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• PC/Mac: EU megaserver for maintenance – September 9, 22:00 UTC (6:00PM EDT) - September 10, 16:00 UTC (12:00PM EDT) https://forums.elderscrollsonline.com/en/discussion/682784

ETA on broken movement speed, has ZOS even acknowledged it?

  • mattymaats
    mattymaats
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    58768452.jpg
  • Lylith
    Lylith
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    my question is, and always has been, why was it necessary to jack with the movement speed in the first place?

    there was NOTHING wrong with it.

  • Sharkano
    Sharkano
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    It's the same ol same ol with this company. Don't know why anyone is surprised -- they have been this way for two years . . . .
  • SeptimusDova
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    This run speed issue wasn't present in the pts if I remember correctly. It became an issue when a slightly different version was pushed out.Camels can carry heavy loads but one by one each straw gets heavier. Until the final straw breaks the camel's back. Customers are this way as well ZOS. They can take a lot but bug by bug the load gets too heavy.
  • MasterSpatula
    MasterSpatula
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    Maotti_Nor wrote: »
    Yep, we are aware and it's not intended. We're still working on a fix for it, which will likely be included in the next major update.

    So this is what it's come to? Yet you can gladly make new Crown store fluff constantly?

    What do you think brings in the money that pays the team that fixes bugs?
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • Eiagra
    Eiagra
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    Physics observations for @ZOS_GinaBruno (I don't know who at ZOS is more appropriate to tag for engine/physics issues, so sorry that this isn't technically going to the right person): Is it safe to say it's a physics engine issue? I was noticing some shifts in how collision is handled.

    Before Imperial City / Orsinium (I forget which), I would sometimes hit certain bits of landscape or decoration in such a way that I would propel forward at a surprising speed for a very short period of time. I remember amusing myself by "tripping" over some bit of fence that was angled just so and zipping along for about a second before it went back to normal speed. I would also sometimes be able to leap off of rocks angled just the right way for a boost to jump momentum. None of it actually helped me in any way, the momentum was horizontal only and provided no real extra air time, and it actually felt a little natural in the case of the rock boost.

    After that major update, I didn't seem to notice the jump boosting anymore. I also noticed the start of the "slow floaty fall" trend when attempting to jump up onto certain angles of terrain (usually boulders). I can't say I gave much attention to other forms of boosting (I never went back to the above-mentioned fence, for example). It became something of a large annoyance, as "missing" a landing spot meant watching your character flail helplessly in the air for numerous seconds until the physics engine sloooowly dragged them back to 'flat' ground.

    After the Thieves Guild update, the above issue with floating falls continued, and I noticed a problem with mounted momentum. Frequently, I would run into nigh-invisible (especially from horseback) bits of terrain or collision that would drop my mounted momentum to zero. I would then have to build momentum back up, breaking my stride. As well, certain jumps (predominantly, standing against a low wall or similar obstacle and attempting to jump up on top of it) seem to be harder to execute, requiring taking a handful of steps back before trying again. My sister gets particularly frustrated at this, as she doesn't re-adapt as quickly when it comes to physics changes, so I'll hear her pounding on the space bar to try and get over what she thinks is just a simple, shin-high obstacle and somehow failing.

    So in sum, the current issues as I've observed appear to be...
    - Some collision (notably on some boulders) is angled in such a way that attempting to jump on them enables the "roof drop" physics, resulting in a "slow floaty fall" effect.
    - Jumping mechanics are not correctly calculating the arc of the player's collision box on certain low objects, preventing them from climbing up them until the take a running leap at it.
    - Horses (and possibly players) lose all momentum when encountering certain collision "bumps" (previously, the engine would give a certain amount of forgiveness for these bumps and allow the player to maintain momentum as long as they could get over/around it within a certain span of milliseconds). These bumps can range from small inclines or declines to seemingly invisible changes in terrain.

    I hope this is helpful when it comes to refining the movement/speed/physics for the next major update. I know a lot of players (myself included) aren't terribly happy at that news, but reworking the physics engine is kind of a big undertaking that could potentially break the game even more, so I can understand why it's something you don't want to release in an incremental patch.
          In verity.
  • forzajuve212
    forzajuve212
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    What a joke.
  • Malmai
    Malmai
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    I thought today was April Fools' Day but than i checked calendar again and i was disappointed.
    Edited by Malmai on April 10, 2016 7:42AM
  • krathos
    krathos
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    maybe when they stop shipping us content that was actually built 2 years ago we will stop getting crap tons of old bugs on top of all the new ones.
    Flapjack Palmdale
    <ANIMOSITY>

    Grand Overlord - Magicka Dragonknight
  • Elsonso
    Elsonso
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    Thornen wrote: »
    Some_Guy wrote: »
    Notice how none of the devs are commenting on this anymore...?

    You do realize that this is because they have said what they intend to say, right? They are still working on it and that the fix will likely be in the next major update. I am fairly certain that nothing that has been said in here really changes that answer. All we would get is the same answer, maybe with different words. The comment from Gina was an announcement, not an invite to an active discussion.

    I can't say I agree with the "drive by" announcements, but that is the way they do it. Looking on the bright side, at least they made the announcement.

    Working on a fix that takes 3 months and probably won't work or break 5 other things because their quality testing is non existent or completely incompetent. Yay we're so lucky that the decided to drip feed us this info from their proverbial teat.
    But seriously...

    You get no argument from me. My complaints about ZOS communication and bugs go back to 2014.

    Personally, I think they should drop incremental patches completely, except for the most heinous bugs, and try to make the quarterly updates as bug free, and fix laden, as they can possibly make them. We are getting only a fraction of the fixes in incremental patches, anyway. The list of items not fixed in a given incremental just makes the players angry. Maybe if they just concentrated on one thing, the next major update, rather than trying to do the next major update and a bunch of fixes in incremental patches, we would get more reliable fixes and fewer new bugs. People are not going to get any more upset.



    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • bottleofsyrup
    bottleofsyrup
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    Eiagra wrote: »
    Physics observations for @ZOS_GinaBruno (I don't know who at ZOS is more appropriate to tag for engine/physics issues, so sorry that this isn't technically going to the right person): Is it safe to say it's a physics engine issue? I was noticing some shifts in how collision is handled.

    Before Imperial City / Orsinium (I forget which), I would sometimes hit certain bits of landscape or decoration in such a way that I would propel forward at a surprising speed for a very short period of time. I remember amusing myself by "tripping" over some bit of fence that was angled just so and zipping along for about a second before it went back to normal speed. I would also sometimes be able to leap off of rocks angled just the right way for a boost to jump momentum. None of it actually helped me in any way, the momentum was horizontal only and provided no real extra air time, and it actually felt a little natural in the case of the rock boost.

    After that major update, I didn't seem to notice the jump boosting anymore. I also noticed the start of the "slow floaty fall" trend when attempting to jump up onto certain angles of terrain (usually boulders). I can't say I gave much attention to other forms of boosting (I never went back to the above-mentioned fence, for example). It became something of a large annoyance, as "missing" a landing spot meant watching your character flail helplessly in the air for numerous seconds until the physics engine sloooowly dragged them back to 'flat' ground.

    After the Thieves Guild update, the above issue with floating falls continued, and I noticed a problem with mounted momentum. Frequently, I would run into nigh-invisible (especially from horseback) bits of terrain or collision that would drop my mounted momentum to zero. I would then have to build momentum back up, breaking my stride. As well, certain jumps (predominantly, standing against a low wall or similar obstacle and attempting to jump up on top of it) seem to be harder to execute, requiring taking a handful of steps back before trying again. My sister gets particularly frustrated at this, as she doesn't re-adapt as quickly when it comes to physics changes, so I'll hear her pounding on the space bar to try and get over what she thinks is just a simple, shin-high obstacle and somehow failing.

    So in sum, the current issues as I've observed appear to be...
    - Some collision (notably on some boulders) is angled in such a way that attempting to jump on them enables the "roof drop" physics, resulting in a "slow floaty fall" effect.
    - Jumping mechanics are not correctly calculating the arc of the player's collision box on certain low objects, preventing them from climbing up them until the take a running leap at it.
    - Horses (and possibly players) lose all momentum when encountering certain collision "bumps" (previously, the engine would give a certain amount of forgiveness for these bumps and allow the player to maintain momentum as long as they could get over/around it within a certain span of milliseconds). These bumps can range from small inclines or declines to seemingly invisible changes in terrain.

    I hope this is helpful when it comes to refining the movement/speed/physics for the next major update. I know a lot of players (myself included) aren't terribly happy at that news, but reworking the physics engine is kind of a big undertaking that could potentially break the game even more, so I can understand why it's something you don't want to release in an incremental patch.

    I also think it's something with collision, as I noticed the same things. Another example is inside places with thresholds on the ground in doorways (like the Orsinium back), I used to be able to just run over them no problem. With TG I get stopped trying to go over them and have to jump. With the forward momentum not working with jumping, it takes a few tries.
  • JadeNaria
    JadeNaria
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    Eiagra wrote: »
    Physics observations for @ZOS_GinaBruno (I don't know who at ZOS is more appropriate to tag for engine/physics issues, so sorry that this isn't technically going to the right person): Is it safe to say it's a physics engine issue? I was noticing some shifts in how collision is handled.

    Before Imperial City / Orsinium (I forget which), I would sometimes hit certain bits of landscape or decoration in such a way that I would propel forward at a surprising speed for a very short period of time. I remember amusing myself by "tripping" over some bit of fence that was angled just so and zipping along for about a second before it went back to normal speed. I would also sometimes be able to leap off of rocks angled just the right way for a boost to jump momentum. None of it actually helped me in any way, the momentum was horizontal only and provided no real extra air time, and it actually felt a little natural in the case of the rock boost.

    After that major update, I didn't seem to notice the jump boosting anymore. I also noticed the start of the "slow floaty fall" trend when attempting to jump up onto certain angles of terrain (usually boulders). I can't say I gave much attention to other forms of boosting (I never went back to the above-mentioned fence, for example). It became something of a large annoyance, as "missing" a landing spot meant watching your character flail helplessly in the air for numerous seconds until the physics engine sloooowly dragged them back to 'flat' ground.

    After the Thieves Guild update, the above issue with floating falls continued, and I noticed a problem with mounted momentum. Frequently, I would run into nigh-invisible (especially from horseback) bits of terrain or collision that would drop my mounted momentum to zero. I would then have to build momentum back up, breaking my stride. As well, certain jumps (predominantly, standing against a low wall or similar obstacle and attempting to jump up on top of it) seem to be harder to execute, requiring taking a handful of steps back before trying again. My sister gets particularly frustrated at this, as she doesn't re-adapt as quickly when it comes to physics changes, so I'll hear her pounding on the space bar to try and get over what she thinks is just a simple, shin-high obstacle and somehow failing.

    So in sum, the current issues as I've observed appear to be...
    - Some collision (notably on some boulders) is angled in such a way that attempting to jump on them enables the "roof drop" physics, resulting in a "slow floaty fall" effect.
    - Jumping mechanics are not correctly calculating the arc of the player's collision box on certain low objects, preventing them from climbing up them until the take a running leap at it.
    - Horses (and possibly players) lose all momentum when encountering certain collision "bumps" (previously, the engine would give a certain amount of forgiveness for these bumps and allow the player to maintain momentum as long as they could get over/around it within a certain span of milliseconds). These bumps can range from small inclines or declines to seemingly invisible changes in terrain.

    I hope this is helpful when it comes to refining the movement/speed/physics for the next major update. I know a lot of players (myself included) aren't terribly happy at that news, but reworking the physics engine is kind of a big undertaking that could potentially break the game even more, so I can understand why it's something you don't want to release in an incremental patch.

    I also think it's something with collision, as I noticed the same things. Another example is inside places with thresholds on the ground in doorways (like the Orsinium back), I used to be able to just run over them no problem. With TG I get stopped trying to go over them and have to jump. With the forward momentum not working with jumping, it takes a few tries.

    I can verify all of the aforementioned has and still occurs. The most frustrating one being the "floaty falling", tremendously inconvenient when maneuvering in pvp during any battle.
    Trueflame or Haderus NA PC AD
    Talia Shade VR10 Stamina Nightblade
    Divinity Day VR16 Magicka Sorc
    Amaria Day VR16 Magicka DK
    Kali Day Level 28 Magicka Templar - Playing the most now
    Oblivion's Orphans Trading Guild - GM
    Mizery Records Raiding Guild- Member
    Resilient PVP Guild - Member


    SAVE ESO PVP, WE MATTER.
    #FIXPVP

  • Durham
    Durham
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    Sharakor wrote: »
    Movement speed is roughly 10-15% lower, this is a fact and I don't remember ZOS even mentioning that they're aware of this, much less an ETA on its fix...

    Not just movement speeds but broken CC timers ... No timers on roots and snares is just crazy you cannot PVP with no timers on roots, snares and only 3 secs on stuns and fear... PVP is nothing but constant CC... I have played this game alot in the last 2 years and right now Its the worse shape that I have ever seen it with unbalance ,horrid performance lag, broken abilities,root spam and snare spam... Last night my guild that runs 3 to 4 man groups is now down to only 2 running ... We have ran for 2 years but the lag and general broke feeling of PVP atm is unbearable for most of these guys ..
    PVP DEADWAIT
    PVP The Unguildables
  • runagate
    runagate
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    @JaneNaria "Floaty Falling" is such a good term for that amazingly annoying phenomenon
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    runagate wrote: »
    @JaneNaria "Floaty Falling" is such a good term for that amazingly annoying phenomenon

    I prefer, Going Matrix.
  • phreatophile
    phreatophile
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    Run speed is two words.

    Most of the time when it gets modified in debug or dev tools (at least on a half a dozen or single player games) its runspeed.
  • ralonasan
    ralonasan
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    I 100% believe now that they didn't code any of the DLCs with the current team. This was all done 2 years ago and they literally and just pushing out 2 year old, half baked content(maybe with a FEW additions and changes) . Money grabs so apparent. They can't fix the bugs, they can't fix performance, they can't improve the game.

    I'm glad these forums are still active and entertaining though, since I no longer play.

    To the people who still play, hope you guys are enjoying it somehow or find a game you do enjoy. Cheers.
    The ESO Forum Common Complaint Checklist: ☑
    ☐ Nerf/Buff Sorcerers.
    ☐ Nerf/Buff Nightblades.
    ☐ Nerf/Buff Dragonknights.
    ☐ Nerf/Buff Templars.
    ☐ THIS IS P2W!
    ☐ L2P n00b.
    ☐ Where is the LOL button??
    ☐ Fix PvP lag.
    ☐ LFG is full of scrubs.
    ☐ WHEN WILL YOU ADD CONSOLE TEXT CHAT?
    ☐ WHEN ARE ARENAS COMING?
    ☐ Natch Potes.
    ☐ Nerf Veteran Maelstrom Arena.
    ☐ Race Change ETA?
    ☐ Please add the Barber Shop!
    ☐ Why don't Trials scale?
    ☐ Working as intended.
    ☐ Why did you nerf/buff this?
    ☐ When will "thing" be added?
  • ralonasan
    ralonasan
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    Eirikir wrote: »
    Really don't see the point of "First world problems" as a response.

    Are you saying that having our characters 10% perma-snared isn't a big deal? That a laughable lack of commitment to QA is just fine. That an unforced error that will not be fixed is just fine with you. That we should simply tolerate this garbage because there are starving people somewhere. Seriously, what gives? I'd guess that any problem in a MMO is a first world problem. So ZOS gets a pass because in the planet wide sense its no big deal. I can't argue that in that sense this isn't small potatoes.

    OK, you make a great customer (and a better mark), if you find nothing worth complaining about because... reasons.

    Let's not kid ourselves, this is never getting fixed. 3 months for a runspeed bug...if they intended to fix it they would have.

    I doubt it's more than a simple global setting for base runspeed, in a single player game it would be one line in the dev console. Lets say, for the sake of argument, this is 100 times more complex in this case, still pretty easy. Easy if there is any intention to fix it.

    In a few months, when another shiny gets released we'll all be used to this.

    You're right, I should have used a meme of a tinfoil hat. You guys have to re-read what you guys wrote, you sound like the bank lost your life savings. Its ok and as for a customer I don't sub here, I play a free game, and the dev team is small so since its free and they have a little team and a lot to do, I cut them some slack. If it was a p2p game and I had a sub that would be different.

    Also while I'm white knighting here (I think thats what you kids call it) you know whether to fix a bug or make a cash shop item is not in the hands of a dev team right? The parent company make's those decisions. If you gotta lose your mind over this focus on the company, not the devs, they dont make those calls.....

    .... and run speed is two words.

    Huh? The game isn't f2p, it's b2p. And it has a p2p option.
    The ESO Forum Common Complaint Checklist: ☑
    ☐ Nerf/Buff Sorcerers.
    ☐ Nerf/Buff Nightblades.
    ☐ Nerf/Buff Dragonknights.
    ☐ Nerf/Buff Templars.
    ☐ THIS IS P2W!
    ☐ L2P n00b.
    ☐ Where is the LOL button??
    ☐ Fix PvP lag.
    ☐ LFG is full of scrubs.
    ☐ WHEN WILL YOU ADD CONSOLE TEXT CHAT?
    ☐ WHEN ARE ARENAS COMING?
    ☐ Natch Potes.
    ☐ Nerf Veteran Maelstrom Arena.
    ☐ Race Change ETA?
    ☐ Please add the Barber Shop!
    ☐ Why don't Trials scale?
    ☐ Working as intended.
    ☐ Why did you nerf/buff this?
    ☐ When will "thing" be added?
  • AddictionX
    AddictionX
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    Sad-Frog-Meme-16.jpg
  • mtwiggz
    mtwiggz
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    More bug fixes that have to wait for "Major Content Updates" - this is becoming absolutely laughable.
  • bottleofsyrup
    bottleofsyrup
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    JadeNaria wrote: »
    I can verify all of the aforementioned has and still occurs. The most frustrating one being the "floaty falling", tremendously inconvenient when maneuvering in pvp during any battle.

    I hate that. Sometimes it'll do it long enough for me to AFK to get something to drink and get back.
  • TheHsN
    TheHsN
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    Horses even cant run :D... I dont know how they destroy RUNNING :)...
    Plays:
    Magicka SORC - PvE/PvP
    Stamina NB - PvE/PvP
    Magicka NB - PvE/PvP
    Magicka Templar - PvE
    Stamina Templar - PvP
    Magicka DK - PvE
    Stamina DK - PvE
  • Pixelex
    Pixelex
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    eso_snail.png
    Meisterangler alias Masterfischi
    www.pixelex.net
  • K4RMA
    K4RMA
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    Yep, we are aware and it's not intended. We're still working on a fix for it, which will likely be included in the next major update.

    LOL thats so sad
    nerf mdk
  • Shader_Shibes
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    5199231.jpg
  • Personofsecrets
    Personofsecrets
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    why the heck did speed have to be screwed around with in the first place?
  • JadeNaria
    JadeNaria
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    5199231.jpg

    LOLLLLI love this!!!! You choose the perfect picture too :)
    Trueflame or Haderus NA PC AD
    Talia Shade VR10 Stamina Nightblade
    Divinity Day VR16 Magicka Sorc
    Amaria Day VR16 Magicka DK
    Kali Day Level 28 Magicka Templar - Playing the most now
    Oblivion's Orphans Trading Guild - GM
    Mizery Records Raiding Guild- Member
    Resilient PVP Guild - Member


    SAVE ESO PVP, WE MATTER.
    #FIXPVP

  • JadeNaria
    JadeNaria
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    JadeNaria wrote: »
    I can verify all of the aforementioned has and still occurs. The most frustrating one being the "floaty falling", tremendously inconvenient when maneuvering in pvp during any battle.

    I hate that. Sometimes it'll do it long enough for me to AFK to get something to drink and get back.

    Lmao!!!! Thats so silly but so true!
    Trueflame or Haderus NA PC AD
    Talia Shade VR10 Stamina Nightblade
    Divinity Day VR16 Magicka Sorc
    Amaria Day VR16 Magicka DK
    Kali Day Level 28 Magicka Templar - Playing the most now
    Oblivion's Orphans Trading Guild - GM
    Mizery Records Raiding Guild- Member
    Resilient PVP Guild - Member


    SAVE ESO PVP, WE MATTER.
    #FIXPVP

  • Elsonso
    Elsonso
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    Thornen wrote: »
    [snip]

    It depends on your perspective of "ignored".

    QA probably finds more bugs, and development fixes more bugs, than we will ever see. They probably have a list of bugs that they know about but have not gotten around to fixing, many of which the players may never be aware of.

    Players might report new bugs, or bugs they already know about.

    In all cases, I am sure that every single bug is assigned some sort of priority, and that includes player reported bugs and internally identified bugs. The priority is probably assigned based on a lot of factors, like how critical it is, how often people will see it, how many times it is reported, and more. These are sorted in a list according to that priority. Player bugs, particularly ones reported frequently, are likely higher in the list than "equivalent" bugs that are not reported by players. Player bugs can range from trivial on up, so not every player reported bug gets to be high on the list.

    They cannot afford to work on every bug. Few companies can. I am sure they take the bugs off the list, generally from the top down. At some point, they get to where no resources are available to take the next bug off the list. Everything from that point down could be considered "ignored", and it will stay that way until resource comes along to work on it. If new bugs enter the list higher up than an older "ignored" bug, the new bug will get worked on first, when resources become available. The old bug? Well, it just gets a little older each day.

    Of course, I have no idea what they actually do, and what is described above is a simplification of a speculation. For all I know, they throw darts at post-it Notes on the wall. :smile: I don't think they do, but it would probably be more fun for them to do it that way.
    why the heck did speed have to be screwed around with in the first place?

    This is my core problem with ZOS and quality. We don't know what caused this. Hopefully, they do. It is bug that has entered the bug list at a high level, which causes bugs lower on the list to not be fixed. It is not exactly abnormal that this happens, but these things seem to make it to Live a lot more frequently than I think they should, for a well groomed development process.

    [edited to remove quote]
    Edited by ZOS_Icy on June 1, 2025 6:30PM
    XBox EU/NA:@ElsonsoJannus
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    Total in-game hours: 11321
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