Thanks for starting this conversation, @LadyGP.
Just wanted to put a reminder that if folks share bugs and pain points here, that they also reflect that in the thread where we are collecting the list from players. LadyGP has it in the first post of this thread.
Thanks for starting this conversation, @LadyGP.
Just wanted to put a reminder that if folks share bugs and pain points here, that they also reflect that in the thread where we are collecting the list from players. LadyGP has it in the first post of this thread.
valenwood_vegan wrote: »Thanks for starting this conversation, @LadyGP.
Just wanted to put a reminder that if folks share bugs and pain points here, that they also reflect that in the thread where we are collecting the list from players. LadyGP has it in the first post of this thread.
Hey Kevin, I posted in the thread but just wanted to add here that I wonder if this might also be some good material for a survey, like y'all did last year about guilds. Not that you won't get useful feedback here on the forum, but I feel like that's going to be very difficult to parse through. Especially with the answers varying so greatly depending on the areas of the game that people engage with. Just a thought about another potential avenue for gathering this feedback from players but in perhaps a more structured way.
It's really nice to see our feedback being sought after, whatever form that may take.
BXR_Lonestar wrote: »The stuck in combat "bug" is particularly bad and needs to be addressed in a way where we don't have to deal with it again. Honestly, it'd be preferable to see people get mounted on the outskirts of the combat area to bail and "get away" so to speak than it would be to have to deal with this bug.
Nothing is worse than trying to play as a coordinated group, and you got half the group falling behind because they're still stuck in combat, even though your already half way to the next objective. Some nights have been so bad that I was relegated to just running between objectives (as a mag character with relatively low stam), and then you get to the objective without any resources, and you are at a major disadvantage. This is often catastrophic when you are fighting outnumbered all the time like my alliance is in my campaign.
The other thing I think they need to take a hard look at if they are going to try to reduce the power of ball groups is to also reduce the advantage you have by simply having 3-4x the numbers of the opposing alliance. Regardless if you are pro-ball group or against ball groups, you need to understand one thing: Ball groups are the counter to zergs. If it wasn't for ball groups, the only thing that will dictate outcomes is numbers. So if you reduce the strength of ballgroups, you have got to do something to also reduce the advantages that an alliance has when they (routinely) outnumber the other alliances by a large margin.
My suggestion: if ballgroups get a nerf, then put a mechanic in cyro similar to battle spirit where when you are outnumbered (say 1 bar to 3 bars), you get defensive and offensive buffs that will allow you to be competitive still in those situations. If this is not implemented, then people are just going to get zerged down and quit playing in there when they don't have the numbers advantage, which is going to be completely counterproductive if you want more people to be playing PVP.
Kevin created a thread asking players to submit their top five bugs and pain points that we would like addressed but asked to keep comments to a minimum.
This thread is for discussing the dev team’s request itself, what bugs and issues you think are the most important, and any expectations or thoughts on how they might address them.
Kevin created a thread asking players to submit their top five bugs and pain points that we would like addressed but asked to keep comments to a minimum.
This thread is for discussing the dev team’s request itself, what bugs and issues you think are the most important, and any expectations or thoughts on how they might address them.
So, about the request itself, my plan is to ignore it. My expectations are that it won't matter. My expectation is that they will be more attracted to player comments that align favorably with their current decisions and not as much for comments that are not.
I expect that they already have stuff in the works. Planned, booked, and confirmed. While ZOS needs to listen to players, I think that what we say now won't be in the game for over a year, assuming that it aligns well with what ZOS wants. 2026 or even 2027. By then, the player comments and opinions may be very much different than they are today. Many players that respond to this query today may not even be playing the game anymore.
BetweenMidgets wrote: »After some consideration, I do believe they will address all the housing/motif/outfit issues... but I believe we have honestly just given them the roadmap of monetization. Depressing thought.
ZoS isn't going to take the time to ask us for feedback if they are just going to close the thread and not review the information.
ZoS isn't going to take the time to ask us for feedback if they are just going to close the thread and not review the information.
They could though.
I've seen it time and time again across many different companies.
Ask for feedback purely to placate people into thinking their voices are being heard, while they completely disregard it.
Heck, this is basically how people view ZoS's handling of U35, whereby all the feedback given during the PTS was ignored.
Over time I've learned that it's best to remain skeptical of things. If someone promises something or asks for feedback to work on... Simply expect nothing until there's something to show for it. That way you're only marginally disappointed when they not only ignore that feedback but do the complete opposite of what people wanted (Since that seems to be the prevaling trend in modern times)
SaffronCitrusflower wrote: »For me the biggest pain point is server stability, lag, disconnecting and other performance related issues. Nothing else comes close in my book. Everything else is details.
This thread is great but, obviously / presumably, it's not intended to be a duplicate of the thread it's talking about with people just listing here their bugs and pain points. That's the very purpose of ZOS's own thread.
I think it was a great idea to ask players to prioritise five bugs and five pain points. But unfortunately a lot of players haven't, which rather defeats the purpose of the exercise in identifying the absolute most important things to people.
I'm liking the engagement at the moment but as @valenwood_vegan says it seems like prime fodder for a survey. When I look at the answers here they're all over the place but do tend to concentrate more on the most common topics brought up by members in this forum. I'm not sure that using that to guide development is going to reflect the broader tastes of the wider player base.
TBH I don't recall them soliciting feedback for U35 like this.
Also - didn't intend for this thread to become a negative fest. Hoped we could focus the conversation on the changes we wanted.. thoughts on those changes, and just overall good dialogue around changes in general.
DenverRalphy wrote: »Bank Stacking seems to be under represented under pain points.
The bank ui is in dire need of a Stack All option. Let alone a smarter algorithm knowing when to stack items upon deposit.
DenverRalphy wrote: »Bank Stacking seems to be under represented under pain points.
The bank ui is in dire need of a Stack All option. Let alone a smarter algorithm knowing when to stack items upon deposit.
Dumb question, can't yoou just hit Y or something and it makes the stacks for you?
DenverRalphy wrote: »DenverRalphy wrote: »Bank Stacking seems to be under represented under pain points.
The bank ui is in dire need of a Stack All option. Let alone a smarter algorithm knowing when to stack items upon deposit.
Dumb question, can't yoou just hit Y or something and it makes the stacks for you?
Nope. The bank UI doesn't have a Stack function like your inventory does. So when your bank is at like 480/500, you have to actually go through all 480 items to find duplicates to withdraw, stack, re-deposit. Gotta keep a sharp eye out anytime you deposit anything stackable (ie.. surveys).
Oddly, while they did put a Split Stack option into the bank ui, they left out the reverse.
DenverRalphy wrote: »DenverRalphy wrote: »Bank Stacking seems to be under represented under pain points.
The bank ui is in dire need of a Stack All option. Let alone a smarter algorithm knowing when to stack items upon deposit.
Dumb question, can't yoou just hit Y or something and it makes the stacks for you?
Nope. The bank UI doesn't have a Stack function like your inventory does. So when your bank is at like 480/500, you have to actually go through all 480 items to find duplicates to withdraw, stack, re-deposit. Gotta keep a sharp eye out anytime you deposit anything stackable (ie.. surveys).
Oddly, while they did put a Split Stack option into the bank ui, they left out the reverse.
.DenverRalphy wrote: »DenverRalphy wrote: »Bank Stacking seems to be under represented under pain points.
The bank ui is in dire need of a Stack All option. Let alone a smarter algorithm knowing when to stack items upon deposit.
Dumb question, can't yoou just hit Y or something and it makes the stacks for you?
Nope. The bank UI doesn't have a Stack function like your inventory does. So when your bank is at like 480/500, you have to actually go through all 480 items to find duplicates to withdraw, stack, re-deposit. Gotta keep a sharp eye out anytime you deposit anything stackable (ie.. surveys).
Oddly, while they did put a Split Stack option into the bank ui, they left out the reverse.
It would be nice if they could do it and we could get rid of Roomba (PC addon).
I always figured it was due to database concurrency issues that they did not want to solve, since 500 people could be using the bank at the same time. Updating stacks is a lot more risky than just adding a new entry in the table.
Not in my top-10 list of things I would ask for, though.
DenverRalphy wrote: ».DenverRalphy wrote: »DenverRalphy wrote: »Bank Stacking seems to be under represented under pain points.
The bank ui is in dire need of a Stack All option. Let alone a smarter algorithm knowing when to stack items upon deposit.
Dumb question, can't yoou just hit Y or something and it makes the stacks for you?
Nope. The bank UI doesn't have a Stack function like your inventory does. So when your bank is at like 480/500, you have to actually go through all 480 items to find duplicates to withdraw, stack, re-deposit. Gotta keep a sharp eye out anytime you deposit anything stackable (ie.. surveys).
Oddly, while they did put a Split Stack option into the bank ui, they left out the reverse.
It would be nice if they could do it and we could get rid of Roomba (PC addon).
I always figured it was due to database concurrency issues that they did not want to solve, since 500 people could be using the bank at the same time. Updating stacks is a lot more risky than just adding a new entry in the table.
Not in my top-10 list of things I would ask for, though.
The Guild Bank has its own long list of flaws. But I'm referring to the player bank itself. There's only 1 entity able to withdraw/deposit at any given time.
DenverRalphy wrote: ».DenverRalphy wrote: »DenverRalphy wrote: »Bank Stacking seems to be under represented under pain points.
The bank ui is in dire need of a Stack All option. Let alone a smarter algorithm knowing when to stack items upon deposit.
Dumb question, can't yoou just hit Y or something and it makes the stacks for you?
Nope. The bank UI doesn't have a Stack function like your inventory does. So when your bank is at like 480/500, you have to actually go through all 480 items to find duplicates to withdraw, stack, re-deposit. Gotta keep a sharp eye out anytime you deposit anything stackable (ie.. surveys).
Oddly, while they did put a Split Stack option into the bank ui, they left out the reverse.
It would be nice if they could do it and we could get rid of Roomba (PC addon).
I always figured it was due to database concurrency issues that they did not want to solve, since 500 people could be using the bank at the same time. Updating stacks is a lot more risky than just adding a new entry in the table.
Not in my top-10 list of things I would ask for, though.
The Guild Bank has its own long list of flaws. But I'm referring to the player bank itself. There's only 1 entity able to withdraw/deposit at any given time.
I may be misremembering, but I thought that guild bank stacking had been a thing very early on and had to be removed due to duplication issues. It's been a very long time, though.
DenverRalphy wrote: ».DenverRalphy wrote: »DenverRalphy wrote: »Bank Stacking seems to be under represented under pain points.
The bank ui is in dire need of a Stack All option. Let alone a smarter algorithm knowing when to stack items upon deposit.
Dumb question, can't yoou just hit Y or something and it makes the stacks for you?
Nope. The bank UI doesn't have a Stack function like your inventory does. So when your bank is at like 480/500, you have to actually go through all 480 items to find duplicates to withdraw, stack, re-deposit. Gotta keep a sharp eye out anytime you deposit anything stackable (ie.. surveys).
Oddly, while they did put a Split Stack option into the bank ui, they left out the reverse.
It would be nice if they could do it and we could get rid of Roomba (PC addon).
I always figured it was due to database concurrency issues that they did not want to solve, since 500 people could be using the bank at the same time. Updating stacks is a lot more risky than just adding a new entry in the table.
Not in my top-10 list of things I would ask for, though.
The Guild Bank has its own long list of flaws. But I'm referring to the player bank itself. There's only 1 entity able to withdraw/deposit at any given time.