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PTS Update 22 - Feedback Thread for Elsweyr

  • Skotty
    Skotty
    This leads me to believe either one, or a combination of several things is going on here:
    1). Ilarana's dialogue is incorrect and she's Suthay-raht.
    2). The tall Khajiit woman is NOT a Cathay but a different furstock.
    3). Zamarak and others his size are either Suthay/Suthay-raht (which you've decided to make bigger than Cathay/Cathay-raht), or Tojay. If that's the case, it would be helpful to elaborate somewhere.

    1 I also pointed out, and hope for a fix regarding the size of Ilarana.
    2. If she is Cathay, it is very right of her to be taller than the player. Cathay and Cathay-raht just use the same visual model, but are bigger than the player.
    3. Zamarak seems to be a Cathay-raht in fact, hence why Ilarana's body size seems wrong.

    The size order is, based on the sources you quoted, from small to large: Suthay-raht -> Cathay -> Cathay-raht
  • PantheraPardus
    PantheraPardus
    Soul Shriven
    Skotty wrote: »
    1 I also pointed out, and hope for a fix regarding the size of Ilarana.
    2. If she is Cathay, it is very right of her to be taller than the player. Cathay and Cathay-raht just use the same visual model, but are bigger than the player.
    3. Zamarak seems to be a Cathay-raht in fact, hence why Ilarana's body size seems wrong.

    The size order is, based on the sources you quoted, from small to large: Suthay-raht -> Cathay -> Cathay-raht

    Hi! Thank you for replying! But please read my first point again, as that is NOT necessarily true per the sources I quoted :
    Firstly, while not official, many fans of the Khajiit considered the 'raht' suffix to denote the larger of two similar furstock (as well as which of the two possible phases a Khajiit of a certain morphology was born under), mostly because of UESP's information on the subject. However, I have noticed while traversing Elsweyr that both a Dagi and Dagi-raht are the same size. While I realize this information comes from an unofficial interview with Todd Howard, Douglas Goodall, and Ken Rolston, it might be best to make it clear that the correct, canon usage of the term only denotes which moon phase a Khajiit was born under (if this is already stated somewhere in the DLC and I missed it then-oops!)

    The 'raht means bigger' thing comes from an unofficial source that we've always taken to mean canon. Even UESP notes this:
    he5c9cxlcqjf.png
    gjnm5nwslz6e.png

    So it is entirely possible that Zenimax is NOT going in this direction (i.e.: Cathay/Cathay-raht would be the same size), and is instead using it to denote which phase a Khajiit was born under. It may seem silly if a Dagi and Dagi-raht are of similar size to call them different things-but remember that the Ja'Khajay/moons are culturally important to the Khajiit, so the distinction would be important to them.

    If they AREN'T eschewing that unofficial source, then that ALSO needs to be made clear. Either way-it would be good to have that stated. :)
  • RaddlemanNumber7
    RaddlemanNumber7
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    I'm just glad BGS and ZOS didn't decide to use "The Moon Cats and their Dance" (Attributed to Clan Mother Ahnissi) as their guide to Khajiit morphology:
    A hairless scholar came from his desert to ours and said, "I want to know the truth about the Khajiit."
    And the Clan Mother said, "Only one? You are not very curious, hairless scholar."
    The hairless scholar peered at the Clan Mother through little windows on his nose and said, "I want to know about your different breeds. Is it true that what phase of the moons you are born under determines your physical morphology?"
    And the Clan Mother said, "Indeed, hairless scholar. I was born as Jode was waxing and Jone was new, so I am an Omhes-raht. My daughter here was born when Jode was waxing and Jone was full, so she is a Senche-raht. Thus we are nothing alike."
    The scholar peered at mother and daughter and said, "You look very much the same to me."
    And the Clan Mother said, "I have heard that those with round pupils have poor vision. It is a sadness."

    As far as Khajiit morphology is concerned, as with many things in life, I will be content to accept the evidence of my own experience and ignore the dogmatic pronouncements of lore keepers.
    PC EU
  • Skotty
    Skotty
    @PantheraPardus Your statements are not wrong, indeed. But also not necessarily right.
    So far I could only assume that the developers didn't pay as much attention to those littel details as some of us lore nerds do.
    And even now, one could bring forth another idea to explain it, while keeping the -raht notation meaning bigger:
    As in real life humans, also Khajiit may differ in body sizes and could confuse by this ;)

    I doubt we will get an official answer here and now, so I only would say we will await the final version of the game and then handle it as good as we can while maintaining all known lore sources.
  • GrumpyDuckling
    GrumpyDuckling
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    [*] Do you have any other general feedback?
    [/list]

    Every race has a 15% experience increase for a skill line, which simply offers a limited time experience gain until a skill line is maxed. For example, Bosmer get 15% experience gain for the bow, and Nords get 15% experience gain for two-handed. Could you consider hiding the text from racial weapon and armor experience bonuses? New players might feel compelled to choose a weapon or armor type based on what they see their race "specializes" in. The bonuses could stay, but simply operate "behind the scenes."
    This suggestion is born from an experience I had while helping new players. We were talking about how they were learning the game, and one of them mentioned that he chose One Hand and Shield for his Redguard because that skill line was mentioned in the racial passive (Wayfarer), even though he had preferred to play with bow and dual wield. He was thankful when I explained that the passive didn't really mean anything beyond it only helping him temporarily raise One Hand and Shield skills slightly faster. He excitedly changed to Dual Wield because he no longer felt compelled by the passive to use One Hand and Shield. :)

    Just a simple suggestion that doesn't change the game and would help avoid unintentionally pushing new players into a skill line while they are still learning. Thanks!
  • Dracheimflug
    Dracheimflug
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    [*] Do you have any other general feedback?
    [/list]

    Every race has a 15% experience increase for a skill line, which simply offers a limited time experience gain until a skill line is maxed. For example, Bosmer get 15% experience gain for the bow, and Nords get 15% experience gain for two-handed. Could you consider hiding the text from racial weapon and armor experience bonuses? New players might feel compelled to choose a weapon or armor type based on what they see their race "specializes" in. The bonuses could stay, but simply operate "behind the scenes."
    This suggestion is born from an experience I had while helping new players. We were talking about how they were learning the game, and one of them mentioned that he chose One Hand and Shield for his Redguard because that skill line was mentioned in the racial passive (Wayfarer), even though he had preferred to play with bow and dual wield. He was thankful when I explained that the passive didn't really mean anything beyond it only helping him temporarily raise One Hand and Shield skills slightly faster. He excitedly changed to Dual Wield because he no longer felt compelled by the passive to use One Hand and Shield. :)

    Just a simple suggestion that doesn't change the game and would help avoid unintentionally pushing new players into a skill line while they are still learning. Thanks!

    So players should be denied useful information that might help them make informed decisions on character creation in the name of 'roleplaying?' Why stop there? Why not blank character sheets for maximum 'freedom?'
  • jknight201
    jknight201
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    Did you play through the new tutorial?

    Yes.

    What did you think about the combat trainer segment? Was it more or less informative than previous tutorials? Is there something you wish it would have taught you that it didn't?

    I liked it. I mean, *I* personally didn't like it but I liked that it forces new players to actually do the combat basics before they can proceed.

    Did you find sufficient items to loot in the Catacombs section? Did you feel these were called out clearly enough in the staging and propping?

    No. I knew what kinds of things to loot, but if I had not played the game before, I would have had any idea. It would be nice to put it a marker, combat tip, … something, that would call a new player's attention to the fact that the furniture might be lootable, the urns and containers certainly are, etc.

    Did you encounter the optional lockpicking tutorial? Did you feel rewarded for completing it?

    I did not encounter that.

    What did you think about the tutorial dragon encounter? How was the difficulty?

    I thought it was too easy, but that's just me. For someone who had not played ESO before, it would probably have been OK.

    Did you engage with any quests outside of the main story? If so, which ones?

    Yes, I grabbed a few random quests I found in the wilderness and some of the location quests (Merryville farms, etc.).

    Did you find any quests to be problematic from either a directional or difficulty standpoint?

    They were not problematic but they had some of the typical quest problems in all ESO content. It literally doesn't matter what you do, it has no effect on the quest outcome. For example, killing guards in the Merryville farms quest has no real consequence). Directionally - it was pretty obvious what needed to be done. Difficulty was OK - I played through a number of quests at max CP and with a new character.

    Did you fight any world bosses? If so, which ones?

    Yes, all of them. I 2-manned the WB and found them easy with two, max-CP dps characters. On my low level character, they were more challenging, but mostly because the fights were a lot longer.

    Were any of them too easy or too hard?

    They mostly felt about the same to me. At max-cp they were all face-rolls. The one the other zoneies seemed to have the most trouble with was the dro-m'athra boss. Mostly because of his adds.

    Were mechanics clearly communicated?

    They seemed to be. World bosses are pretty much kite them around, don't stand in red affairs (sadly). So the mechanics are relatively simple.

    Did you go into any public dungeons? (Orcrest or Rimmen Necropolis)

    Yes, I did Orcrest. I did not enter the Necropolis.

    Public dungeons are generally balanced for two or more players of average skill and gear. Did you feel sufficiently challenged?

    I went in solo, and helped some other people who seemed to be struggling. I face-rolled everything - including the dungeon bosses. While it was satisfying to help other people who were in trouble, nothing in Orcrest provided me any challenge unless I ran through and pulled absolutely everything I could to dps it down at once.

    What did you think of the Elsweyr environment?

    I loved the environment. Congratulations to the art team on the visual appearance of the zone, the varied geography to keep the zone interesting, the fact that there are treacherous cliffs and ravines, but even if you fall in you never really feel like you're stuck. Awesome use of varied plant life and trash monsters. Yeah, a lot of them are reused, but they don't feel reused. I like the new sky texture. I like the draw distance on the terrain and major landmarks. I love the Khajiiti architecture and how it's unique and different than base-game, but still recognizably Khajiiti. I love the amount of … stuff... scattered around the zone. Old ruins and such. It does make it feel like a very old zone.

    I would have liked to see more of the "stuff" be accessible - buildings you can go into, houses you can enter (or break into). I liked the design of Rimmen, even if it's not what I was expecting after seeing the trailer. The aqueduct is a great feature for the zone. It made me sad you can't get up into/on it. I loved the originality of the Stiches, integrating the town into the Scar. I was sad that Orcrest was a disease-ridden public dungeon, I would have liked to have another (functional) town.

    The towns, honestly, could use some more accessible buildings and more NPCs. Maybe it's a game engine/performance limitation but … I'd like to see Rimmen more crowded. It feels like a ghost town. Orcrest is more crowded, even if it's the wrong type of people LOL.

    Did you see any new types of Khajiit? What did you think?

    I saw Alfiq, Dagi, Sench-raht, and Cathay-raht. I heard people in zone talking about seeing an Ohlmes around somewhere, but I didn't see one. I think it's great to see more of the Khajiiti breeds, it would be nice to see more of them in roles other than "look at me, I'm a different race" kind of characters. I did enjoy talking to the Senchr-raht stablemaster in Rimmer and that drunk Dagi wandering around Rimmen - I want more of that, since we haven't had a chance to see any of the other breeds in an ES game prior to this.

    Did you encounter any new monsters you haven't seen before? What did you think?

    Terror birds stick out. Obviously the Khajiiti NPCs (the hostile ones). I think the terror birds have potential. Their AI needs to be tweaked. Like the NPCs who abort their charge if a target walks out of their telegraph, the terror birds should abort their charge if the target walks out of their telegraph. Otherwise they are way too easily killed.

    Do you have any other general feedback?

    - I like the voice acting. So glad all Khajiiti aren't voice by the same 2 or 3 people. I like that. I did expect their accents to be a bit stronger and there to be more of "this one" talk, since we are in their homeland.
    - I would have liked to see more tie-ins with the base game. There is a quest in Khenarthi's roost, for example, that introduces some Khajiiti "justice keepers" (the mother, her son and her skooma peddling husband). It would have been nice to see that one tied in. The Khajiit who was raised by Orcs, he said he'd like to see his homeland some day, I'd like to find him somewhere in Elsweyr and hear if it's what he expected it to be.
    - I felt most of the quests (I have not done them all, by a long-shot) were of the same "go here, talk to this person, get this item, kill this thing" variety. I was hoping to find a quest that really stood out, but sadly did not.
    - I would have liked the in-town NPCs to have more to say, especially after the MQ. I mean, their lives just completely changed, so I would have liked them to be a little more talkative about … well, anything.
    - I am hoping some of the really annoying combat bugs will be fixed, light the channel staff (lightning, resto) heavy attack bug, sorc and necro abilities just not firing off, etc.
    - While the new house(s) are large and impressive, I miss the smaller homes available in base-game. I want something between a room-at-the-inn and a huge mansion/estate.
    - I'd like to get up into some of the buildings or be able to walk along that aqueduct.
    - I love the look of most of the zone, but Rimmen looks a little too clean to me, in parts. Chip up the pavement a bit, break a stairstep, parts of it look too perfect.
    - While I generally enjoyed the new zone, the quests and some side-areas are pretty depressing - because of the timeline and the impact of the Knahatten Flu. I generally found more sad, depressing quests and situations than happy ones, maybe that was intentional.

    That's all I can think of off the top of my head.
  • Thalidar
    Thalidar
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    xzk2r5skg9g3.png

    Unsure where to place this however either Khajiit have become seriously over powered with stealth or theirs a graphics issue.

    I appear to have completely disappeared from the screen, I've reset UI. Reloading seems to do the trick however this has happened a few times over last 24 hours.
  • Dracheimflug
    Dracheimflug
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    jknight201 wrote: »
    Did you see any new types of Khajiit? What did you think?

    I saw Alfiq, Dagi, Sench-raht, and Cathay-raht. I heard people in zone talking about seeing an Ohlmes around somewhere, but I didn't see one. I think it's great to see more of the Khajiiti breeds, it would be nice to see more of them in roles other than "look at me, I'm a different race" kind of characters. I did enjoy talking to the Senchr-raht stablemaster in Rimmer and that drunk Dagi wandering around Rimmen - I want more of that, since we haven't had a chance to see any of the other breeds in an ES game prior to this.

    - I felt most of the quests (I have not done them all, by a long-shot) were of the same "go here, talk to this person, get this item, kill this thing" variety. I was hoping to find a quest that really stood out, but sadly did not.

    That's all I can think of off the top of my head.

    There is a quest in the Stitches where you reunite a group of thieves for the proverbial 'one last job' that gives good insight into some of the advantages of the Alfiq. 'Thick as Thieves' I think... stood out for me.

    Regarding your comment as to ties to the main game, I want to try it again as a Thieves Guild member to see if there is any tie in as a member. There is an outlaw refuge in Rimmer, so the TG do seem to have at least some presence....
  • Enodoc
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    Regarding your comment as to ties to the main game, I want to try it again as a Thieves Guild member to see if there is any tie in as a member. There is an outlaw refuge in Rimmer, so the TG do seem to have at least some presence....
    Outlaws Refuges aren't really affiliated to the Thieves Guild; although, that is still the logical place to find those characters.
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
    Join us on Discord - discord.gg/uesp
  • jknight201
    jknight201
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    jknight201 wrote: »
    Did you see any new types of Khajiit? What did you think?

    I saw Alfiq, Dagi, Sench-raht, and Cathay-raht. I heard people in zone talking about seeing an Ohlmes around somewhere, but I didn't see one. I think it's great to see more of the Khajiiti breeds, it would be nice to see more of them in roles other than "look at me, I'm a different race" kind of characters. I did enjoy talking to the Senchr-raht stablemaster in Rimmer and that drunk Dagi wandering around Rimmen - I want more of that, since we haven't had a chance to see any of the other breeds in an ES game prior to this.

    - I felt most of the quests (I have not done them all, by a long-shot) were of the same "go here, talk to this person, get this item, kill this thing" variety. I was hoping to find a quest that really stood out, but sadly did not.

    That's all I can think of off the top of my head.

    There is a quest in the Stitches where you reunite a group of thieves for the proverbial 'one last job' that gives good insight into some of the advantages of the Alfiq. 'Thick as Thieves' I think... stood out for me.

    Regarding your comment as to ties to the main game, I want to try it again as a Thieves Guild member to see if there is any tie in as a member. There is an outlaw refuge in Rimmer, so the TG do seem to have at least some presence....

    I did enjoy that quest and I wouldn't say the Alfiq was showing off any racial qualities... LOL. I won't say more so as not to spoil it for people who haven't done the quest. I did enjoy the quest, and the characters. I would assume (hope?) that the Alfiq you meet in the quest is not typical of all Alfiq, however!
  • Dracheimflug
    Dracheimflug
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    jknight201 wrote: »
    jknight201 wrote: »
    Did you see any new types of Khajiit? What did you think?

    I saw Alfiq, Dagi, Sench-raht, and Cathay-raht. I heard people in zone talking about seeing an Ohlmes around somewhere, but I didn't see one. I think it's great to see more of the Khajiiti breeds, it would be nice to see more of them in roles other than "look at me, I'm a different race" kind of characters. I did enjoy talking to the Senchr-raht stablemaster in Rimmer and that drunk Dagi wandering around Rimmen - I want more of that, since we haven't had a chance to see any of the other breeds in an ES game prior to this.

    - I felt most of the quests (I have not done them all, by a long-shot) were of the same "go here, talk to this person, get this item, kill this thing" variety. I was hoping to find a quest that really stood out, but sadly did not.

    That's all I can think of off the top of my head.

    There is a quest in the Stitches where you reunite a group of thieves for the proverbial 'one last job' that gives good insight into some of the advantages of the Alfiq. 'Thick as Thieves' I think... stood out for me.

    Regarding your comment as to ties to the main game, I want to try it again as a Thieves Guild member to see if there is any tie in as a member. There is an outlaw refuge in Rimmer, so the TG do seem to have at least some presence....

    I did enjoy that quest and I wouldn't say the Alfiq was showing off any racial qualities... LOL. I won't say more so as not to spoil it for people who haven't done the quest. I did enjoy the quest, and the characters. I would assume (hope?) that the Alfiq you meet in the quest is not typical of all Alfiq, however!

    Let's just say that the quality that I suspect you are thinking of is not the quality for which they were actually hired. The quality for which they were hired is either very strongly implied or outright stated (I cannot remember which) to be racial and makes sense if you think about the other limitations of the race. Also strong enough that she is still highly desired for the mission despite her obvious flaws.
  • CyberOnEso
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    Did you play through the new tutorial?
    Yes
    What did you think about the combat trainer segment? Was it more or less informative than previous tutorials? Is there something you wish it would have taught you that it didn't?
    It should teach you to roll dodge to dodge an opponents cast.
    Did you find sufficient items to loot in the Catacombs section? Did you feel these were called out clearly enough in the staging and propping?
    Yes, however... please read this this is the first time many players are being introduced to gear in your game there is no good reason to use the styles from 5 years ago. Use the Jone and Jode style it looks so much better and gives a better first impression having your character looking at least decent.
    You should reward players with interesting gear as well, there is no reason not to give players green/ blue/ purple weapons in this area. Make them do something, give them enchantments to introduce players to the idea that there is a lot of interesting gear options and interesting gear in the game. But additional chests around with trivial locks to pick which contain a good purple weapon, it makes a difference having players think they achieved something.
    Did you encounter the optional lockpicking tutorial? Did you feel rewarded for completing it?
    Yes, again there is no reason not to put 300 gold in one of those chests or a shiny weapon, just something to make the player feel they discovered something interesting, not just another room with the same loot which looks the same as every other weapon in the Catacombs.
    @CyberOnEso PC | EU - Jack of all Trades - Armory Style Manager Planesbreaker | Godslayer | Dawnbringer | Immortal Redeemer | Tick Tock Tormentor | Gryphon Heart
  • Skotty
    Skotty
    Riverhold has a beautiful market square. Yet, most NPCs at the stalls do not offer proper services. The blacksmith NPC, hammering on her anvil, should be made a proper trader. Same for the others.
  • angeleda
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    Can you fix the Warden's Nature's Embrace and make sure it doesn't keep locking players out of the game for "speedhacking"????

    Just make it a HoT without the need to gapclose on allies or have it to be selfcast too... Or even better add class snare immunity and remove gapclosing capabilities to make warden competitive again (and weaken the heal of it to forw. momentum numbers)...

    This is ridiculous... The ONE descent class healing skill for pvp is locked behind having to use a "stupid" bear or being unable to use it solo and if that's not enough, when we use it we have a high chance of getting our chars locked out because the "speedhack prevention" is triggered by it....

    Unbelievable

  • ghastley
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    I did the new tutorial and it is an improvement over the prior ones. However, the one-weapon, physical-attacks-only nature of it was a bit concerning. Some training in dodge and interrupt would help.

    Loot in the catacombs was reasonable, (and I picked a lock there), and I think that making the character use a mix of weights is a good idea. However, once you get out into the world there's a real shortage of materials to gather if you want to make more. You have to rely entirely on drops for a long time. I didn't find any until the certification quests placed some for me. I found some alchemy and provisioning ingredients in urns etc. but nodes for harvesting anything else are minimal.

    I quit at the dragon encounter, as I couldn't avoid his attacks with the archer I'd rolled. He could hit me behind rocks that blocked my shots.

    When I went to Rimmen to certify in crafting (and create some pieces to fill gaps in the drops) I couldn't find anyone for Jewel Crafting. I did a side trip to Alinor, but a new player wouldn't know to do that. Was it intended that Felarian also be in Rimmen?
  • Dracheimflug
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    ghastley wrote: »
    I did the new tutorial and it is an improvement over the prior ones. However, the one-weapon, physical-attacks-only nature of it was a bit concerning. Some training in dodge and interrupt would help.

    Loot in the catacombs was reasonable, (and I picked a lock there), and I think that making the character use a mix of weights is a good idea. However, once you get out into the world there's a real shortage of materials to gather if you want to make more. You have to rely entirely on drops for a long time. I didn't find any until the certification quests placed some for me. I found some alchemy and provisioning ingredients in urns etc. but nodes for harvesting anything else are minimal.

    I quit at the dragon encounter, as I couldn't avoid his attacks with the archer I'd rolled. He could hit me behind rocks that blocked my shots.

    When I went to Rimmen to certify in crafting (and create some pieces to fill gaps in the drops) I couldn't find anyone for Jewel Crafting. I did a side trip to Alinor, but a new player wouldn't know to do that. Was it intended that Felarian also be in Rimmen?

    Jewelcraft certification is from the Mages' Guild rep, same as Enchanting and Alchemy certification. It is there though, or at least was before the last patch.... not checked again today....
  • Dracheimflug
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    Anyone else finding interiors really dark?
  • Skotty
    Skotty
    In the western part of Elsweyr, there is a Baandari Camp, used for Dragons. However, all NPCs there seem entirely generic, and entirely unresponsive to a Dragon landing nearby. Is this still under development, or has someone simply forgotten to finish this area?

    On another note: Why do we have to ugly gates from Reapers March and Grathwood leading to Elsweyr? Would be pretty to have those from the actual zone there aswell as counter parts.
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