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Official Discussion Thread for "Update 45 Preview—Fallen Banners"

  • MidniteOwl1913
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    I hope that PVP stuff is really just a "test" because it would take a lot of usefulness and creativeness away from pvp and a lot of sets. Eso has a very unique pvp imo and wouldn't want to see it changed that drastically.

    I agree. Although I'm only a casual PVPer (transmutes and AP for Hacjiko) but I know that crafting a build is a good part of the skill set that makes for a successful player. Doing away with that sounds like a very bad idea to me.
    PS5/NA
  • BahometZ
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    Wow, the green CP changes are insane, giving how much we complained about the lack of utility in the green tree when it was implemented THREE YEARS AGO. And now youre finally acknowledging that the green tree shouldn't have the same choice economy as red or blue, which function completely differently, as a limit to player combat builds,
    The green tree was never about builds and making the right choice! They should always have been passive! We just wasted three years of having unnecessary restrictions. Terrific.

    You know how players sometimes complain about how it seems like the devs never play their own game. This is one of those things. Play the game for a couple days and then realise how many times you've forgotten to slot basic green tree passives and cost yourself materials, gold, or both. And then realise this was a terrible decision three years ago. I can't even be thankful I'm so frustrated with you guys.

    Edit: Actually it's been FOUR YEARS. COOL.
    Edited by BahometZ on January 9, 2025 11:00PM
    Pact Magplar - Max CP (NA XB)
  • SerafinaWaterstar
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    Dimorphos wrote: »
    I really do not get the idea behind this cyrodiil test campaign where we are left with only some base skills and absent set bonuses and lots of other stuff and everyone being locked within same narrow scale of abilities. What is the point of this?

    "let's give them just sticks and light attack and see if that works"

    Why do we have all these sets and skills if we are not allowed to use them? They should be available in all content including every damage proc set. Otherwise it's all just a waste and pointless.

    If your car is broken, fix it, don't just remove things until there is only wheels left and keep calling it a car when it is not.

    EDIT: We are paying for this game and that means the whole game and everything in it. ESO is 100% still making a lot of profit and you most certainly have the resources to do better than this. I did not collect all those sets and level up my characters only to test if "stuff works better when you have less to use and choose from". That is just absurd.

    Would you prefer they try and fix things without the data?!

    Its for a week. Not that long. Will be interesting to see how a lot of people do if they gave to rely on skill alone…….

    (Personally I think the best thing they could do for pvp would be to put a limit on cross / continual healing in certain groups.)
  • Dimorphos
    Dimorphos
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    Estin wrote: »
    Dimorphos wrote: »
    What is the point of this?

    To test performance, as they stated. It's not set in stone, so everything is subject to change. They are wanting feedback, but they will have to listen to it.

    Frankly, starting from the absolute baseline and working their way up to what we have now is the ideal way to go about this. It would allow them to pinpoint what exactly is causing the terrible performance in cyrodiil despite only having 40 people in a campaign. Essentially, this can be the start of separating PvE from PvP which needs to happen.

    However, they need to follow through with this, and in a timely manner as well. If performance is great with this test, don't leave it at that. The next iteration, i.e. adding weapon skills next, should come at most a month or two later until we are where we are now except with better performance and much higher population caps.

    I have my concerns over this too since if it's only this (which I personally don't believe will be the case), it can kill open world PvP entirely. It's important to know it's only a test, so proper feedback is going to need to be provided. Immediately dismissing it in this basic stage can really hurt any potential iterations.

    If their intention is only to pinpoint the cause of all the problems then by all means, test away. It would be actually a very effective way to move forward with problem solving, just like when I look for which addon causes problems, keep adding them until the faulty one is found. Hope you are right.
  • Elvenheart
    Elvenheart
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    For my own personal opinion, I like the idea of a separated PVP versus PVE list of skills, and I like the idea of PVP relying mostly on skill, and not what amazingly overpowered builds one can come up with or find on the Internet.
  • Remathilis
    Remathilis
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    Honestly, I'm looking forward to not having to kit out all my characters for pvp and getting bonus AP. Might actually try to get a few characters up past assault/support rank 4 or 6....
  • Aliyavana
    Aliyavana
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    I hope they update base game people with new motifs like Seamount Raider Style for bethnikh's orcs, and new furstocks for khenarthi's roost
  • Khallarion
    Khallarion
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    ZOS_Kevin wrote: »
    Khallarion wrote: »
    Let's see if I understand it properly, accordingly to what was revealed thus far...

    Instead of improving the server capacity through improvements, the developers pick up an easier approach where they downgrade the game, abilities, classes etc., so they would fit the current overloaded servers situation. Not only that, but they'll simply everything, coming from a previous patch where we were motivated to create our own skills and abilities for general usage, being through PvP or PvE.

    That this will turns Cyrodill out into a generic fighting/shooter game, where we pick up specific characters and abilities, without much variety aside cosmetics, in order to support our group/faction through generic and simplified roles as well. Doesn't look like an Elder Scrolls' approach, where variety and freedom were the main aspects of the franchise. This won't improve Cyrodill, it will reframe everything into something new with the expectations of success.

    This is quite risky... not saying it won't work, because everything can work if proper effort put, but it's risky. This resembles a bit of Chivalry II, where you pick up classes and weapons and you must perform quite well in 1v1, understanding the mechanics in order to prevail. Chivalry is nice, it's straight and simple, it works, but bringing that to ESO... hmm... I would rather play PvP in Chivalry then, or any other game where the formula was already improved and works.

    The improvements will be applied gradually, using the current PvP population in order to adjust it all and see how it will work out. Well, at least the patch will be free, but this will definitely kill the PvP as we know it. This should be thought with care and attention, and an outstanding work must be done in order to succeed.

    It reminds me when ESO was launched, also reminds me a bit about Final Fantasy Online, before a Realm Reborn... I wouldn't like to be the one in charge of the project, because I would be aware of what's in check there... gladly, I'm a solo players who enjoys PvE and other aspects of the game!

    Just wanted to follow up to stress that this change for Cyrodiil is a week long test to gather information. We have to test to try and get to the desired result of an improved Cyrodiil. To reiterate what was said on the livestream, it will be a week long so that we can gather information and get player feedback. While this is an avenue for Cyrodiil, we are not making any changes without player feedback and data to back up a positive player experience.

    We know and have heard for a while now that folks want an improvement to Cyrodiil. This is an opportunity to get information to head in that direction.

    Of course I'm no developer, but as a player since around 2016, I have some feelings towards Cyrodiil. In other words, it's clear that tests must be applied in order to gather enough information about how to improve the current status of PvP, but on the other hand, all those years already indicate the reason people seek out such changes or improvements, better saying.

    Using my personal experience as reference, the only way I won't disconnect from Cyrodill is through VPN and ping reduction software. So, it's not only related to ping, but how server register information, and it gets worse if your ping is higher, since you'll always lose advantage. I understand that the tests needed in order to achieve an efficient improvement must be performed, and that's a road, the first and easier one, but might be affect the game negatively, as other stated.

    Taking that in consideration and all the previous complains about Cyrodiil and ESO PvP in general, I do believe the tests will only offer data to follow up the easier road mentioned; downgrade the game to fit the server structure, rather improving the server or using new technologies, which might be expensive and demanding.

    I do believe we all need to sit and clearly discuss the changes we expect... pretty much what we are doing here, since when we first hear those news and said improvements, it doesn't sound as promising as we should expect, quite the opposite, as mentioned about the previous patch from which we had the ability to play with skill craft, just to be removed from an important aspect of the game, which is PvP. Looking from such angle, the feeling we have is as if there was lack of communication between developing teams, and ESO PvP feels like a runaway train.

    I say ESO PvP, because the game isn't limited to that, and there are amazing content, especially towards PvE and lore, so I'm not saying that ESO is adrift. But through all those years, it's not only a notion on how to improve PvP that must be offered, but a practical and efficient plan with data collected over 10 years, not only a week.

    Anyways, thank you for the reply and attention, I really appreciate all the effort ZOS is doing towards the game in order to keep up quality. Not only that, but it's always good to see Gina, Jessica, you and others doing their best to keep the game and its community alive. I'm sure this direct contact with community is what we need in order to improve the game and community as a whole.
  • Khallarion
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    Elvenheart wrote: »
    For my own personal opinion, I like the idea of a separated PVP versus PVE list of skills, and I like the idea of PVP relying mostly on skill, and not what amazingly overpowered builds one can come up with or find on the Internet.

    Agree.

    We just need a way to fit everything together in a coherent way, respecting different aspects such as lore and gameplay.


    For instance, if there is no other way around and we need to simplify skills, then let's do it respecting the lore and class identity. We would do that by taking both the most important and symbolic skills from each class and role and use it within the PvP environment the way they expect to implement it.

    This will be beneficial in different ways, such as giving a better sense about how different classes perform accordingly to different roles, allowing us to pick up not only the best class and role that fit us, as we would do in PvE, but also the most efficient based on role and class identity, not necessarily depending on gear and builds.

    I'm sure this will allow people to better understand their class, highlighting both their limitations and efficiency. This wouldn't be different from Chivalry II, where different type of weapon will cause different type of damage accordingly to different targets.


    For example, a dragonknight will fit doing damage and tanking, while a templar would also be able to do damage, but would be more efficient healing in comparison to a dragonknight. The possibility of damage, tanking and healing is there for different classes, but would be affected by the class identity and optimal set up accordingly to damage, tanking and healing.

    This way you can have a sorcerer healing, but not as efficient as a warden. At the same time, the warden would be able to deal damage, not being useless in matters of self-defence in a dueling scenario, where it won't be able to kill the enemy, just defend itself.

    Having less skills, or class abilities within the PvP, will allow player's skill improvement like we expect in a fighting game, for example, where you must not only know and understand your character, but also practice in order to excel in combat not only through versatily, as we have in the current state of the game, but also within future limitations.


    Then in Battlegrounds, we would be able to keep things as they are, applying different skills and versatily within our character, builds and overrall gameplay, since there are fewer players. Accordingly to different types of game, we will keep the freedom changing sets and builds to fit our needs within different types of battlegrounds, such as domination, deathmatch etc.

    About Cyrodill, the castle battles might change, alllowing keeps to be vulnerable only at certain periods of the day, usually at the time population is higher. This will allow people to engage within key battles and earn different rewards, such as capturing an Elder Scrolls, for example, which then would offer different benefits, as we see in current campaigns.

    The amount of recources through the map will also affect the major siege battles, as we currently see, but that might be adjusted accorindly. People would then need a strategic planning in order to take a keep, not simply PvDoor as we currently see, from which people abuse boosting their AP.
  • SeaGtGruff
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    Kyip wrote: »
    For the rp community, I think the biggest positive is how the story in the two new dungeons explicitly says the Three Banners War has been going on for over ten years. Real-time progression of the ESO calendar in-game is now canon. It's not all the same year anymore. This is wonderful.

    When I heard that, the first thing I thought about was how it’s always the same year. But really, I think the year does change, it’s just that it’s different for different players and characters. That is, when you start out it’s the year that they say in the introduction, but it progresses normally after that. So if your character has been running around for 10 years, then for that character it’s currently 10 years after the year that the story begins in. But if you just created your character, then for that character it’s currently the year that the story begins in.
    I've fought mudcrabs more fearsome than me!
  • WhiteCoatSyndrome
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    Soarora wrote: »
    It needs an improvement not a complete change and putting everyone at the same level and gear etc.

    You have lost a massive population of PvP players this will drive them to dropping the game.

    If these changes are instrumental why not just put it to a “new” campaign.

    People have grinded gear and tweaked there builds to be the best they can be. So your effectively nerfing them because someone in blue gear cry’s when they die to a heavy attack.

    It is a new campaign, its called Vengence. The test on live will disable the other campaigns for a week to funnel people into the test, but it is in its own campaign.

    And they’re giving us double AP for it.
    #proud2BAStarObsessedLoony
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  • Nomadic_Atmoran
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    Cyrodiils original intent was skill based large scale PvP. Not sure why the company is acting like this is some new novel idea. People have been pointing out that the biggest problem in Cyrodiil for years wasn't the number of players but rather the number of times the server has to run numbers. Instead of addressing this, which would have impacted ZOS bottom line and interfere with their sales plans for the game. They reduced everything BUT the actual underlying problem. This test just seems like a waste. The developers don't need a test to tell them what they already know. Less math means more stable pvp servers.
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  • Rkindaleft
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    RomanRex wrote: »
    “As mentioned above, if you wish to tackle these two new Alliance War-themed dungeons, you’ll need an active ESO Plus membership. The dungeon DLC will NOT be available for purchase for crowns at launch.”

    Has this happened with new content in the past?

    This isn’t a good move in my opinion.

    Really hope they back away from this concept.

    You can argue that the inverse was true for the newest chapter, but then you got access to it when the next chapter came out so it's not like you were perma-locked out of it if you didn't decide to make the purchase for whatever reason but still subscribed. Lots of people also spent their crowns gotten from the subscription to buy the DLCs.

    There's no good reason to not just make it purchasable with crowns, we're still paying money for it by buying the crowns anyway so I don't know what the issue is.

    Edited by Rkindaleft on January 10, 2025 3:47AM
    https://youtube.com/@rkindaleft PlayStation NA. I upload parses and trial POVs sometimes.
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  • DietDrKelp2
    DietDrKelp2
    Soul Shriven
    Elvenheart wrote: »
    For my own personal opinion, I like the idea of a separated PVP versus PVE list of skills, and I like the idea of PVP relying mostly on skill, and not what amazingly overpowered builds one can come up with or find on the Internet.

    I see people keep talking about "relying mostly on skill" rather then builds, as you said.

    There is an issue I find in that way of thinking. Who is to decide the template and power level of each class? Like they already have it to were the Dk can 1vX anything while the necro will be stomped by tripping over a rock. The ability to balance the classes, let alone the builds, is not there and hasn't been there.

    If the game takes away the aspect of "Hey this guy is running this cheeky build so I'm gonna have to have a build that combats that or get good" what's the point of ever trying to improve? If the playing field is "level," everyone should already be the best and the worst.

    I see people who are saying they are mainly PVEers, and would try out Cyrodil with this new plan. What's to say they don't stay like they haven't been for years? This focus to cater to people who aren't even PVPing is wild.

    Note: I hated pvp when I first played the game. I played on pc till Champion 200, never touched pvp. Played on Xbox till 600, touched pvp for Whitestrake and hated it. Then I play on Playstation currently to champion 1400, I hated pvp again till whitestrake 2 years ago and ran with a group for Ic sewers and had fun. From there I met people that helped me understand builds and Cyrodil and I started to have great fun trying to get better and tweak different builds on different classes. Now I am decent at pvp, obvs not the best but I don't expect to be and have fun with that. Just playing with the people and taking forts and killing players with my group is so much fun. It feels like I developed myself and my builds to a point where I feel achievement in that work. Now to have a chance for it to be thrown away for one of their "test" that if it isnt a test and actually gets implemented?

    As someone pointed out, it seems like an awful lot of development for a "test."
  • Maitsukas
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    Alaztor91 wrote: »
    Do the new Dungeons require ESO+ to ''unlock''? similar to Tanlorin/Zerith-Var(meaning they stay unlocked in your account after your sub ends) or are you ''renting'' them(similar to something like the Craft Bag).

    If the Dungeon DLCs appear in the Crown Store as an ESO+ exclusive offering (like the monthly Statuettes and Paintings), then simply claiming those will add it to your account, allowing you to access the dungeons even after your subscription ends.
    PC-EU @maitsukas

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  • James-Wayne
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    RomanRex wrote: »
    “As mentioned above, if you wish to tackle these two new Alliance War-themed dungeons, you’ll need an active ESO Plus membership. The dungeon DLC will NOT be available for purchase for crowns at launch.”

    Has this happened with new content in the past?

    This isn’t a good move in my opinion.

    They did say the model is changing this year so the fact they are packing more value into ESO Plus where you cant get in anywhere else is good to me... maybe after 12 months its on the crown store.

    Mind you Ive been a subscriber since day 1 :D
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  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    BahometZ wrote: »
    Wow, the green CP changes are insane, giving how much we complained about the lack of utility in the green tree when it was implemented THREE YEARS AGO. And now youre finally acknowledging that the green tree shouldn't have the same choice economy as red or blue, which function completely differently, as a limit to player combat builds,
    The green tree was never about builds and making the right choice! They should always have been passive! We just wasted three years of having unnecessary restrictions. Terrific.

    You know how players sometimes complain about how it seems like the devs never play their own game. This is one of those things. Play the game for a couple days and then realise how many times you've forgotten to slot basic green tree passives and cost yourself materials, gold, or both. And then realise this was a terrible decision three years ago. I can't even be thankful I'm so frustrated with you guys.

    Edit: Actually it's been FOUR YEARS. COOL.

    Games often change over time, this seems like a very weird thing to be frustrated about in comparison to the other issues the game has had and still will have.

    This hasn't really been an issue since the build saving options came out and you could set CP with specific loadouts i.e. PVE: treasure hunter, CRAFTING: disassembly etc

    I see people keep talking about "relying mostly on skill" rather then builds, as you said.

    There is an issue I find in that way of thinking. Who is to decide the template and power level of each class? Like they already have it to were the Dk can 1vX anything while the necro will be stomped by tripping over a rock. The ability to balance the classes, let alone the builds, is not there and hasn't been there.
    "
    This wont be exactly the way things are implemented. If the other tests (3/4y ago?) are anything to go by then the test will happen, there will be a forum post thanking everyone for participation then radio silence on the results and no changes. If it is the way things will be in cyro then it will be another step towards class homogenization for exactly the reasons you posted.
    Edited by Izanagi.Xiiib16_ESO on January 10, 2025 8:16AM
    @Solar_Breeze
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  • SeaGtGruff
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    It isn't about homogenizing classes. Judging from what they said in the preview, it is about reducing the amount of crunching the server needs to do, as well as making the classes more consistent. Once it hits the second week of PTS, we'll be able to actually try it out for ourselves and stop freaking out over speculations.
    I've fought mudcrabs more fearsome than me!
  • Tra_Lalan
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    The stream was great, all the changes got me hyped.

    Green tree passives - yes please.
    Starter zones graphic overhaul - didint expect them so soon, point for you zos.
    Cyrodil test campaign - wow, that could make Cyrodill great again if executed properly and if the feedback from tests will be taken seriously.
    Dungeons - my favourite thing in the game, they look very cool. Cant wait to do them.

    However..
    The fact that you cannot access the Dungeon DLC without ESO+ (which wasnt mentioned in the stream BTW) - this make almost all of my hype die.

    I am an ESO+ member, how I'm suppose to enjoy those dungeons when half of my group doesnt SUB???

    and don't even ask me on doing it with PUGs.. been there, to old for this ***.

    I mean there should at least be an option to purchase the DLC for real money (not crowns).
  • LikiLoki
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    I haven't heard anything about improving the player guild system. Nothing about guild innovations. Disappointed.
  • olsborg
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    The only problem is that these predefined builds that you can play on any given class will be really bad. ESO-devteam dont really know how eso-pvp works. Also, if they really mean the "it will be about skill" then dont let people use proccsets, because those really remove the "skill" from pvp imo.
    Edited by olsborg on January 10, 2025 11:43AM

    PC EU
    PvP only
  • Danikat
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    I'm concerned about the proposed mount speed change. I know for most players mounts are strictly a way to get where you're going as fast as possible and any speed increases are good, but I really like the middle ground of being able to go a bit faster than running but still having time to watch my surroundings for anything interesting.

    I've only ever trained more speed up to +10% on any of my characters and now I'm concerned that will be too much for me. Especially since PC doesn't have the same option consoles have to go slower than the maximum speed by not pushing the stick all the way forward - our options are only full running speed or sprinting.

    It might be fine if it's a trivial increase, but I assume not because that would be disappointing for most players. Ideally I'd like some version of the controls consoles have but that's difficult to do without an analogue input (and no I'm not going to use a controller just for this). But something to give us more control instead of assuming everyone wants maximum speed at all times would be very helpful.
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  • RedJohn_COF
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    @ZOS_Kevin

    First of all I do appriciate that you (still) want to fix performance in Cyordiil. However I'm very very skeptical that "just" falling back to some "basic" skills will achieve what you hope it will achieve.

    So my question is what will you guys do if those tests won't have the results that you hoped it would?

    Another question would be: Why don't you guys try to get more feedback regarding performance from the player base that actually play Cyrodiil PvP?

    I feel like if you would just try to interact with the community way more, maybe even start events where also developers join in on Cyrodiil and experience the issues themselves, it would help to figure out what the issues are way more.

    I remember vividly in like March - July 2023 you rolled out some "performance improvements" to the server side software. Not only didn't we get ANY performance improvements from that, but the opposite happened. People who were still playing on the old server hardware (Xbox EU) were left in a state where the game was COMPLETELY unplayable. Even on, at the time, newer hardware Servers like Xbox NA, it was a noticeable degradation in performance.

    Those "fixes" were never rolled back and the performance never got to the state it was previously.

    The biggest issue is, that basically with every update, it has gotten worse. While we do now have the new servers, we are basically back to the place we were in 2022 with the old Server Hardware. While I can see that those more complex skills can have some impact for performance for sure, performance need to be adressed overall, once and for all.

    At the time of writing Cyrodiil on Xbox NA can sometimes be unplayable laggy. The performance of Cyrodiil on Xbox EU and Xbox NA has been way worse for many people after the december server incidient.

    Whatever mesures you guys took to prevent the DDOS attacks, seemingly had a bad impact on Cyrodiil performance.
    Edited by RedJohn_COF on January 10, 2025 12:58PM
    Cyrodiil Orange Farmers
    Xbox - EU / Xbox - NA
  • Sakiri
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    Danikat wrote: »
    I'm concerned about the proposed mount speed change. I know for most players mounts are strictly a way to get where you're going as fast as possible and any speed increases are good, but I really like the middle ground of being able to go a bit faster than running but still having time to watch my surroundings for anything interesting.

    I've only ever trained more speed up to +10% on any of my characters and now I'm concerned that will be too much for me. Especially since PC doesn't have the same option consoles have to go slower than the maximum speed by not pushing the stick all the way forward - our options are only full running speed or sprinting.

    It might be fine if it's a trivial increase, but I assume not because that would be disappointing for most players. Ideally I'd like some version of the controls consoles have but that's difficult to do without an analogue input (and no I'm not going to use a controller just for this). But something to give us more control instead of assuming everyone wants maximum speed at all times would be very helpful.

    There's a run/walk toggle.

    And you can run faster on foot than on a mount at the start. I'm glad they're fixing it.
  • silentxthreat
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    IU love the fact you are making base mounts a little better. as it sits you are better off sprinting for the first 30 days. I would however like to see a bvetter feed system for mounts to not force a log in on every character.... I would like to see a option to pay the trainer on every character to auto feed when it can. This would make it better overall for everyone
  • Ashjunkie
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    @ZOS_Kevin I liked everything they talked about in the stream, but I was disappointed that they didn't really explain about the seasons thing. Will new zones still be released? If so, how will that work? If not, is it just this year b/c of all the QoL changes? Not knowing what they mean by seasons makes me nervous. They gave 0 info so we're left with our imaginations... will they be charging some sort of additional fee on top of plus to get some season pass? Will seasons stop new zones being added? Please, if you can, give us something to keep our imaginations from running to the worst possibilities.
  • silentxthreat
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    I dfont like the idea of thne pvp changes overall and think it would hurt the average player more then just nerfing ball groups. something to address the "problematic ball groups" as zos puts it would be better. I like it when organized groups actually took a great lead and skill to pull off but now with the heal stacking and being immune to roots we just have to deal with their lag
  • anadandy
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    BahometZ wrote: »
    Wow, the green CP changes are insane, giving how much we complained about the lack of utility in the green tree when it was implemented THREE YEARS AGO. And now youre finally acknowledging that the green tree shouldn't have the same choice economy as red or blue, which function completely differently, as a limit to player combat builds,
    The green tree was never about builds and making the right choice! They should always have been passive! We just wasted three years of having unnecessary restrictions. Terrific.

    You know how players sometimes complain about how it seems like the devs never play their own game. This is one of those things. Play the game for a couple days and then realise how many times you've forgotten to slot basic green tree passives and cost yourself materials, gold, or both. And then realise this was a terrible decision three years ago. I can't even be thankful I'm so frustrated with you guys.

    Edit: Actually it's been FOUR YEARS. COOL.

    Games often change over time, this seems like a very weird thing to be frustrated about in comparison to the other issues the game has had and still will have.

    This hasn't really been an issue since the build saving options came out and you could set CP with specific loadouts i.e. PVE: treasure hunter, CRAFTING: disassembly etc

    It's very much been as issue for me, as I'm not willing to pay 1500i crowns per armory slot for ONE character and the 2 free ones, I'm not "wasting" one on a disassemble build. I'd venture I'm not alone in this.
  • LordDragonSlayer
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    The reason they do not want you to purchase the new DLC content but want the ESO plus is to generate a consistent income revenue stream versus a one time purchase which sees a huge influx of money, then nothing. It is both smart and stupid. It is stupid because I am sure a lot of people who never pay will just either continue to not pay or leave meaning if they bought crowns, that revenue stream is gone and those who have ESO plus will continue to have ESO plus. It is smart because it may be a good idea to generate more income,

    I wish the new DLC with U45 was for sale as well but this company does not seem to learn but doubles down on this kind of thing and it ends up causing more and more players to leave which causes more and more money to leave. Look at all the things they have taken away over the past three years versus what they have given or promised but never came through. They took things away to make it more accessible to everyone but it was the exact opposite. All it did was drive players away. Of course you have all the paid content creators who seem to be praising this move but I do not listen to what they have to say to begin with.

    I fully expect the number of players to decrease after U45 because if they cannot buy the DLC and cannot play with their friends/guildies. We have a lot of people in the guilds that I belong too who cannot do specific trials or dungeons because they refuse to buy ESO plus or a one time purchase of the DLC. That will not change much with U45 and beyond but they will see a slight increase in ESO plus membership but not enough to make a difference in the end. In the end, they will be struggling for money as I think they currently are so expect less and less development on this game after U45.
  • virtus753
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    Sakiri wrote: »
    Danikat wrote: »
    I'm concerned about the proposed mount speed change. I know for most players mounts are strictly a way to get where you're going as fast as possible and any speed increases are good, but I really like the middle ground of being able to go a bit faster than running but still having time to watch my surroundings for anything interesting.

    I've only ever trained more speed up to +10% on any of my characters and now I'm concerned that will be too much for me. Especially since PC doesn't have the same option consoles have to go slower than the maximum speed by not pushing the stick all the way forward - our options are only full running speed or sprinting.

    It might be fine if it's a trivial increase, but I assume not because that would be disappointing for most players. Ideally I'd like some version of the controls consoles have but that's difficult to do without an analogue input (and no I'm not going to use a controller just for this). But something to give us more control instead of assuming everyone wants maximum speed at all times would be very helpful.

    There's a run/walk toggle.

    And you can run faster on foot than on a mount at the start. I'm glad they're fixing it.

    Not for running, and only for sprinting if you’re on an Orc. Without any buffs, mounts “run” (i.e. not sprint) at 115% of running on foot; mounts sprint at 145%, while footspeed sprint is 140% (unless on Orc, whose innate sprint buff makes sprinting on foot slightly faster).

    The disadvantage on the mount is not initial speed but *access* to that speed and to extra speed. You aren’t going to be sprinting for very long at all with that tiny amount of initial mount stamina, and the only way to improve that is through the 60-day time gate/pay gate of mount training. (Compare adding stamina to a player character with attributes, glyphs, etc.) You don’t get speed training on a mount without a 60-day timegate or paying in crowns. (You can get an easy sprint boost via medium armor.) Once your account has CP (which can be invested on any character, even a new one), you don’t get access to the CP mount speed buff until way up the green tree - where it is much more expensive and roughly half as powerful as the footspeed buff, which is immediately accessible.

    There also isn’t a Minor Gallop, whereas there is a Minor Expedition.

    I’m also still constantly surprised by how many players don’t know about Major Gallop from Continuous Attack, although a set like Adept Rider can get you both Major speed buffs earlier than the level 10 requirement for Continuous Attack.
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