Please, no more being Stuck in Combat, I beg you.

Maintenance for the week of April 21:
• [COMPLETE] PC/Mac: NA and EU megaservers for patch maintenance – April 21, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
· Xbox: NA and EU megaservers for patch maintenance – April 23, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
· PlayStation®: NA and EU megaservers for patch maintenance – April 23, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
Update 46 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/676794
xFocused
xFocused
✭✭✭✭✭
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.
PS5 - NA
Necro Main
  • Wallar333
    Wallar333
    ✭✭✭
    Now all roksa the warped set users getting freezed in silence haha.
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
    ✭✭✭✭✭
    ✭✭✭
    xFocused wrote: »
    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.

    They gave an update about this recently, they are still for some reason trying to fix it rather than just allowing players to mount whilst in combat at 0 stamina (prevents mounting in active combat).

    https://forums.elderscrollsonline.com/en/discussion/comment/8275371#Comment_8275371
    Edited by Izanagi.Xiiib16_ESO on March 28, 2025 11:08AM
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Banana Squad (AOE Rats/ Zerg Squad / Roleplay Circle)
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    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.
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
    ✭✭✭✭✭
    ✭✭✭
    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.

    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'
    Edited by Izanagi.Xiiib16_ESO on March 28, 2025 3:03PM
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Banana Squad (AOE Rats/ Zerg Squad / Roleplay Circle)
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    Just sharing the direct quote from Rich here.
    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:
    1. 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!
    2. 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.
    3. 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. :wink:.

    Thanks again and please keep noting issues!
    -rich

    Thank you for flagging the link, @Izanagi.Xiiib16_ESO
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭

    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'

    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.
    Edited by MincMincMinc on March 28, 2025 4:06PM
  • LadyGP
    LadyGP
    ✭✭✭✭✭

    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).
    LadyGP/xCatGuy
    PC/NA
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    LadyGP wrote: »

    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).

    Right, yeah this could be part of the reason for getting away from quarterly bean counter schedules
  • Genfe
    Genfe
    ✭✭✭
    ZOS_Kevin wrote: »
    Just sharing the direct quote from Rich here.
    Thank you for flagging the link, @Izanagi.Xiiib16_ESO

    To give you a little bit of honest feedback about this, and trying not to be too vile. This means absolutely nothing. The fact that it’s been around for this long is. Pathetic. You can create whole DLC’s new zones and entire PVP campaign, but can’t fix this. It’s been years. It should be embarrassing.
  • Sluggy
    Sluggy
    ✭✭✭✭✭
    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.

    Edited by Sluggy on March 31, 2025 5:48AM
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    Sluggy wrote: »

    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.

    That would be my hope aswell. People commenting and pushing back could really be shooting the future of the game down. The major benefit is if this has positive feedback and test results, which it did, we might see more full reworks done. The worry is that higher ups give up and say go back to quarterly rushed dlc releases I want more money.

    As much as I think the CP reworks were a good change, it was too soon. If the spine of the game is weak like we saw in vengeance than once they get around to it, cp will have to be rebalanced or weighted again.
  • Sluggy
    Sluggy
    ✭✭✭✭✭
    ... The worry is that higher ups give up and say go back to quarterly rushed dlc releases I want more money....

    Well, all I can say is that if it were me trying to get approval... I wouldn't appeal to their desire to make a good product. Nor would would I appeal to their desire to see the customer excited and happy. I'd whip something up very quickly and capture metrics that show the difference in electricity cost and then project that difference out over a year and show them a nice graph lol
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    Honestly their investment in pvp was super under-utilized. Look at how little they have invested and you still have a few thousand people who keep playing the same content day after day. Where the pve crowd demands new content weekly essentially. ESO would probably have a more stable playerbase if they invested in communities that continually play the game instead of quick cashgrabs with releases.

    Wheres our cyrodil 2.0 chapter? I remember the big rumors around Elsweyr that they were going to remake the zone with a story and all.
Sign In or Register to comment.