*** Official Elder Scrolls MMO Thread ***

Nope (well, not right now anyway ;)). I did read some comments on the video and apparently some people are running into it due to the music that the guy streaming had on in his room, and this could be the cause of the copyright. Strange that I've not had any problems and you have though.

Just checked on the computer, works fine on here. How odd. :D
 
no collision detection in pvp :(

this is still looking better and better each update.

Zenimax's stance on why no collision in PvP:

Hi Brian.

I am curious about what the discussions have been regarding collision detection. Some have said it could add another level of strategy to PvP. What in particular were the reasons it was not done? And could it still be considered for PvE content (NPCs/enemies)?

Thank you.

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Having worked on games with player collision in PVP before, we found that it was far more valuable to offer players larger battles with better server and client performance than smaller battles with player collision due to the hit servers and clients take when implementing such a feature. That’s not to say we didn’t consider it at one time and while it is always interesting to put collision in a PVP game, when you’re dealing with masses of players it becomes more of a frustration point than a tactical advantage (speaking from personal experience trying to setup a shield wall behind a Keep door then watching players still find ways through it).
 
Think they could program it so that collision detection works in certain areas, like doorways, corridors and stuff? Surely that wouldn't effect server much if at all. I can see a possibility without it that large groups of tanks can just zerg through everybody without fighting to get inside the castle. :eek:

What would be interesting would be to know how smaller the pvp scale would be if CD was added to pvp.

Are we talking about going down from 1k v 1k pvp battles to 100 v 100?

Also i think the system requirements would probably increase and we all know how MMO's like to keep them as low as possible.
 
Holy crap. Patch 0.18 just got even better with patch 0.181!!!!

Bolded the important bits

The Elder Scrolls Online v0.181 features many fixes and improvements to existing content. Here’s a brief overview of what awaits you in this test:

Streamlined and made modifications to the tutorial. It should now be faster to complete and have more interesting encounters.

Many adjustments to overall gameplay and combat.

Numerous fixes for quest issues and blockers.

Several UI fixes and improvements.

FIXES & IMPROVEMENTS

Alliance War

General

Mender and Honor Guards at keeps and resources now cast Negate Magic as part of their abilities.

Art & Animations

General

Updated and improved several character animations for the start of the game.

Fixed an issue where the animation would stutter while riding your horse.

Fixed an issue where the animation would stutter while in stealth.

Fixed a rare issue where art would be missing in some areas.

Polished many animations and effects in the Main Quest 6 boss battle.

Fixed an issue that was resulting in some quest scenes having incorrect or missing effects.

Audio

General

More final orchestral music has been added to the game (this is an ongoing effort).

Fixed a number of issues with audio from UI and monsters.

The game audio balance has been improved (this is an ongoing effort).

Combat & Gameplay

General

You can now skip the tutorial with new characters if any of your characters have completed it already. When you click “Create” on the character creation screen, you will be presented with a pop-up which will ask you if you wish to skip the tutorial or not.

NOTE: Pre-existing characters before this patch do not qualify; you must complete the tutorial one more time before you are able to skip.

We are aware of the issues brought up by some of you regarding magicka and stamina regeneration. We are continuing to look into this issue, and a number of fixes included in this patch may address this problem. Please keep us posted on whether this patch fixes, improves, or does not change anything for those of you experiencing it.

Fixed an issue that was causing some players to become permanently invisible. This may still occur in very rare cases, so be sure to keep an eye out and /bug anything you come across.

Health enchants are now 50% more effective than before.

Health picks grant less health than before.

Marginally reduced base magicka and stamina regeneration at higher levels. The change of base regeneration is exponentially less with lower level players.

This change was included in the last patch, but was accidentally omitted from the notes.

Reworked the re-spec cost to 100 gold per skill point. This results in a very similar cost as the old formula for the first 60 skill points, and a significant reduction in the cost beyond that.

Reduced the veteran points gained from completing over world content; instanced dungeons and Cyrodiil are unaffected by this change.

Fixed several issues with the vampire skill line that was causing it to progress much more slowly than intended.

Fixed an issue where if you were cured of Lycanthropy after becoming a full werewolf, you would no longer be able to sprint, block, or bash.

Fixed an issue that was preventing battle leveled characters from getting critical strikes.

Made some modifications to the XP sharing system to fix an issue with power leveling.

Fixed an issue when the reticle would flash red, confirming a hit, even though the target dodged the attack.

Collision updates

You will no longer collide with other player’s pets or followers.

You will no longer experience collision with NPCs while you are stationary and viewing a UI screen (such as your inventory).

Reduced the size of the mudcrab’s collision area.


Nightblade

Fixed an issue with Path of Darkness that could sometimes cause the damage to end earlier than intended.

Sorcerer

Bolt Escape now decreases out-of-combat magicka recovery for 4 seconds, instead of stopping all magicka recovery This change was include in the last patch, but was accidentally omitted from the notes.

Templar

Fixed an issue where Restoring Spirit was adding a percentage to all costs, rather than subtracting it.

This originally-intended change was included in the previous patch notes, but was not correctly implemented.

1h + Shield

Properly removed the cast time from the Power Bash ability.

This change was included in the previous patch notes, but was not implemented.

Destruction Staff

Fixed an issue with Wall of Elements that could sometimes cause the damage to end earlier than intended.

Decreased the cost of Wall of Elements.

Increased the range of Destructive Reach.

Dual Wield

Increased the duration of the Twin Slashes damage-over-time, resulting in an increase of damage per cast.

Increased the overall damage from Flurry, though the final hit damage remains unchanged.

Crafting and Economy

General

Fixed an issue that was causing some jewelry enchantments to temporarily stop functioning after you were killed.

Fixed an issue with the Bash Damage enchant that was causing it to have half the intended effect.

Dungeons/Group Content

General

Speed Run and Undaunted Achievements in Veteran Instances have had their VP rewards temporarily removed.

Fixed several quest-blocking issues in Veteran Instances.

Summoned Stone Atronach monsters in Tempest Island no longer grant Fighters Guild rep.

Fixed several instances of missing icons for enemy abilities used in dungeons.

Fixed an issue where the effects around Dark Anchors would only appear for players who were nearby when the anchors were triggered. You should now be able to see them from a greater distance.

Iterated on Dark Fissures to make them soloable.

Exploration & Itemization

General

Decreased the sell values of raw and refined materials.

Updated the sell values of potions and trash items so they sell for at least 1 gold at low levels.

Increased and standardized the sell value of weapons and armor. The old values were a bit inconsistent, so the amount of increase varies depending on the item.

Decreased the cost to buy items from vendors. The old values were a bit inconsistent, so the amount of decrease varies depending on the item.

Treasure chests in veteran zones will now have veteran-ranked items inside.

Inventory & Bank

General

Increased the starting bank size by 30. We removed 3 potential bank upgrades, and increased the cost of the later bank upgrades to account for this.

Increased the starting inventory size by 10. We removed 1 potential inventory upgrade, and increased the cost of the later inventory upgrades to account for this.

Mac Client

General

Fixed an issue where copying one character out of a block of text would instead copy the entire block of text.

Fixed an issue where copy/paste keyboard commands were causing the game to occasionally freeze.

Fixed an issue where players with Iris Pro GPUs were seeing many copies of every NPC on-screen.

Fixed an issue where only the first letter of a copied text block would paste when attempting to paste text into the chat window in-game.

Miscellaneous

General

Fixed an issue that could cause the game to crash when using a crystal shard, jumping into water, using social jumps, or traveling via wayshrines.

Fixed an issue that could cause the game to crash when a quest portal teleported you to a location below the world.

Fixed an issue where the game could crash if you had an effect on you while you had a food buff or held item.

Quests

General

Fixed an issue where ship doors caused you to go to an incorrect location.

Many voice-over mismatches and typos have been fixed.

Known Issue: If you have not completed the quest Soul Shiven in Coldharbour, you will be moved back to the beginning of the quest.

Guilds

Fixed an issue in the Fighters Guild quest The Prismatic Core that prevented you from joining your group members in the instance.

Adjusted the level on the Prismatic Sword that you receive from the Fighters Guild quest The Prismatic Core.

Fixed an issue that was preventing Mages Guild achievements from properly granting upon completion.

Map compass pins were added for the Mages Guild quest The Mad God’s Bargain.

Gutsripper is no longer quite as fearsome as his name, and his difficulty has been adjusted.

Fixed an issue with the quest Glade of the Divine.

Main Quest

Adjusted the difficulty for a skeleton in the tutorial so he can now be killed.

Segments of the tutorial have been removed to improve pacing.

Weapon racks were removed from the tutorial and replaced with a table full of swords.

Fixed an issue in the tutorial where Cadwell’s song was no longer being played when you approached him.

Fixed several issues with skeleton animations in the tutorial to stop pops and stutters.


Interactable objects were added to iron maidens, wheelbarrows, buckets, and skull piles in the tutorial.

Lyris Titanborn now respawns reliably when you log out on any step of the tutorial.

The Harvester at the end of the tutorial was replaced with multiple skeletons, followed by a Bone Colossus.

Molag Bal’s appearance at the end of the tutorial was re-worked with new effects and VO.

Adjusted the difficulty for The Duchess of Anguish in Castle of the Worm.

Fixed an issue where you were incorrectly allowed to keep the powers granted by the Amulet of Kings in God of Schemes.

Adjusted the ritual scene in God of Schemes to prevent the lines from stomping all over each other.

Fixed several issues that could break the battle in God of Schemes.

Starter Islands

Fixed an issue where Razum-dar did not go to the proper location once you spoke to him in the quest Storm on the Horizon.

Compass pins were added for both the Bosun and Razum-dar for the quest Storm on the Horizon.

Malareth’s compass pin has been updated to her new location.

Holgunn has been moved to a more conspicuous location in Davon’s Watch.

Niima now gives an appropriate response if you have not come from Bal Foyen.

Fixed an issue to increase the reliability of refugees spawning in the quest Last Rest on Bleakrock.

Fixed an issue to increase the reliability of Deathclaw spawning when there are many players in Bleakrock.

Fixed an issue in Carzog’s Demise where the spirit would not follow you when it should, blocking the quest.

Quartermaster Oblan should now appear, which will unblock the quest Cast Adrift.

Fixed an issue in the quest Tormented Souls where Drusilla Nerva would not spawn.

Alik’r Desert

Fixed an issue with the quest Left at the Altar in Bergama where thugs would not turn hostile.

Auridon

Fixed an issue where Tancano was not spawning in the Phaer Catacombs.

Fixed an issue in the objective Silsailen to make the quest more group friendly.

Fixed a blocker in Vulkhel Guard where the marines in front of the door prevented you from entering the Manor.

Fixed an issue in the quest The Unveiling where Malanie would not appear.

Fixed an issue in the quest Harsh Lesson where you could not spar with the proctors.

Bangkorai

Fixed an issue where you would be unable to complete the quest Destroying the Dark Witnesses if you had already completed the quest Heart of Evil.

Fixed an issue where logging out at a certain point prevented you from completing the quest Beyond the Call.

Coldharbour

Fixed an issue that caused a harvester boss battle to despawn prematurely.

Eastmarch

Fixed an issue where you could not complete the quest Victory at Morvunskar if you had already completed the quest The War Council.

Fixed an issue in the quest Giant Problems where logging out on a certain step prevented you from completing the quest.

Fixed an issue that prevented you from entering Ragnthar, blocking the Fighters Guild quest line.

Glenumbra

Fixed an issue at the Beldama Wyrd Tree in the quest Reclaiming the Elements which prevented you from talking to the Guardian of Air and completing the quest.

Fixed an issue in the quest Champion of the Guardians where you were unable to interact with Wyress Ashtah.

Foulwing in the Shrieking Scar should now spawn correctly.

Grahtwood

Fixed an issue in the quest Rare Imports where you could not interact with the cooking fire to advance the quest.

Greenshade

Fixed an issue in the quest Retaking the Pass where Indaenir would disappear if you wandered too far away from his scene, blocking the quest.

The quest Pelidil’s End has been heavily reworked.

Reapers March

Fixed an issue in Arenthia where you could destroy an earring that blocked the quest The Colovian Occupation.

Fixed an issue where there was no interact prompt on the crates in the quest Down the Skeever Hole.

Fixed an issue in Fort Grimwatch which caused Shazah to follow you indefinitely once the quest was abandoned.

Stonefalls

Adjusted the monster difficulty in the Cave of Memories so the boss is now more difficult than the mobs before him.

Fixed an issue in Fort Virak where you could become stuck as a spirit outside of the Ruined Corridors.

Fixed an issue in Fort Arand where Ahknara would fail to appear.

Stormhaven

Adjusted the level of the monsters in the Supernal Dreamers camp. Moved a ship door to its proper place in Koeglin Village.

The Rift

Fixed a blocker in Ivarstead where you could not turn in the quest if you left a certain conversation.

Adjusted the difficulty of Kevinne Blightheart to be soloable.

Fixed an issue with the compass settings in Northwind Mine so you are properly pointed toward the goal.

Fixed an issue with the compass that would mislead you on the quest Drink, Drink, and be Merry.

User Interface

General

Veteran Rank water now displays as level 50 in the Alchemy UI.

Fixed an issue where an error would appear when using Rings of Mara with another player.

Fixed an issue where French and German words occasionally would not be properly capitalized at the beginning of the sentence.

Fixed an issue with the Customer Support window not loading properly.

Fixed an issue where the cursor would become active during lockpicking and prevent you from interacting with the tumblers.

Alliance War

Polished some French and German sentences in the Alliance War overview window.

Audio

Fixed an issue where Enchanting sounds were missing for Runes.

Fixed an issue where sounds would not play while Provisioning.

Fixed an issue where sound would occasionally stop playing while Enchanting.

Fixed an issue where sounds would play when choosing dialogue options; you should now not hear a sound at all.

Chat

Fixed an issue where /chatlog did not function. This is now saved to a file upon exiting the game. You can find this in \Documents\Elder Scrolls Online\Logs\ChatLog.log

Added an option under the Game Menu in Social/Settings that lets you disable the default behavior of the cursor being brought up when hitting Enter or typing into chat.

Guilds

Fixed an issue where guilds would reorder upon login, causing you to have your slash commands for chat not map to the same guilds.

HUD

Fixed an issue where turning off quest giver indicators would not persist after closing the client.

Keybinds

Added back the "." keybind to enable cursor mode.

Maps

Several maps have been updated to include more detailed information.

Tool Tips

Improved the messaging on the Rings of Mara and how they work.

Added a message when an item is deconstructed but no materials are obtained in the process.
 
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I'm quite impressed they seem to be making a lot effort towards fixes and listening to there feedback let's hope that continues.

I think I'm gonna pull the trigger on pre ordering this on Friday but im trying to decide if to buy from the uk or use the site previously quoted: http://www.nuuvem.com.br/produto/1680-the-elder-scrolls-online-imperial-edition

As its much cheaper from here but what worries me is will this get banned due to me having to use a vpn to purcahse? Or will it be fine? Are the codes on this region specific or world wide? Just don't want to plum in a lot of hours to find my account then gets banned and the game gets taken away due to not buying a correct region key/using VPN to purchase/register

In my previous post i mentioned using Hola! addon for your browser which creates a proxy based upon the region the website is based on.

I've bought it from Nuuvem and the early access code was availible instantly. The game it self has no region lock, so with a copy from the EU you can play on American servers.
 
Here is some Dark Anchor footage. Bare in mind this video doesn't include the 0.18 patch and the increased difficulty of Dark Anchors.

Its just to explain what they are and how they function.

 
Some information about Vamparism:

What is Feeding?

Well voice in my head, feeding is a process to keep the stages of Vampirisim down.

Ehh.. then what are the stages of Vampirisim?

((It should be noted that there may be a bug when you log in and out that drops you back down to stage 1, also when I did /stuck I had to redo the quest to get Stage 1 vampirisim back.))

Vampirisim is a debuff/buff of sorts, it has four stages. You will always have 50% more fire damage because of it, the higher in stages you go the less hp regeneration you get. However is also makes it so it costs less to cast vampire spells((At least it seems like it is suppose to, currently it does not work that way)). Think of it as being hungry and while hungry you get weaker (lower hp regen) however you also get more desperate for that snack which gives you more drive (lower vampire spell cost). Cosmetically Vampirisim gives you pale skin, red glowing eyes, and it causes the black rings around your eyes to get darker the higher in stages you go.

Here are the stages and descriptions.

The first is a 30 minute buff that can be found in your Character Window. This is the lowest Vampirisim can get.

Stage 1 Vampirisim 30 minutes -You take 50% more damage from fire attacks. -Feeding reduces you vampirisim stage, sneak up behind an enemy humanoid to feed on them.

Stage 2 Vampirisim 60 minutes -Your health regenerates 25% slower. -You take 50% more damage from fire attacks. -Your Vampirisim abilities cost 20% less health to cast. -Feeding reduces you vampirisim stage, sneak up behind an enemy humanoid to feed on them.

Stage 3 Vampirisim 90 minutes -Your health regenerates 50% slower. -You take 50% more damage from fire attacks. -Your Vampirisim abilities cost 40% less health to cast. -Feeding reduces you vampirisim stage, sneak up behind an enemy humanoid to feed on them.

Stage 4 Vampirisim no timer -Your health regenerates 75% slower. -You take 50% more damage from fire attacks. -Your Vampirisim abilities cost 60% less health to cast. -Feeding reduces you vampirisim stage, sneak up behind an enemy humanoid to feed on them.

Oh, I think I get it! But how do you do the feeding part? Well like the stages say, you need to sneak up behind an enemy to start feeding on them, during this time you and the enemy can not do anything. There are a few ways you can do this that I know of.

Crouching- After stalking around looking for your next victim you finally find a lone bandit wandering around. So you crouch down and slowly approach from the back, once you get behind them a prompt will come up that allows you to use a synergy and suck their blood. Tap that and for a few seconds you will watch blood fly like a stream into your mouth.

Nightblade Shadow skill or Invisibility Potion- You could just use your invisibility to get behind a humanoid enemy and feed on them. Honestly, the potions are super easy to make so if you are not a Nightblade you can always use them to get an easy feeding off if you are bad a sneaking up on people (which really isn't that hard). Anyway, when you are invisible just go behind people and feed of of them.

Wait a second, did you say that the vampirisim stages make you use less health instead of magicka? I thought the skills used magicka? Well aren't you a perceptive one, and you are correct they do use magicka. Assuming the next thing you ask is if that is just a typo and it is suppose to read magicka it looks like that is not the case. I just checked and in stage 1 and 2 my magicka costs remained the same, this will be brought up in my bug section.



And in typical ESO fashion, mounts are not straight forward mounts. There is horse customisation!?

 
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It's instanced because things you do effect the world around you physically, iirc even WoW is instanced in some of the Cataclysm content. There's just no other way of doing it. Be a little silly if you ran a load of bandits out of a village, then came back and they were gone but there a load of players fighting thin air.

It's instanced because it's basically 1 server for each region. Not a fan of instancing in general but this is how it should be done if it's going to be done at all.

Not trying to nitpick here but...

Instancing is what you do when you create multiple versions of a certain area, for example a dungeon or raid.

Phasing is when you can shift in and out of different states within the game world.

So for the bandit camp example, if you clear it, its cleared. No NPC's, nothing. They might be replaced with arbitrary mobs to make the world feel less empty, but either way you wont see random people swinging in mid air. People who are at the same point as you, so if i cleared the camp too, you would see me there, but if your friend hasn't, then you wont see him until he finishes it.

The megaserver situation is another form of phasing/instancing combined. IIRC you are asked a bunch of questions upon the start, like "Do you enjoy open world PVP?", "Do you enjoy RP?" and so on, this determines the type of players you will experience within the game, rather then 1 shoe fits all. But this might have changed, so I'm not 100% on this.
 
ZOSs stance on Addons:

As we get closer to launch, our beta events have continued to grow in player-size, and that growth has resulted in even more and more of you taking the time to experiment with our UI modding tools. It’s exciting to see the amazing add-ons you have come up with and for us, as developers, it’s also a very important part of the beta process. Seeing what the community wants to add or change is helpful as we continue to tweak and balance the game – what are people looking for? what works? what doesn’t? Finding the right answers to these questions often means leaving the API very open during this beta phase. It helps us see where limits may or may not be and helps us determine what makes the best possible ESO experience for everyone.

We welcome creativity and have built ESO on player-choice, but as a game played with thousands of others, we also must be mindful of any mods that give clear mechanical advantages in competitive situations. Maintaining a level playing field will always be our first priority. Our intent with add-ons is to encourage you to modify your UI in a way that is more fitting for your personal play-style, but not ones that could allow you to make choices for others. We do not want those who aren’t interested in using an add-on to feel compelled to do so because they cannot remain competitive without them. As we continue beta testing, we’ll continue to evaluate add-ons and the implications they have on other players, but you can expect changes to the API before launch and will share that information as it becomes available. Thank you to all of you that have created add-ons during this time – we appreciate your help in making ESO the best it can be.
 
For anyone who has the weekend beta client installed, the 0.18 patch is being deployed, so you can download the update.

This is highly suggestive of a weekend beta, next weekend.
 
Why not make an Argonian/Bosmer Templer, with a two handed mace who wears a couple of bits of medium armour, and switches to a bow at 15 to take some long range stealthy kills?

Omaeka: you saying you didn't use Hola to get access to Nuuvem is starting to make me think that Latex has used Hola as a trojan to put a virus in my computer that types pro-TESO propaganda! :eek:

Or maybe that's me as I really like the game ;)

That would be logical if i created Hola!, sadly i don't even know how to script! :(
 
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