There is enough idiocy filling my chat windo during primetime, I don't need this on top of it.
Who thought this was a good idea and why?
There had best be a way to both opt out and shut it off
They're acting like it's a wanted feature of some sort. I'm curious to know how they arrived at that conclusion, and if there's some backend benefit that we aren't aware of.
Billium813 wrote: »There is enough idiocy filling my chat windo during primetime, I don't need this on top of it.
Who thought this was a good idea and why?
There had best be a way to both opt out and shut it off
They're acting like it's a wanted feature of some sort. I'm curious to know how they arrived at that conclusion, and if there's some backend benefit that we aren't aware of.
They're acting like most of these "improvements" are amazing and worth announcing to begin with. Half of those Update 39 changes are so incredibly minor that it's embarrassing how they are talking them up so much. They're really scrapping the bottom of the barrel here and it looks desperate
Billium813 wrote: »There is enough idiocy filling my chat windo during primetime, I don't need this on top of it.
Who thought this was a good idea and why?
There had best be a way to both opt out and shut it off
They're acting like it's a wanted feature of some sort. I'm curious to know how they arrived at that conclusion, and if there's some backend benefit that we aren't aware of.
They're acting like most of these "improvements" are amazing and worth announcing to begin with. Half of those Update 39 changes are so incredibly minor that it's embarrassing how they are talking them up so much. They're really scrapping the bottom of the barrel here and it looks desperate
Billium813 wrote: »There is enough idiocy filling my chat windo during primetime, I don't need this on top of it.
Who thought this was a good idea and why?
There had best be a way to both opt out and shut it off
They're acting like it's a wanted feature of some sort. I'm curious to know how they arrived at that conclusion, and if there's some backend benefit that we aren't aware of.
They're acting like most of these "improvements" are amazing and worth announcing to begin with. Half of those Update 39 changes are so incredibly minor that it's embarrassing how they are talking them up so much. They're really scrapping the bottom of the barrel here and it looks desperate
It's also interesting that they put effort into "Stacking of Similar Inventory Items," yet full health sieges still do not stack on the PTS. Which is a QOL thing that players have been asking for for the last decade.
Billium813 wrote: »Billium813 wrote: »There is enough idiocy filling my chat windo during primetime, I don't need this on top of it.
Who thought this was a good idea and why?
There had best be a way to both opt out and shut it off
They're acting like it's a wanted feature of some sort. I'm curious to know how they arrived at that conclusion, and if there's some backend benefit that we aren't aware of.
They're acting like most of these "improvements" are amazing and worth announcing to begin with. Half of those Update 39 changes are so incredibly minor that it's embarrassing how they are talking them up so much. They're really scrapping the bottom of the barrel here and it looks desperate
It's also interesting that they put effort into "Stacking of Similar Inventory Items," yet full health sieges still do not stack on the PTS. Which is a QOL thing that players have been asking for for the last decade.
"Stacking of Similar Inventory Items"
Good job, ZOS
Necrotech_Master wrote: »Billium813 wrote: »Billium813 wrote: »There is enough idiocy filling my chat windo during primetime, I don't need this on top of it.
Who thought this was a good idea and why?
There had best be a way to both opt out and shut it off
They're acting like it's a wanted feature of some sort. I'm curious to know how they arrived at that conclusion, and if there's some backend benefit that we aren't aware of.
They're acting like most of these "improvements" are amazing and worth announcing to begin with. Half of those Update 39 changes are so incredibly minor that it's embarrassing how they are talking them up so much. They're really scrapping the bottom of the barrel here and it looks desperate
It's also interesting that they put effort into "Stacking of Similar Inventory Items," yet full health sieges still do not stack on the PTS. Which is a QOL thing that players have been asking for for the last decade.
"Stacking of Similar Inventory Items"
Good job, ZOS
technically those things have never stacked, it was very clearly intended to fix stuff like xp scrolls or crown repair kits which are stackable, but couldnt be properly stacked
would it be nice of those were stackable? along with stuff like treasure maps? sure, but it was never the intention of their change if you read the patch note
Necrotech_Master wrote: »Billium813 wrote: »Billium813 wrote: »There is enough idiocy filling my chat windo during primetime, I don't need this on top of it.
Who thought this was a good idea and why?
There had best be a way to both opt out and shut it off
They're acting like it's a wanted feature of some sort. I'm curious to know how they arrived at that conclusion, and if there's some backend benefit that we aren't aware of.
They're acting like most of these "improvements" are amazing and worth announcing to begin with. Half of those Update 39 changes are so incredibly minor that it's embarrassing how they are talking them up so much. They're really scrapping the bottom of the barrel here and it looks desperate
It's also interesting that they put effort into "Stacking of Similar Inventory Items," yet full health sieges still do not stack on the PTS. Which is a QOL thing that players have been asking for for the last decade.
"Stacking of Similar Inventory Items"
Good job, ZOS
technically those things have never stacked, it was very clearly intended to fix stuff like xp scrolls or crown repair kits which are stackable, but couldnt be properly stacked
would it be nice of those were stackable? along with stuff like treasure maps? sure, but it was never the intention of their change if you read the patch note
When I get a break between meetings I’ll dig up and link the old patch note where they said siege would stack.
Necrotech_Master wrote: »Billium813 wrote: »Billium813 wrote: »There is enough idiocy filling my chat windo during primetime, I don't need this on top of it.
Who thought this was a good idea and why?
There had best be a way to both opt out and shut it off
They're acting like it's a wanted feature of some sort. I'm curious to know how they arrived at that conclusion, and if there's some backend benefit that we aren't aware of.
They're acting like most of these "improvements" are amazing and worth announcing to begin with. Half of those Update 39 changes are so incredibly minor that it's embarrassing how they are talking them up so much. They're really scrapping the bottom of the barrel here and it looks desperate
It's also interesting that they put effort into "Stacking of Similar Inventory Items," yet full health sieges still do not stack on the PTS. Which is a QOL thing that players have been asking for for the last decade.
"Stacking of Similar Inventory Items"
Good job, ZOS
technically those things have never stacked, it was very clearly intended to fix stuff like xp scrolls or crown repair kits which are stackable, but couldnt be properly stacked
would it be nice of those were stackable? along with stuff like treasure maps? sure, but it was never the intention of their change if you read the patch note
When I get a break between meetings I’ll dig up and link the old patch note where they said siege would stack.
v1.1.2
- Celarus, a new two week Campaign, has been introduced in this patch.
- You may reassign your home campaign to Celarus. However, doing so will forfeit all progress in your current home campaign.
- Celarus has reduced end of campaign rewards compared to the normal 90 day campaigns.
- All monsters in Cyrodiil and its caves are now Veteran Rank 5.
- A new population underdog bonus has been added. When your alliance is outnumbered in a campaign (determined over several days of population samples), it will receive a bonus to potential scoring and alliance points. You’ll see an indication of this bonus in the scoring UI if it is active.
- The XP awarded for killing enemy player characters has been doubled.
- XP rewards for completing the quest to kill 20 enemy player characters have also been increased.
- Fixed an issue where you could encounter extremely long loading screens while zoning into Cyrodiil.
- Added Enchanters to all border entry locations into Cyrodiil.
- Scouting quests will no longer send you to a location you can transit to via the Transitus Shrine network if you own all objectives in Cyrodiil.
- The new Battle Level option in the gameplay settings menu allows you to choose whether you want your stats to be automatically adjusted in Cyrodiil or if you’d prefer to use the raw values of your stats.
- Stats that you receive through battle level bolstering in Cyrodiil and its delves have been increased.
- The threshold for triggering overcharge on stats has been increased in Cyrodiil.
- Siege equipment can be stacked to five in the inventory (with the exception of forward camps and mercenary contracts).
- NPC enemies in caves and overland in Cyrodiil have been adjusted to Veteran Rank five difficulty.
- Increased the Veteran Point rewards for all quests that you pick up in towns in Cyrodiil.
- Several guards within keeps have been repositioned.
- All guards in keep interiors respawn more quickly.
- Keeps now contain archer-type guards.
- Melee guards now throw oil that archer and mage guards can set aflame.
- Honor Guards have new abilities to assist them in fending off attackers.
- The keeps surrounding the Imperial City have additional guards stationed by their second-floor quartermasters.
That could be useful to see some AP feeding in the start of the campaigns. At least back in the days it was popular.
That could be useful to see some AP feeding in the start of the campaigns. At least back in the days it was popular.
They seem to have limited the range to around /yell distance. So if boosting is occurring in some remote location, you won't see it unless you are nearby. And you won't see any of it if you are standing around at your base. But holy hell, the spam is ridiculous at large keep sieges and hammer gatherings.
Necrotech_Master wrote: »Billium813 wrote: »Billium813 wrote: »There is enough idiocy filling my chat windo during primetime, I don't need this on top of it.
Who thought this was a good idea and why?
There had best be a way to both opt out and shut it off
They're acting like it's a wanted feature of some sort. I'm curious to know how they arrived at that conclusion, and if there's some backend benefit that we aren't aware of.
They're acting like most of these "improvements" are amazing and worth announcing to begin with. Half of those Update 39 changes are so incredibly minor that it's embarrassing how they are talking them up so much. They're really scrapping the bottom of the barrel here and it looks desperate
It's also interesting that they put effort into "Stacking of Similar Inventory Items," yet full health sieges still do not stack on the PTS. Which is a QOL thing that players have been asking for for the last decade.
"Stacking of Similar Inventory Items"
Good job, ZOS
technically those things have never stacked, it was very clearly intended to fix stuff like xp scrolls or crown repair kits which are stackable, but couldnt be properly stacked
would it be nice of those were stackable? along with stuff like treasure maps? sure, but it was never the intention of their change if you read the patch note
When I get a break between meetings I’ll dig up and link the old patch note where they said siege would stack.
It turns out they archived the old pre One Tamriel patch notes on the forum so I can’t link them. But patch 1.1.2 is when they said that siege would now stack. I’ll paste the entire list of pvp changes that were introduced in that patch below.
For fun, enter “1.1.2” into the forum search and see how many threads there are complaining about the issues introduced with that patch, and that wasn’t even close to the most problematic patch in the first 6 months. It’s no wonder they never followed up on things they put in the patch notes that never happened:
v1.1.2
- Celarus, a new two week Campaign, has been introduced in this patch.
- You may reassign your home campaign to Celarus. However, doing so will forfeit all progress in your current home campaign.
- Celarus has reduced end of campaign rewards compared to the normal 90 day campaigns.
- All monsters in Cyrodiil and its caves are now Veteran Rank 5.
- A new population underdog bonus has been added. When your alliance is outnumbered in a campaign (determined over several days of population samples), it will receive a bonus to potential scoring and alliance points. You’ll see an indication of this bonus in the scoring UI if it is active.
- The XP awarded for killing enemy player characters has been doubled.
- XP rewards for completing the quest to kill 20 enemy player characters have also been increased.
- Fixed an issue where you could encounter extremely long loading screens while zoning into Cyrodiil.
- Added Enchanters to all border entry locations into Cyrodiil.
- Scouting quests will no longer send you to a location you can transit to via the Transitus Shrine network if you own all objectives in Cyrodiil.
- The new Battle Level option in the gameplay settings menu allows you to choose whether you want your stats to be automatically adjusted in Cyrodiil or if you’d prefer to use the raw values of your stats.
- Stats that you receive through battle level bolstering in Cyrodiil and its delves have been increased.
- The threshold for triggering overcharge on stats has been increased in Cyrodiil.
- Siege equipment can be stacked to five in the inventory (with the exception of forward camps and mercenary contracts).
- NPC enemies in caves and overland in Cyrodiil have been adjusted to Veteran Rank five difficulty.
- Increased the Veteran Point rewards for all quests that you pick up in towns in Cyrodiil.
- Several guards within keeps have been repositioned.
- All guards in keep interiors respawn more quickly.
- Keeps now contain archer-type guards.
- Melee guards now throw oil that archer and mage guards can set aflame.
- Honor Guards have new abilities to assist them in fending off attackers.
- The keeps surrounding the Imperial City have additional guards stationed by their second-floor quartermasters.
Bushido2513 wrote: »