It's definitely NOT pointing me to the Sunport crafting writ turn-in location. I tried to turn it in there, but it wasn't an option. I tried Vivec too. I can't turn it in at any alchemy turn-in site.Is that quest unprogressable then or can you turn it in in Sunport in the crafting area instead?
@DenverRalphy Then it's only bugged on PC EU, it seems. I used the very same crafting table at the main camp but Reistaff had no dialogue. Instead, the quest marker sent me to Sunport to the daily crafting turn-in point and then to Reistaff afterwards. It basically had an exttra step.
@DenverRalphy Then it's only bugged on PC EU, it seems. I used the very same crafting table at the main camp but Reistaff had no dialogue. Instead, the quest marker sent me to Sunport to the daily crafting turn-in point and then to Reistaff afterwards. It basically had an exttra step.
Found out what the issue is: It's only a certain skill stage that directs you to the wrong location. I had it happening on a relatively new character who only had Potency Improvement 2 in enchanting. On characters who have enchanting fully levelled, the bug doesn't occur.
LootAllTheStuff wrote: »This is getting super weird. This is, what, the 3rd or 4th of these that has a level-specific bug associated with it? That shouldn't even be a thing. It makes me wonder how exactly this set of quests were set up - did someone actually create them as a set of 7 types x n skill level quests individually? Purely from a conceptual design, there are much better ways to do it rather than cloning the quest over and over, and hoping that you got all the details edited correctly.
LootAllTheStuff wrote: »This is getting super weird. This is, what, the 3rd or 4th of these that has a level-specific bug associated with it? That shouldn't even be a thing. It makes me wonder how exactly this set of quests were set up - did someone actually create them as a set of 7 types x n skill level quests individually? Purely from a conceptual design, there are much better ways to do it rather than cloning the quest over and over, and hoping that you got all the details edited correctly.
Looks like that.
Well, another 10 days or so and it's over anyway...
wolfie1.0. wrote: »10 plus 7 for phase 3.
wolfie1.0. wrote: »10 plus 7 for phase 3.
The question is how many people will still participate after access to East Solstice has been opened, which will happen on day 1 of phase 3?
I know I'll run the fortress once for the achievement and title, but then I'll probably move on. I still miss a few furnishing and style pages, but just buying them might make more sense, especially if it's only a few left and there is no guarantee that, if anything useful drops, it will be specifically these.
twisttop138 wrote: »I'm hoping the fortress is really cool. We set up rosters for it. So I'll be running it multiple times that day. But yes, after the wall comes down I don't expect to be running many wall dailies. I want to just forgot and move on lol.
twisttop138 wrote: »I'm hoping the fortress is really cool. We set up rosters for it. So I'll be running it multiple times that day. But yes, after the wall comes down I don't expect to be running many wall dailies. I want to just forgot and move on lol.
Hard to say what will happen with the fortress. It is no group instance, but a public dungeon, in a way (even if it has a clear progression, you need to unlock gates, etc). Not sure if there is a player limit so if a certain amount of people entered the next ones will end up in a new instance? Otherwise we might see a huge rush of players at the same time... Will the server crash? Will it be boring because a huge group will be massively overpowered and you won't see any of the mechanics because all bosses are dead within seconds anyway? Really, we don't know. We were never more than a few people on PTS, so we just couldn't test how it would play with a bigger group.
@DenverRalphy Then it's only bugged on PC EU, it seems. I used the very same crafting table at the main camp but Reistaff had no dialogue. Instead, the quest marker sent me to Sunport to the daily crafting turn-in point and then to Reistaff afterwards. It basically had an exttra step.
Found out what the issue is: It's only a certain skill stage that directs you to the wrong location. I had it happening on a relatively new character who only had Potency Improvement 2 in enchanting. On characters who have enchanting fully levelled, the bug doesn't occur.
twisttop138 wrote: »I'm hoping the fortress is really cool. We set up rosters for it. So I'll be running it multiple times that day. But yes, after the wall comes down I don't expect to be running many wall dailies. I want to just forgot and move on lol.
Hard to say what will happen with the fortress. It is no group instance, but a public dungeon, in a way (even if it has a clear progression, you need to unlock gates, etc). Not sure if there is a player limit so if a certain amount of people entered the next ones will end up in a new instance? Otherwise we might see a huge rush of players at the same time... Will the server crash? Will it be boring because a huge group will be massively overpowered and you won't see any of the mechanics because all bosses are dead within seconds anyway? Really, we don't know. We were never more than a few people on PTS, so we just couldn't test how it would play with a bigger group.
Yes, it is already this way for lower levels at anchors in some locations and WBs during events. The server does not crash, but a lot of lower levels get nothing for their efforts.
Unofficially ZOS cannot let the event go on too long (it can't fail, only stall if all players stop doing quests), so if not enough people are doing it they'll manually adjust the progress again. They've openly done it 2 or 3 times already and can make adjustments without announcing it whenever they want.
I'm not defending the event design but for what it's worth you don't have to grind the quests, or do any more of them than you want to.
Officially the progress bars track quest completion, so if no one did the quests it would stall. But it's tracking everyone on your server and the second half of the island unlocks for everyone together, so you as an individual (or a group? I assume that's not a royal 'we') don't have to keep doing it every day. You'll get the same 'reward' either way.
twisttop138 wrote: »I'm hoping the fortress is really cool. We set up rosters for it. So I'll be running it multiple times that day. But yes, after the wall comes down I don't expect to be running many wall dailies. I want to just forgot and move on lol.
Hard to say what will happen with the fortress. It is no group instance, but a public dungeon, in a way (even if it has a clear progression, you need to unlock gates, etc). Not sure if there is a player limit so if a certain amount of people entered the next ones will end up in a new instance? Otherwise we might see a huge rush of players at the same time... Will the server crash? Will it be boring because a huge group will be massively overpowered and you won't see any of the mechanics because all bosses are dead within seconds anyway? Really, we don't know. We were never more than a few people on PTS, so we just couldn't test how it would play with a bigger group.
twisttop138 wrote: »I'm hoping the fortress is really cool. We set up rosters for it. So I'll be running it multiple times that day. But yes, after the wall comes down I don't expect to be running many wall dailies. I want to just forgot and move on lol.
Hard to say what will happen with the fortress. It is no group instance, but a public dungeon, in a way (even if it has a clear progression, you need to unlock gates, etc). Not sure if there is a player limit so if a certain amount of people entered the next ones will end up in a new instance? Otherwise we might see a huge rush of players at the same time... Will the server crash? Will it be boring because a huge group will be massively overpowered and you won't see any of the mechanics because all bosses are dead within seconds anyway? Really, we don't know. We were never more than a few people on PTS, so we just couldn't test how it would play with a bigger group.
Yes, it is already this way for lower levels at anchors in some locations and WBs during events. The server does not crash, but a lot of lower levels get nothing for their efforts.
Unofficially ZOS cannot let the event go on too long (it can't fail, only stall if all players stop doing quests), so if not enough people are doing it they'll manually adjust the progress again. They've openly done it 2 or 3 times already and can make adjustments without announcing it whenever they want.
And that's the big problem – what's the point of such a "competition" if everything is just manually "fixed" over and over again...
wolfie1.0. wrote: »10 plus 7 for phase 3.
The question is how many people will still participate after access to East Solstice has been opened, which will happen on day 1 of phase 3?
I know I'll run the fortress once for the achievement and title, but then I'll probably move on. I still miss a few furnishing and style pages, but just buying them might make more sense, especially if it's only a few left and there is no guarantee that, if anything useful drops, it will be specifically these.
DenverRalphy wrote: »Unofficially ZOS cannot let the event go on too long (it can't fail, only stall if all players stop doing quests), so if not enough people are doing it they'll manually adjust the progress again. They've openly done it 2 or 3 times already and can make adjustments without announcing it whenever they want.
And that's the big problem – what's the point of such a "competition" if everything is just manually "fixed" over and over again...
Because when they make the adjustments, the adjustments are made universally across all servers and not to individual servers. Once U48 lands on consoles, they'll be free to speed it up should they wish to. They can't do that right now since a couple of console servers are looking like they just may hit 100% before U48 lands.
StihlReign wrote: »Elder Scrolls Online devs make their bets on the world-first clear of the MMO's Writhing Wall event, watching entire servers fight a rift in the world map itself - October 15, 2025
ESO's lead encounter designer says he's "pulling for Xbox EU" as the "dark horse" of the race to take down the Writhing Wall
"We have some internal betting markets on which servers are going to unlock it first, but we'll leave that," Finnigan tells me."I'm pulling for Xbox EU, but we'll see. That's dark horse, I think."
Writhing Wall is explicitly designed as a cooperative event for players across a single server to team up and ideally encourage a sense of community, but there's also this competitive element, with different servers racing to be the first to clear the event.
"There's always been that healthy competition, and we just wanted to broaden that appeal," Finnigan says Source
Honestly the biggest issue for me is the devs predicting EU would finish first in what was described/presented to us as a server vs server contest/race, if this isn't a server vs server contest/race. A simple countdown timer would've been sufficient, right? geez, give us a giant bucket to fill and say it's for donations or something...quests = donations!! do more than them, hurry before the timer ends, yaay
twisttop138 wrote: »I guess we'll all be looking to the end of year letter with bated breath.
tomofhyrule wrote: »twisttop138 wrote: »I guess we'll all be looking to the end of year letter with bated breath.
I feel like making a bingo card for this year’s letter.
You know it’s going to be chock-full of mindless platitudes, congratulations to the server that “won” the rigged race, and zero indication of anything to come in the future beyond “[remains silent]”
StihlReign wrote: »Elder Scrolls Online devs make their bets on the world-first clear of the MMO's Writhing Wall event, watching entire servers fight a rift in the world map itself - October 15, 2025
ESO's lead encounter designer says he's "pulling for Xbox EU" as the "dark horse" of the race to take down the Writhing Wall
"We have some internal betting markets on which servers are going to unlock it first, but we'll leave that," Finnigan tells me."I'm pulling for Xbox EU, but we'll see. That's dark horse, I think."
Writhing Wall is explicitly designed as a cooperative event for players across a single server to team up and ideally encourage a sense of community, but there's also this competitive element, with different servers racing to be the first to clear the event.
"There's always been that healthy competition, and we just wanted to broaden that appeal," Finnigan says Source
Honestly the biggest issue for me is the devs predicting EU would finish first in what was described/presented to us as a server vs server contest/race, if this isn't a server vs server contest/race. A simple countdown timer would've been sufficient, right? geez, give us a giant bucket to fill and say it's for donations or something...quests = donations!! do more than them, hurry before the timer ends, yaay
Found out what the issue is: It's only a certain skill stage that directs you to the wrong location. I had it happening on a relatively new character who only had Potency Improvement 2 in enchanting. On characters who have enchanting fully levelled, the bug doesn't occur.
Found out what the issue is: It's only a certain skill stage that directs you to the wrong location. I had it happening on a relatively new character who only had Potency Improvement 2 in enchanting. On characters who have enchanting fully levelled, the bug doesn't occur.
And the next related bug: At a different stage, the quest description and what you're actually supposed to craft don't match. It says you're supposed to craft a glyph with what would be denima (not sure how the whole glyph is called in English, so I'm using that for clarity), but if you do that, the quest doesn't progress and can't be turned in. What you can actually turn in are glyphs crafted with deni instead...