Now I know this will get moved because this is one of those pesky bugs that has been discussed for years on these forums...hear me out
This bug is absolutely gamebreaking in PvP more than PvE in my opinion. I can't tell you how many times I've missed out keep fights, scroll fights, hammer fights, etc...because you're constantly stuck in combat for no reason. You miss out on so many precious fights and AP because you're constantly having to run to everything and by the time you get there, it's over with. My personal favorite is how you'll be stuck in combat with no end in sight, so you pop into Cheesemongers to get rid of it only to get stuck in Cheesemongers for several minutes missing out on even more fights.
Can we please get ANY kind of update if this will ever be fixed, addressed or even looked at? You shouldn't be stuck in this state just standing in a open field after a fight that ended almost 30 minutes ago.
MincMincMinc wrote: »IDK vengeance fixed it though lmao. Probably some infinite flag that gets stuck on your character with a status effect.
If i remember correctly it was reintroduced around murkmire or a patch after blackrose prison was released. Could probably go back to check out those notes to see what could have caused it.
ZOS_RichLambert wrote: »Hey everyone - just wanted to drop in and let you know we've been lurking. Lots of great feedback and callouts over the last month! Thank you so much for taking the time to post.
We've been comparing all of this feedback to our internal lists. There's lots and lots of overlap which is great, (i.e. - stuck in combat, floaty combat, queue problems, patcher breaking, "phantom group bug"... etc) but there are also a few callouts that we weren't aware of and have added them to the list.
Over the next few updates, we're going to try and get as many of these top issues as possible fixed. The highest priority issues we're working on right now are:
- Stuck in Combat - we've made some great strides over the last 3 months on this. We're testing some pretty big changes now. It's not ready for prime time, but progress is being made!
- Combat look and feel - this is something that's been on our list for awhile now and there is a dedicated team looking at everything from animations, to VFX to sounds. Lots of work still to be done, but the team is rolling.
- General inventory pressure - there's lots to say here - we have a lot of things planned, but until we're more confident on when they might land, all I can provide are some hints. Yes we know you all have a lot of furnishings. Yes we know you have a lot of treasure maps, surveys, master writs... etc.
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Thanks again and please keep noting issues!
-rich
Izanagi.Xiiib16_ESO wrote: »
my guess it's related to debuffs for example it's likely that when you apply a debuff and then someone applies the same debuff extending it it still counts as your debuff being on them. This can then indefinitely keep you in combat until that person dies. This is the reason people get stuck in combat with 'ball groups' because they are having loads of debuffs thrown at them and often not dying.
Vengeance skills don't apply as many debuffs or apply them for so long (also theres a cap of how many people it can be applied to) so you dont get 'stuck'
MincMincMinc wrote: »
Yeah this is the real question with vengeance. With all of these systems disabled.....was it the systems or bugs/errors in those systems that have been hiding. Like the health desync issues (there are other desync issues that are less noticeable) How much strain on the server is caused by it recognizing and correcting simple coding mistakes. Around the time lag became a massive problem is when Zos moved everything serverside. Which is not a measly task. Replication and desync issues running rampant can easily happen.
Maybe the best reason to go ahead with vengeance development behind the scenes is to clean up the code from a fresh slate. Instead of digging through years of other people's garbage code. Just flush out more skill lines as a base. Then go to simple systems to rebalance like food, mundus, race, enchants. Then come back to skill morphs and eventually sets.
So much friggin work to make that happen and who knows how many devs still remain on ESO with a lot of devs being pulled for upcoming games. Love the suggestion... ZoS is making a ton of progress.. just hope they are able to sustain the momentum (resources not being an issue).
Just sharing the direct quote from Rich here.
Thank you for flagging the link, @Izanagi.Xiiib16_ESO
MincMincMinc wrote: »Yeah this is the real question with vengeance. With all of these systems disabled.....was it the systems or bugs/errors in those systems that have been hiding. Like the health desync issues (there are other desync issues that are less noticeable) How much strain on the server is caused by it recognizing and correcting simple coding mistakes. Around the time lag became a massive problem is when Zos moved everything serverside. Which is not a measly task. Replication and desync issues running rampant can easily happen.
Maybe the best reason to go ahead with vengeance development behind the scenes is to clean up the code from a fresh slate. Instead of digging through years of other people's garbage code. Just flush out more skill lines as a base. Then go to simple systems to rebalance like food, mundus, race, enchants. Then come back to skill morphs and eventually sets.
I'm actually wondering if the code used in vengeance is even the same. That is to say - are they using a scripting language to implement many skills and systems and if so did they perhaps hard-code the skills in Vengeance directly into the engine at the native level? That would actually explain both the super simplified skills as well as the lack of all other systems (since they'd need to write something from scratch very quickly just to test it out). If that were the case then this might be a demonstration in order to get permission to reprogram a lot of things natively. I'm just guessing entirely here but I think it would be interesting to know.
MincMincMinc wrote: »... The worry is that higher ups give up and say go back to quarterly rushed dlc releases I want more money....