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ESO is getting better, a few things to note

GunemCleric
GunemCleric
✭✭✭
I wanted to say to ZOS that I feel like ESO is finally getting better. I am enjoying most of the game with a couple, relatively minor items.

PvE:
We recently started doing the quests in Craglorn and the "public dungeons" and the most frustrating thing is the grouping. It is 4 for these dungeons and for all group content apparently other than Trials and that jumps to 12. I do not understand the reasoning behind limiting public dungeons to 4 players. Granted, two v12s can do most of the public dungeons, and most of the world bosses can be solo'd by a single v12, it would be much more fun if there was no cap as the dungeons are already relatively easy. I would love to see something for 8-players so when there are six of us we can still do something together rather than having to split into groups for every single hole in the ground.

Content...really need that next infusion for PvE or that PvPish sounding imperial city content. I am personally down to leveling yet another DK and PvP. PvE is nothing more achievement hunting, farming, recruiting, grind, and trade. I have been playing since early access so that is part of it, but i love the game. I have a /played time on just one character that I will not share.

Overall the game is great. We do not need an AH, especially with the Kiosks and great deals to be found. The balance between players feels right, as soon as the latest FOTW wears off it will be even better. There should be a little more encouragement for players to play the game rather than grind to v12 as in PvP the grinders are easily identifiable while the actually learn to play, but the grinding gives some a chance to tryout the other classes. A player in my guild went 3 to v12 in less than 2 weeks with a /played of like 48 hours, with a NB of all things.

PvP:
Balance is a real issue, but when everyone is on then it is fun. I heard a lot of talk recently about blue map (Chillrend NA) happening they got close, then they went to bed and red map again. EP is not better, but they do have better team work even if it is just Zerg balls, but mainly they just do not have opposition at night. Same with AD, they are not better, just fight at night and better as Zerg; though a trial guild running around killing/farming people like trash mobs is a little overkill and totally unimaginative (individually the seem to go down faster than the average player so makes sense they stick together). DC, they get up/off work and EP/AD has gone to bed. My guild defends first, we take things to start fights or draw attention if needed, we had one really good defense at BRK recently, but those really good battles are so few and far between now it is a little painful.

Dueling, can something be done about this? I used to ignore them, then some of the duelers decided not to follow their 'rules' and killed a couple of us on lowbie alts despite saying we were not interested. Dueling is farming plain and simple and after that incident i have declared any and all dueling to be open season for my guild, as one of those duelers said, "it is PvP" I am even considering a bounty.

Troll Camps are another real problem, I am still looking for any sign of guild/group camps. Whenever EP/AD makes a push in Chillrend we suddenly get these useless camps popping up in the worse possible places. It is usually obvious what is a poorly placed camp and troll camp, though some troll camps turnout to be dueler meets, which is actually cool as it is easy to find them so the farming can be stopped.

Terrain #1, not really PvP, but gotta say castles like Glademist are ridiculous. Farming from the mine is irritating, but only an issue with a lot DC players being none to bright and being farmed. My issue is that there is a complete lack of historical (in the sense of few thousand years of defensive construction) or practical accuracy to the placement of several castles. No castle would be build where a army of archers could pretty much kill everything in the castle (in a rl setup), and they certainly would not have built so siege engines could drop ordinance from a defensible position that could not be attacked by siege. I mean really Glademist had to have been designed by EP or AD. That goes for any castle that can be assaulted/sieged in such a way that that defenders cannot defend.

Terrain #2, i agree that that there should be relatively flat ground to place an engine, but the requirements are just odd. If you want to be accurate then make the placement take longer, as in adding time to dig a placement. And when the ground is bowl shaped it is actually more secure than a flat or slight incline, i.e. always better.


Thanks for a great game.

Cleric


** None of these are really complaints, to demonstrate the difference, the following is my only real complaint right now:

The postern door issue, which I know you are working on, is a real pain. I have now seen enemies camp working doors once inside after the figure out doors are broken, or taking front flag when it is inner keep and oil farming since people cannot come in one or both sides, and more than once lost the opportunity to potentially save a keep/outpost due to not being able to enter in time.

Edit: swapped order of PvE and PvP so PvPers would read before commenting
Edited by GunemCleric on September 3, 2014 7:02PM
Gunerm Cleric ~ Dragon Knight, Tank ~ vr14
Cruleg Nimec ~ Dragon Knight, DPS ~ vr14
Gunem Cleric ~ Templar, Heals ~ vr3
Cleric Gunem ~ Sorcerer, TBD ~ vr1
Daggerfall Covenant (only) ~ NA
Guts n Glory & Guts n Glory EOC ~ Guildmaster ~ GnG ~ MMO Dark Guild
Daggerfall Cosa Nostra ~ Founder ~ DCN ~ DC guild leaders only (no cross faction PvP guilds)
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