*** Official Elder Scrolls MMO Thread ***

I'm tempted by the 6-month block at £6.99 too. I'm only a bit wary as there have been three MMOs I've bought block subs for in the past and despite enjoying them all (Rift, SWTOR and TSW) the people I've played with have buggered off leaving me to stop playing early, thus wasting sub money.

I'll probably go for a three month sub as I'm in no rush to power through this one so I'll glean plenty of content from it :)

While i think this game is great, i wouldn't buy anything more then a month right after launch. See how it goes, see whats on offer to make you sub after. If after launch its looking good, then think about dropping the big months.
 
Paul Sage responds to the API stuff:

As many of you know, there has been a lot of discussion over recent changes to the API. As you are probably aware, we recently publicly clarified our overall UI modding strategy, and our reasons for making changes to the API. To reiterate, our goal was: to keep the playing field level for our competitive environments.

The initial release of our API was intentionally wide open in order to test the boundaries of what could be done - which is exactly what happened. We saw things which necessitated that we change the API. When we made the changes to restrict our API, our goal was to make sure you couldn't see more information about your enemies than we intended. But we also found that certain events could be used to allow add-ons and macro programs, used in conjunction, to do many things which otherwise should require player skill. For example, it was trivial to create an add-on "listen" for a debuff, and be able to remove this debuff automatically - or to create an add-on that allowed group members' adds-ons to report their status through chat allowing party members with the same add-on to automatically cast heals.

In order to keep the playing field as level as we could for competitive PvE and competitive PvP at ship, we removed the ability of the API to access this functionality. We left as much of the API open as we felt we could. If later we feel changes or additional functionality is a good thing without damaging the overall game, some features may be re-enabled. We do not want players writing scripts that play their character for them, and that was the direction ESO UI modding was headed.

Our changes to the API were exclusively about keeping the playing field as level as we could in a competitive environment, not about keeping the game immersive or trying to make sure people could not see numbers. However, it is certainly true we don’t natively add icons to show buffs and display timers. You might ask why?

First, we feel a clean and unobtrusive UI is a key part of The Elder Scrolls Online. We have worked to keep many things off the screen that were not absolutely necessary. As an example, we have broken down buffs and debuffs into a few key effects. If you puncture armor, you can see that overlayed on the health bar of your opponent as a “cracked” graphic. If you or your opponent is powered up, you will see a bright aura around the health bar. If you are suffering from a DOT, you will see arrows representing a decrease overlayed on your health bar. Further, we have animation, sounds, and particle effects in world to give you further clues as to what is happening. We believe these actually represent your state and that of your opponents much more clearly than icons. But why not have icons?

To put it simply, icons are for another game with different controls and a different purpose. The controls of our game naturally tie mouse movement and looking around the world together in a mechanism reminiscent of previous Elder Scrolls games. We don’t have a free mouse where you can get information about what the icons represent by hovering over them in the heat of battle. Also, showing timers through icons isn’t what we wanted. Part of the skill in ESO is situational awareness and seeing when events are happening in the world and in some cases on the UI. Another reason we don’t show buff/debuff icons is that icons appearing and disappearing on the screen looked bad, especially considering ESO has shorter duration debuffs and buffs that would be constantly appearing and disappearing.

Finally, our UI and game isn’t built just for experts, min-maxers, and number crunchers. Our UI is built to have broad appeal while still providing necessary information to be successful. Could more be done to improve the information? I think so. But every improvement has to be weighed carefully against other upcoming features, improvements, or new content added to the game. We are constantly working to improve ESO – which will continue as long as people are playing the game – and we will continue to iterate on the UI and information presented to you.

Lately we’ve been quieter on the boards and in public as we head towards launch – but know that we are always listening and reading. We very much appreciate constructive feedback. We are looking very forward to seeing you in Tamriel on Sunday.
 
IMO, good riddance. :)

I hate these pre launch uber guilds who run big websites, demanding and screaming entitlement. The only reason they even made that TF website was to gain access to the beta. It was the same with Darth Hater.
 
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Release patch notes 1.0!!

The Elder Scrolls Online v1.0 features many fixes and improvements to existing content in preparation for launch. Here’s a brief overview of what awaits you in this test:

Implemented the final cinematic you’ll see at the beginning of the game.

Added all remaining orchestral music and VO. Fixed many issues that were impeding quest progress.

FIXES & IMPROVEMENTS

Alliance War General

Enemy players will no longer be able to get past Elder Scroll gates while the gate is closed, protecting the scroll within the temple.

Keep assets should no longer appear invisible.

Art & Animations

General

Fixed an issue where the camera would go into third-person view when jumping and strafing right in first-person view.
Fixed some issues with character animation transitions after dodge-rolling.
Fixed an issue where shoulder pads on NPCs would float in the air while they scratched their head.
Fixed frame-rate issues with Dark Anchors.
Fixed an issue with female Khajiit with 3 face piercings not animating during conversations with NPCs.
/torch has been temporarily disabled, but will return in a future patch.

Audio General

The remaining voiceovers and orchestral music have been integrated into the game.
Balanced the audio levels in-game.
Fixed numerous audio issues with UI, monsters, and ambience.

Combat & Gameplay General

You can no longer use /stuck while you are engaged in combat.
Attempting to use /stuck while in Cyrodiil or any of the Cyrodiil delves will give you an error message.
Note: This change is temporary. /stuck will be coming back to Cyrodiil soon, but it will use a different system.
Fixed an issue so you can now break a crowd control ability while in the air from a knockback.
Fixed an issue with charge abilities that could cause you to charge inside of monsters, rather than up to them.
Fixed an issue where partially charged heavy attacks were doing more damage on sneak attacks than fully charged heavy attacks.

Racial

Fixed an issue where the Dark Elf racial passive Flame Talent would not improve the damage of many spells. It should now increase all fire damage caused.
Fixed an issue where the Dark Elf racial passive Flame Talent was adding a flat damage to fire damage rather than a percentage increase.
Increased the bonus fire damage for the Dark Elf racial passive Flame Talent.
Reduced the bonus elemental damage for the last two ranks of the High Elf racial passive Elemental Talent.


Dragonknight

Fixed an issue where the FX for Igneous Shield could become permanently stuck on you.

Nightblade

Fixed an issue with Shadow Image where summoned shades were not disappearing properly when the ability was re-cast.

Sorcerer

Fixed an issue where you could become stuck when using Ball Lightning repeatedly.

Templar

Increased the health restoration of Healing Ritual, and increased the magicka cost to match.
Slightly reduced the radius of Healing Ritual.
Adjusted the effect of Light Weaver on the Healing Ritual ability. Instead of reducing the ability’s cost, it now causes Healing Ritual to give 2 ultimate to you and each ally it heals.
Reduced the damage debuff on the ultimate ability Nova.

Vampire

Fixed an issue where Vampires could reset the disease back to stage 1 when they died or went to a different zone.

Werewolf

Fixed an issue where you could become stuck and unable to attack for a few seconds after casting the werewolf ability Pounce.

Crafting and Economy

General

You can now trade the Breton Racial Motif.
Fixed an issue with jewellery enchants that reduce the cost of all spells. The progression should now be consistent across all levels and veteran ranks.

Dungeons/Group Content

General

Crow's Wood: Fixed an issue where Rulantaril would not properly spawn on the Subdue Rulataril quest step in A Son’s Promise. Darkshade Caverns: Fixed an issue where the Defensive Instinct ability could be interrupted, and was missing its telegraph in The Hive Lord.
Blessed Crucible: Fixed an issue where Talres Voren would get stuck if gladiators were killed before quest was activated in Fire of Battle.
Wayrest Sewers: Fixed an issue where Uulgarg the Hungry's 'Terrifying Roar' could be interrupted, and if you were out of range, he would cast the ability repeatedly until it hit you.

Veteran Dungeons

Veteran Spindleclutch: Fixed an issue that would prevent the Blood Spawn boss from using his charge/cave-in ability.

Miscellaneous General

Should our megaserver ever reach capacity, you will be presented with the option to either play on an overflow server (if the queue times have reached a sufficient length), or join the queue for the megaserver. Any progress made with your character on the overflow server will be saved for the next time you play on the megaserver. In order to optimize performance, the overflow server has the following features disabled:

Cyrodiil

Friends

Guilds (this includes related features such as guild bank and guild store)
Quests General


Replaced the weapon rack in the tutorial with tables. These tables now contain a sword and shield, a staff, and a two handed maul for you to pick up.
Fixed an issue with several quests that would incorrectly despawn your pets, rather than removing the NPCs associated with that quest that needed to go away.

Found an issue with hundreds of events in-game that could sometimes lead to the quest breaking. These fixes should resolve the following situations:

Missing NPCs.

Despawned or missing monsters that are critical for completing a quest.

Missing objects that are critical for completing a quest.

Groups completing quest content asynchronously.

Moved the NPCs that take you back to your starter island to a closer and more visible location.

Fixed an issue in several zones where monsters could stop spawning when a specific set of criteria is met. Areas impacted include:

Auridon – Veiled Keep

Glenumbra – Angof’s Sanctum

Grahtwood - Cathedral of the Golden Path

Grahtwood - Reliquary Vault

Fighters Guild - Mzeneldt

Fighters Guild - Stonefang Cavern

Fighters Guild - Buraniim

Mages Guild - Glade of the Divine

Mages Guild - Cheesemonger's Hollow

Main Quest – Heart’s Grief

Stonefalls – Tormented Spire

Auridon The Veiled Choice: Fixed an issue where Eranamo could become your follower permanently.

Harsh Lesson: Fixed an issue where Ilara would not spawn if someone else had already helped her.

Entila's Folley: Fixed an issue where the boss Bakihg would not spawn, preventing you from getting the achievement.

Rightful Inheritance: Fixed an issue where Sorondil would not path properly when following the quest pin to his mother.

Abandoned Mine: Fixed an issue where bosses and other monsters would not spawn in the ritual room if someone else had recently cleared the room.

New in Town: Fixed an issue where Malareth’s quest marker would not update to her new location when turning in the quest.

Bal Foyen

Tears of Amaya: Fixed an issue where your response to Niima’s greeting claimed you had done something that you hadn’t done yet. Fixed an issue where Trynhild Earth-Turner was swinging as if holding a sword, but actually had a bow in his hand.

Betnikh

Unearthing the Past: Fixed an issue where the quest could be blocked if the Abomination of Hate became stuck.

Deshaan

The Judgement of Veloth: Fixed an issue where The Keeper would not spawn at all on the quest step “Free the Spirits,” even after attempting to relog.

Cold Blooded Vengeance: Fixed an issue where you could not burn ships to advance the quest.

Vision Quest: Fixed an issue where the Maulborn General Darvasen would not spawn on the quest step “Find the Maulborn General.”

Ritual of Anguish: Fixed an issue where skull quest items could not be placed on the designated altar.

Trial of the Ghost Snake: Fixed an issue where the dream effect would not clear after you defeated the Shadow Snake.

Challenge the Tide: Fixed an issue where you could not interact with the signal horn more than once if someone else killed Gruznak. Bad Medicine: Fixed an issue where Grell would not appear, blocking all quest progress.

Eastmarch

Lost Crown: Adjusted the difficulty of the fight with Malana.

Fighters Guild

Anchors from the Harbour: Fixed an issue where the Guardian attack sequence would sometimes start and stop incorrectly.

Glenumbra

The Dagger's Edge: Fixed an issue where Foulwing in the Shrieking Scar would not spawn, even if you used the picked bones.

The Dagger's Edge: Fixed multiple issues that would occur after Foulwing was killed and you return to Lord Diel’s camp: On quest step “Talk to Bumnog,” Bumnog should now spawn without needing to relog first.

On quest step “Talk to Lord Diel,” Lord Diel should now advance the quest correctly without having to leave the area or relogging. Cutting off the Source: Fixed an issue where Veilen would not always spawn.

Wolves in the Fold: Fixed an issue that would prevent refugees from turning into werewolves when you used the quest amulet on them.

The Lion Guard's Stand: Fixed an issue where the rescue patrols would not always spawn.

Wyrd and Coven: Fixed an issue where Mother Murk would not always spawn .

White Mask of Merien: Fixed an issue where the journal needed for the quest would not spawn.

Reclaiming the Elements: Fixed an issue where Guardians would not despawn if the quest was abandoned after they were summoned.

Reclaiming the Elements: Fixed an issue where Guardians of Earth, Air and Water were not interactable.

The Legacy of Baelborne Rock: Fixed an issue where Ellina would not always spawn, despite a quest arrow indicating her position.

Grahtwood

Scuttle Pit: Fixed an issue where the Spider Queen respawned too quickly.

Bosmer Insight: Fixed an issue where you couldn’t enter the final room to get Brackenleaf's heart.

Khenarthi’s Roost

Cast Adrift: Fixed an issue where the quest step with Nistel would break if you chose the dialog option "Sergeant Firion said Torchbug Treacle might help. I'll look for some on the beach,” and brought back treacle for her.

Mistral: Fixed an issue where the banker in Mistral would not let you access your guild bank.

Storm on the Horizon: Fixed an issue where Razum Dar would spawn many copies of himself on the quest step “Talk to Ealcil.”

Storm on the Horizon: Fixed an issue where Razum Dar would sometimes not advance the quest or travel to the next destination after the quest step “Talk to Razum Dar” of Captain Tremouille’s quest.

Storm on the Horizon: Fixed an issue where a quest marker would sometimes not appear for the Boatswain to take you back to Auridon.

Storm on the Horizon: Fixed an issue where quest markers for Razum Dar would sometimes not appear throughout the starter area quest line.

Mages Guild

Fixed an issue where Shalidor was missing his greeting dialogue before offering a quest.

Main Quest

Tutorial: Updated the quest to give you a choice of three weapons at the start of the tutorial.

Daughter of Giants: Fixed an issue where Lyris’ Axe was occasionally missing, blocking your progression.

Daughter of Giants: Fixed an issue where leaving Coldharbour and returning midway through the quest would prevent you from advancing.

Daughter of Giants: Fixed an issue where Lyris would not knock down the rock wall during her backstory quest, preventing you from advancing.

Castle of the Worm: Fixed an issue where Lyris would not follow you, and would instead stay in the shack after you arrive in Coldharbour. Halls of Torment: Fixed an issue where dark companion bosses and the

Dutchess of Anguish would become stuck in the world and immediately respawn, possibly breaking the quest.

Shadow of Sancre Tor: Fixed an issue where Mannimarco would become invisible if you died by his cold hands at least one time.

Malabal Tor

Enemy of My Enemy: Fixed an issue where waypoints didn’t match the next step of the quest.

Arithiel: Fixed an issue where the quest could be blocked if Cassio Varo fell out of the world.

Reaper’s March

A Door into Moonlight: Fixed an issue where you got stuck cowering after praying, and ended up blocking the quest.

Rivenspire

Blood Cursed Town: Fixed an issue where the text “MONSTER” would appear in the conversation with the Mayor.

Stonefalls

Stonefang Cavern: Fixed an issue that was causing floating rocks and a large indent in the terrain.

Proving Trust: Fixed an issue where you could not interact with the peasants to heal them.

Divine Favor: Fixed an issue where you would be unable to summon either of the guard captains.

Restoring the Guardians: Fixed an issue where Blaze and Ragebinder would not always spawn.

Restoring Order: Fixed an issue so that interacting with the dresser will progress the quest for those playing either solo or grouped.

Davon’s Watch: Moved Holgun so he’s a little easier to find.

Stormhaven

Gift from a Suitor: Fixed an issue where you would become stuck if you logged off in the middle of “Defend the Countess.”

Norvulk Ruins: Fixed an issue where Nariam would not respawn for a short amount of time for those that did not receive the achievement for killing him, if another member in their group killed him first.

Simply Misplaced: Fixed an issue where you would have to leave the Mages Guild building and re-enter to make Valaste appear in order to progress the quest.

Stros M’Kai

Izad's Treasure: Fixed an issue where the Buried Treasure could not be interacted with once dug up.

The Rift

Fixed an issue where Soralfa Meadblood was missing her VO lines.

User Interface General

Added the final opening cinematic.
Added the final credits.
Updated the profanity filter word list.
The location dropdown in the Group Tools window has been expanded to better support localized text.
Fixed an issue where completing a quest while in a conversation would not automatically track a new quest if one was granted during the same conversation.
Items that have a sell value of zero no longer display a value in their tooltips.
Fixed an issue where a crash would occur when entering spawned portals in first person mode.
 
Really not happy with them moving the NPC's for the island. Already stinks of pandering to the brain dead masses who cannot be bothered to think move.

Such a tiny thing but that had instilled a worry in my mind already about the possible direction they could take things.

In their defence, the NPC had no voice acting and was really out in the sticks.


Great he's back again, i thought we got rid of him. :(
 
For the recent beta testers is he on the mark with this?

I experienced a lot of questing bugs and some minor ones to do with horse dismounting, but for the most part they have been patched with the last 2 patch notes i posted.

I have no idea about end game bugs, i've read quite a few AMA (Ask Me Anything) about end game from differing veteran rank players and they haven't really mentioned anything.

Will there be one class/spec that will dominate?

I doubt you'll have one class that will dominate, more play style i guess. CC is way to strong at the moment, but balancing a MMO is a constant thing and based upon everything i've read and seen, i have confidence in them.

But only time will tell.

Having a second read through it, he just sounds so butt hurt that Zenimax stuck to their guns and restricted API access. Talk about throwing your toys out of the pram.
 
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Veteran content details!!!!!!

Types of Veteran Content

While you can start PvP at level 10, the repeatable nature of the Alliance War means it is also veteran content. There are many different ways to play ESO, but here's a simple breakdown of the most common ways people will experience Veteran Content.


Solo or Duo PvP:

You can go through Cyrodiil (ESO’s PvP zone) and quest, collect resources, go into delves, find Skyshards— the same way you play through PvE. Of course, in Cyrodiil there are player enemies who could ambush you at any time, or maybe you prefer to sneak and be the ambusher. The size of Cyrodiil allows you to play how you want, but with risk…


Small Group PvP:

Groups like this, sometimes referred to as “gank squads,” can run around Cyrodiil taking farms or other resources. They can also be on the lookout for other small enemy groups or solo enemies to kill. Well-coordinated squads will have a ton of activities that make them valuable in the Alliance War.

Large Group PvP:


Large groups perform tasks like keep sieges, keep defense, taking an Elder Scroll, cutting off enemy supply lines, etc. Large group PvP is a dynamic affair. This is where coordination really pays off—the internet is filled with videos showing beta players in large groups doing just that.


Solo or Duo PvE:

Our Veteran Rank zones (playing other Alliance content), are the core of our solo / duo Veteran PvE content. I have said many times that our game opens up at 50—this is what I was talking about. At Veteran Rank 1 you can travel anywhere in the first or second alliance you want to go. When you meet the qualifications for opening up the third alliance, the entirety of the current game world is open to you. Yes, it does get harder, but that’s part of the fun and challenge. When you consider that 2/3 of the hand-crafted content and quests are available to you after you hit the level cap of 50, the veteran solo / duo game is huge. Skyshards, quests, delves, Dark Anchors, crafting, collections, achievements—basically everything you enjoyed during the 1-50 game, are all available at these Veteran Ranks.


Four Person Group PvE:

For group-based Veteran PvE experience, we have our Veteran Dungeons. Veteran dungeons are new experiences and challenges with different stories that take off from where lower-level dungeons ended. There are reasons to repeat them, as they have very difficult achievements associated with them. We will ship with six Veteran Dungeons.

Craglorn (Adventure Zone)

The first ESO Adventure Zone is called Craglorn, a zone that is situated between Hammerfell and Cyrodiil. All content in Craglorn is built for a group of four. The story revolves around a mysterious removal of the constellations from the sky, so the Warrior, the Thief, the Mage, and the Serpent all play a part in unraveling the mystery of Craglorn.

Imagine a zone similar in setup to a standard PvE zone, but tuned for a group of four. Follow a story, or just go explore. Delves are instanced to your group; these are the interior spaces where you’ll always find a boss and a Skyshard. There are events similar in mechanics to Dark Anchors but with a different fiction—and much more difficult. There are also story areas that are similar to very large dungeons—each has a quest guiding you through them. These can be replayed as much as you want. And this is just the tip of the iceberg: there are lots of little events, a full storyline and quests, more crafting opportunities, and entries to the Trials, our large-group Veteran PvE content.


Twelve Person Group PvE:

Trials. Twelve people fighting through an increasingly difficult experience. A Trial is instanced to your group of twelve. There is a staging area where you can plan your attack and the Trial itself.

In a Trial, you will have a limited number of resurrections, known as a Soul Reservoir. Too many resurrections mean that you have failed the trial. It takes a lot of coordination to survive a Trial. The enemies you face in a Trial will be difficult, while the surroundings are some of the most beautiful places in ESO. Provided you do survive and make it to the end of a Trial, your group might make it to the leaderboard. Trials have a running clock and mistakes, including deaths, can add a time penalty. Turn in a great time, however, and you might make it to the top of the leaderboard. If you fail, your group can restart and try again.


The Future

Describing the veteran gameplay strategy in these terms also leaves out a very important, but necessary element in the strategy: new systems or growth in breadth as well as vertical growth of current systems. We will introduce new systems over time which will add to both the pre- and post-level 50 game. Adding fresh new systems helps broaden the experience for all players, giving you even more things to do on a given day. As an example, we might introduce horse racing. For those players who have fed their horses and think they are ready to test their riding skills…

This is just a small example of how breadth of activity is all part of the goal and strategy for The Elder Scrolls Online veteran gameplay. You’re not just building your character for one or two things, but for a variety of activities. Different days of the week and even different hours of the day can change your motivations for what you want to do or experience. We don’t think of people as PvP players or PvE players—they are just gamers and we will support you playing the way you want to play.

http://www.elderscrollsonline.com/en/news/post/2014/03/26/esos-veteran-content
 
Good shout, just picked up the imperial edition for £56. Cheers.

Due to a change in company policy I was forced to book all my holiday days at the start of the year and in my panic I randomly picked weeks. One of those weeks was the start of April so I'll be able to enjoy all 5 days of headstart! Boom!

You really lucked out there!
 
Indeed. Only problem is that mates want to go out on Saturday night. And with the clocks going forward I'm going to have even less time to recover before headstart begins on Sunday.

Anybody got any decent sites for generating builds? I'm 99% certain I'm gunna play a Templar but not sure what role I want(and thus which race will be best for me)

http://tamrielfoundry.com/forum/classes/templar-class/
 
Is the Nuuvem deal still working? I bought mine a while ago but got a couple of mates interested in playing (I've been convincing them...) but it seems to say £s now?

Yeah it still works, if Hola!'s proxies aren't working, just click the down thumb saying "not working" and then click the non premium button and it'll try again with another proxy. Eventually one will work.

Opened up the launcher for the first time since the final beta test and it's updating. Is this the patch transferring it from the beta client to launch? And how big should it be?

Its downloading a couple of big patches from the PTS. The conversion from Beta client to Launch client happens tomorrow.
 
So a question to you LateX'Dog, if i wanted to play a healer, which way would you suggest i go?

At the moment, Sorc's are the best healers due to the recent Templar nerf to their Magicka regen.

But for example you can play a Nightblade and go support healer, where you can pump out some OK DPS, while healing the group/raid at the same time.

So best thing to do is think about what weapon style you like, then race and then see which class fits.
 
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