@sarahthes
"Many, many crashes are client side and not due to problems with the game or server. I don't know if you've noticed, but the bulk of crashes in a group tend to happen to the same 1 or 2 people over and over again. Typically it's an add-on issue or a hardware or driver problem. These are different from server wide hangs that we sometimes see affect an entire group at once."
I really don't think most of the issues are client side. If that's true, then why don't I and many other players have frequent crashes while playing other MMOs? For GW2 I've been logged out only once (excluding a couple of instances when my internet failed) in over 300 hours. I have been doing group content in overland and instanced Raids on a regular basis (2/week for the last 2 months) and not one player has been logged out or crashed yet! I haven't played FF14 as long but I can easily go 5-8 hours without anything happening.
In contrast, ESO can crash or log me out multiple times in an hour. When I'm in trials, often up to half the group can get logged out and it's not always the same people.
There is now a vitality loss if a player DCs during a dungeon/trial run.
I find this to be a horrible decision on ZOS's part since they still have yet to address the lag/rubber banding/frame freeze/DC issues that have plagued the game for over 9 months. There's even a thread that has more than 74 pages (as of this posting) regarding these issues that has been going for close to 5 months.
I understand the vitality loss for PTE, but for DCing? How about if ZOS actually fix these issues. Many of us have posted our trace route and find an issue that is most likely the ISP ZOS uses since we get massive packet loss right before their servers.
@ZOS_Kevin can this be fixed ASAP? Or at least fix the connection issues...this isn't on the client end, this is on ZOS's end.
Well, if people wouldn't exploit by disconnecting or porting out of the trial to skip mechanics on trifecta runs they wouldn't need to add stuff like this.
This was added to stop a specific exploit. It only triggers in combat.
Edit: the timing is kind of bold though.
If they had a decently coded game, they could distinguish between PTEing and a crash/disconnect.
How do they tell the difference between a crash and someone pulling their ethernet cable?
How do they tell the difference between a crash and someone pulling their ethernet cable?
Hi all, we've shared this thread on the Vitality change with the team. However as of right now, this is working as intended.
Hi all, we've shared this thread on the Vitality change with the team. However as of right now, this is working as intended.
Hi all, we've shared this thread on the Vitality change with the team. However as of right now, this is working as intended.
Hi all, we've shared this thread on the Vitality change with the team. However as of right now, this is working as intended.
How do they tell the difference between a crash and someone pulling their ethernet cable?
That's irrelevant. Someone's ISP going belly-up, someone pulling the plug, a cat tripping over the power cord, killing the process via Task Manager, etc., will all appear identical to the server. But who cares?
The abuses are all with PTE, because PTE is instant. Z'Maja targeting me with a heavy attack and I'm not the tank? I can leave the instance before that thing even hits me. If my ISP glitches out or I lose power or I kill ESO in Task Manager, I don't disappear. I will stand there doing absolutely nothing for a lengthy period of time. And as someone else pointed out already, if you are in a situation that's so non-threatening where just standing still for half a minute doesn't kill you, then why did you need to disconnect anyway?
It's the instant nature of PTE that makes it open to abuse. I've never heard of anyone unplugging their network cable as a way to abuse a mechanic. (Though I suppose claiming technical difficulties can be an effective way to bail out of a group without hurting anyone's feelings, but that's not anything that should concern ZOS.)