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https://forums.elderscrollsonline.com/en/discussion/683901

Endless Archive - Please add Save Progress

  • Rowjoh
    Rowjoh
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    maboleth wrote: »
    Rowjoh wrote: »
    Endless Archive is seriously flawed.

    3). The 'unknown' puzzles are all over the place. Typically solve one or two in reasonable time, then stuck wandering around others with no clue.

    I love that. Seriously, most games nowadays have 'puzzles' that literally have an exit and a solution next to the question, with a shiny LOOK AT HERE marker. You almost feel your IQ crashing when you solve one. Out of box puzzles are exciting.

    not sure that's actually true, kids games perhaps? There are plenty of adult puzzlers and in-game puzzles in adult games that are way more coherent, engaging and interesting than Endless Archives.
  • Holycannoli
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    Isnt the whole point of endless archive to go ass far as possible in a single shot? Idn to me adding save point seem to go against the base design of this type of content. Though it woulnt be too much to have some kind of grace period like 5-10 min when crashing.

    No it's to go as far as you can. Doing it all in one session without save points works against that. You have to dedicate a lot of time and pray you don't crash. Why does it have to be in a single shot?

    My enthusiasm for EA went right out the window when I heard there would be no save points. What's the point of a dungeon that goes on endlessly if you can never leave it?
  • Lugaldu
    Lugaldu
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    What's the point of a dungeon that goes on endlessly if you can never leave it?

    I'm starting to understand the point behind it.

    aa4j8p3dt3on.jpg


  • Danikat
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    I agree that save points would be extremely useful. Keep the part where it resets if you die 3 times (I think it's 3), but players shouldn't lose progress because their internet (or the servers) lose connection, or because they're human and need to eat and sleep and have lives outside the game.

    Maelstrom Arena, and I think the other arenas, already work that way so I don't see why it would be a problem to include it here as well.
    Rowjoh wrote: »
    maboleth wrote: »
    Rowjoh wrote: »
    Endless Archive is seriously flawed.

    3). The 'unknown' puzzles are all over the place. Typically solve one or two in reasonable time, then stuck wandering around others with no clue.

    I love that. Seriously, most games nowadays have 'puzzles' that literally have an exit and a solution next to the question, with a shiny LOOK AT HERE marker. You almost feel your IQ crashing when you solve one. Out of box puzzles are exciting.

    not sure that's actually true, kids games perhaps? There are plenty of adult puzzlers and in-game puzzles in adult games that are way more coherent, engaging and interesting than Endless Archives.

    I think it's more to do with the designers priorities than the age of the intended audience, although of course games aimed at younger children will need to be simpler.

    For example Zelda games are always targeted at kids/young teens (about 9 or 10 on the lower end) and have a lot of puzzles where you're not going to get any hints or instructions beyond having previously been told what each item or ability can do. Even the ones with annoyingly chatty companions will usually just remind you of the overall objective and leave you to figure out the puzzle on your own.

    Whereas God of War Ragnarok, which is aimed at adults also has puzzles and got a lot of complaints that the companion characters are far too quick to tell you exactly what you need to do to solve it, like the developers were afraid players would lose interest if the solution wasn't immediately obvious.

    They're both action-adventure games, but solving puzzles has always been a core part of Zelda games, whereas God of War games started of as more of a hack-and-slash and added RPG elements over time, so players don't necessarily go into those games expecting a lot of puzzle solving.

    I often get the feeling ESO is in a similar situation. They include puzzles because it's expected in an RPG but even when it's not an 'implied puzzle' where we're told exactly what to do and have a quest marker showing where to put the mcguffin or the only lever we can interact with or whatever the solution is usually very simple and obvious, because the game is designed to be primarily combat focused and they don't want to distract from that too much.
    Edited by Danikat on November 1, 2023 1:02PM
    PC EU player | She/her/hers | PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    "Remember in this game we call life that no one said it's fair"
  • Thee_Cheshire_Cat
    Thee_Cheshire_Cat
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    Torghast in another game never had a 'save progress' option. Nor should this one. It is an MMO, there is no 'save progress'.
    Lady Kat, from the Cheshire Cats.Interested in HEAVY RP? IC at -all- times? https://thecheshirecatseso.proboards.com/#CheshireCats_RPnow
  • Rowjoh
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    Torghast in another game never had a 'save progress' option. Nor should this one. It is an MMO, there is no 'save progress'.

    Incorrect.

    Vateshran Hollows and Maelstrom Arena both have save mechanics.
  • Kaelthorn_Nightbloom
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    As an experienced solo player, I want to get back to Arc 5 where difficulty starts to ramp up. But I have to spend 3 hours grinding through 700+ mobs just to get there. 4 arcs x 5 cycles x 2 stages x 3 packs x 6 mobs = 720 mobs

    Edited by Kaelthorn_Nightbloom on November 1, 2023 3:00PM
    PC NA
  • Mesonyx
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    Not being able to save is not ideal, but it becomes highly annoying when you get 3 disconnects during a personal best solo run, the 3rd in the middle of a boss fight (with 3 lives left), and when you try to get back into the game it's the well-known "booted from server" etc etc that comes up. When I was finally able to get back in after 10 mins or so, I wasn't even in EA anymore and when I returned, it started from 0, it also hadn't even saved the score from the last run; it's as if it never happened. So I guess it just timed out?
    These disconnects are happening more and more frequently, I have logged different tickets with Support to look into it, sent them files etc, but their advice is to set up a whole new windows account just for this and run the game from there; yeah that doesn't work for me. I'm now up to the point where I am cancelling ESO+, quitting this game which is now more frustration than enjoyment, and move on to other games.
  • Soarora
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    Lugaldu wrote: »
    I was only in 1.4.3 and fought for ages against Molag Kena, who was invulnerable all the time (I don't know if that's how it's meant to be...)

    You have to kill the blue people who are around the edges, I see the healthbar of one. It’s the final boss of the white-gold tower dungeon.
    maboleth wrote: »
    Was saying this since Day 1. How Devs didn't see this coming is beyond me.

    It's an easy fix:

    Want Save? - No Leaderboard

    No save - Leaderboard

    That's it. If they come up with something even better, great, but this alone should do.

    I would argue we should be able to save and keep the leaderboard. Without saving, the leaderboard becomes not only an act of how far one can go without dying but also an act of how long one can play a video game. It promotes unhealthy gaming.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
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      View my builds!
  • Psilent
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    A save feature isn’t needed just Arc Progress. For example, my account clears Arc 1 and opens up Arc 2 I can now choose to start at Arc 1 or Arc 2. However, this would invalidate the leaderboard.

    The leaderboard isn’t much different than Emperor in Cyrodiil. It’s pretty much going to be who can spend the most time playing the game.

    With that said, I am really enjoying Endless Archive. I was one of the few WoW players who loved Torghast. So was very excited and am very pleased with Endless Archive.
  • Lugaldu
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    Soarora wrote: »
    Lugaldu wrote: »
    I was only in 1.4.3 and fought for ages against Molag Kena, who was invulnerable all the time (I don't know if that's how it's meant to be...)

    You have to kill the blue people who are around the edges, I see the healthbar of one. It’s the final boss of the white-gold tower dungeon.

    Yes, I also did, but the phase of invulnerability came back immediately, I didn't even have 3 seconds to do some damage to Molag Kena, then the phase of invulnerability started again. This was a really annoying, endless fight and right after it I was kicked when entering 1.5.1...

  • RaptorRodeoGod
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    They've been pretty stubborn about this. It probably won't happen any time soon.
    Add a Scribing skill that works like Arcanist beam.
    ---
    Veteran players have been alienated and disengaged from Overland since One Tamriel, due to the lack of difficulty, and pushed into dungeons and trials; the minority of content in the Elder Scrolls Online. We can't take the repetition anymore, fix Overland engagement for Vet players. I don't even care if it's not combat related anymore, just make Overland engaging again.
    ---
    Overland difficulty scaling is desperately needed. 10 years. 6 paid expansions. 25 DLCs. 41 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. Make a self debuff mythic. Literally anything at this point.
  • Holycannoli
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    Lugaldu wrote: »
    I'm starting to understand the point behind it.

    aa4j8p3dt3on.jpg


    I am too. It's good for metrics to have players stay logged in.
  • peacenote
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    Danikat wrote: »
    I agree that save points would be extremely useful. Keep the part where it resets if you die 3 times (I think it's 3), but players shouldn't lose progress because their internet (or the servers) lose connection, or because they're human and need to eat and sleep and have lives outside the game.

    Now that I've been in it, I came here to say this. Was my first thought as well. Only allowing 3 deaths would make it different than the solo arenas but seems appropriate for the format, which is that the challenge is to go as far as you can go with 3 deaths.
    Psilent wrote: »
    A save feature isn’t needed just Arc Progress. For example, my account clears Arc 1 and opens up Arc 2 I can now choose to start at Arc 1 or Arc 2. However, this would invalidate the leaderboard.

    I think this idea would also be acceptable.

    I would like to say, though, is that I suspect the reason this functionality wasn't added, and why ZOS hasn't addressed the feedback, is that they may not know if they can add this functionality for duos. This is the piece I feel isn't getting enough attention. Maybe most of you are soloing it (and/or going in with a companion) but this is also for duo players, which is my personal preferred way to enjoy this content.

    Might it be difficult for ZOS to have save points for all characters with all other characters they have entered the Endless Dungeon with? Likely isn't this why we can't save progress in DSR or BRP? They didn't even have enough space to keep all of our achievements per character! Think about how much more it would take to be able to save progress with friend a, friend b, friend c, and solo on the same toon. Would there be a limit? What would the ramifications be if you could only have one active save per character? Etc.

    The first I heard of the Endless Dungeon, the first sentence ended with "with a buddy!" That's the big appeal for me and I think ZOS feels it's the big appeal of the content. I know I personally would be upset if the save feature came out but only for solo players, as I don't really care to play it that way. I also would kind of expect them to retroactively add this feature to the four player arenas if they figured out a way to do it with the EA.

    One thing I haven't tested yet, as a duo, is if you can swap in different characters (or even different companions) once you start, or if that invalidates the instance. Does anyone know? If my friend and I go in, and I decide I want to switch to my Warden from my Templar, what happens?
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
  • OutLaw_Nynx
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    Yikes!

    This is giving me flashbacks to when you couldn’t save in vMA.
  • zaria
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    Danikat wrote: »
    I agree that save points would be extremely useful. Keep the part where it resets if you die 3 times (I think it's 3), but players shouldn't lose progress because their internet (or the servers) lose connection, or because they're human and need to eat and sleep and have lives outside the game.

    Maelstrom Arena, and I think the other arenas, already work that way so I don't see why it would be a problem to include it here as well.
    Malstrom and Vateshran are solo and let you save, DsA and blackrose does not but they are 4 player instances.
    Endless archive is an middle ground, but it design makes saving very relevant. As other point out the difficulty curve make you spend most of the time in the easy part then you die in the harder and have to restart.
    And unlike vMA its not that you learn it, the ice stage is pretty easy once you figure it out. The swam stage is annoying.
    Never bothered with vet Vateshran.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • majulook
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    Just make 2 versions Normal and Veteran, DO NOT make them different in difficulty or rewards. EXCEPT make some of the achievements only available in Veteran difficulty.

    Normal
    1. Has option to start at the beginning of the last Arc you died at with the same enemies to fight.
    2. NO Leader board.
    3. If grouped players continuation requires the same group members.


    Veteran
    1. Does not have option to start at the beginning of the last Arc you died at.
    2. Has Leader board.

    This would help Players running normal to improve as they would (hopefully) would improve their ability, and become better. This could possibly be a start to getting more players to try veteran content.
    Si vis pacem, para bellum
  • Lugaldu
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    I dont´know, but this is just... Gave it another try and got Rakkhat from Maw of Lorkhaj in 1.4.3 who pushed me down the plateau each time he was almost dead. I've never encountered this boss before and it wasn't difficult to get his life down, but if you don't know this mechanic (which I still don't know how to avoid) then it's absolutely annoying and I have no wish to fight through all the trash again for 40 minutes to get to 1.4.3. That just sucks.
  • Necrotech_Master
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    the instance is a little weird

    it seems like if your running solo as soon as you leave the archive it kills the instance

    however if you are grouped with another player, it will not reset the instance right away even after you lose all 3 threads, me and my gf has to use the manual instance reset after we lost our threads to do another run (we both even had ported out of the instance and when i returned it had saved my progress even though neither of us were in the instance lol)

    i also noticed other oddities with running in co op (thread loss only counts if the party leader dies, not the other player, they can die as much as they want and have no thread counter, not sure if thats a bug but its what i noticed when running in a 2 player group)
    Edited by Necrotech_Master on November 1, 2023 5:16PM
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • EdjeSwift
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    the instance is a little weird
    it seems like if your running solo as soon as you leave the archive it kills the instance

    You actually have a few minutes to play with if you leave the instance, BUT if you use a wayshrine you're knackered. I tested it last night by porting to my house, transmuting a quick weapon, and porting back. Sure it was gold expenditure, but it did hold the instance. It was somewhere in the article, but we can dip, but it's not ideal.
    Antiquities Addict
  • Syldras
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    I haven't entered that thing yet, but if you get trial bosses in arc 1 of 5, so at the very beginning when difficulty should still be easy, it's clearly not reasonably designed. Wouldn't have been difficult to classify all bosses by difficulty and attribute them to the fitting arc accordingly?!
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • Gray_howling_parrot
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    The GOOD thing is - and this is true via many interviews - is that they’re definitely open to saving progress. Wouldn’t be surprised if we saw it this upcoming year at some point with a larger update! Fingers crossed!
    ESO YouTube Content Creator & Templar Tank/Healer Main
  • Kikazaru
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    The amount of trash mobs I have to kill just to get back to where I was is leaving me feeling like…

    n1egnl896yls.jpeg
    Mizaru


    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • Tandor
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    SkaraMinoc wrote: »
    As an experienced solo player, I want to get back to Arc 5 where difficulty starts to ramp up. But I have to spend 3 hours grinding through 700+ mobs just to get there. 4 arcs x 5 cycles x 2 stages x 3 packs x 6 mobs = 720 mobs

    Look on the bright side, at least today you'd also earn 15 seals for killing 55 enemies :wink: !
  • Necrotech_Master
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    Syldras wrote: »
    I haven't entered that thing yet, but if you get trial bosses in arc 1 of 5, so at the very beginning when difficulty should still be easy, it's clearly not reasonably designed. Wouldn't have been difficult to classify all bosses by difficulty and attribute them to the fitting arc accordingly?!

    the earliest a trial boss could appear is cycle 4, the one right before the first tho'at fight
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Colecovision
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    This whole thing is super old school and I love it. Death matters. It doesn't matter anywhere else in the game, so whatever they do, they can't lose that.

    Having said that, there are warp points in old school games that don't have saves. Here is one example from the Atari trackball classic Crystal Castles:

    Level 5 Warp - In level 3, get the hat and go to the back corner of the hidden ramp and jump before the hat wears off.
    Level 7 Warp - In Level 5, go to the upper-left corner of the maze and jump.
    Level 3 Warp - In the first level, go to the upper-right corner and jump.

  • Syldras
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    the earliest a trial boss could appear is cycle 4, the one right before the first tho'at fight

    But it's still arc 1 of 5. Wouldn't it designwise make sense to increase difficulty with each arc, with the 1st one being easy, 2nd medium, and so on, so everyone could at least complete the 1st arc? It would probably be more motivating than letting non/low-CP players fail before even finishing the 1st level. They did market this as a new activity for all players, no matter if beginners or vets, after all.
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • Necrotech_Master
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    Syldras wrote: »
    the earliest a trial boss could appear is cycle 4, the one right before the first tho'at fight

    But it's still arc 1 of 5. Wouldn't it designwise make sense to increase difficulty with each arc, with the 1st one being easy, 2nd medium, and so on, so everyone could at least complete the 1st arc? It would probably be more motivating than letting non/low-CP players fail before even finishing the 1st level. They did market this as a new activity for all players, no matter if beginners or vets, after all.

    they did do that, no marauders show up in arc 1 and those are by far harder than any of the cycle bosses ive fought lol

    with the bosses i think they overall did a pretty good job with them, if someone doesnt know the mechanics for a boss fight, its going to be more difficult regardless or the player will likely die

    could they do something to prevent trial bosses from showing up in arc 1? maybe, but i think they are compareable difficulty to tho'at at the end of the arc
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • ESO_player123
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    Syldras wrote: »
    I haven't entered that thing yet, but if you get trial bosses in arc 1 of 5, so at the very beginning when difficulty should still be easy, it's clearly not reasonably designed. Wouldn't have been difficult to classify all bosses by difficulty and attribute them to the fitting arc accordingly?!

    the earliest a trial boss could appear is cycle 4, the one right before the first tho'at fight

    I have a silly question regarding trial bosses. Do they appear in EA under the same names as in the trials? I've seen a post somewhere where the poster wrote that they did not realize what they were fighting until some mechanic showed up.
    I hope I do not have to recognize the bosses by their appearance/mechanics (which I have never seen in the case of trial bosses).
  • Necrotech_Master
    Necrotech_Master
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    Syldras wrote: »
    I haven't entered that thing yet, but if you get trial bosses in arc 1 of 5, so at the very beginning when difficulty should still be easy, it's clearly not reasonably designed. Wouldn't have been difficult to classify all bosses by difficulty and attribute them to the fitting arc accordingly?!

    the earliest a trial boss could appear is cycle 4, the one right before the first tho'at fight

    I have a silly question regarding trial bosses. Do they appear in EA under the same names as in the trials? I've seen a post somewhere where the poster wrote that they did not realize what they were fighting until some mechanic showed up.
    I hope I do not have to recognize the bosses by their appearance/mechanics (which I have never seen in the case of trial bosses).

    yes they are still named the same

    some of the mechanics function slightly differently due to being scaled down but its the same name and same enemy from the original content
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
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