ZOS_GinaBruno wrote: »
The use as being discussed in this thread will not get you banned. That said, we are taking a look at this set for some potential changes in the future.
TheAwesomeChimpanzee wrote: »
[snip]
[Edit to remove video]
Quoted post has been removed.
Just_Attivi wrote: »aw dang... went back to this to grab the link to that video, and I see the video was moderated away... making me look through my history, for shame!
ZOS_JessicaFolsom wrote: »Hey all, we wanted to provide some additional context and clarification. Firstly, intentionally pulling enemy player characters through solid objects in the game is not intended or desired behavior. The way the Rush of Agony item set currently works, there is a chance of the issue described in this thread happening on accident from normal use in PvP situations, especially where both the caster and target are very mobile. It's more likely that this happens on accident from normal use than deliberate exploit - and we have no way to prove one versus the other.
In situations like this where an issue is happening both on accident and intentionally, we cannot ban players for it. Too many "innocent" players will be caught in the cross fire. We are discussing options to fix the root problem, and will follow up tomorrow. Thank you all and have a good evening.
ZOS_JessicaFolsom wrote: »Hey all, we wanted to provide some additional context and clarification. Firstly, intentionally pulling enemy player characters through solid objects in the game is not intended or desired behavior. The way the Rush of Agony item set currently works, there is a chance of the issue described in this thread happening on accident from normal use in PvP situations, especially where both the caster and target are very mobile. It's more likely that this happens on accident from normal use than deliberate exploit - and we have no way to prove one versus the other.
In situations like this where an issue is happening both on accident and intentionally, we cannot ban players for it. Too many "innocent" players will be caught in the cross fire. We are discussing options to fix the root problem, and will follow up tomorrow. Thank you all and have a good evening.
spartaxoxo wrote: »
@ZOS_JessicaFolsom
...but why wouldn't it be the case to tell people it's bannable, but only enforce the policy internally on those people who do it on purpose with video evidence? I don't understand the decision to make it open season for using this.
ZOS_JessicaFolsom wrote: »Hey all, we wanted to provide some additional context and clarification. Firstly, intentionally pulling enemy player characters through solid objects in the game is not intended or desired behavior. The way the Rush of Agony item set currently works, there is a chance of the issue described in this thread happening on accident from normal use in PvP situations, especially where both the caster and target are very mobile. It's more likely that this happens on accident from normal use than deliberate exploit - and we have no way to prove one versus the other.
In situations like this where an issue is happening both on accident and intentionally, we cannot ban players for it. Too many "innocent" players will be caught in the cross fire. We are discussing options to fix the root problem, and will follow up tomorrow. Thank you all and have a good evening.
ZOS_JessicaFolsom wrote: »We are discussing options to fix the root problem, and will follow up tomorrow. Thank you all and have a good evening.
Looks like using Shade is the key to replication here. Might be it happens also during mobile fights but to successfully replicate it on demand you need the Shade.TheAwesomeChimpanzee wrote: »
ZOS_GinaBruno wrote: »
The use as being discussed in this thread will not get you banned. That said, we are taking a look at this set for some potential changes in the future.
Thanks for the clarification, hopefully it can just get the Plaguebreak treatment but in reverse to keep it still useful in PVE. Unless the team can manage to fix the coding so it only pulls from the original spot or cap the pull radius to what the tooltip states (12 meters). I could be wrong but pretty sure I shouldn't be able to be pulled outside a keep from well within.
ZOS_JessicaFolsom wrote: »Hey all, we wanted to provide some additional context and clarification. Firstly, intentionally pulling enemy player characters through solid objects in the game is not intended or desired behavior. The way the Rush of Agony item set currently works, there is a chance of the issue described in this thread happening on accident from normal use in PvP situations, especially where both the caster and target are very mobile. It's more likely that this happens on accident from normal use than deliberate exploit - and we have no way to prove one versus the other.
In situations like this where an issue is happening both on accident and intentionally, we cannot ban players for it. Too many "innocent" players will be caught in the cross fire. We are discussing options to fix the root problem, and will follow up tomorrow. Thank you all and have a good evening.
Teeba_Shei wrote: »
It only appears to be further than 12 meters due to latency. There isn't much of a fix that can be done for that.
With Whitestrakes coming up I thought it would be nice to have some clarification, as to not risk being banned. This set is being commonly used in Cyrodiil to pull in odd ways, and I haven't seen an official response from ZoS. Is this a feature and acceptable use of the set, or does this enter the realm of exploiting and potential banning?
Asking for a friend who may or may not be planning out cheese sets for the large scale event. There was a recent post highlighting it along with other things: https://forums.elderscrollsonline.com/en/discussion/673393/official-stream-team-member-exploiting-and-being-offensive-toward-viewers#latest - I asked there too but it is a mess of topics over there and thought it would be better to start a new thread for clarification.
@ZOS_Kevin @ZOS_GinaBruno
ZOS_JessicaFolsom wrote: »Hi everyone. We’ve had some conversations yesterday about this discussion, the Rush of Agony set, and the more recent community concerns and reports. This also included consideration for the overall feedback since we released the set.
To give a little background, all movement-type actions and skills, including pulls, have the potential to be impacted by variables including character movement speed and position, high ping, the amount of data being sent between the server and the client, and anything that negatively impacts server and client latency (including attacks by bad actors). What this can result in with any pull-type action or skill, not just the Rush of Agony set pull, is cases where the client thinks the target is in one spot and the server thinks it’s in another. One of the reasons this has been surfacing more with Rush of Agony is due to how popular the set is – more people using the set creates more opportunities for the pull to be impacted.
We have some work in progress that aims to reduce the overall amount of data being sent back and forth between the client and server, investigations into some known crashes related to player bonuses, and additional logging that will help us better identify crash and disconnect causes.
For the Rush of Agony set, specifically, we are looking at a few options to help reduce the chances of the current issue where some player characters are getting into a bad state after being a target of the pull. One possible solution we are considering is having the pull bring the target player back to a specific location instead of to the source player. This will decrease the amount of movement-related data the client needs to send to the server, though it could still happen. This is still in discussion as a potential option and not locked in. We're also discussing options to reduce the overall frequency at which a player could be pulled by this set.
These changes require some dev and engineering work to be done and tested, so realistically we are looking at Update 46 timing at the earliest. Thank you for all the input and suggestions related to this.
ZOS_JessicaFolsom wrote: »Hi everyone. We’ve had some conversations yesterday about this discussion, the Rush of Agony set, and the more recent community concerns and reports. This also included consideration for the overall feedback since we released the set.
To give a little background, all movement-type actions and skills, including pulls, have the potential to be impacted by variables including character movement speed and position, high ping, the amount of data being sent between the server and the client, and anything that negatively impacts server and client latency (including attacks by bad actors). What this can result in with any pull-type action or skill, not just the Rush of Agony set pull, is cases where the client thinks the target is in one spot and the server thinks it’s in another. One of the reasons this has been surfacing more with Rush of Agony is due to how popular the set is – more people using the set creates more opportunities for the pull to be impacted.
We have some work in progress that aims to reduce the overall amount of data being sent back and forth between the client and server, investigations into some known crashes related to player bonuses, and additional logging that will help us better identify crash and disconnect causes.
For the Rush of Agony set, specifically, we are looking at a few options to help reduce the chances of the current issue where some player characters are getting into a bad state after being a target of the pull. One possible solution we are considering is having the pull bring the target player back to a specific location instead of to the source player. This will decrease the amount of movement-related data the client needs to send to the server, though it could still happen. This is still in discussion as a potential option and not locked in. We're also discussing options to reduce the overall frequency at which a player could be pulled by this set.
These changes require some dev and engineering work to be done and tested, so realistically we are looking at Update 46 timing at the earliest. Thank you for all the input and suggestions related to this.