Maintenance for the week of February 16:
• [COMPLETE] ESO Store and Account System for maintenance – February 19, 9:00AM EST (14:00 UTC) - 6:00PM EST (23:00 UTC)

We Keep Discussing, We Keep Being Ignored

Gabriel_H
Gabriel_H
✭✭✭✭✭
✭✭
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    They have answered and we're getting a slider.
    ZOS_Jose wrote: »
    LunaFlora wrote: »
    New 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.
    @ZOS_JessicaFolsom
    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!

    Edited by spartaxoxo on February 18, 2026 7:58PM
  • LunaFlora
    LunaFlora
    ✭✭✭✭✭
    ✭✭✭✭✭
    https://forums.elderscrollsonline.com/en/discussion/comment/8426707#Comment_8426707
    copying my comment from another thread

    here is 2 quotes from Jose Camacho, the gameplay engineer that is working on visual effect sliders:
    ZOS_Jose wrote: »
    LunaFlora wrote: »
    New 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.
    @ZOS_JessicaFolsom
    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!
    ZOS_Jose wrote: »
    Radiate77 wrote: »
    evLRise 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.

    Hey yall, just to clarify, we are working on toning down the intensity and transparency of Visual Effects, not animations. The difference being Visual Effects are usually like the Flames or Electricity that are part of player abilities. Animation is the set choreography players will do when they activate an ability like a swipe or punch (as examples). To clarify this investigation won't be touching animations but will looking into reducing the intensity of Visual Effects in order to help players with sensitivities to bright lights, amongst other reasons. We are looking at all possible sources of those visual effects (item sets, abilities, etc) but ultimately we will have to wait and see for what the investigation brings out so we can deliver things in the hopefully best manner. Thanks for the interest everyone and we will keep yall updated!

    https://forums.elderscrollsonline.com/en/discussion/688016/update-49-pts-week-2-summary/p1
    https://forums.elderscrollsonline.com/en/discussion/688016/update-49-pts-week-2-summary/p2
    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • LunaFlora
    LunaFlora
    ✭✭✭✭✭
    ✭✭✭✭✭
    ^ they did answer us a few weeks ago
    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • valenwood_vegan
    valenwood_vegan
    ✭✭✭✭✭
    ✭✭✭✭
    Flawed premise, they have recently engaged on this issue as noted above.

    Ok ok to be fair though, they should have at least linked to this recent update when closing the necro'd thread.
    Edited by valenwood_vegan on February 18, 2026 8:20PM
  • Emeratis
    Emeratis
    ✭✭✭✭
    While they have answered us on visual clutter, they have not yet addressed the sound equivalent. I am less visually sensitive but more sensitive to sound and I know someone where sudden random loud sounds can induce seizures.
  • ZOS_Kevin
    ZOS_Kevin
    Community Manager
    Just following up here. As others mentioned, we did note that we are working on a slider for these effects. We hope to have more details to share once we are a bit further along. But this is in progress.
    Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
    Staff Post
  • Destai
    Destai
    ✭✭✭✭✭
    ✭✭✭✭
    ZOS_Kevin wrote: »
    Just following up here. As others mentioned, we did note that we are working on a slider for these effects. We hope to have more details to share once we are a bit further along. But this is in progress.

    Part of the issue is how you guys treat necro'd threads. If the mods are going to say there may be updates and close threads based on that assumption, then it's incumbent on them to tell us what those updates are. If that can't be done, then perhaps they should update their boilerplate to be something more accurate to how we're actually treated Kevin - "This is a new post in an old thread and we are closing it regardless of what was posted.".

    Because again, most of the time, when people necro threads, it's because something is still an issue and they're offering proof. The historical context is important to the conversations and gives you one place to update and follow up. It's confusing to see the moderation verbiage not line up to what people are actually posting. That's more confusing - which managing confusion seems to be the priority here - than someone necroing a thread.

    Wish you guys would just change this practice already. Wouldn't hurt to try a new approach and see how it works out. I hope at the bare minimum you can see the frustration with it.
    Edited by Destai on February 18, 2026 8:49PM
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    Flawed premise, they have recently engaged on this issue as noted above.

    Ok ok to be fair though, they should have at least linked to this recent update when closing the necro'd thread.

    Yeah. I think the latter would be helpful because not only would it give the user the information they're looking for but it would help to illustrate why pretty much every major video game forum has a necro policy. Those threads were legitimately out of date and using those threads served to unintentionally spread misinformation because updates had indeed occurred. Beyond that, necro policies also protect users from having people digging up old opinions. Someone may have a different opinion than the one they had 6 years ago.
  • Prophet_of_Malacath
    ZOS_Kevin wrote: »
    Just following up here. As others mentioned, we did note that we are working on a slider for these effects. We hope to have more details to share once we are a bit further along. But this is in progress.

    Im sure you and yours never hear it enough, but please pass our gratitude for the professionalism and patience. We're all human and not everyone has an encyclopedic memory of every convo, and you folks always navigate demands with a monks composure.
    The Pariah's Forge is an Orsimer-focused Discord RP Hub: https://discord.gg/KfuWGFDXJC
  • LunaFlora
    LunaFlora
    ✭✭✭✭✭
    ✭✭✭✭✭
    ZOS_Kevin wrote: »
    Just following up here. As others mentioned, we did note that we are working on a slider for these effects. We hope to have more details to share once we are a bit further along. But this is in progress.

    thanks!
    Looking forward to future details and i very am happy that y'all are working on this finally
    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • StackonClown
    StackonClown
    ✭✭✭✭✭
    My head is still spinning from the outrageous flashing lights in Lucent Citadel
  • 16BitForestCat
    16BitForestCat
    ✭✭✭✭✭
    Given that this thread was created in 2020, we have decided it best to close it, as there have since been updates to the game.

    I don't know if it was intended that way, but wow, this sounds salty lol. Like someone was big mad that yet another thread was necro'd and they had to go to the trouble of locking yet again. :D

    (I get it, though. Sometimes the necros make me wonder if the necromancer is even actually reading the thread they're replying to beyond the title.)
    Edited by 16BitForestCat on February 19, 2026 6:42AM
    —PC/NA, never Steam—
    Getting lost in TESO Tamriel and beyond since Beta 2013!
    Alliance agnostic: all factions should chill the fetch out and party together.
    Mocking the false gender binary since the 1970s.
    If you ever wonder why certain official fandom spaces are so often toxic and awful, remember: corruption starts from the top. ^^v
  • Muizer
    Muizer
    ✭✭✭✭✭
    Destai wrote: »
    ZOS_Kevin wrote: »
    Just following up here. As others mentioned, we did note that we are working on a slider for these effects. We hope to have more details to share once we are a bit further along. But this is in progress.

    Because again, most of the time, when people necro threads, it's because something is still an issue and they're offering proof. The historical context is important to the conversations and gives you one place to update and follow up. It's confusing to see the moderation verbiage not line up to what people are actually posting. That's more confusing - which managing confusion seems to be the priority here - than someone necroing a thread.

    Wish you guys would just change this practice already. Wouldn't hurt to try a new approach and see how it works out. I hope at the bare minimum you can see the frustration with it.

    I agree threads should not be closed just because they are old. But threads that already meandered away from their original topic or where the topic is no longer relevant due to changes to the game should not be revived. That can be very confusing for people who do not recall that conversation or its context. It really is better to create a new thread in that case.

    Edited by Muizer on February 19, 2026 12:28PM
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • SilverBride
    SilverBride
    ✭✭✭✭✭
    ✭✭✭✭✭
    Rather than necroing an old thread, just put a link to it and others like it in a new thread to show how long this issue has been going on.
    PCNA
  • Frayton
    Frayton
    ✭✭✭✭✭
    LunaFlora wrote: »
    https://forums.elderscrollsonline.com/en/discussion/comment/8426707#Comment_8426707
    copying my comment from another thread

    here is 2 quotes from Jose Camacho, the gameplay engineer that is working on visual effect sliders:
    ZOS_Jose wrote: »
    LunaFlora wrote: »
    New 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.
    @ZOS_JessicaFolsom
    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!
    ZOS_Jose wrote: »
    Radiate77 wrote: »
    evLRise 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.

    Hey yall, just to clarify, we are working on toning down the intensity and transparency of Visual Effects, not animations. The difference being Visual Effects are usually like the Flames or Electricity that are part of player abilities. Animation is the set choreography players will do when they activate an ability like a swipe or punch (as examples). To clarify this investigation won't be touching animations but will looking into reducing the intensity of Visual Effects in order to help players with sensitivities to bright lights, amongst other reasons. We are looking at all possible sources of those visual effects (item sets, abilities, etc) but ultimately we will have to wait and see for what the investigation brings out so we can deliver things in the hopefully best manner. Thanks for the interest everyone and we will keep yall updated!

    https://forums.elderscrollsonline.com/en/discussion/688016/update-49-pts-week-2-summary/p1
    https://forums.elderscrollsonline.com/en/discussion/688016/update-49-pts-week-2-summary/p2

    Maybe I can finally tank without being blinded.
  • CatoUnchained
    CatoUnchained
    ✭✭✭✭✭
    The problem is they close valuable threads with information people need to have access to quite often. Just because a thread is old doesn't mean it's not relevant. Sure, it looks bad to see threads that confirm ZOS has had perennial issues on a number of fronts that continue today, but that just means ZOS should fix those issues, not that threads discussing them should be closed.

    I've seen threads from 2016 that are still relevant today, but no comments can be added to them to help others because the mods closed them.
  • ZOS_Erin
    ZOS_Erin
    ✭✭✭
    As a follow up, the team has been looking into the best way to present the option for players to adjust FX intensity. We have settled on the idea that preset FX intensity options are the easiest to use from an accessibility standpoint and are also easier for the team to triage whenever issues arise in the future for individuals who choose to use these settings. Therefore, this feature will not be a slider. We are still in development on this feature and thus what FX will specifically be affected by these presets is still being discussed, so we will provide more details later on.
    Staff Post
  • LunaFlora
    LunaFlora
    ✭✭✭✭✭
    ✭✭✭✭✭
    ZOS_Erin wrote: »
    As a follow up, the team has been looking into the best way to present the option for players to adjust FX intensity. We have settled on the idea that preset FX intensity options are the easiest to use from an accessibility standpoint and are also easier for the team to triage whenever issues arise in the future for individuals who choose to use these settings. Therefore, this feature will not be a slider. We are still in development on this feature and thus what FX will specifically be affected by these presets is still being discussed, so we will provide more details later on.

    thanks for the follow up!
    that is helpful to know
    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    ✭✭
    ZOS_Erin wrote: »
    As a follow up, the team has been looking into the best way to present the option for players to adjust FX intensity. We have settled on the idea that preset FX intensity options are the easiest to use from an accessibility standpoint and are also easier for the team to triage whenever issues arise in the future for individuals who choose to use these settings. Therefore, this feature will not be a slider. We are still in development on this feature and thus what FX will specifically be affected by these presets is still being discussed, so we will provide more details later on.

    Ideally we get free reign. The problem is that the team over years has released hundreds of proc effects and sets that swing wildly in craziness. Some proc sets do more burst than ultimates and are near invisible, while others tickle you but do massive flamboyant animations.

    Honestly I am not sure how you go about giving us hundreds or thousands of sliders. This is something that should have been controlled and thought of at time of release over the past decade to avoid us getting to this point. We are even seeing this issue persist in the new skill animation designs on PTS. As we speak the issue is getting worse.

    For example look at reverse slash or uppercut on 2h. Why are these generic spammable rotation skills doing massive VFX explosions with particles and trailing effects? You should be saving these VFX for big ultimate and game changer effects like stuns or massive damage bonuses like major berserk. Smarter designs for these skills would have been to limit the VFX on dizzy swing to trigger when you trigger offbalance or major berserk. Otherwise the VFX are hidden. For Reverse slash, only show the VFX on a successful killing blow to emphasize and create a cool rewarding moment for the player......instead of just fluffing up the screen every swing.


    At the very least you could break it down to by importance.......Ultimates, CC effects.....Then burst skills/effects......Then generic spam and overtime effects which have minimal risk of death.

    Another thing would be to turn off other player skill styles. Some of the skill styles are ridiculous like the dawnbreaker GIANT yellow fart cloud VFX that has been released. It is now a bonus on the skill to essentially make a smoke cloud so nobody can see in combat.
    Edited by MincMincMinc on February 19, 2026 9:43PM
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple purple/gold mats would suffice.
Sign In or Register to comment.