LootAllTheStuff wrote: »Anyone know if there's anything to move the "x out of y" notifications from the middle of the screen during a "Blood on the Sands" quest? Visual pollution during mob fights is bad enough already, but that is just insane.
LootAllTheStuff wrote: »Anyone know if there's anything to move the "x out of y" notifications from the middle of the screen during a "Blood on the Sands" quest? Visual pollution during mob fights is bad enough already, but that is just insane.
LootAllTheStuff wrote: »Anyone know if there's anything to move the "x out of y" notifications from the middle of the screen during a "Blood on the Sands" quest? Visual pollution during mob fights is bad enough already, but that is just insane.
It seems to bug out at times, and the timer does not seem to work properly
It seems to bug out at times, and the timer does not seem to work properly
Unfortunately, that is a game bug, where the game is reporting incorrect information, and as such there is nothing that I can do about that.
The information displayed by the addon should be identical to what it shown if you dig up the base game UI, and if there is an error in what the addon displays, then that same error should appear in the base game UI as well.
Trier_Sero wrote: »Are timers supposed to be the same for everyone? Cause literally today 3 people in group were seeing different timers.
Kiyakotari wrote: »It's also great that this addon can simply turn off the display, since it can't be moved and sits right on top of prime real estate where many people place a mini-map. Bravo, @code65536 and thank you!
FlopsyPrince wrote: »I am very grateful to have some addons now on the PS5 but I keep hitting "too many items are queued" going into new zones already so adding another addon is very unlikely for me.
Trier_Sero wrote: »Are timers supposed to be the same for everyone? Cause literally today 3 people in group were seeing different timers.
That issue happens natively, even among groupmates in the same instance. I have not tried Code’s add-on yet, but the conflicting timers occurred in my group the other day.
It is an issue ZOS will need to fix.
Until they do, I use the icon on the map to check. The skirmish that is actually going to activate will get flashing crossed swords laid over its icon on the map a few minutes before it starts.
Necrotech_Master wrote: »Trier_Sero wrote: »Are timers supposed to be the same for everyone? Cause literally today 3 people in group were seeing different timers.
That issue happens natively, even among groupmates in the same instance. I have not tried Code’s add-on yet, but the conflicting timers occurred in my group the other day.
It is an issue ZOS will need to fix.
Until they do, I use the icon on the map to check. The skirmish that is actually going to activate will get flashing crossed swords laid over its icon on the map a few minutes before it starts.
even the map icon is not 100% reliable lol
ive been in a group when i looked at the map icon and it showed that it was active when it clearly was not, this only happened once though
Necrotech_Master wrote: »Trier_Sero wrote: »Are timers supposed to be the same for everyone? Cause literally today 3 people in group were seeing different timers.
That issue happens natively, even among groupmates in the same instance. I have not tried Code’s add-on yet, but the conflicting timers occurred in my group the other day.
It is an issue ZOS will need to fix.
Until they do, I use the icon on the map to check. The skirmish that is actually going to activate will get flashing crossed swords laid over its icon on the map a few minutes before it starts.
even the map icon is not 100% reliable lol
ive been in a group when i looked at the map icon and it showed that it was active when it clearly was not, this only happened once though
I’d estimate the crossed swords appear between 5 and 10 minutes prior to the skirmish actually activating. They definitely start at least 3 minutes prior, but I think it’s at least 5. The skirmish will therefore not yet be active for several minutes when the swords first appear, and that could certainly make it look like the map icon is wrong.
What did your skirmish timer say when you were there and the skirmish showed crossed swords but wasn’t (yet) active? If the skirmish was not meant to activate at all per your timer, then I wonder if the timer was wrong instead.
Then again, in Galen the vents sometimes have “false starts”—an issue that also appeared (or at least we saw the same symptoms) during the Solstice event. In those cases they update(d) pretty quickly, though.
LootAllTheStuff wrote: »Necrotech_Master wrote: »Trier_Sero wrote: »Are timers supposed to be the same for everyone? Cause literally today 3 people in group were seeing different timers.
That issue happens natively, even among groupmates in the same instance. I have not tried Code’s add-on yet, but the conflicting timers occurred in my group the other day.
It is an issue ZOS will need to fix.
Until they do, I use the icon on the map to check. The skirmish that is actually going to activate will get flashing crossed swords laid over its icon on the map a few minutes before it starts.
even the map icon is not 100% reliable lol
ive been in a group when i looked at the map icon and it showed that it was active when it clearly was not, this only happened once though
I’d estimate the crossed swords appear between 5 and 10 minutes prior to the skirmish actually activating. They definitely start at least 3 minutes prior, but I think it’s at least 5. The skirmish will therefore not yet be active for several minutes when the swords first appear, and that could certainly make it look like the map icon is wrong.
What did your skirmish timer say when you were there and the skirmish showed crossed swords but wasn’t (yet) active? If the skirmish was not meant to activate at all per your timer, then I wonder if the timer was wrong instead.
Then again, in Galen the vents sometimes have “false starts”—an issue that also appeared (or at least we saw the same symptoms) during the Solstice event. In those cases they update(d) pretty quickly, though.
That would be similar to dolmens, then - if you happen to be at one just when the crossed swords appear on their map icon, it will take a few seconds for the cultists to spawn in and initiate the whole sequence. That's actually nice, because it gives players a little extra time to get to the location.