rockDokRock wrote: »When I am doing multiple crafting writs I can't "activate" the quest. That's fine, but when I am trying to select the "style" of the item I am crafting it's not listed in alphabetical order which makes it a royal pain to select the correct style to craft and wastes loads of time.
rockDokRock wrote: »When I am doing multiple crafting writs I can't "activate" the quest. That's fine, but when I am trying to select the "style" of the item I am crafting it's not listed in alphabetical order which makes it a royal pain to select the correct style to craft and wastes loads of time.
Do you have the setting "Show Quest Items" selected? I used to complain about this too, until I discovered that setting. When it's on, the crafting UI only shows you materials that match the active quest for that craft.
rockDokRock wrote: »Yes. You are missing my point. If I have multiple "Blacksmithing" master writs, for example, that works for the one I activate. If I want to do the other ones I have to make note of it's details and do it manually as you can' thave more than one "Blacksmithing" quest active at a time. That's my point.
rockDokRock wrote: »Yes. You are missing my point. If I have multiple "Blacksmithing" master writs, for example, that works for the one I activate. If I want to do the other ones I have to make note of it's details and do it manually as you can' thave more than one "Blacksmithing" quest active at a time. That's my point.
I never do that. It's too inconvenient. When I want to work on master writs, I do one for all 7 professions, port to Snugpod, ride 10 seconds, turn them in, port back to the guild house, do more. Rinse and repeat. It's faster than writing the details of a writ down.
It does bother me when I have a master writ active, and also a daily crafting quest active, and the UI won't let me choose which one I want active when I go to craft an item.
4 - Confirmation when deleting items - have you ever tried to delete a pile of event crafting writs?
This happened to me this morning, and it's happened to me a handful of times before this:
I wanted to do Arx Corinium by myself (need a lead). I ported to the dungeon, and as I was fighting mobs in the first room, I thought, "Why do I feel so weak? Why is everything taking so long to kill?" Fortunately there was a chest in that room. When I looted it, I got a purple piece of gear, and that's when I realized I was in the veteran dungeon. That's not what I intended, and I have no idea how it happened.
My pain point is that the default dungeon difficulty setting is decoupled from related UI when in gamepad mode. You have to go to Social->Group to change your default setting.
Also, when you enter a dungeon alone, there's nothing to indicate which version of the dungeon you're entering. It would be great if the dungeon name and version or something displayed on the screen for a few seconds upon entering. I know if you enter the dungeon through the door, IIRC (haven't done it for a while), it asks which version you want. But if you port in directly, there's nothing.
It would also be nice if the setting was available in the dungeon finder. The first time I somehow ended up in a vet dungeon solo, I remember asking in guild chat how to get out of that mode (after exiting and entering the dungeon a few times and still finding myself in vet), and nobody knew. And nobody knew how I'd ended up in a vet dungeon in the first place lol. By going through the UI, I eventually found the setting under Social->Group. The first place I checked was the dungeon finder and it wasn't there. Your role setting is there, but not your default normal/vet setting.
Top Bugs/Issues
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Top Pain Points
0 - Inventory slots wasted to keep gear for every non active build
1 - Non-account wide settings/controls - just make something similar to house access permissions (copy from another character or use default)
2 - Players abandoning dungeons/battlegrounds - one hour account-wide punishment would be better than max. 15 mins for character
3 - Dungeon finder - works better than before, but at this point we need an option to start as a classic team (tank, heal, 2 damage dealers) or custom team (up to 4 damage dealers/tanks/healers). There's a lot of players joining as fake tank/healers because they just want to finish it quick. Just let them play as they want without affecting others (like pure damage dealers who can't survive without tank and healer)
4 - Confirmation when deleting items - have you ever tried to delete a pile of event crafting writs?
5 - Verification code needed to log in when your IP changed, update BIOS or else - just give me an option to opt out of this security method, I never asked for it
Holmarion19 wrote: »Main pain point: That it is necessary to travel to the Undaunted Enclave daily to find out what the Pledges are. There are addons which can flag this up, but it really should not be necessary. Something like an icon next to the day's pledges on the Dungeon list would be great:)
Holmarion19 wrote: »Main pain point: That it is necessary to travel to the Undaunted Enclave daily to find out what the Pledges are. There are addons which can flag this up, but it really should not be necessary. Something like an icon next to the day's pledges on the Dungeon list would be great:)

DrGIggles80 wrote: »Need the alliance points fixed. I was playing for hours in my home campaign and my teir score did not move up at all. 2 different characters made 50k plus ap on each and both say I made nothing. That's aggravating. Time to change charm all together totally broken cc doesn't belong in the game. Then we have all the cheaters using multiple mundus stones and extra 5 piece bonuses. Pvp is a joke atm.
In gamepad, too, by any chance? Most addons of this nature are kbam only.ZOS_JessicaFolsom wrote: »Holmarion19 wrote: »Main pain point: That it is necessary to travel to the Undaunted Enclave daily to find out what the Pledges are. There are addons which can flag this up, but it really should not be necessary. Something like an icon next to the day's pledges on the Dungeon list would be great:)
Thanks for the feedback and suggestion, @Holmarion19! We've passed this along to our Player Experience Improvements team.
Favorite epilogue in the game even to date is Clockwork in how starkly different in tone it was. No fireworks, no nameless gaggle of npc's spamming 'yay, WOO,' just a man burdened by certainty mourning at a quiet grave thanking you for delaying the inevitable by telling you (the player, not the character) things you're not meant to hear. It was one of the most chilling, human moments I've seen in the game. Kind of a far cry from the office pizza party quest endings we've had in years since.folder_rats wrote: »
- Pain Point 3—Ewok Party Epilogues: I think the epilogue to every story being some player-fawning blowout has grown pretty tired. While I always enjoy goodbying the characters at the end of a story, I think there's gotta be more narratively innovative ways of satisfyingly offboarding the player.