Dev Team Request: A Top 5 List of Bugs and Pain Points You Would Like Addressed

Update 46 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/676209
Maintenance for the week of April 14:
· [COMPLETE] Xbox: NA and EU megaservers for maintenance – April 16, 6:00AM EDT (10:00 UTC) - 9:00AM EDT (13:00 UTC)
· [COMPLETE] PlayStation®: NA and EU megaservers for maintenance – April 16, 6:00AM EDT (10:00 UTC) - 9:00AM EDT (13:00 UTC)
  • Ashryn
    Ashryn
    ✭✭✭✭✭
    My pain points:

    1) Make the Dungeons solo-friendly with a story-mode. This would open up a lot of content for so many solo endgamers!
    2) Furniture bag that can store endlessly like the craft bag.
    3) searchable furniture crafting
    4) better RNG on leads and furniture crafting plans
    5) make more things stackable in our inventories
  • Arunei
    Arunei
    ✭✭✭✭✭
    ✭✭✭✭
    Bugs

    1) Text vanishing from the chat box if you click off it, swap tabs, or alt+tab out of the game.


    Pain Points

    1) Housing and Decor: Houses and decorating is a big one. ESO keeps releasing bigger and bigger Houses and yet keep telling us there's no way to increase the Furniture limit. Yet they can keep making bigger Houses? So many people wind up blocking entire parts of a House off because there aren't enough slots to properly furnish it. What's the point of having these massive Houses if you can't put more than three or four things in any given space?

    Decorating-wise, things are still really janky fairly often. Things like walls, platforms, curtains, and so on will often horizontally clip through walls when you try to right click said wall to put them against it. Things often wind up sideways and the Straighten function won't align it properly. Carpets when snapped to a floor often have parts that clip through said floor unless you move it up some. Curtains can be hard to use because they often need to be moved far from a window or else clip through the wall around it. Placing things high up can be next to impossible unless you build up to where you're building so you can make sure stuff isn't floating or clipping (let us have a free cam mode for decorating at a distance or high up).

    Finally, we need basic structures in ALL base racial styles. We need more of them as well. We need round or oval Dark Elf doors that actually fit their doorways, for example. There are so few structural plans for the actual base races. There aren't any Orc doors or stairs, no Khajiit doors, no Bosmer doors, no Imperial walls or ceilings, no Altmer stairs...you get the idea.


    2) Inventory Space: This game is going on eleven years, and over those years, hundreds more items have been added. Despite that, there've been no increases to player inventory limit aside from a couple of Pets that you have to spend money on and only give you five extra slots each. There NEEDS to be better inventory management tools and an actual expansion of character/bank space that's part of base game and NOT locked behind a paywall. There needs to be a way to mark certain things as always junk that gets auto-deleted when it hits someone's bag, for example.

    We also need certain things to stack, like Treasure Maps. Making everything that's essentially the same item stackable would help towards inventory management. Also, giving us a Furnishing bag like the Craft bag would help a lot, as would the ability to decon Furniture we don't want or need any more.


    3) Motif UI: There are dozens and dozens of Motifs in the game now, but we have 0 way of searching for specific ones in the crafting UI. Instead, you have to scroll through a list that prioritizes the Style Material instead of the Motif name. We need a search box that let's us input either the name of the Motif or its Style mat and jump to it.

    Also, let us have the ability to preview gear at a crafting station before we make it.


    4) Furniture UI: In the same vein, there are literally hundreds of Furnishing plans in the game (I know around 1.4k iirc), but you have to scroll through lists of them when you go to make something. We need a search box for one thing, we need filters such as by quality and by race, maybe the ability to hide categories (let's say Courtyard), or to pin your most-used categories so they're in an order that makes more sense for each person. We also need a way to check what plans we know that don't require us to be at a crafting station (like how we can check Outfit Styles without needing to be at an Outfit Station).


    5) RNG: Last but by no means least is ZOS' bad habit of relying too heavily on RNG for many things, but especially things like Ancestral/Ancient Motifs and other Antiquity Leads. You need to get a certain Treasure Map and hope the Chest from it drops a Motif Lead and then hope that Motif winds up being a chapter you don't already have.

    RNG either needs to be tweaked so things aren't so frustratingly rare (Treasure Maps dropping much more often for example), or there needs to be some system put in place. A token system so failures still count towards guaranteed success, increasing odds with each failure that leads to guaranteed success eventually (and not after an unreasonably high number of failures either), anything that balances that heavy reliance on RNG.


    Honorable mentions:
    *Crotch/hip flaps, please make them a toggle or something
    *Having to run back and forth for Surveys, let us collect all of them at once if we have two or more of a certain one
    *Still being restricted to feeding Mounts once a day, there's no reason not to let us feed a Mount however many times we want at once, all the way up to fully maxed if we want (like how we can max bag space all at once, imagine only being able to expand your bag space once per day)
    *Inconsistent Dye colors not only between types of material, but also between Motifs. Black cloth on one Motif might be black, but on another Motif black Dye might be a washed out gray
    *Certain "NPC" clothes being super shiny no matter what color you Dye them. They come across as looking like spandex instead of normal fabric.


    ETA that I was wrong about how many furnishing plans I know...
    Spoiler
    image.png?ex=67a07dec&is=679f2c6c&hm=13965ae26b32436d9d8f5b08ccebbc3230b7d112daa1b1e3937256883c01f3ed&

    Please for the love of everything give us a better UI for furniture crafting. It's such a pita to work with right now, and as someone else mentioned, things are just everywhere. You have Beds listed in both Woodworking AND Clothing, you have Lights spread across Blacksmithing, Alchemy, Enchanting, Woodworking, meals and food things can be in Blacksmithing or Provisioning or Alchemy. In terms of Categories you have streetlamps sometimes in Courtyard and sometimes in Lightning, sometimes chairs or tables are under Dining and sometimes they're under Hearth and sometimes Parlor, it can be so hard to find a particular plan when you learn a new one because it might seem like Woodworking > Dining but then it's actually under Blacksmithing > Hearth.
    Edited by Arunei on February 3, 2025 10:34PM
    Character List [RP and PvE]:
    Spoiler
    Stands-Against-Death: Argonian Magplar Healer - Crafter
    Krisiel: Redguard Stamsorc DPS - Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Khajiit Stamblade DPS - Ex-Fighters Guild Suthay who likes to punch things, nicknamed Tinykat
    Niralae Elsinal: Altmer Stamsorc DPS - Young Altmer with way too much Magicka
    Sarah Lacroix: Breton Magsorc DPS - Fledgling Vampire who drinks too much water
    Slondor: Nord Tankblade - TESified verson of Slenderman
    Marius Vastino: Imperial <insert role here> - Sarah's apathetic sire who likes to monologue
    Delthor Rellenar: Dunmer Magknight DPS - Sarah's ex who's a certified psychopath
    Lirawyn Calatare: Altmer Magplar Healer - Traveling performer and bard who's 101% vanilla bean
    Gondryn Beldeau: Breton Tankplar - Sarah's Mages Guild mentor and certified badass old person
    Gwendolyn Jenelle: Breton Magplar Healer - Friendly healer with a coffee addiction
    Soliril Larethian- Altmer Magblade DPS - Blind alchemist who uses animals to see and brews plagues in his spare time
    Tevril Rallenar: Dunmer Stamcro DPS - Delthor's "special" younger brother who raises small animals as friends
    Celeroth Calatare: Bosmer <insert role here> - Shapeshifting Bosmer with enough sass to fill Valenwood

    PC - NA - EP - CP1000+
    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!
  • Kitty_Quietly
    Kitty_Quietly
    ✭✭✭
    Top Bugs/Issues

    Aside from the stuck in combat one, the only bug that even mildly bothers me is the one that occasionally says a dead enemy is too far away to loot.

    Top Pain Points

    Pain Point 1 I wish treasure maps stacked.
    Pain Point 2 I wish crafting surveys went in craft bag.
    Pain Point 3 I wish companions could wear outfits when placed in homes.
    Pain Point 4 Being able to narrow search for unknown stuff in guild traders would save me time.
    Pain Point 5 Also, would be useful to be able to preview motif pages in guild traders.
  • xAlucardx92
    xAlucardx92
    ✭✭✭
    Top Bugs/Issues

    Bug 1
    Stuck in combat.
    Bug 2
    Being unable to log back in for a (sometimes long) time after I got kicked from the server.

    Top Pain Points

    Pain Point 1
    Time to address something. When a Set or Skill is "broken" like Malacath's Band of Brutality when it was released or Rush of Agony or Conjured Ward you often need a Year or more to rebalance it. It's way too long. On top of that, when everybody on the PTS already knows it’s over the top and you still let it go live.... and then wait a year to fix it

    Pain Point 2
    Heals that sticks like "Echoing Vigor" or „Regeneration". Change it to like a Named Buff, so it’s overwritte itself when someone else cast it.

    Pain Point 3
    Crosshealing in PVP is too much random heal and it kinda s**ks when I want to heal my friend or me and just because a random player is 22m behind me and has 1HP less than me he gets the heal is fail. Change it back so you can only heal your group members

    Pain Point 4
    Pullsets in PVP To move a everybody in a specific range to a place where I want them is too strong.

    Pain Point 5
    Overland content is to boring Overland NPC needs to hit harder and use more skills like a companions, so I have to block and doge. It’s a active fight system that we all love. At the moment I can run in a group of mobs and go afk smocking or so and when I come back I’m still alive.
    And I don’t mean stupid fighte mechanics.

    Pain Point 6
    Battelgrounds because of the new 2 side mode the matches a kinda boring, about 85% of all my matches 1 team got camped on spawn and Deathmatch with "lives" is ***.

  • Credible_Joe
    Credible_Joe
    ✭✭✭✭✭
    Top Bugs/Issues
    1. Cyrodiil performance
    2. Battleground
      • Getting kicked while out of lives in Deathmatch
      • un-filled matches
      • Endless queue
      • solos matched against groups & vice-versa
    3. Grim Focus perma glow
    4. Blast Bones not exploding in Negate Fields
    5. Instability / crashes when lots of effects are applying to lots of enemies. Report here: https://forums.elderscrollsonline.com/en/discussion/668283/crash-during-arc-2-thoat-replicatum-fight#latest
    Top Pain Points
    1. Solo / overland content challenge and congestion. I've written about this at length, and I'm aware something is planned, but I'll reiterate anyway. None of the solo questing and exploration adversity is at all challenging and the experience suffers greatly for it. Difficulty options should be added, and combat interiors should all be group instanced like main quest locales / dungeons, including delves and public dungeons. Otherwise, even while using higher difficulty options, easy-mode players will engage and defeat all the adversity before higher difficulty players get the chance.
      • For difficulty options, I suggest focusing on threat and damage rather than health. The main issue is we're all practically invulnerable to harm. Even naked with zero invested health points, it takes way too long for most monsters to burn us down. Just making them more of a threat, even without buffing their health, would go a long way to improve engagement.
      • Not technically related but... May I please refuse Cadwell's Silver / Gold? I've done them before. I don't intend to do them again on alternate toons. I prefer to think of my characters as sharing the world anyway, doing different stories concurrently.
    2. Hard group checks in dungeons. Difficulty should be balanced around a group of four, but arbitrary punishments and blockers for going solo (or with an NPC companion) are supremely disappointing. Allow NPC companions to perform synergy mechanics and interrupts. Or better yet, prioritize targeting NPC companions with these mechanics so the player can perform them. Remove every instance of "two people stand in these spots to proceed," or "pull these two levers at the same time." Every group dungeon should be possible to solo or duo w/ companion on normal at least, even if it's particularly challenging.
    3. Character Knowledge. We could eliminate a lot of inventory management when juggling recipes and motifs. We should be able to teach any such item on our person to an alternate character directly from inventory. Or queue up equipment for research.
      • BTW, this is a concession from what the original issue is, which is class change. Making a sequel character with the class you want immediately makes inventory management at least twice as difficult. Transitioning from a main that had all knowledge on hand to a main with NO knowledge makes anything related to crafting a chore. If class change is off the table, at least let me migrate character knowledge from one toon to another.
    4. Infinite Archive progress bookmark. I don't have time to go farther than arc 2 ish in one sitting. Lemme come back to it, p l e a s e, I wanna see how far I can actually make it.
    5. World Boss challenge. This is in the same vein as point 2; any world boss should be defeatable by a duo, solo-companion duo, or a particularly skilled solo. Otherwise, in zones with little traffic, the daily quest for that boss becomes infeasible to complete. Guild mates are moderately reliable for this, but some world bosses are SO overtuned that even two or three won't cut it. Prime Cataloguer. Walks-Like-Thunder.
      • This goes for incursions as well. For the most part, what I've suggested already applies; but Harrowstorms are never worth engaging unless there's an event boosting pop in Skyrim & The Reach. Alternatively, give them a high-value reward that maintains a player pop in the zone for doing the incursions; the way it is with Dragons in Elsweyr.

    Thank you for taking feedback; I'm looking forward to what the team does with it all :smile:
    Thank you for coming to my T E D talk
  • Noreno
    Noreno
    ✭✭
    Pain Points:

    1. We need general settings for controls / interface / camera / chat colors on the account, not for each character separately.

    2. Treasure map, Glyphs and Geodes not stacking.

    3. Unfair fast travel to Cyro / Imperial city to avoid death.

    4. Impossible to change the character's hair color.

    5. Playing Battlefrounds is not interesting when in your team has 7/3 experienced PvP players, and the enemy team has 8/4 newbies, who just downloaded ESO yesterday. We need visible MMR with increase and decrease of points.

    6. We need a way to hide the guild tabard to show our awesome chestplate.

    7. Cloaks, we definitely need a cloaks, either as a type of tabard or as a new equipment slot.

    Bugs:

    1. I am and my allies cant see a ground color tooltips for Nightblade's Refreshing Path and Dragonknight's Cinder Storm (healing groud abilities). But enemies can see Refreshing Path as an enemy ground AoE, although it poses no threat to them.

    2. After death the character is cleared of all negative effects, except Sorcerer’s Haunting Curse, they explode after ressurect and brings you into combat.

    3. In combat bug. In combat bug. In combat bug.

    4. Sometimes Break free / Block don’t work.

    5. Lightning staff’s Tri Focus can still kill you.

    6. Some bosses will reset if a temporary battle pet is summoned when the fight starts.
    Edited by Noreno on February 1, 2025 9:57PM
    -From Russia With Love-
  • opalbee
    opalbee
    ✭✭✭
    Bug:
    - Unable to pick up a number of Eidetic Memory lorebooks that were missed during quests, with no way to get back into that area to get them afterward. Some lorebooks have been programmed to show up elsewhere after the quest is done, but
    there are many that are forever stuck behind doors that won't open, making it impossible to complete that set.

    Pain Points:
    - Too large houses with too few furnishing slots. Many of us who do housing have to close off entire areas of the big houses to make the remaining areas look full. Houses are so big now that there's no point in buying them when they can't be furnished properly. Also we need more small/medium houses. It seems you would sell more housing if the sizes were reasonable.

    - Furnishing crafting could use an update. There's no way to search for what you're looking to craft, and sometimes how things are classified isn't intuitive. Along those lines, having to lug all seven crafting stations with you into a house
    to craft furniture or travel back and forth to one of your crafting houses is aggravating; an all-in-one furniture crafter that you can plunk down in a house to make furnishings would be fantastic (put it behind a high writ price or furnishing assistant if you have to).

    - Furnishing craft bag! A lot of us have to dedicate big houses to warehousing our furniture.

    - Fishing is a long, dull slog. Please keep the curated drops! The fishing vessel isn't so great a reward that it's worth doing that grind for.

    - Strobing/flashing effects. Please have some sort of setting to turn these down. I have guild members who get migraines from all the flashy effects, and the game is only getting more and more of them. Playing during busy times or during trials can be unbearable for them.
  • Erhas
    Erhas
    ✭✭
    Bugs :

    1 - Since U44, the roleplayers are annoyed by the chat box. When you type in the chat box and click outside of it or alt+tab, the message is automatically deleted. It wasn't the case before (it was adressed in a previous topic and recognized as a bug), will it be fixed with U45 ?

    2 - The french translation is a disaster, with too many tiping mistakes, especially with motifs, success, quests...

    3 - Grimfocus perma glow, make it optionnal !

    Pain Points :

    - 1 : Still no furniture bag, having multiple 700-spaces houses that only serve as banks is a waist of time and good houses that could be used for true housing.

    - 2 : 4v4v4 should still exist in this game (and the missing faction too), it was a unique feature in the field of MMORPG that usually are 1 team against the other. I enjoyed it a lot and it also had the benefit of having 2/3 teams that got the winning daily reward. Now, you usually get one team that is stomped. There are good things about the new BG but it should not be at the cost of the old ones, maps and initial design.

    - 3 : The cosmetic content is too stretched in a year (especially furniture plans), it's painfull to have to come back 3-4 times a year to do the same things in the hope to get a random recipe that you don't have. And in term of economy, it's pumping up even more the prices of new recipes even though it's a simple furniture. We should just get all the new furniture at the beginning of an extension, and why not keep the motif pages through the whole year to keep an interest in the actual map. The same goes with treasure maps, it's so frustrating to get very rare leads from something that you can't really farm intentionnaly.

    - 4 : Way, way too much useless items in the crown crates (scrolls especially), that keep you from getting the good stuff and force you to buy more. It's really frustrating, even more when there are more and more things to collect (new skins for spells, new action animations, weapons, skins, mounts, etc etc...). And also, if you have to pay 400 gems (or with golden pursuit) to get an outfit, it should be thought for both genders, and remove the cleavage for men.

    -5 : Let us put helmet on our companions, and give us an option to not see the other players companions. I do think that it's an overall unfinished feature, not near as attractive and endearing as in SWTOR, with to few personnalisation (hairs, tattoos, helmet, skin...). In overland content, it's overwelming to see almost everyone with a companion, it gives the false impression of a crowd, when actually it's cut in half. A MMORPG should keep the social and humane dimension in mind, now you see almost as many npc then players, wich is kinda sad.
    Edited by Erhas on February 1, 2025 11:25PM
  • Luke_Flamesword
    Luke_Flamesword
    ✭✭✭✭✭
    ✭✭
    Pain Points:


    1. Furniture UI
    I really love housing but every time I want to do it, I'm loosing interest because of poor UI. It's really hard to pick a furniture when you don't know which one you want to choose. For example, if I want to put some bed, I need to search through every station to see all possible beds. When I need some chair I need also to figure out which category is for chairs, because it's not obvious, especially there are many inconsistencies. I don't even mention to analyze if wooden chair with some material is wooden furniture or cloth furniture - it's nightmare...

    We need to have all furnitures in ONE place, with new categories like: beds, chairs, tables, walls, platforms, food, etc. and also search option, advanced filters (race category, dlc, material, etc.) and preview of furniture.

    It needs completely new UI made from scratch.

    2. Option to change hair color outside of character creation menu, like other collectibles.

    3. Categories for costumes. I have dozens of costumes and it would be really easier to pick them with some categories like: dressess, armors, robes, casual clothes, etc.

    4. Don't put leads on treasure map chests, seriously. Give smaller chance for every treasure chest, because without it it's almost impossible grind to have for example all 3 leads for every furniture in West Weald. It's frustrating and not fun. I grinded every lead in this game to have at least one, I lived with many other grindy grinds, but treasure maps leads are the only ones where I just give up, because it's just too much.

    5. Consider redesign to Imperial City rules. It's have potential but it's almost empty for whole year except PvP events, mostly because whole design around loosing half of Tel Vars for every death (with no cooldown) brings too many bad emotions and encourage griefing and other unhealthy, unpleasant behaviours. Risk and reward system may sound good on paper but in practice it's too stressful for many players and it's just not relaxing. Personally I spent a lot of time in Cyrodiil (I have maximum Alliance Rank) and have great time even when I died a lot. Imperial City in other hand is just often frustrating, because every time you die (and you often die for stupid reasons - lag, cheese builds, etc.) you loose some of your progress. It's harsh to loose HALF, especially when you died in second without possiblity to even react, because someone used broken build.

    Personally I think that better would be to completely ditch loosing tel vars, maybe introduce some new mechanics and balance tel var gains around, for example - nerfing tel vars from mobs, but giving some more for killing other players like you get AP in Cyrodiil.

    I don't know what would be best, but I know one thing - now players just don't want go there if they don't have to. Only ones who have some fun are stronger players who like to hunt weaker enemies, especially if they are broken duos cheesing some mechanics. It's just bullies heaven. One of my last memories from IC is being killed 10 times by same player outside my base in sewers (of course with tea bagging). I know that not everyone is like this, but current design of IC ENCOURAGES these behaviours, even if it's not intentional.
    PC | EU | DC |Stam Dk Breton
  • Sidewaves89
    Sidewaves89
    ✭✭✭
    Top Bugs/Issues

    Bug 1 - Warden scribing class mastery charm could charm you into the wall;
    Bug 2 - Arcanist's hp desync bug;
    Bug 3 - Tri focus passive with Lightning staff heavy attacks in pvp;
    Bug 4 - Break free bug, for example, during Dark Deal animation someone bash you and you just stuck in animation and can't break free;
    Bug 5 - Mythics like Death Dealer's Fete can just stop working after you die, maybe it's connected to combat bug;

    Top Pain Points

    Pain Point 1 - Constant nerfing of aoe sets in pvp, Azureblight is a last example of this;
    Pain Point 2 - Sometimes it takes 20 minutes to get back on server after disconnect;
    Pain Point 3 - No mmr on bg for proper team balance;
    Pain Point 4 - No treasure maps stacking;
    Pain Point 5 - Guild search menu. No actual search by name. The appearance of not a complete list of guilds in a specific category, but some kind of random one. Would like to see in this menu guild master's ID and all guild roster;
  • Muizer
    Muizer
    ✭✭✭✭✭
    Top Bugs/Issues

    Bug 1: The 3D geometry of the sky box and the moon decals are off. They're too close in. Most people won't notice but it's an issue viewing the game in 3D. Which is a shame because in all the game's geometry is quite good.

    Top Pain Points

    Pain Point 1: Overland lacks suspense. A major turn-off for players coming to the game from other ES games. This overlaps, but is not quite the same as the request for increased difficulty. Much of the harder instanced content in the game does not have any suspense either. Make us look before we tread.

    Pain Point 2: People gaming the campaign scoring system in Cyrodiil. The fact that something like 'nightcapping' can exist (i.e. whole timezones jumping on the same, already dominant, faction) indicates the system is seriously flawed. Players should be enabled and strongly incentivized to switch to the weaker factions at any time. Much more important than 'faction loyalty' and 'playing with friends'. For all I care, drop campaign scoring altogether and do individual scoring only and weigh it very heavily against the dominant faction.

    Pain Point 3: Apparently not a bug, but still, can you do us all a favour and finally fix the grim focus permaglow? The functionality is great, but the glow now serves no purpose and it is kind of annoying.

    Pain Point 4: Flashy gear, mounts, polymorphs, costumes etc.. They're clash increasingly with ESO's style on release. The game is getting quite visually polluted. A way to turn these things off client side might actually be popular.


    Pain Point 5: P.S. how could I forget ..... Cyrodiil performance! I guess I forgot because you're already working on it, but for now this should be on the list.
    Edited by Muizer on February 2, 2025 12:44PM
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • erebus_79_ESO
    erebus_79_ESO
    ✭✭✭
    Pain Point 1: Searchable crafting. Side scrolling forever to find the style to craft is ridiculous. Also, trying to find a furnishing in the long list of what can be crafted...It's so much scrolling or searching each table...where do i craft that again?

    Pain Point 2: Map levels. In a dungeon or delve I'd like to have the map be able to change the floor level. If I'm on another floor (map) than my group member...Its hard to give directions or find them. Which floor is that book or quest objective?

    Pain Point 3: Uncap Transmute Crystals. I don't do dungeons nearly as much as I would like because I don't want to cap out and play the inventory game. I don't have the space to store transmuted armor for crystal offloading.

    Pain Point 4: Pull Armory armor from bank My main has three builds and carries three whole sets of armory. Is my main crafter and all. My inventory is struggling. This could also incentivize people to buy more armory builds.

    Pain Point 5: Furnishing limits. It's been said many times. With large homes like Psijic Villa we have to choose to decorate indoors or outdoors, but it's nearly impossible to do both to satisfaction. The upcoming Skingrad Castle has so many rooms...how can we fill that without it seeming so sparse?
    Edited by erebus_79_ESO on February 2, 2025 12:10AM
  • demonology89
    demonology89
    ✭✭✭✭
    Bugs
    1. Stuck in combat
    2. Break free bug
    3. Heavy attack bug
    4. Please fix the quests in the base game group dungeons to not be failable due to missing conversations with NPCs or other small accidentally skippable things.
    5. Multiple bugs with the dungeon finder

    Pain points
    1. Treasure maps, glyphs and daily coffers should be stackable.
    2. Pull sets/skills that pull in multiple people should have never been introduced to PVP.
    3. Guards in Cyrodiil using outdated skills.
    4. Can we please get a filter for unknown furnishing plans while searching in guild traders?
    5. Cyrodiil scroll quests. Why am I having to get Altadoon quest 30+ times before I finally get Mnem quest and vice-versa.

    Thanks Kevin!
    PS5 NA
    ESO Plus: Nope
    Favorite Activities: Cyrodiil PVP and Dungeons
    #MakeHealersSquishyAgain #AdjustPolarWind
  • kiwi_tea
    kiwi_tea
    ✭✭✭
    Top Bugs/Issues
    Bug 1 - Rare boot from server porting to certain zones. Leyawin especially.
    Bug 2 - Various "holes" in Cyrodiil that experienced players can bait someone into that cannot be escaped from at all without /stuck command. Many, many, many of these throughout Cyrodiil that I have learned to avoid, but that are still nasty and unfair for learners.
    Bug 3 - Rare instances of enemies getting stuck under wooden platforms in IA so that they cannot be targeted. Ends runs.
    Bug 4 - Game sometimes does not appear to register "break free" inputs despite being pressed many times. (Ping about 220ms so probably just latency, but happens far more consistently than skills not firing).
    Bug 5 - Ability of Cyrodiil players to boost a non-participating alt account ahead of real player's emperor by killing alt toons over and over and over near fully upgraded keeps on a timer to maximise AP gain. Renders emperor title redundant and non-competitive. Allows people to deny other factions emperor by installing "dummy" emperors who never actually log on except to boost further.

    Top Pain Points
    Pain Point 1 - Server performance. Despite high ping, this game is laggier playing from New Zealand than any other online game I've tried. Generally feels like servers struggle under load and become much less responsive whether in PVE or PVP.
    Pain Point 2 - Lack of detailed, helpful in-game teaching about essential DPS skills like light attack weaving. No in-game bridge from beginner to mid-game skillset, let alone towards end-game skillsets.
    Pain Point 3 - Needing to sacrifice your primary residence to make a guild hall.
    Pain Point 4 - Reliance on external resources and add-ons to work out what enemy attacks are actually doing (eg, is this imp in IA draining my mag? What is this enemy cast doing? No straightforward way to establish this and problem solve encounters without external tools or loads of time-consuming personal testing).
    Pain Point 5 - Clunkiness and stationary nature of Necromancer. Could corpse mechanic be reworked to be mobile like Crux?
  • Teeba_Shei
    Teeba_Shei
    ✭✭✭✭✭
    1. Stuck in combat.
    2. Displacement abilities like templar javelin, meteor, and DK leap causing my character to become desynced. Just make them all stuns.
    3. Heal debuff on oil stacking with itself. Why does oil even have a heal debuff on it?
    4. Guard puncture giving somewhere around a 30% damage debuff. Its like the old major vulnerability. This can easily cause you to get one shot by other players.
    5. Lag.
    Edited by Teeba_Shei on February 2, 2025 12:43AM
  • stybbe17b16_ESO
    stybbe17b16_ESO
    ✭✭✭
    Bugs
    1. Disconnects because something wrong server side ("An error has occurred").
    2. Not able to break free when enough stamina. You see your character do "break free" animation but you remain stunned.
    3. Death Dealer's Fete stop working after you die
    4. Necromancer Blighted Blastbones not counting towards damage or medal score in battlegrounds

    Pain points
    1. Loading time in IC (ladder) to pick up all the daily quests. Just put the quests in the base.
    2. Battlegrounds taking too long to start.
    3. Cross healing too strong in pvp
    4. Battleground game modes where meta is just to stand still and block/heal on flag.
    5. Best in slot pvp sets from trials. (Arms of Relequen)
  • Thoriorz
    Thoriorz
    ✭✭✭
    Hey, I'd like to see a change in these things:

    1. RNG on Leads, getting some of them is a pain, especially the ones where you need "group play" like Leads from Trials for example.
    Then Leads from Infinite Archive, Leads from Treasure Maps, Leads from daily coffers etc., I would like to see some change, curated Leads maybe?/better RNG? or something that just makes farm Leads fun and not a pain... (I'm not saying all of them, but the aforementioned Trial Leads, IA Leads and Treasure Maps Leads would be worthy of consideration in my opinion)

    2. I would like to see a change in the Guild vendors, I think you don't want to change and have for example 3 big global auction houses (which I would absolutely welcome..), but I would at least like to see a change in the location of the Guild vendors, I mean the ones in outlaw refuges etc. Some of them are located fine, near the wayshrine (Wayrest, Necrom etc.) but some of them have a totally "***" location and this just makes trading unpleasant. Simply guild vendors as close to wayshrine as possible = great, guild vendors that you have to run/ride 1min to = very bad.

    3. Stackable Treasure Maps.
    Now the Pan-Tamriel event is going on, for the event I had over 400 maps prepared and before the event I had to have them stored everywhere possible, at the alt character + at the second acc and + have 50 mails (6 maps in each). To be able to stack these maps would be incredibly nice!

    4. Crafting surveys.
    Why do we have to have Crafting Survey I, II, etc. etc.
    For example, just "JWC Craglorn" would be enough, no need to have I, II, III, etc.

    5. Swimming.
    Please allow the mount to swimm and when I enter the water to stay on the mount.
    Or if not, at least allow something like "fast swimming", when I walk and press shift I start running, why can't I press *** in the water and start swimming fast?
    Sometimes you have to swim somewhere and for me it's very slow. And sometimes when I don't want to get in the water but I'm doing something by the water so it happens that I just enter the water (which is immediately deep, right by the shore) and boom I'm dismounted, this is complete *** and I would like to see some change (either not to have deep water by the shore or to make the mount can swim or something...).

    Personally, the things described above spoil my enjoyment of the game a bit and I would like to see a change. :smile:
    PCEU
  • lillybit
    lillybit
    ✭✭✭✭✭
    Bug 1:
    Mounting and/or sprinting. Half the time these both fail on the first attempt - but then the game kinda acts as if it worked so won't do anything the next try either and it takes 3 tries, by which time you might as well have just walked. Sometimes this chains so it might take 6 tries, or 9. I haven't noticed it take more than that but that's probably because I'm there by then!

    Bug 2:
    Overlapping companion voice lines. Particularly at busy dolmens, you can hear a dozen Zerith's repeating his 2 or 3 lines over the top of each other and not quite at the same time, even if he isn't your own active companion.

    Bug 3:
    I'm not sure if this is an actual bug or intended, tho it's definitely an actual pain point for me! When you open containers from your inventory the view can switch rapidly from the inventory/character view to normal game perspective inside the box and back to inventory view when you empty it. It's especially noticeable when you have several to open, like after doing writs, where it's pretty consistent contents you just collect without examining too much. This can cause severe motion sickness. I've stopped doing writs because of it in the past and avoided participating in events more than absolutely necessary.



    Pain Point 1:
    Guild colours should be account wide! I dont know anyone who wants the same guild to be different on each character. We like to be able to see a colour and know who's talking. Especially on console where we only have a wheel and it's really hard to set the same colours. Then if one doesn't quite work that's 20 characters to go through. 40 loadscreens.
    A bonus point on the subject of colours, it would be nice if custom aoe colours weren't account wide. Yellow works on a sorc but doesn't work as well on a templar, and green is good on a nightblade but is a nightmare on an arcanist.
    For both of these, a "copy to all" and "copy from" option would work really well.

    Pain Point 2:
    Outfits and styles. There needs to ge a bit more variation. Heavy armour is great but light and to a lesser degree medium could look a bit more like clothing. I'll mention footwear as an example. With only 3 or 4 exceptions, all footwear are knee-high boots. Even though the light version is called shoes, none of them are. Different lengths would be really nice. Also, please remove unnecessary the leg warmers on skirts!

    Pain Point 3:
    Both surveys and treasure maps are a nightmare as is. Surveys take a lot of game time to collect that I find hard to spare, so take a lot of storage management which again takes away from meaningful game time. I'd love to see them stored in the craft bag so I could collect them as and when I'm in an area, rather than if being a huge faff of changing characters.
    Treasure maps are worse and have been a nightmare in this recent event where we've been encouraged to do multiples. In the run up to it I ended up with the same maps stored on a dozen characters, which I had to mail to someone for them to bounce back so I could have access without relogging. Then I discovered that it would no longer let me collect some of the attachments if I had one of the maps in my bag. It was a mess! Having treasure maps stack would be a start. Again, them storing in the craft bag would be ideal.

    Pain Point 4:
    No search by "not known" in guild traders. Motifs and furniture plans are a nightmare if you don't know exactly what you want and/or are just looking for new ones.

    Pain Point 5:
    Increasingly long and involved quests to unlock companions, especially on multiple characters. With the first 4 I managed to unlock them on all of my 20 character, tho Ember and Isobel's ones had gotten longer and more annoying. Mirri and Bastion had the perfect quests - all in the same area with no travelling on slow mounts needed, or sending you to areas where you might not have discovered wayshrines, and long enough to be a complete story without being too painful to repeat multiple times. Sharp and Azander beat me. They were just too much and the trips through the public dungeons were too annoying on my least played characters - ironically the ones I most needed the help of companions on. It seems a big deterrent to more casual players who should be the ones getting the most from companions.
    PS4 EU
  • Just_Attivi
    Just_Attivi
    ✭✭✭✭✭
    Whats a bug vs a feature at this point?

    BUGS:
    1- Performance in general, skills failing to fire, input delay, desync...
    2- Rush of Agony not applying Crowd Control Immunity. Surely a bug, right? RIGHT?
    3-Random environmental damage. its not super common, but sometimes Ill go to a resource in cyrodiil, or jump on a random rock in a field, nowhere near lava or anything... and take 37k environmental damage (or whatever number it is, its always enough to kill a character in one tick from what ive seen). no clue why. no particular location (though Id argue Ive had it mostly in the DC side of the map, though its not super common and I dont recall exact locations) but whatever is triggering this.... probably needs to be removed from cyrodiil. my best guess is that theres a mesh under ground meant to kill players that clip into the ground somehow, and maybe it needs to be dropped down by a meter, but Im just guessing what spaghetti lies in this code.

    PAIN POINTS:

    1- Toggle Hide/show ALL armor pieces, I want to show off skins/body markings/scars/roleplay as Conan

    The next 2 are basically due to the Golden Pursuit structure, as I think it would be a huge QOL improvement for a few different aspects of the game. (I do get that some of these are designed to get daily engagement, but these are personal pain points, so here they are).
    ---
    2- Event overload- I think many people feel kind of obligated to do events because they need the tickets to get the thing that comes out later but can only hold 12 tickets so prep now so gotta do it....If it were structured like golden pursuits, maybe theres... a 10 day event, and 12 'event activities' that unlock event tickets for doing them. So If i have time today to do, say 5 activities, I can do 5 and get rewarded for 5. Maybe tomorrow I work a straight 48 hour shift and cant log in for 2 days (this used to be routine for me) so Id get kind of screwed from daily rewards. This would alleviate that. People who want to just do 1 event a day still could, but those whose lives dont allow them have a system to not feel cheated. raising the ticket cap would help here too. also add event merchants to more areas, ESPECIALLY the area that has the event.

    3- Endeavors: same concept as above. maybe make every months endeavors a golden pursuit type thing, that i can bang out 7 today if i know i cant play tomorrow. Limit it on a monthly basis (we average 37.5 seals a day, x7 days is 262.5. plus the usual 225 weekly, is 487.5. x 4 weeks is 1950, months have a few extra days, so round it to 2000 endeavor seals a month, or more to make up for bonus days and things.) Give us all the activities, golden pursuit style, so we can power through some when we are able, and dont feel cheated because real life demanded us. slap a counter on the endeavor page that says "youve earned X of your 2000 monthly endeavors" or "can only earn X more endeavors this month" so people dont need to math.
    ---
    4- LET ME SELECT SCROLL QUEST/CONQUEST IN PVP!!! spamming the scroll quest giver hoping and praying you get the one you need is obnoxious. let the grand overlord just ask "which scroll do you think would benefit us the most, hero?" then a choice of either your home scrolls if they are missing, or the other 4, grant appropriate quest. not getting quests for the others til you get your home scrolls is fine imo, but for the love of Todd let us just select a quest instead of spamming/cancelling quests.

    5- HEALTH BASED HEALS - I think its okay to have a health based heal for yourself. In pvp , this is ridiculous, and really wish it would be taken away because this warden tank meta in pvp is hot garbage, but i think its okay. HOWEVER! These heals should NEVER, EVER be healing party members as well, youre literally taking the "healer" role away and putting it on the tank, who also happens to already be the DPS because meta-cuity warden. STOP IT. Health based heals should be self only. make the other morph a heal based on weapon and spell damage and let it heal another player instead of the crazy tooltip it has (yes, this is specifically about polar wind/arctic). while we are here... shields scaling with health in both sorc and scribing (and arcanist? idk havent played mine in forever) is pretty much a terrible decision from a PVP standpoint, too. just encourages the tank meta-cuity more.
    ---
    6- Because i was close to listing this as 5, Give me an option to opt out of confirm-to-destroy/alter gear. levelled a new toon recently, and destroying all the freebie potions and stuff that dont stack with all the ones I already have is painful. Options: gameplay: confirm to destroy- Yes/no. Toggle to no, let me destroy things I dont care about freely. add a pop up when its toggled saying "ZOS cant help you if you toggle this and do silly things and lose valuables, its on you once you click this" to wash your hands of careless people so customer support isnt bogged down.


    7- because I was close to putting this as 6. STACK MAPS, or at least let me hold duplicates of them, because opening event rewards that spam maps at me is beyond obnoxious when i already have them but havent had the time to dig them up.
    Edited by Just_Attivi on February 2, 2025 8:59AM
  • ChaoticWings3
    ChaoticWings3
    ✭✭✭
    Bugs:

    1. In some vanilla dungeons because of how fast players can run through them some doors are not able to be interacted with if a party member initiates combat on the other side(the ones that come to mind are blackheart haven and the infamous door in wayrest sewars). Would like these doors to either remain interactable during combat or force members to the bosses.

    2. If a group member is fighting a world boss in the overland and I'm on the opposite side of the map combat still initiates for me making me unable to use wayshrines or mount.

    3. Crafting writs with the Jora rune and oko rune do not highlight when quest only is highlighted and I have to manually select the runes.

    4. Fishing in wrothgar has a weird bug with foul fishing spots where no trophy fish can be caught. Seems to only affect new accounts without the achievement. After catching all other trophy fish in the zone I was able to catch the foul fishes.

    5. Hagraven enemies fall through the platforms in some infinite archive stages. They are impossible to target if you have a full melee range build.

    I don't encounter many bugs as others but these were the most annoying ones to me.

    Pain Points:

    1. Story mode for dungeons. I see a topic come up every month with very similar situations where someone running a random normal goes too fast and doesn't allow the questing player to hit all the quest ticks. Not to mention there are several players that want to listen and explore the dialogue options for every dungeon but we can't because they need to go with the group or be left behind. A story mode would defiantly solve this. It would be possible with just the questing player, mechanics would be downplayed (or non-existent), and rewards will probably be limited to some gold from enemies and whatever the quest gives at the end (including the skill point the vast majority of questing players are trying to get on other characters). No gear drops should be given so as to still encourage running normal mode after doing the story.

    2. Lead drop rate is way too low sometimes. I spent probably 2 to 3 hours in Knarthi's roost for the 2nd and 3rd drops for codex entries. The rate should be high enough where at most I should only be spending 20 minutes if I am fully concentrating on the grind. Treasure maps, group dungeons, and trial leads should have an almost guarantee chance at getting something or in the case of treasure maps just having it look for something on the lead drop table rather than just seeing whether a lead would drop or not. The leads from group content for the time investment is again too long. If I do the task I should get the lead especially with trials where its not easy to get 11 others players to do the run with. Each dungeon run depending on the group is about 20 to 30 minutes. At most I would say 2 or 3 runs not 7 to 10 runs.

    Long story short just better rng when it comes to leads or other ways to get leads from rotating shops. A lot of players like collecting the lore bits and the first lead (except for treasure map ones) tend to be the easiest one to find. The second or third time though we just want to find them again for the lore. It really shouldn't feel punishing to try to get the lore.

    3. Stackable treasure maps and containers but mostly treasure maps. After having the siege weapons become stackable this is still one of the most annoying inventory juggling I have had. Not to mention there is a bug (an honorable mention) where I loot a chest, find out I had a map already, send the map to my bank, try to loot the map again, chest says I still have it in my inventory.......Myself and others don't do treasure maps every day and because they act like surveys to an extent they really should stack like surveys.

    4. A guild store filter for any unknown items my character does not know. There are hundreds of items and I have to search manually every time to find the ones I can read.

    5. Surveys being considered a craft bag item. The amount of space this will give players is immense especially for those that craft every day.
  • AlienatedGoat
    AlienatedGoat
    ✭✭✭✭✭
    ✭✭✭✭✭
    Top Bugs/Issues

    Bug 1 - Buggy doors in dungeons not letting you enter. This is an early days bug that still is somehow a thing.
    Bug 2 - Quests breaking in dungeons if you progress too far (just make them autocomplete to the last step at the end of the dungeon).
    Bug 3 - Stuck in combat (yes I know you said not to mention this but really, this is top of the list for bugs to address so please address it).
    Bug 4 - Cyro performance - this one is a biggie as well, and is 100% required if you want PvPers to continue playing ESO longterm.
    Bug 5 - Getting kicked from the server and not being let back in/having to wait 15-20 mins before logging in again.

    Top Pain Points

    Pain Point 1 - Veteran difficulty option for Overland content - after a certain amount of experience/playtime, Overland content becomes very unrewarding and unsatisfying. A number of vet players have stopped playing this content (or stopped playing altogether) because they couldn't enjoy Overland content, which constitutes a solid 90% of the game. Make a veteran difficulty option for this content, and similarly make a story-only Dungeon mode for casual/solo players, and allow players of all skill levels to enjoy all the content in ESO.
    Pain Point 2 - UI refresh and minimap - It's past time to bring the UI in ESO up to the standards of the rest of the industry.
    Pain Point 3 - Graphics overhaul for base game zones, characters, older costumes and gear. Old content looks very out of place compared to new, and needs a fresh coat of paint to bring it into line with the rest of the game.
    Pain Point 4 - Adding surveys, treasure maps and crafting writs to the craftbag. For most crafters this stuff takes up far too much bank space which could be used for more important things.
    Pain Point 5 - PvP and PvE sets/skills should be balanced separately for each mode.

    Thanks for reading! :smiley:
    PC-NA Goat - Bleat Bleat Baaah
  • EmperorBranden
    EmperorBranden
    Soul Shriven
    Top Bugs/Issues
    Bug 1: If you can fix all combat bugs, then please remove queueing to IC or Cyro to instantly port to the other, at least while in combat. This didn't used to be a feature and doesn't seem intended.
    Bug 2: Please make all group dungeon quests simpler. I don't get the skill point sometimes from my own distractions trying to help myself or others get gear, sometimes people rush through and I can't talk to NPCs in combat, and sometimes NPCs or other game mechanics don't appear or work.
    Bug 3: When I'm grouped, and dungeon queue starts but fails, the well-intended message "you've been placed at the front of the queue" has never put me in a group. I learned to always restart my queue from that. Maybe just restart the queue of such groups?
    Bug 4: Rush of Agony pulls farther than the tooltip would suggest.
    Bug 5: BG queues. Please allow BGs to start with a missing player. Many teammates are useless, so there's already so much random luck.

    Top Pain Points
    Pain Point 1: Max mag/stam are marginally beneficial compared to health in PvP. Teammates below 30k health are fuel to VD procs, and are generally more detrimental than helpful. Please consider changing all heals which scale from max health to constant or scaling from anything else. Please watch and reassess if more health nerfs or mag/stam buffs are needed.
    Pain Point 2: Rush of Agony and other pulls need an immunity timer. Many people are understandably done with PvP when they try an 8v8 BG or Cyro to get pulled repeatedly with no counter play. What makes ESO great is that all other combat mechanics have counter play.
    Pain Point 3: Please allow teams to initiate a forfeit vote in BGs. This is typical of 2 team arena video games.
    Pain Point 4: Please limit 4v4 BGs to custom lobbies, or give everyone (without addons) the ability to queue for multiple BG queues. We need help filling pick-up lobbies in the slow hours, and in general until queues are fixed.
    Pain Point 5: Please don't separate BG MMR per toon or reset it per month. This doesn't accurately reflect BG performance. I recommend account-wide MMR and resetting MMR only once per large update (formerly quarterly).

    Thank you for trying to help me to enjoy ESO more! ESO is already singular in capability and fun. Other games are worse, and I write this because I believe in you to help make ESO's strengths into greatness.
  • virtus753
    virtus753
    ✭✭✭✭✭
    ✭✭✭✭
    ETA (3/25/25): The moderators have now accused me of "abusing support" for reporting blatantly inappropriate sexualization on your forums. I'm sorry to see that this pattern of embracing and defending completely inappropriate sexualization when it clearly violates your rules continues to be turned on the person trying to report it. It's beyond inappropriate.

    Pain Points:

    You have asked for anything that "creates friction or takes away from your enjoyment in ESO." Please note that this, for me, necessitates discussing things that relate to moderation, which is having a significant impact on the experience created by ZOS in this game. You have opened this door here in this thread and in others as you look to improve the moderation experience. I need to include some specifics to illustrate the severity of what is happening here. I would not normally have posted this publicly, but you have explicitly asked for what takes away most from my enjoyment in ESO. This tops the list for me.

    Kevin, I know you and I have discussed #1 here. Unfortunately it seems the situation is going nowhere over two months on, and more issues are arising along the same lines. It is getting worse, not better. It is now occurring to my friends where they are having sexual slurs used directly against them in DMs and it is being declared "not a violation."

    1. Support has been actively and repeatedly defending hate speech (including sexual slurs), discriminatory language, and trolling as "not a violation." Please do us the courtesy of letting us know where ZOS stands on this behavior so we can all be on the same page about what kind of environment you want here. The expectations you have set in the ToS/CoC are being directly contradicted by these decisions from Support. It's been hard trying to find the positive points of the game while they're overshadowed by this behavior and the completely permissive nature of the official response to it. In one of your events last year, the team noted that you expect the game itself to hold players for 5 months but for the community to hold them for 5 years. If behavior like this is supported as the new normal, I wouldn't blame players for leaving after 5 days. It's not ok.

    Examples: the use of the c-word and the b-word as slurs, even in DMs calling players that in a very unwanted way. "Not a violation" of your ToS/CoC, per Support.

    What *is* inappropriate if things like these are not? That's a genuine question, to which I need an answer. This pattern of Support excusing clear violations is deeply concerning, and I know it's not just me.

    Editing (Feb. 16) to add another example of supporting hate speech and sexual harassment, by choosing to be represented by Stream Team members who engage in that language and behavior: https://forums.elderscrollsonline.com/en/discussion/673393/official-stream-team-member-exploiting-and-being-offensive-toward-viewers/p1
    Spoiler
    Support has spent more than two months defending the use of the c-word as a slur with a variety of excuses (things like "this is an M-rated game," when ESRB ratings explicitly have no bearing on online interactions and are in no way intended to be or acceptable as an excuse for condoning hate speech or other violations of ToS/CoC), along with empty (literally no text) "answers." If you do not permit the n-word, the f-word (the anti-LGBT+ slur), or the r-word, but you do permit the c-word as a slur, you are applying a double standard in which people with this anatomy are not worthy of the same protections as other people who have long been subjected to repression, discrimination, and animus for who they are.

    But perhaps Support does support those words? The other day a friend of mine was called the b-word in a DM without her consent and against her will. "Not a violation," per Support.

    Creating usernames with terms associated with marginalized groups to use them in derogatory ways is repeatedly excused as "not a violation."

    Telling a player to "Alt F4" when they ask for help? Also "not a violation," per Support. Even if mean-spiritedness against other players doesn't matter to Support, can this really be good on a technical level to force quit unnecessarily? I always thought that should be used only as a last resort, but if Support thinks it's safe enough that it's ok for players to instruct others to do this as a prank, I guess they must know better...

    Instead of engaging constructively and providing clarification as to what is and what is not a violation of ToS/CoC, even though what is written bears no relation in many cases to what is enforced, Support soon gets into the habit of marking a ticket "read answer provided" while providing no response. This occurs repeatedly and prevents us from understanding what ZOS intends for this game and its environment. It is also very rude to tell someone another response has been provided when there's nothing there. It's not a mistake. It happens far too frequently for that. It's a tactic used by Support agents to try to make tickets go away when they can't give an appropriate response. Supervisors have previously apologized for this, but it keeps happening.

    It is the biggest pain point for me to keep being told in so many ways that if I have a problem with hate speech and other bad behavior, I'm the problem.

    Watching my friends go through this is even worse.

    2. Gender locks on forms of self-expression and identity (e.g. titles, costumes, dances, walking/running animations). I greatly appreciate that the game has a range of options from more masculine to non-gendered to more feminine. Variety of expression is essential to a successful RPG, in my opinion. But why don't all characters get to use all these options?
    Spoiler
    Instead, we not only have many gender-locked titles but have even gotten a title taken away (Empieror). A few years ago we got a new costume (Baker) with very distinct gendered style choices that sent the very unfortunate message that women belong in dresses/skirts, while it's men who wear the pants. Through inaction when it comes to updating older content, it is reinforced that only "men" can dance in certain ways while only "women" can dance in others. "Men" and only "men" must walk in a "straight" or "even" way; "women" sway their hips. (There are a few workarounds that I hesitate to list here in case it is decided they should be "fixed.")

    Don't take away these options or prevent us from using them, like you did with Empieror; give all options to everyone so they can use what they like. Yes, even if that means clipping - although thanks to one of these workarounds we can see that "male" dances on "female" characters work just fine as is. (As for how a title clips on the "wrong" gender, I have no idea...) Expression of identity is at the heart of what it means to be an RPG, and Matt Firor has insisted this is an "online RPG" more so than anything else. Let ESO reflect that. This would cause no harm to anyone by any reasonable definition of that term, while it would enable a much greater range of identities to be expressed by everyone.

    3. Many descriptions are inaccurate, misleading, incomplete, or entirely missing; items are not always properly documented, communicated, or even acknowledged. Please find time to ensure that you're (the "devs" in extended use) including important details, taking care to phrase things correctly, and providing explanations as necessary.

    Just some examples:
    Spoiler
    -Clearly and accurately indicating whether sets and skills are direct or DoT/HoT, AoE vs. single-target, "shield abilities" or not, etc., would enable players to understand the game better from within the game rather than having to rely on testing, other players, and outside sources for information. You have a passable explanation of direct vs. DoT and single-target vs. AoE under "Damage and Healing categories," but players have no *reliable* way (as in 100.0% accurate way) to connect their sets and skills to those categories except by testing each damage and healing component.

    For example, Barbed Trap: its description says its target is "Area" and makes reference to "enemies hit by the initial hit" and "enemies who activate the trap" (plural). There is no reference to "enemy" in the singular at all. So it's an AoE, right, at least its initial hit? Except it only hits one enemy per cast (even when multiple enemies are pixel-stacked) and is buffed by Deadly Aim, not Biting Aura. How is anyone supposed to divine that from the text in game, which only ever uses "enemies" in the plural and lists "area" for its target? I know people who did endgame trials (HMs and tris) for *years* before being told that this skill was purely single target. These are people who take the time to read what you (the dev team) say carefully and who have invested a significant amount of time and effort into this game, but they have been misled because they reasonably assumed that important details are included and conveyed accurately. That doesn't feel good.

    As an example of unclear terminology, what constitutes a "shield ability" is never explained in game. It isn't just anything that grants a shield, but the one attempt at explanation provided in that one patch note way back when isn't adequate, as "auxiliary" wasn't clearly defined there. (Why does Cleave/Carve/Brawler not count as a "shield ability" when a shield is not only present on all three forms but also arguably the main feature of the Brawler morph? Unclear.) Requests for clarification on what the devs mean by "auxiliary" have gone ignored. It feels arbitrary. Even if the devs agree it's arbitrary, it should be specified in game so we have something to work with rather wondering what's working as intended while our requests for clarification go unanswered.

    -Some item tooltips in the Active Effects list on the character sheet are bugged (many foods show the wrong numbers when applied) or simply have no information whatsoever (Pearlescent Ward just reads "Pearlescent Ward" - there are many other things like this). The Advanced Stats sheet continues to have errors or omissions in calculations, some of which very understandably cause players to think bugs exist when they don't. While these may be considered of lesser priority because they're "just" UI issues, it is a pain point when we are given insufficient or incorrect information by the game.

    -Some sets and skills simply omit critical information. One example is the Maelstrom set Cruel Flurry, whose tooltip fails to specify that it no longer applies to channeled abilities. It's been left this way for years despite numerous reports. Not all players know there are even patch notes to read. For those that do, they don't all have time to read every patch note from the past ten years to understand key information that should be stated in the game itself. I do not pretend to know how much time it would take to add the phrase "does not apply to channeled skills" to this tooltip, but neglecting to do so for years after changing this set and ignoring the requests for an appropriate update give the unfortunate impression that accuracy in communications with players just isn't a priority. (The choice to construe this change as a bugfix was also very frustrating, as the set was clearly designed around and is still literally named for a channeled skill. How could it possibly have been the case that it was never meant to work on channeled skills? That is a deliberate change, not a bugfix, and it remains buried in a patch note on the forums rather than stated in game.)

    -Weapon skill components that are single-target sticky DoTs on enemies don't trigger weapon enchantments, whereas other weapon skill components (as well as light and heavy attacks) do. The fact of this exception and why the devs chose to implement it make for a fairly interesting read, but the problem is that this information (as far as official sources go) can be found only in a dev note on the forums from 2018. It is not found anywhere in game. In fact, in the Tutorials/Help section I can't seem to find any explanation of how to set off weapon enchantments full stop.

    -Endeavor descriptions are another example of problematic wording. Tooltips that define an endeavor as itself ("Kill X Bosses" --> tooltip: "Kill X Bosses to complete this endeavor") are not helpful. Tooltips that define an endeavor as itself but introduce inaccuracies are also not helpful: "Loot treasure chests throughout Tamriel" is not an accurate way to indicate that players can loot treasure chests, thieves troves, dolmen chests, shell troves - but NOT Harrowstorm loot boxes, for some reason - anywhere in game, not just Tamriel (or even Nirn!). Endeavor titles that substantially differ from their requirements are also frustrating: the only "people" in game are "upstanding citizens" - what a commentary on those who don't behave according to your moral standards! Many endeavors are clearly misphrased: for "Afflict 150 enemies with poison," read "Apply poisons 150 times" (it can be the same enemy for all 150); for "Place 7 Furnishings," read "Place Furnishings 7 times" (it can be the same one 7 times); for "Read 2 lorebooks," read "Read lorebooks two times" or "Read a lorebook" with a counter of 2 (you can read the same one twice). For "Steal 15 items from the environment," read "Steal 15 stacks of items" or "Steal 15 times" (it counts only stacks, not the total number of items taken or the diversity of items). There is no remedy for this other than to try to spread the word via the community so people understand that what is said is not reflective of what we get. Hearing that my friends and guildies have spent such a long time finding 150 different enemies to put poison on when they would rather have sat on a dummy and accomplished that endeavor in a fraction of the time - if only they had known how this endeavor actually works! - is deeply frustrating and disappointing.

    -News articles continue to contain unclear language and/or errors of fact again and again. Resource events *do* increase certain drops from mobs, like leather scraps. No, the current Pan-Tamriel boxes do *not* give rewards "based on your location" as promised. Some of these errors get corrected thanks to the CMs trying hard to facilitate better communication with the devs. Other errors remain and persist, causing confusion and frustration. The impression that I'm left with is that there is not clear enough communication among the people writing up these news articles, the people who have designed the game, and the people who have coded the game. (That's not even touching on the coding bugs that come with these events.) It can't be left to the CMs to try to fix all the issues after the fact.

    -A personal pet peeve: "Novice" NPCs are regularly harder than "Proficient" NPCs in Tales of Tribute. I have seen quite a few people reason that since they have such a hard time beating Novice NPCs, they know they won't beat anyone harder - they're (reasonably) assuming that "Proficient" accurately reflects the comparative difficulty level of these NPCs, when in fact it doesn't. So here the misleading labeling is having an actual impact on player retention and investment in that it is discouraging at least some players from continuing with ToT. I would think that the dev team would be interested in proper (and properly marked) scaffolding and in fixing an issue that is driving people away from a system they took the time to create.

    4. The FOMO Treadmill It's never enough. Our time, our effort, our money, it's just never enough. And that's becoming more and more transparent. We are getting less but are constantly being asked and pushed for more. The demands on us are relaxed only after significant push back from the community, and then it may take close to a year (or in some cases more) to see action in response, if we do (my old Jabs says hi).

    5. The extreme jump in difficulty between normal and vet. Please consider adding a normal hard mode as a stepping stone. I see the impact of this in the social guild where I try to help people learn this content. What should have a learning curve is instead a massive wall for many players.


    Bugs:

    1. Gamepad mode. This has had unjustified bugs, some for a decade, that result in what feels like a second-class experience. Yes, unstackable unique treasure maps are a pain point in every mode. But those who have never played in gamepad mode don't know that issue can get even worse. In gamepad mode we can't pick up duplicate maps if a copy is even just in the bank, regardless of whether one is in our inventory.

    I understand that gamepads have fewer buttons than keyboards, so some accommodations must be made. But differences like this (and those below) have nothing to do with physical constraints due to the form factor of a gamepad. I can see no justification for the difference in experiences here, and no justification for why they've lasted as long as they have - without even an acknowledgment in most cases.

    More:
    Spoiler
    We can't use a consumable from inventory in combat unless it's via the quickslot. We can't view guild bank contents without permission to withdraw. We can't see all the important tooltips, like how companions need to wear 5 pieces of the same weight of armor to level that line. We are shown different population levels in Cyrodiil. Native support for PlayStation controllers is missing critical functionality (certain buttons disabled incurably, no vibrations, no Bluetooth), which means additional third-party solutions are necessary to get that functionality back. And that native support has resulted in an input delay bug that is still causing undue hardware damage. Historically, we have also been subjected to a roster-skipping bug that made it effectively impossible to do guild management. That one has recurred numerous times, and it's lasted for multiple major updates each time it's occurred.

    2. Impactful lag, disconnects, and cases where we cannot log back in for 5-10 minutes after being disconnected.
    Spoiler
    It was good to see Rich Lambert publish a list of some factors that are being looked at here, but results are what matter. I also haven't seen an official explanation - maybe I missed it - as to how we get locked out of the login server for around 5-10 minutes or until a PC restart. It's frustrating enough to get booted or lose connection. Being prevented from getting back in causes more stress at precisely the moment when that stress will hit the hardest. What is going on here that keeps us out? How can it be fixed? Getting players back in as soon as possible would help with some of the friction of getting disconnected alongside working on the causes of the disconnects.
    Edited by virtus753 on March 25, 2025 9:18PM
  • Razmirra
    Razmirra
    ✭✭✭
    Hrmm..what issues could I list here..

    Bugs:
    1) The chat bug. Type text in, unfocus to click off of the window and your current input on the window vanishes. Incredibly frustrating for the RP community.

    2) Getting stuck in combat. Volenfell after the final scene when the skeletons start popping up will leave you in combat if you don't dash out of the door quick enough. Pretty sure in other PVE content and PVP this does happen too.

    Pain points:

    1) Banking to do multiple tasks is annoying if you want to put items in your own bank then sell items on a guild store. Give us a prompt to go back to the main prompt without them repeating their initial dialogue.

    2) Chest piece loincloths and/or tassets getting in the way, dual wield weapons clipping or floating off the hips on some pieces. I would love to use some of the newer styles but the former and/or latter ruin the look. Also waist piece floats off person's body with certain combinations.

    3) Companion AI needs additional work. They could aggro a WB (such as bow/destro staff user), keep moving back and then leashing pulls it back and to full health. Standing less in AoEs and running in certain circumstances would be nice.

    4) Group size limits. Bring 24 back to PvE overland/housing and perhaps 16 in Cyrodiil. The former also affects the RP community in some manner as well.

    5) NPC exclusive emotes. There are so many emotes NPCs use in quests that we do not have access to that would be great to have available to us. That and this will further enrich those in the RP community without having to improvise with other emotes.
    Edited by Razmirra on February 2, 2025 8:30AM
  • Ishtarknows
    Ishtarknows
    ✭✭✭✭✭
    Bugs:
    1: Stuck in combat, especially when related to pets. If putting your scamp away fixes it something is wrong somewhere.

    2: Grim focus permaglow. It serves no purpose and messes with paid for cosmetics. Needs to go now

    3: Crafting materials in writ rewards are messed up. My CP 160+ characters craft at max level yet get CP 10 materials as "reward". When will I be CP 10 again to use them?

    4: Lag in trials once you've been in there a while. Skills don't fire and enemies can be had to target

    5:


    Pain points:

    1: can't search guild stores for unknown

    2: make a dungeon queue that doesn't ask for roles. Make it just for random normal if necessary, it will help with queue times

    3: Make treasure maps stackable

    4:

    5:

    I'll edit as I remember more
  • joergino
    joergino
    ✭✭✭✭✭
    Pain points:

    1 Surveys: When approaching a survey location, the yield should be multiplied by the number of maps in the stack the character is carrying. In addition, they should be in the ctafting bag.

    2 Treasure maps should not be "unique" and they should be stackable.

    3 Curate lead drops, especially those that drop from treasure map chests. RNG on top of RNG is frustrating.

    4 Books should be account wide, at least all those that are not directly advancing the Mages Guild skill line or those that count as individual motif chapters.

    5 Companions should be available for all characters after their unlock quest has been done on one character. Doing the quest on a different character should be optional.
  • CoolBlast3
    CoolBlast3
    ✭✭✭✭✭
    These are in no particular order!

    Pain Point 1: Character Models
    Character Models/Graphics are outdated. This game came out in 2014 and was in development long before that. It's understandable, but after a decade a revamp of character models and/or the creator seems feasible. Warframe is a similarly 10 year old game and this year they announced an update of character models as well.

    Pain Point 2: Crown Prices
    I understand crown prices being $$$ because that's just how the business works. But surely increasing endeavours wouldn't put too much of a dent into the earnings. ZOS has done a good job this past year of adding cosmetic rewards (skill styles for example) into content, but ultimately most costumes, adornments and whatnot are all cash shop crown crate items. Either reduce the endeavour costs or increase the gained endeavours.

    Pain Point 3: Monster Trophies
    I have over 10,000 hours in ESO doing a variety of content, but primarily PvE and I do not have a single one of the monster trophy achievements unlocked, even after account wide achievements! That's ridiculous! Increase the drop rate of monster trophies and/or add them to Infinite Archive, either from chest drops or the weekly vendor (or both!)

    Pain Point 4: Companion Romance
    This was briefly teased in some interviews after Blackwood, but Companion Romance would be a lot of fun honestly. Warframe as an example again, they hired a dedicated romance novel writer to write the romance system and it turned out incredible. Especially with the upcoming Roleplay Choices in dialogue having Flirt options, this could lead to a fun system. Otherwise, romance in general. I'm sure you're all well aware of how much people like Naryu, Fennorian, Ithelia and the likes.

    Pain Point 5: Story Chronology
    Please, please, please implement a timeline. The story is nonsensical all taking place in 2E 582. It destroys immersion. You don't have to and shouldn't remove play in any order. No, keep everything unlocked as it is, but just write with a timeline in mind. Make time pass.
    You've plenty of time between ESO and the next chronological installment in TES, you'll not run out of years! People that don't want to read the story will skip things anyways, and people that do care about the story generally prefer things to make sense! You could implement a Story Journal akin to Guild Wars 2, which lists the stories/expansions/etc in order with a description and the in-world start year.
    None of these stories are locked by not doing previous ones, they just assume you did such and write the dialogue to represent that, instead of constantly dumping exposition- which is the opposite of ESO's "What's a [thing i've been told and already asked about 4000 times in the past ten years]" styled questions. We could hopefully also get more character development for the Vestige and sidecharacters, as with chronology in mind you wouldn't have to fully reset them every single re-appearance. (i.e: Blackwood ignores Eveli's char development in Wrothgar, and resets her to pre-Wrothgar.)
  • Sadras
    Sadras
    ✭✭✭
    This is a good idea, thanks for the engagement!
    Here are mine:

    Top Bugs/Issues
    Bug 1:
    During boss fights, synergies and similar scripted combat prompts either not appearing at all or not firing, or the chance of them firing being unpredictable.
    This has been an issue especially in several chapter and chapter DLC end bosses, I can think of Greymoor, Markarth and Dragonhold, but also in more minor cases like the boss in the Dead-Water Tribe's quest line in Murkmire, with the grappling hooks not appearing as interactable or not firing.
    In general, grappling hooks can be temperamental.

    Bug 2:
    Door interactions during quests are a repeated issue.
    In the final quest chain of Greymoor, after going through the underground, right before the final boss fight, the door is not always interactable, and one cannot get out of the cellar and back into the city. That can mean abandoning, logging out for 15-30 minutes to change the instance, repeating a long quest line, and hoping the door reacts the next time.

    Bug 3:
    Another door: The Telvanni quest line in Morrowind, with Sun-in-Shadows; last quest. If one has the Warden bear or a companion around, the door to the boss fight in the slavers' camp cannot be interacted with. There is a long forum thread with all manner of troubleshooting and brainstorming on how to complete the quest.


    Top Pain Points
    Pain Point 1:
    I would emphatically like a return to a more adult writing style in general. Zerith-var is a great step in the right direction that gives me hope in that regard.
    In the Elder Scrolls games, including ESO, I've always liked the sense of ambiguity, different viewpoints and agendas influencing each speaker and piece of text, the complexity, and the story taking itself seriously (except in the excursions when it didn't). And a strong commitment to the lore. In ESO, my highlights were Clockwork City, Orsinium, but also the ways the war was handled in the basegame. In later chapters, the writing often didn't care to provide that anymore, and I didn't feel taken seriously as a player. I really hope for a return to the old form.

    Pain Point 2:

    There has been an increase in very long and tedious grinds that I don't like to see at all. Be it scribing or the very long time it can get to level Antiquities.
    I don't enjoy grindy MMOs, and I don't need something to give me something, just anything, to do.
    In Elder Scrolls games, again including ESO, I enjoy the freedom, being able to go anywhere and do whatever I want to do at the time and having it be enjoyable. I like handcrafted quests and voluntary exploration. These latest systems are too much of a chore to get through in order to access something, and that's not in the spirit of the game series in my view.

    Pain Point 3:

    Please add a minimap so that no add-ons are needed.

    Pain Point 4:

    Also on the map topic: Please add (perhaps optional?) map symbols for mages guild books, treasure maps and the like.

    Pain Point 5:

    Cross-play would be fantastic, between NA/EU on the same platform and between platforms. I've played on different platforms over the years as life situations changed, but it's always been a topic that there were people I couldn't play with.
    Being able to move one's unlocks and such from one server to another after a move would be much appreciated too, but if not that, at least a visiting function of sorts.
    Edited by Sadras on February 2, 2025 2:58PM
  • LinusMain
    LinusMain
    ✭✭
    Top Pain Points
    • Pain Point 1: Light attack weaving, making it a big pain to play on a controller. I would love for ESO to get rid of light attack weaving entirely, and turn light/heavy attacks into the same GCD as skills.
    • Pain Point 2: Very common event golden motifs not sellable to vendors. Some very cheap ones are cluttering inventory and requires confirmation to delete, which is a pain.
    • Pain Point 3: Scribing not being saved to armory slots
    • Pain Point 4: No crafting assistant. An assistant that lets you do alchemy crafting / provisioning crafting will be very useful
    • Pain Point 5: The early stages of infinite archive are way too easy and boring. I wish there's a way to skip them.

    Top Bugs/Issues

    There are no particularly big bugs / issues I encountered outside of being stuck in combat.
  • fizl101
    fizl101
    ✭✭✭✭✭
    ✭✭
    Bug 1. Heavyt attacks sometimes just not firing, need to stop attacking and attack again to get things working
    Bug 2. Ground effects firing - if the floor isn't perfectly flat, getting something like caltrops, atro ulti or lightning flood to land at all can be challenging. In heavy attack weaving this is particularly obvious
    Bug 3. Intermittent cones of silence at wayshrines. Gonfalon square is my most regularly noticed one as I go to collect cards dailies (also the missing statue out in the sea!)
    Bug 4. I think its a stam recovery desync, but not sure, sometimes you can't interact with things unless you roll dodge or do other activity first. This can include looting bodies, opening chests, selecting verses in the archives and other interactions
    PP 0. Lack of challenge in quests - both fighting and puzzles. I only do the stories on one character at the moment as its like an interactive book rather than a video game
    PP1. Pleeeeease have the settings that include sound volume take effect on the initial landing page. At least on console these settings don't take effect until you click x to the screen where you can select server etc. I have the volume down on music, but its incredibly loud on that screen as the setting isn't read at that point
    PP2. Minimap pls
    PP3. Please give consoles settings for vertical view adjustment alongside the existing horizontal. Its been asked for for a veeeery long time
    PP4. When using leave instance, please travel back to your own home or a home you are allowed access to if that is where you left from. Travelling to a previous zone then having to travel back to your house to fill ulti or whatever you are doing increases the amount of load screens
    PP5. Allow for account wide settings that you can adjust, rather than having to set for each new character independently.
    PP6. (I'm being greedy!) - please revert the jabs UI change. I really don't mind that it was changed to 3 movements rather than 4, but the waving arounda spear to slap someone, and using a staff motif rather than keeping the original spear of light don't work

    Thankyou!
    Edited by fizl101 on February 2, 2025 2:39PM
    Soupy twist
Sign In or Register to comment.