I may be misremembering, but I thought that guild bank stacking had been a thing very early on and had to be removed due to duplication issues. It's been a very long time, though.
Exactly this. People were duplicating stuff and exploiting the system.
DenverRalphy wrote: »
The solution then would be to fix the stacking mechanism and put it back in. They used a saber when a scalpel would have sufficed.
It's a server latency issue with the guild bank, unfortunately. Not really a coding issue.
Kevin created a thread asking players to submit their top five bugs and pain points that we would like addressed but asked to keep comments to a minimum.
This thread is for discussing the dev team’s request itself, what bugs and issues you think are the most important, and any expectations or thoughts on how they might address them.
Here’s a link to the original thread for reference: https://forums.elderscrollsonline.com/en/discussion/672718/dev-team-request-a-top-5-list-of-bugs-and-pain-points-you-would-like-addressed#latest
For me the top bug I was going to put in was stuck in combat and then pain points was going to be overall performance. Sounds like they are actilvey working on both.
So far I'm impressed with the changes ZoS has made to coms and player engagement. The off the cuff stream they did the other day was awesome as well - loved the insight.
I'm really impressed with the new direction community management is taking. It's long overdue, and I'm not sure what really changed over there, but I'm happy nonetheless.
This request was a great place to start. The format was clear and concise. There seems to be a lot of common ground - especially around performance and combat bugs. If anything, it'll help ZOS identify and prioritize some really targeted efforts.
Off the cuff is great, especially with folks like Rich who really have a lot of knowledge. That did way more to restore my confidence in the game than some rehearsed stream or corporate letter. Just talking to people like people goes so much further. And the community seems to be more positive as a result.
DenverRalphy wrote: »Again... not talking about the Guild Bank.
Erm, there is and has always been a stack button in the vanilla UI for the player bank. At least on PC non-gamepad. Is this a console and/or gamepad issue?
valenwood_vegan wrote: »
Hey Kevin, I posted in the thread but just wanted to add here that I wonder if this might also be some good material for a survey, like y'all did last year about guilds. Not that you won't get useful feedback here on the forum, but I feel like that's going to be very difficult to parse through. Especially with the answers varying so greatly depending on the areas of the game that people engage with. Just a thought about another potential avenue for gathering this feedback from players but in perhaps a more structured way.
It's really nice to see our feedback being sought after, whatever form that may take.
I think Kevin mentioned that they are working on a survey for performance and are in the final stages of that.
So, about the request itself, my plan is to ignore it. My expectations are that it won't matter. My expectation is that they will be more attracted to player comments that align favorably with their current decisions and not as much for comments that are not.
I expect that they already have stuff in the works. Planned, booked, and confirmed. While ZOS needs to listen to players, I think that what we say now won't be in the game for over a year, assuming that it aligns well with what ZOS wants. 2026 or even 2027. By then, the player comments and opinions may be very much different than they are today. Many players that respond to this query today may not even be playing the game anymore.
That is a good idea. The general point with the thread is to get a baseline for the communities most sought after bugs. We are reviewing this now and seeing what can get tackled and when. However, getting more feedback via a survey is not a bad idea and something we can work on for later in the year.
We do have a few surveys in the works on other issues, so we need to finish those and get them out before taking on any other survey projects.
valenwood_vegan wrote: »
Hey Kevin, I posted in the thread but just wanted to add here that I wonder if this might also be some good material for a survey, like y'all did last year about guilds. Not that you won't get useful feedback here on the forum, but I feel like that's going to be very difficult to parse through. Especially with the answers varying so greatly depending on the areas of the game that people engage with. Just a thought about another potential avenue for gathering this feedback from players but in perhaps a more structured way.
It's really nice to see our feedback being sought after, whatever form that may take.
DenverRalphy wrote: »I think a lot of people here are misunderstanding what the purpose of the data collection is.
It's not to gather data about what is broken or needs work, because they know that already. They have a very extensive todo list of which everything the players are pointing out is already on. Rather, it is instead gathering data to determine which of those things players feel needs the most immediate attention.
That is a good idea. The general point with the thread is to get a baseline for the communities most sought after bugs. We are reviewing this now and seeing what can get tackled and when. However, getting more feedback via a survey is not a bad idea and something we can work on for later in the year.
We do have a few surveys in the works on other issues, so we need to finish those and get them out before taking on any other survey projects.
katanagirl1 wrote: »I am curious how survey recipients are selected. Despite having many, many more hours in the game than most players and several stars next to my name here on the forums, I have never got one. I guess I have bad RNG everywhere, lol.
katanagirl1 wrote: »
I am curious how survey recipients are selected. Despite having many, many more hours in the game than most players and several stars next to my name here on the forums, I have never got one. I guess I have bad RNG everywhere, lol.
BetweenMidgets wrote: »
I'm not 100% sure on this, however it seems like the last survey (the guild one that someone referenced earlier) was posted on the forums with a link to the survey. It was not emailed to us.
katanagirl1 wrote: »
I am curious how survey recipients are selected. Despite having many, many more hours in the game than most players and several stars next to my name here on the forums, I have never got one. I guess I have bad RNG everywhere, lol.
Yes, one major issue is that if you are in an group and some distance from some in combat +200 meter to an kilometer because some ride to close to an wolf now group is in combat.BXR_Lonestar wrote: »The stuck in combat "bug" is particularly bad and needs to be addressed in a way where we don't have to deal with it again. Honestly, it'd be preferable to see people get mounted on the outskirts of the combat area to bail and "get away" so to speak than it would be to have to deal with this bug.
Nothing is worse than trying to play as a coordinated group, and you got half the group falling behind because they're still stuck in combat, even though your already half way to the next objective. Some nights have been so bad that I was relegated to just running between objectives (as a mag character with relatively low stam), and then you get to the objective without any resources, and you are at a major disadvantage. This is often catastrophic when you are fighting outnumbered all the time like my alliance is in my campaign.
BetweenMidgets wrote: »
I'm not 100% sure on this, however it seems like the last survey (the guild one that someone referenced earlier) was posted on the forums with a link to the survey. It was not emailed to us.
The last survey on Guilds was posted on the forum, discord and shared on social media. We will be posting surveys here on the forum, discord and on Reddit going forward. These are community team led surveys. However, sometimes our other teams send out surveys and they have their own data points they are trying to hit.
ESO_Nightingale wrote: »1 thing that surprised me was how few responses there were about combat changes directly
ESO_Nightingale wrote: »1 thing that surprised me was how few responses there were about combat changes directly
I feel like that reflects a lot of the complexity of ESO's community. I have good friends who avoid the "meta" very firmly, and run builds that do extremely low DPS (probably a 15-25k trial dummy parse max). They are very sweet, they play every day, and they deserve to be catered to. They collect stuff, they run normal pledges. They feel intimidated and judged by other players who, instead of nurturing them, treat their low DPS/Heals/etc as serious personal failings. They mostly play overland and normal dungeons. Nothing in the game helps them build more effectively than they already do, and they can become quite prickly about people trying to get them into more effective builds. The game doesn't foster *independence* about combat in a way that really helps people forge their own path. Oakensoul Sorcs and Wardens opened up huge avenues for these players, but really their options for low APM builds are still so restricted that anyone who doesn't want to run a particular style of Sorc or Warden is still left far, far behind.
I notice a huge number of my friends use sets that are objectively terrible, because that's a huge majority of the sets at this point. Most don't understand how poorly these sets perform and feel really confused and frustrated by how they underperform compared to the meta. Many want to wear sets for flavour, but also want their builds to be effective. It's sad to see so many of my friends gradually realise the cool effects of the sets they love are very hard to build around effectively without lots and lots of external guidance and niche expertise. Most recently I've seen a PVP DPS try very valiantly to build a Blooddrinker/Gryphon's Reprisal Nightblade - but without Bleed class abilities, and probably even with Scribed Bleed abilities, the build was always going to be DOA. Building in ESO isn't accessible or intuitive for casual players, and there is no guidance within the game itself for how to do it effectively. A good build is *complex*. Something like build templates would go a long way, especially if they explained the workings of each build in concise detail. Some in-game system that says: "Here's a build that, by-and-large, works in this role. Here's how and why it works. Here's ways you could adapt it with your preferred sets."
I love what Oakensorcs have done for accessibility. There should be more options like that for people with hand injuries, and for people overwhelmed by the complexities of weaving light attack within GCD for skills with varying cast times, etc. The whole raise the floor without lowering the ceiling notion is great. The ceiling has gotten so damned high that people on the floor can't see it. Who could blame players for not knowing what they don't know, and not getting any feedback from the game itself except that they keep dying? (Death recap often confuses more than it helps, while external tools like Combat Metrics at least *demystify* once players learn how to see the relevant parts).
It always frustrates me to see people left without adequate baseline support for a task. ESO does not provide casual players with adequate baseline support for doing combat - and efficient combat is not something a lot of ESO players concern themselves with until they hit a wall. The informed, 100k+ parse community is smaller than its members realise. One of the greatest challenges of increasing overland combat will likely be that a surprising proportion of the playerbase might be alienated and frustrated by overland content more challenging than it already is.
This thread is for discussing the dev team’s request itself, what bugs and issues you think are the most important, and any expectations or thoughts on how they might address them.