Major_Mangle wrote: »@ZOS_JessicaFolsom
Any plans to address that people can still queue out of IC even when carrying more than 100 telvar? On PTS it's still possible to use the dungeon or battleground queue to bypass the queue limitations.
MXVIIDREAM wrote: »Major_Mangle wrote: »@ZOS_JessicaFolsom
Any plans to address that people can still queue out of IC even when carrying more than 100 telvar? On PTS it's still possible to use the dungeon or battleground queue to bypass the queue limitations.
The niche with that is that if they leave the battleground or dungeon they get a penalty anyway I don’t think that should be changed a lot of us go into ic while we wait for ques so I don’t think this change or addressing this in the way you think is a good idea especially if already queued for those things
Major_Mangle wrote: »The people who abuse this to safely farm telvar do not give a damn about such penalty I can guarantee you that. This exploit undermines the entire design of IC and telvar and needs to be fixed once and for all, so if people find loopholes with another queue it should be fixed before live.
https://www.youtube.com/watch?v=POze2zNgqPQ@ZOS_JessicaFolsomNew VFX Brightness & Intensity [Feedback]: We have seen feedback related to the overall brightness, size, and intensity of the updated skills VFX. We are working on some sliders so you can better customize your experience and adjust the brightness and intensity of how your abilities and/or other players’ abilities appear on your screen. This will not make it into Update 49, but we did want to let you know we’re working on it and will share more info when we have it.
This sounds good, but i see you specify new vfx and updated skills, is this only for the skills part of Visual Refresh or also items i mentioned in my thread?
https://forums.elderscrollsonline.com/en/discussion/681702/accessibility-request-a-list-of-strobing-flashing-effects-occurrences/p1
edited to tag Jessica
Heya Luna, nice to meet you! This is Jose Camacho, Gameplay Engineer, first post actually!
I am responding as I'm currently investigating the in-game slider setting implementation. As it is now, the in-game slider setting reduces the transparency of any VFX sourced from either yourself, remote players, NPCs, with settings for each sourcing category individually. That means you can reduce the visibility of everyone, just other players, just NPCs, or any combination!
As for which VFX this applies to, the slider applies to all VFX we can catch belonging in the sourcing category. For example, if the slider for your own VFX intensity is lower, then all VFX caused by you from your own abilities, mounts, etc will be lowered. We hope to include item sets in that category but more testing is needed as we investigate. The hope is to include the options for environment as well but more investigation work needs to be done.
Really excited to bring this to you as we've seen this request over the years like with your recent post and want to make ESO a more accessible game for all!
SirIronclad wrote: »Not a single mention of 2H animations has me very worried. If their current PTS version hits live as is, a lot of players who have issues with the new style will have been ignored.
Yes, there seems to be a majority that likes the new animations. But at the same time, there's been a lot of feedback pointing out how they lack impact, look too much like you're swinging a light sword/lightsaber, a little bit too flashy and not enough like they would fit in an Elder Scrolls title. The iconic 2H ult sound will also be missed.
They actually look way more in line with actual sword moves from manuscripts. Definitely not close to realistic, but way closer by comparison.
SirIronclad wrote: »They actually look way more in line with actual sword moves from manuscripts. Definitely not close to realistic, but way closer by comparison.
I get that in reality two-handed swords are way lighter than you'd assume from how they're displayed in the majority of fiction. But I'd still like my 2H animations in ESO to have more oomph than the current PTS versions have.
Since they want to modernize the game, I think it's time they think about diversifying the different weapon types in each skill line more. At the very least, get them closer to destruction staves. That should be the case for animations as well. The new animations look way too much like sword fighting, considering they will be used for maces and axes as well.
At the same time, the devs ought to take new art in a direction that still suits the Elder Scrolls IP. And there's been so much feedback pointing out the new 2H style being at odds with that. I think the issue is that it just doesn't look grounded enough.
SirIronclad wrote: »They actually look way more in line with actual sword moves from manuscripts. Definitely not close to realistic, but way closer by comparison.
I get that in reality two-handed swords are way lighter than you'd assume from how they're displayed in the majority of fiction. But I'd still like my 2H animations in ESO to have more oomph than the current PTS versions have.
Since they want to modernize the game, I think it's time they think about diversifying the different weapon types in each skill line more. At the very least, get them closer to destruction staves. That should be the case for animations as well. The new animations look way too much like sword fighting, considering they will be used for maces and axes as well.
At the same time, the devs ought to take new art in a direction that still suits the Elder Scrolls IP. And there's been so much feedback pointing out the new 2H style being at odds with that. I think the issue is that it just doesn't look grounded enough.
We are getting an animation toggle from @ZOS_Jose and his team that will tone down effects, with a setting including multiple options.
For those who don’t like the 2H animations, or DK ones, toning down the flashiness of the skills will leave the abilities looking more grounded and realistic. Very excited to see how it plays out.
SirIronclad wrote: »They actually look way more in line with actual sword moves from manuscripts. Definitely not close to realistic, but way closer by comparison.
Since they want to modernize the game, I think it's time they think about diversifying the different weapon types in each skill line more. At the very least, get them closer to destruction staves. That should be the case for animations as well. The new animations look way too much like sword fighting, considering they will be used for maces and axes as well.
@ZOS_JessicaFolsomNew VFX Brightness & Intensity [Feedback]: We have seen feedback related to the overall brightness, size, and intensity of the updated skills VFX. We are working on some sliders so you can better customize your experience and adjust the brightness and intensity of how your abilities and/or other players’ abilities appear on your screen. This will not make it into Update 49, but we did want to let you know we’re working on it and will share more info when we have it.
This sounds good, but i see you specify new vfx and updated skills, is this only for the skills part of Visual Refresh or also items i mentioned in my thread?
https://forums.elderscrollsonline.com/en/discussion/681702/accessibility-request-a-list-of-strobing-flashing-effects-occurrences/p1
edited to tag Jessica
Heya Luna, nice to meet you! This is Jose Camacho, Gameplay Engineer, first post actually!
I am responding as I'm currently investigating the in-game slider setting implementation. As it is now, the in-game slider setting reduces the transparency of any VFX sourced from either yourself, remote players, NPCs, with settings for each sourcing category individually. That means you can reduce the visibility of everyone, just other players, just NPCs, or any combination!
As for which VFX this applies to, the slider applies to all VFX we can catch belonging in the sourcing category. For example, if the slider for your own VFX intensity is lower, then all VFX caused by you from your own abilities, mounts, etc will be lowered. We hope to include item sets in that category but more testing is needed as we investigate. The hope is to include the options for environment as well but more investigation work needs to be done.
Really excited to bring this to you as we've seen this request over the years like with your recent post and want to make ESO a more accessible game for all!
Fruity_Ninja wrote: »I’m actually blown away at the level of communication @ZOS_JessicaFolsom , this feels like a new ZOS. Well done, posts like this are a big step in the right direction.