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Universal Bugs and Bad Features Affecting PvP

Recremen
Recremen
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The following is a list of universal issues that are affecting the quality of PvP, in no particular order so as not to falsely imply importance. It is not a list of class/build-specific issues about whatever the FotM is, but general problems that affect us all.
  • Stuck On Terrain
    • The Stuck On Terrain bug is a not about getting stuck on rocks/logs/etc., but instead getting stuck on what look like some sort transition line on the map. On one side of the line, where you are able to move freely, the ground looks normal for your graphics settings, but on the other side of the line the textures of the ground are the lowest possible resolution, like some kind of smudged oil painting. Trying to step over this line causes your character to become stuck at that location. It even preserves vertical position, so if you, for instance, jump on your mount while riding full speed at this line, you will be stuck mid air until the issue resolves itself.
  • Stuck In Combat
    • Yes, this bug is back, and has been back for a while. You had a great fix for it at one point recently but somewhere along the way either the fix degraded or a new issue has sprung up. People are now getting stuck in combat again for minutes at a time, even when they stop dealing damage, stop healing, stop buffing, stop moving, and drop group.
      • Subproblem : Can't Mount
        • This subproblem is terrible enough to warrant its own line. The inability to mount is a critical issue affecting response time, map play, and group cohesion. It is often considered a pain enough that there is so much horse simulator in PvP, let's not make it worse by turning it into junior varsity cross-country simulator.
      • Subproblem : Can't Swap Skills/Gear/Quickslots
        • Again, this is bad enough to warrant its own line. We need to be able to slot oils, new potions, different skill and gear setups when we're at different stages of a keep defense or other types of play. Nobody is asking to be able to do this in the middle of actual combat (or at least they'd better not be), but if you're safely inside the keep and not getting hit/doing anything, you should be able to take Rapids off your bar or prep some oils for defense. My personal take on this is that there was nothing wrong with the old way this was handled where you simply had to not heal/attack/take damage for about six second before you could swap things around. If it needs to be longer, like 15 seconds, to prevent something too cheesy then fine, but simply not being able to do it at all is a travesty.
  • CC Break Failure
    • I realize that you just did this big refactoring of the code for CC break, but unfortunately it does not seem to have been enough as we are still experience multiple Break Free failures in certain situations, such as high-intensity large group fights in Cyrodiil.
  • Infinite Load Screens
    • While this problem has gotten fantastically better in the last few months, we are still seeing them crop up now and again.
  • Lag
    • An oldie but goodie, this problem has plagued the game pretty much since people discovered their skill bars for the first time. On this, too, there have been great efforts over the years, but we just aren't there yet.

And again, before anybody asks, yes, I didn't add your niche concern related to balance changes. To everyone else, if you see some general-purpose issue that I didn't address here, please feel free to make a suggestion and I'll add it to the list if appropriate! Also feel free to add video and screenshots if you've got examples of any of these bugs in (recent) action.

Additional Bugs based on comment feedback :
  • Sprint Bug
    • We still are having issues with sprint locking up on us and needing to tap the sprint button again to fix it.
  • Keep Approach Disconnect
    • Sometimes, on approaching an especially busy keep battle, players will straight up disconnect from the game and not be able to reconnect until the battle dies down.
Edited by Recremen on October 30, 2018 6:17AM
Men'Do PC NA AD Khajiit
Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • TBois
    TBois
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    I may move lag to the top, as it has been the longest standing issue, and it causes people to leave the game.
    Current Guilds: Fantasia
    Former Guilds: Decibel, Hagnado, Lemon Party

    PC/NA
    T-Bois (Stam Sorc since 1.4) - AD
    An Unsettling Snowball (Templar) - AD
    Bosquecito (Stam Sorc) - DC
    Peti-T-Bois (Stamden) - AD

    Youtube
  • Spiritrush
    Spiritrush
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    I definitely agree with this list. Thanks for writing it out for ZOS.

    Stuck on Terrain: can last for more than 60 seconds
    Stuck in Combat: when your group is in combat, can't swap skills even when in stealth well away from the combat
    Sprint Bug: still fairly frequent, although less so
    Keep Approach Disconnect: kicks you from game as you approach a battle-ridden keep (after entering super speed mode)
    Lag: definitely continues to cause both new and loyal players to leave the game
    .
    Edited by Spiritrush on October 30, 2018 8:23PM
  • frozywozy
    frozywozy
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    I would like to add my own personal experience to the section "Subproblem : Can't Swap Skills/Gear/Quickslots".

    I would seperate the combat states in 3 different sections.

    1) Hard combat : This means that during the past 6 seconds, you have done or been involved in one of the following :

    - Dealt damage
    - Healed somebody in hard combat
    - Buffed somebody in hard combat
    - Been damaged
    - Been healed by somebody in hard combat
    - Been buffed by somebody in hard combat

    2) Regular combat : This is the state when you are kept in combat for no reason because of the Hard combat bug. This have occurred for multiple reasons over the past year and a new one get removed / added every patch. For example, major mending used to be a problem. This patch, the Betty netch seems to be another. I believe that being part of a group multiplies your chances to stay stuck in combat, especially if you healed or buffed a group member who uses the betty netch.

    During this state, if the player is wise and avoid all the Hard Combat triggers, he could easily switch a skill or a quickslot item after 6 seconds while still being in Regular combat state.

    3) Out of combat : This speak for itself. Additionally, this is the only state when we can change gear / cps and mount.

    What they did last patch is that they removed entirely the Regular combat state. Now you are permanently stuck in Hard Combat until you get Out of combat which has a huge impact on gameplay and quality of life.

    As the OP mentioned, before we used to be able to switch skills and quickslot items during the Regular Combat state which was imo balanced and a great way to "bandaid" fix the Hard combat bug.

    The person who decided to remove the Regular Combat state out of the game before fixing the Hard combat bug is delusional and does not play this game at all. The combat bug should have been addressed entirely before releasing such a drastic change that have a huge quality of life impact on the players.

    Next time ZOS wants to release such a drastic change, they should probably ask somebody who play this game actively instead of trusting the decision of a clueless employee.
    Edited by frozywozy on October 30, 2018 12:08PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • frozywozy
    frozywozy
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    I would like to also address the section "Infinite Load Screens".

    This bug mainly occurs when being part of a group. I came up with a great solution to entirely avoid this problem if achieved properly and if all the members of the group are aware about the way to counter it.

    First of all, I will explain what can trigger the bug when being part of a group.

    1) Inviting someone who is not in the same instance. This is the major cause. You are in Cyrodiil and invite someone who is in pve-land / Cyrodiil delve / IC.

    2) Inviting someone who is out of rendering range of your character. This can variate depending of your View distance in your graphic settings.

    3) Somebody in your group relogs or crashes and relogs.

    Before the Wolfhunter DLC, if you would trigger one of the points mentioned above, this would result in 2 different things. First of all, you would get an infinite loading screen when :

    1) Teleporting using a transit shrine
    2) Resurrecting at a controlled objective or forwarded camp

    Secondly, you would see random members of your group being invisible. This is when the fix comes into play. Whenever you would see an invisible group member (just a group marker on top of his/her head), you would have both players get away from rendering range from each other. Depending on the View distance setting of each, the distance to get away may be different from one another. When coming back you could see each other and would not get any loading screen from that point (unless more players are invisible in your group aswell).

    How to prevent this :

    1) Always make sure that when you invite a new player to your group, that player is in rendering range of everybody else already in the group.

    2) If somebody in the group decides to either go get the AP buff in a delve, go into pve-land, go into IC and then come back in Cyrodiil, relogs, crashes and relogs, then the player must leave the group / be kicked out of the group before coming back / relogging in Cyrodiil.

    Since the Wolfhunter DLC was released, ZOS changed something without mentioning it in the patch notes (What a surprise). What changed precisely is that we don't see invisible players anymore in groups. The ways to prevent the loading screens are still valid but the solution to fix the problem if somebody trigger it is easier than it used to be. You simply have to run close to your group members and it should fix itself. You don't have to get close, then spot the invisible players and get out of rendering range anymore.
    Edited by frozywozy on October 30, 2018 12:11PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    They should make it so that you can mount up in combat but your horse starts with 0 stam meaning if you get hit you get knocked down horse knockdown should not trigger cc immunity either.

    Disabling swapping skills in combat change in Mirkmire was just horrible.

    For me the top priority is sprint/block bug and crashes when nearing keeps.

    The stuck on terrain is what we generally refer to as a render line. It normally only happens for certain people (some graphics setting /card etc) as such it would be the hardest to fix because it's hard to reproduce the problem. The others are all fairly simple to reproduce / concept failures.
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast Podcast)
    EU ~ Izanagi: Roleplay Circle (AOE Rats/ Zerg Squad / Banana Squad)
  • killahsin
    killahsin
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    TBois wrote: »
    I may move lag to the top, as it has been the longest standing issue, and it causes people to leave the game.

    Quoted to highlight the truth. RIP Decibel raids.

    Also izanagi is correct by calling it a render line. It's a mesh line between tileset zones that is not being streamed correctly
    Edited by killahsin on October 30, 2018 4:32PM
  • Recremen
    Recremen
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    They should make it so that you can mount up in combat but your horse starts with 0 stam meaning if you get hit you get knocked down horse knockdown should not trigger cc immunity either.

    Disabling swapping skills in combat change in Mirkmire was just horrible.

    For me the top priority is sprint/block bug and crashes when nearing keeps.

    The stuck on terrain is what we generally refer to as a render line. It normally only happens for certain people (some graphics setting /card etc) as such it would be the hardest to fix because it's hard to reproduce the problem. The others are all fairly simple to reproduce / concept failures.

    I didn't want to comment on what the actual tech reason for the "render line" issue might be, but it seems a little odd that something which sounds entirely graphically-driven should cause a complete cessation of movement. It's also different from a normal texture bug, where the ground is similarly muddy but does not impair movement. I had always figured that different parts of the map of Cyrodiil were handled by different dedicated servers and that these lines might be transitional areas at the edges of a particular server's zones.
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • killahsin
    killahsin
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    recremen its not technically a graphic issue as assets are tranitioning from one zone to the next. This inbcludes all collision assets. Now if stacks were not derivative in the build this might be an entirely different dicussion. But in the current implementation of the game they are not. Your data is transitioning between 'zones' or squares that are threaded together through streaming techniques.
  • NBrookus
    NBrookus
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    I've only experienced it a couple of times, but sometimes you get stuck in one place in combat. Your skills are triggering, but you are stuck to your patch of ground and can't walk, run or dodge out of it. When it's happened, there have been numerous other people in the same area with the same problem.
  • Recremen
    Recremen
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    NBrookus wrote: »
    I've only experienced it a couple of times, but sometimes you get stuck in one place in combat. Your skills are triggering, but you are stuck to your patch of ground and can't walk, run or dodge out of it. When it's happened, there have been numerous other people in the same area with the same problem.

    That should be the "stuck on terrain" bug already mentioned.
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • Alpheu5
    Alpheu5
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    Recremen wrote: »
    The following is a list of universal issues that are affecting the quality of PvP, in no particular order so as not to falsely imply importance. It is not a list of class/build-specific issues about whatever the FotM is, but general problems that affect us all.
    • Stuck On Terrain
      • The Stuck On Terrain bug is a not about getting stuck on rocks/logs/etc., but instead getting stuck on what look like some sort transition line on the map. On one side of the line, where you are able to move freely, the ground looks normal for your graphics settings, but on the other side of the line the textures of the ground are the lowest possible resolution, like some kind of smudged oil painting. Trying to step over this line causes your character to become stuck at that location. It even preserves vertical position, so if you, for instance, jump on your mount while riding full speed at this line, you will be stuck mid air until the issue resolves itself.
      ]

    This is more a problem on the user's end when their system isn't able to process the environment faster than the player can move through it. On my old MacBook this happened all the time when running from the Mournhold wayshrine to the Undaunted camp on the stairway by the Shad Astula reject and Pride Rock outside the archway. It happened more often during laggy days when using Rapids in a more populated zone, in both player count and assets.

    If your system is particularly bad you'll even get the issue where it just quits trying to process the environment and gives you what it's figured out thus far, leading to structures floating in a void or reaching the literal end of the world. And yes, you can indeed fall off the edge.

    When I upgraded to the more powerful iMac in 2017 (and a way better PC now), this problem immediately ceased to exist.
    Edited by Alpheu5 on October 30, 2018 8:13PM
    Dalek-Rok - Argonian Sorcerer || Dalek-Shād - Argonian Nightblade || Dalek-Shul - Argonian Templar || Dalek-Xal - Argonian Dragonknight || Mounts-the-Snout - Argonian Warden || Dalek-Xul - Argonian Necromancer || Two-Spires - Argonian Arcanist || Dalek-Nesh - Argonian Sorcerer || Dalek-Kör - Argonian Dragonknight
    Don't incorporate bugs into your builds, and you won't have [an] issue.
  • prototypefb
    prototypefb
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    how *** difficult is it to identify crap that gets you stuck in combat for 10-20 minutes not being able to mount and swap skills? issue has been here for years, it's getting worse with every patch now when every1 is a 30k hp heal tank. cyrodiil is absolutely unplayable atm.
  • Flame_of_Hades
    Flame_of_Hades
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    Id like to add constant crashing

    At Random I will either:

    Have a screen freeze such that i can still move, cast abilities, do anything at all, but my screen is frozen. This can be ended by alt tabbing in and out of the game, forcing a black screen and the crash pop-up. (might be a me problem, but it seems others have this crash as well)

    Get kicked to the log in screen for seemingly no reason at all.

    Or,

    Crash upon loading in from character select.

    These have always been a problem, but it appears as if this latest patch has increased the frequency. Earlier today, I had the screen freeze crash happen, two times within 5 min, and then when i tried to log back in, i was kicked to the log in screen almost instantly, and THEN i crashed upon load in.
  • Capsaica
    Capsaica
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    The stuck in combat bug is affecting PvP and PvE both. The ability to swap skills between fights is critical in PvP where is is essential to go from running rapids when riding on your horse trying to get across the map to putting the skill you usually run back on your bar before you enter combat. If you are part of a group and someone miles away aggroed a wolf, you cannot slot a skill. If you were capturing a keep and have to quickly swap to defense, you might lose the keep defense merely because you cannot slot defensive siege on your quickslot menu.

    I don't want to be able to swap gear in active combat or to swap skills mid duel. I should, however, be able to swap a skill or slot a siege weapon when I am not actively engaged in combat and have not been actively fighting for 6s - as it used to be.

    Another example that just happened to me a few minutes ago, I queued for a random Battlegrounds. I joined a group with the BG already in progress. I didn't know what kind of BG I would be entering until I ported in, so I could not know what skills to have on my bar until I ported. Since the BG was in progress already, I ported into the BG in combat and could not swap to appropriate skills for that BG type until several minutes had passed.

    In PvE-land, there are many situations where you get hurt by this as well. During vMA, players will often change skills between fights - or at least they used to, since you can't get out of combat in order to change the skills now. Same with vBRP. People are just learning the fights in the new arena, and would like to experiment with skills and try different things between rounds in each arena since the fights are still new. You cannot do that anymore.

    I have to believe that this is an unintended result of an effort to keep players from swapping gear sets and/or skills improperly mid-fight, but this unintended result is disrupting the fluid, active and engaging combat that the ZOS representatives like to promote for this game.

    If you have to keep it this way, please give us all a 3rd skill bar and 3 layers of quickslot menus to mitigate the consequences of this bug.
  • Capsaica
    Capsaica
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    Also, sharing some ideas given to me by another fellow PvPer:

    Generic Problems:
    1- Siege reticles still are wonky. Maybe 1/20 will have a bizarre arc that prohibits me from aiming correctly.
    2- My characters will frequently go to put down siege (including camps), stop about 2/3 of the way through the animation, and then start again from the beginning. this isn't add-ons or monkey business, it's been happening to me for years. If i move, cancel the process at any stage, I have to start all over again. I have been prevented from placing a camp, and tagging walls before they're repaired because of this extra time it takes to put siege down.
    3- I only experience it in vivec, but when I'm trying to spam mage's wrath on a group like Drac when I'm just surfing, I can hit the button for 6+ times in a row and not a single one will fire. It's not the usual skill delay lag, it's not the cast on corpses bug, it's not stuck in sprint bug, it just doesn't fire.
    4- Particular CCs are awful to break free from. I didn't notice any changes this patch, even though the notes said they focused on a fix here. Timestops and fears are the worst. There shouldn't be a tier of CC's of which ones are better to use simply because they bypass the normal CC break mechanics and take longer to break.
    5-Many guards are very, very buggy in the pathing/aggro. As an example, i tried suiciding the other night at harlon outpost and they couldn't kill me because they'd lose aggro, and/or not move from the spot they were standing in.
  • Dreyloch
    Dreyloch
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    Add Can't Transport To other Keeps/outposts, or even leave Cyrodiil to the Sub issues with in-combat bug
    "The fear of Death, is often worse than death itself"
  • frozywozy
    frozywozy
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    Capsaica wrote: »
    I have to believe that this is an unintended result of an effort to keep players from swapping gear sets and/or skills improperly mid-fight, but this unintended result is disrupting the fluid, active and engaging combat that the ZOS representatives like to promote for this game.

    If you have to keep it this way, please give us all a 3rd skill bar and 3 layers of quickslot menus to mitigate the consequences of this bug.

    I will tell you what it was. It was a poor decision taken by somebody who barely play the game.

    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • fred4
    fred4
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    Sprint bug is a constant feature on my magplar. I use Race Against Time when I sprint. Maybe it's got something to do with casting skills and alternating sprint frequently. Not sure though. It might also be triggered when you alternate sprint with channels. Who knows.
    PC EU (EP): Magicka NB (main), Stamina NB, Stamina DK, Stamina Sorcerer, Magicka Warden, Magicka Templar, Stamina Templar
    PC NA (EP): Magicka NB
  • p00tx
    p00tx
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    frozywozy wrote: »
    I would like to also address the section "Infinite Load Screens".

    This bug mainly occurs when being part of a group. I came up with a great solution to entirely avoid this problem if achieved properly and if all the members of the group are aware about the way to counter it.

    First of all, I will explain what can trigger the bug when being part of a group.

    1) Inviting someone who is not in the same instance. This is the major cause. You are in Cyrodiil and invite someone who is in pve-land / Cyrodiil delve / IC.

    2) Inviting someone who is out of rendering range of your character. This can variate depending of your View distance in your graphic settings.

    3) Somebody in your group relogs or crashes and relogs.

    Before the Wolfhunter DLC, if you would trigger one of the points mentioned above, this would result in 2 different things. First of all, you would get an infinite loading screen when :

    1) Teleporting using a transit shrine
    2) Resurrecting at a controlled objective or forwarded camp

    Secondly, you would see random members of your group being invisible. This is when the fix comes into play. Whenever you would see an invisible group member (just a group marker on top of his/her head), you would have both players get away from rendering range from each other. Depending on the View distance setting of each, the distance to get away may be different from one another. When coming back you could see each other and would not get any loading screen from that point (unless more players are invisible in your group aswell).

    How to prevent this :

    1) Always make sure that when you invite a new player to your group, that player is in rendering range of everybody else already in the group.

    2) If somebody in the group decides to either go get the AP buff in a delve, go into pve-land, go into IC and then come back in Cyrodiil, relogs, crashes and relogs, then the player must leave the group / be kicked out of the group before coming back / relogging in Cyrodiil.

    Since the Wolfhunter DLC was released, ZOS changed something without mentioning it in the patch notes (What a surprise). What changed precisely is that we don't see invisible players anymore in groups. The ways to prevent the loading screens are still valid but the solution to fix the problem if somebody trigger it is easier than it used to be. You simply have to run close to your group members and it should fix itself. You don't have to get close, then spot the invisible players and get out of rendering range anymore.



    This happens when I'm by myself in Cyrodil...
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  • RobZha
    RobZha
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    In vivec the other night I had a thing where everything stopped around me during fighting but I could still move. This in the past has often meant that I was about to disconnect. In this case though the game would start moving again 5-20 seconds after and I was usually dead. So maybe something close to a disconnect but then the game starts moving again. It happened several times though and I don't think I've seen that before. Always or almost always in battle too.

    I guess you could file it under super lag or something.
    Edited by RobZha on November 5, 2018 7:08PM
  • Capsaica
    Capsaica
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    RobZha wrote: »
    In vivec the other night I had a thing where everything stopped around me during fighting but I could still move. This in the past has often meant that I was about to disconnect. In this case though the game would start moving again 5-20 seconds after and I was usually dead. So maybe something close to a disconnect but then the game starts moving again. It happened several times though and I don't think I've seen that before. Always or almost always in battle too.

    I guess you could file it under super lag or something.

    @RobZha , as far as I am aware, this was happening to everyone the other night - not just in Cyrodiil. It was really bad around 11-12 PM eastern time in Cyrodiil PC/NA, Vivec. I believe others were experiencing the same lag even in PvE land, at least that is what I had heard.

    I know that I would freeze in place every 20-30 seconds, then move again after 1-10 seconds. Then occasionally others around me would freeze in the same manner, but I would be able to move my character just fine. It was a mess, for sure. This seemed to be happening to everyone.
  • frozywozy
    frozywozy
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    p00tx wrote: »
    frozywozy wrote: »
    I would like to also address the section "Infinite Load Screens".

    This bug mainly occurs when being part of a group. I came up with a great solution to entirely avoid this problem if achieved properly and if all the members of the group are aware about the way to counter it.

    First of all, I will explain what can trigger the bug when being part of a group.

    1) Inviting someone who is not in the same instance. This is the major cause. You are in Cyrodiil and invite someone who is in pve-land / Cyrodiil delve / IC.

    2) Inviting someone who is out of rendering range of your character. This can variate depending of your View distance in your graphic settings.

    3) Somebody in your group relogs or crashes and relogs.

    Before the Wolfhunter DLC, if you would trigger one of the points mentioned above, this would result in 2 different things. First of all, you would get an infinite loading screen when :

    1) Teleporting using a transit shrine
    2) Resurrecting at a controlled objective or forwarded camp

    Secondly, you would see random members of your group being invisible. This is when the fix comes into play. Whenever you would see an invisible group member (just a group marker on top of his/her head), you would have both players get away from rendering range from each other. Depending on the View distance setting of each, the distance to get away may be different from one another. When coming back you could see each other and would not get any loading screen from that point (unless more players are invisible in your group aswell).

    How to prevent this :

    1) Always make sure that when you invite a new player to your group, that player is in rendering range of everybody else already in the group.

    2) If somebody in the group decides to either go get the AP buff in a delve, go into pve-land, go into IC and then come back in Cyrodiil, relogs, crashes and relogs, then the player must leave the group / be kicked out of the group before coming back / relogging in Cyrodiil.

    Since the Wolfhunter DLC was released, ZOS changed something without mentioning it in the patch notes (What a surprise). What changed precisely is that we don't see invisible players anymore in groups. The ways to prevent the loading screens are still valid but the solution to fix the problem if somebody trigger it is easier than it used to be. You simply have to run close to your group members and it should fix itself. You don't have to get close, then spot the invisible players and get out of rendering range anymore.



    This happens when I'm by myself in Cyrodil...

    Yes that can also happen when soloing but I haven't figured out what is causing it and how to avoid it.
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    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • zyk
    zyk
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    Some players were actively abusing the bug that allowed skills to be changed in combat. Some had it down to a science. It's a bug that had to be fixed.

    The true issue here is recurring the stuck in combat bug.
  • killahsin
    killahsin
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    Who in their right mind allocates development resources to making a set that generates ultimate while also dedicating resources to creating a new version of the stuck in combat feature(bug). So that no one will wear the set they allocated resources to develop. Honestly. I know the whole job security thing, but that is just ridiculous.
  • Kadoin
    Kadoin
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    Alpheu5 wrote: »
    Recremen wrote: »
    The following is a list of universal issues that are affecting the quality of PvP, in no particular order so as not to falsely imply importance. It is not a list of class/build-specific issues about whatever the FotM is, but general problems that affect us all.
    • Stuck On Terrain
      • The Stuck On Terrain bug is a not about getting stuck on rocks/logs/etc., but instead getting stuck on what look like some sort transition line on the map. On one side of the line, where you are able to move freely, the ground looks normal for your graphics settings, but on the other side of the line the textures of the ground are the lowest possible resolution, like some kind of smudged oil painting. Trying to step over this line causes your character to become stuck at that location. It even preserves vertical position, so if you, for instance, jump on your mount while riding full speed at this line, you will be stuck mid air until the issue resolves itself.
      ]

    This is more a problem on the user's end when their system isn't able to process the environment faster than the player can move through it. On my old MacBook this happened all the time when running from the Mournhold wayshrine to the Undaunted camp on the stairway by the Shad Astula reject and Pride Rock outside the archway. It happened more often during laggy days when using Rapids in a more populated zone, in both player count and assets.

    If your system is particularly bad you'll even get the issue where it just quits trying to process the environment and gives you what it's figured out thus far, leading to structures floating in a void or reaching the literal end of the world. And yes, you can indeed fall off the edge.

    When I upgraded to the more powerful iMac in 2017 (and a way better PC now), this problem immediately ceased to exist.

    I wouldn't say it's only the player's system. I'm pretty sure it has to do with coding in the client. Terrain bug has been around for a long time, just like the bug where keep walls didn't load and it was never as prominent as it is in Summerset-Murkmire. As soon as they "fixed" keep wall bug, the terrain bug began to occur even more often and sometimes to entire groups. They also updated how the game handles threading in Summerset...

    That said, I think the real problem has to do with memory management and orphan threads, as the game seems to continue to run even after exiting and/or sometimes "splits" into more than one process with identical data when ESO graphical bugs really occur. Two separate processes are created from one, and both apparently are working on the same set of memory. Assuming memory management is implemented even remotely well in Windows 10, Windows shouldn't allow them both to access the same resources (including graphical assets) at the same time and that's likely why graphics textures aren't loading and people are noticing worse performance across the board.

    It's literally a second ESO running duplicating exactly what the first one is doing, which makes me wonder about ESO and the engine behind it. So far, haven't been able to replicate it on demand yet or find out what in-game situations trigger it, but I think I sent a ticket in about it. It definitely occurs sometime after you keep the game client open, and no it's not the PTS server or an old copy of ESO that didn't close; it's a literal real-time clone that is using the same data set...

    Image: notice PID difference, and CPU use. Image taken in Cyrodil zerg battle some time during Summerset on Live after I realized how often I was seeing it occur and graphic bugs...

    YE8jG8l.png


    You can "fix" the graphical problems and "lag" generated temporarily by closing one of them (smaller memory?) if you are fortunate to be able to see it running. However, it won't be long until you either get worse visual bugs or crash. I usually see it spawn after playing for a while and encountering other graphical bugs that seem to "resolve" but are noticeable (terrible keep textures, partial lighting effect, etc.). And of course, the behavior is only limited to ESO.
  • Rittings
    Rittings
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    Recremen wrote: »
    [*] Infinite Load Screens
    • While this problem has gotten fantastically better in the last few months, we are still seeing them crop up now and again.

    You must not be PS4 NA... I die more to the load screens than anything else. Load Screens are OP as hell in Cyrodiil.

    Usually they kill me as I hit one randomly, but then they get creative... they kill me when I try to spawn at a camp, the load screen goes into the 3 minute one, and I'm dead when I arrive with no camp there anymore.

    The game has honestly become so trashy that I'm teetering on the edge of hitting "remove application"
  • dotme
    dotme
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    Rittings wrote: »
    Recremen wrote: »
    [*] Infinite Load Screens
    • While this problem has gotten fantastically better in the last few months, we are still seeing them crop up now and again.

    You must not be PS4 NA... I die more to the load screens than anything else. Load Screens are OP as hell in Cyrodiil.
    Ported to Arrius last night (EP character), mounted up, and rode the walls to check things out. No enemy players in sight. Three load screens, just while riding around a keep on the walls.

    PS4NA
  • Rittings
    Rittings
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    dotme wrote: »
    Ported to Arrius last night (EP character), mounted up, and rode the walls to check things out. No enemy players in sight. Three load screens, just while riding around a keep on the walls.

    Sounds about right. They can't even claim the servers are too busy and that's causing the issue - because they appear almost like ghost towns at times.

    And I've watched 75% of players hit load screens too when I haven't hit one. Sure, it's amusing at first to see 40 players all standing still and feel like you're Hiro Nakamura from Heroes as you dance in and out of them like you've frozen time... but in truth, it's game breaking.
  • Recremen
    Recremen
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    zyk wrote: »
    Some players were actively abusing the bug that allowed skills to be changed in combat. Some had it down to a science. It's a bug that had to be fixed.

    The true issue here is recurring the stuck in combat bug.

    There was no "bug", far as I know, that allowed players to change skills in combat. Before this patch you could always change them out in combat as long as you hadn't hit/been hit/buffed/healed/etc. for several seconds, somewhere around 6 or so. This was highly desirable behavior because you had to totally disengage the enemy before you could swap to a new setup, but you also weren't penalized if something was keeping you in combat, like the "stuck in combat bug".
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  • RDMyers65b14_ESO
    RDMyers65b14_ESO
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    The stuck on terrain bug started for me when Morrowind was released. Even though though I have a new gaming PC, I still occasionally get that bug.

    But, this is a very accurate list of all the performance issues.
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