*** Official Elder Scrolls MMO Thread ***

Worked for me with Hola on Sunday morning, glad I took the plunge then before they blocked it if they have :( Maybe its just Hola's proxy/vpn that's blocked I am sure there are other services that do the same thing.

I thought that and i bought premium membership with Hola! just to check.

It does seem to be only ESO though, i can add any other game i want from their site.
 
Yeah, they've already stated that'll be the case Latex.

Someone (apologies for forgetting the posters name) posted in this thread that ZoS were hiring lots of support staff in Ireland for this. I hope they don't follow SWTOR and base the server there. Much better to stick it in Germany or Holland IMO.

I've heard the EU megaserver will be in Berlin as its pretty central for Europe. And to be honest, the Germans are bloody good and building stuff, so these servers should be pretty good. If not, i wont be happy.

I have a Miele hoover and it sucks better then my wife......ahem. Moving on.
 
Just wanted to put this out there (there hasn't been a question yet):

Your beta account is your live account, you won't need to create a new one when the servers go live on the 30th (for pre-purchasers).

Also, if you have been in the beta and are going to play when ESO launches, don't uninstall the game - when the servers go live, just run the same patcher as you always have, and any delta files will be downloaded from there. You don't need a clean install. This will save you lots of time over completely re-downloading the game.
 
As soon as the dust settles from launch, we'll get to work on migrating the EU megaserver over to it's permanent home in the EU. We'll have lots more info about this when it happens.

There will be details about Imperial City released....later. ;)

After ESO ships we're not done with PVP or Cyrodiil as we'll be paying close attention to what the players ask for. If it's Arena, more expansions of Cyrodiil, or simply adding more PVP Ranks we'll be listening to the players!

You gain Alliance War Ranks (there are 50 of them currently) and Alliance points which you can spend on gear or weapons. Also note that you get XP for players you kill and capturing keeps so you can level up in PVP. There are 2 skill lines focused on PVP as well you unlock when you enter Cyrodiil (Assault/Support) which have abilities that are focused on PVP.

To become Emperor there is a leaderboard per alliance within a Campaign (based on alliance points earned), and if you're on top of that leaderboard when the 6 Keeps around Imperial City are captured for your Alliance, you become Emperor!

To lose Emperorship however, all 6 keeps have to be captured by the opposing Alliances, by either both enemy Alliances or a single Alliance...in which case they would crown their own Emperor!

You can expect poisons to become a part of alchemy before long. More details to come!

Yes, we'll continue to balance after launch. A good number of our most recent changes have been focused on fixing issues that come up in our soon-to-be-released high end content, but I know that me and our ability balance guys, Floyd and Eric, are extremely excited to improve some of our abilities that are unpopular and/or under performing.

A Nightblade support build is one that we have read a good deal of concerns about, so I'd expect some changes on the horizon.

"Can you explain the guild stores a bit more? Do I have to be a member of a guild to buy from it or is it a public store in which a guild of crafters and merchants offer their products? Will I be able to set my own prices or would this be regulated by the guild leaders? – By John Connor

You will need to be a member of a guild to use its guild store; right now, there isn’t a public storefront for them. If you have permission (configurable by the guild leader) to sell items on the guild store, you’ll be able to set your own prices."

http://elderscrollsonline.com/en/news/post/2013/09/09/ask-us-anything-variety-pack-7

So, yes, in short we will not have a multiserver-wide auction house. Guilds will have their own guild store where they can buy and sell items with each other. Since you can be in five guilds, we do hope that people will set up trade guilds.

Please keep in mind this system is still a work in progress and we may make changes.

Popping in real quick to verify that this is correct. If you were to purchase a PC version of ESO and a PS4 version, your characters would be tied to the version of the game you purchased. They will not be interchangeable across system platforms.

I can confirm there are over 300 skill points. Remember with 50+, 50++ content and Cyrodiil there are many skill points available.

Terrain Draw Distance:

I wish this were as easy as just making the distance farther, but we run into tech restrictions very quickly if we set view distance farther than it can go now. I 100% understand what you (and many others) are saying, but believe me, if it was easy to do this we would have done it already. We'll do what we can, but not any time soon.

So I have a few questions about the interface and any planned changes:

Are there plans to expand the organization within the guild such as the amount of available ranks?
What is the purpose of the 10% "house cut" in guild shops, and why can't guilds set their own "cut" that they can actually receive?
Will guilds ever be able to have an internal treasury to store and use gold for the guild?
Is the ZOS team aware of the guild bank bug where items don't stack properly?
Another bug is where the guild shop's "Materials" search field returns items of all kinds, and doesn't give options for sorting craft professions?

The best answer for this is we are absolutely looking at guild interface, store, and other improvements for guilds soon, including better communication tools for large guilds.

Yes to more ranks.
It is a gold sink. We are evaluating it, but it was something to help keep the value of gold up.
It can certainly cause arguments, but I think we will likely add something like this.
Yes. Working on a fix.
We are going to redo categorization of items to make sure they are more easily searchabl

Starter Islands: We made this decision to give the players lots more choice in the early moments of the game. Not being able to leave the starter islands was too much on rails. So, we made the starter islands just "islands" and let players explore them when they want, along with other level 3-8 content. But after (much) feedback, we made it too hard to find the quest giver to send you to the island, so we are making one more change before launch: now, you’ll find a questgiver directly outside your front door to direct you to the islands. You don’t have to go there, but you can if you want. Choice.

Explorer Pack Bonus: playing any race in any alliance is a pre-order perk. We have no plans to offer this bonus in any other way.

Feedback about our starting area was is that it was one of the most negatively perceived areas of the game in our recent round of media and beta tester previews. No one loves the starter area content more than we do, but the feedback was overwhelming that players felt locked in and “on rails” because they had to complete the content sequentially.

If we just put a NPC on the start island and said “you can skip this”, it would be very confusing to new players – how would they know what it is they were skipping? So, we decided to keep the content, but make it just part of the 1-10 leveling experience by making the (former) starting areas explorable areas of the game.

The feedback on the change – once people played it – was that they didn’t understand why we made it so difficult to find the islands. So, by launch (going to PTS early next week), we’ve slightly tweaked the starter experience again to more explicitly vector players to the islands. This way, if you are an ESO veteran, you can go to the islands when you want, and if you are a new player, you can just follow the quest and go there.

We also are tweaking the tutorial to offer more explicit weapon types to choose from. Our goal is that through weapon drops, lootable chests, and this choice you should be able to find any weapon you want by the time you exit Coldharbour.

We had to make decisions that were based on trying to make sure competitive elements of the game, both PvE and PvP had as level of a playing field as possible. As our API was in Beta, it exposed certain functions that made ‘macro programs’ much easier to abuse. Also, there were functions which were exposed that let the API display information not readily available to the normal game client, thus making some players feel they would be forced to use add-ons to remain competitive.

While we are very aware this was going to hurt some add-ons, we felt these decisions were necessary. We certainly tried to keep in things which would still allow for damage numbers to be seen, and what was happening to your character to be seen. As we get deeper into launch, we can always re-evaluate what is available and what isn’t.

PVP in Elder Scrolls Online has been noted as the type of PVP people have been waiting for, for a long time, espeically the old school DAOC crowd. I’m happy to report that many Beta players were specifically looking for this type of PVP and they had great stories and nostalgia about their fights in Cyrodiil, just like their fights in the past. I hope we get the same Alliance pride and angst between the Dominion, Pact and Covenant just like the old days, and that will translate to great PVP stories to come!

1 – We are going to be adding population bonuses for scoring benefits into Campaigns for underpopulated Alliances over time. Currently we have scoring imbalance benefits that persuade the two losing alliances to gang up on the winning alliance, but again, population imbalance bonuses are going to be added.

2 – The only lock on Campaigns are based on your Characters to ensure you don’t have a Dominion, Covenant and Pact character all in the same Campaign. For launch we are going to relax the 24 hour lockout for switching campaigns to a smaller window and the cost, but we are aware of possible guild flooding and will be looking into those issues as they arise.

3 – We have Alliance points attainable by healing players besides just killing them so in terms of individual class imbalance (which usually means ‘why do healers always get screwed!’) players are on equal footing depending on their loadout. Also note this pool can be drained as points come out of them so it’s self balancing. Now if you’re concerned about simply one class leading the boards vs. another, we’ve had many campaigns where across all three Alliances, the leaders were each different classes.

We have a CS team dedicated to finding anyone that uses third party cheating programs but also many in game measuring metrics to find these when used. Cheaters are found and dealt with =)

Anything is possible with people 24/7 playing a character, however that player has to be able to acquire alliance points to be on the top of the leaderboard and hold the keeps around Imperial city to do so. It’s quite difficult to hold all 6 of those keeps with just a few people.
 
Last edited:
Just enjoy the game as its meant, gobble up the content when its available, and stop looking for reasons to knock games because you dont fancy that game.

Because some men aren't looking for anything logical, like fun. They can't be bought, bullied, reasoned, or negotiated with. Some men just want to watch games burn.
 
Sadly your wrong regarding the bugs in levels 1-20 and your also wrong about them not mentioning it in the AMA.
Are you going to be playing this game newbie?
As I'm beginning to wonder what the point is of your existence in this thread other than to inflame any situation you can even when ill informed about it.

hi guys,

i noticed that people were encoutring buged quest a lot during the last beta test, but not the people on pts servers, i guess this is related to the number of player on the last beta, how can you assure us that that is not going to happen at lunch where the number of people is gonna be much bigger ?? thanks ^

We found the underlying problem that caused that series of bugs (similar problems across a wide variety of quests) that made the last beta frustrating for players and those fixes will show up on PTS on Monday and will be live for early access. We’re pretty sure we found all of them, but we will remain vigilant and will fix anything else that may crop up.

Its almost like it was asked and was addressed in the AMA, shocking really. ;)
 
Back
Top Bottom