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The Elder Scrolls Online

I bought it because my gaming clan wanted to play the game and my nephew. We play together much like you'll white knight the game together. Not my fault that the game has so many bugs. All I have gotten from the EOS lovers is that regardless of how many bots, bugs, and lore breaking fuck ups that Zenimax can do we forgive them because the box art says "Elder Scrolls" on it. All I have seen so far in this thread is that you'll are happy ignoring bugs because it's an Elder Scrolls game. Bug? What bug? Who cares it is an Elder Scrolls game. How dare you go against the Elder Scrolls. David Koresh should build you'll a church dedicated to it.

You upset that the game is full of bugs? Stick your head in the sand with us and become an ostrich. Can't see the mess from here!
 
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I bought it because my gaming clan wanted to play the game and my nephew. We play together much like you'll white knight the game together. Not my fault that the game has so many bugs. All I have gotten from the EOS lovers is that regardless of how many bots, bugs, and lore breaking fuck ups that Zenimax can do we forgive them because the box art says "Elder Scrolls" on it. All I have seen so far in this thread is that you'll are happy ignoring bugs because it's an Elder Scrolls game. Bug? What bug? Who cares it is an Elder Scrolls game. How dare you go against the Elder Scrolls. David Koresh should build you'll a church dedicated to it.

You upset that the game is full of bugs? Stick your head in the sand with us and become an ostrich. Can't see the mess from here!

I still don't know why you're being so hostile towards everyone in this thread. Nobody is saying you're making shit up, they're just saying they aren't having the same issues you're having. It does hurt, losing $80 down the drain like that.

Sorry man
 
I bought it because my gaming clan wanted to play the game and my nephew. We play together much like you'll white knight the game together. Not my fault that the game has so many bugs. All I have gotten from the EOS lovers is that regardless of how many bots, bugs, and lore breaking fuck ups that Zenimax can do we forgive them because the box art says "Elder Scrolls" on it. All I have seen so far in this thread is that you'll are happy ignoring bugs because it's an Elder Scrolls game. Bug? What bug? Who cares it is an Elder Scrolls game. How dare you go against the Elder Scrolls. David Koresh should build you'll a church dedicated to it.

You upset that the game is full of bugs? Stick your head in the sand with us and become an ostrich. Can't see the mess from here!

Thanks for reinforcing the point we were making about your posts.

No one has denied that there are bugs. We just enjoy the game despite the bugs, but it appears those bugs make you throw a fit. We all spend money on games we end up not liking. It sounds like you need to cancel your sub and move on. Those of us that enjoy the game would love to discuss our adventures in Tamriel.

ESO didn't choose to play you, you chose to play ESO.
 
I bought it because my gaming clan wanted to play the game and my nephew. We play together much like you'll white knight the game together. Not my fault that the game has so many bugs. All I have gotten from the EOS lovers is that regardless of how many bots, bugs, and lore breaking fuck ups that Zenimax can do we forgive them because the box art says "Elder Scrolls" on it. All I have seen so far in this thread is that you'll are happy ignoring bugs because it's an Elder Scrolls game. Bug? What bug? Who cares it is an Elder Scrolls game. How dare you go against the Elder Scrolls. David Koresh should build you'll a church dedicated to it.

You upset that the game is full of bugs? Stick your head in the sand with us and become an ostrich. Can't see the mess from here!

You've got problems man. Bet you're a fucking joy to hang out with on the weekends.

Let shit go and move on man. The game has bugs. Name 1 major release in the last decade that hasn't. The bugs in ESO have been pretty minor but you seem hell bent on blowing everything the fuck out of proportion. I've got 99 problems but ESO isn't one of them and it sure as fuck isn't worth it beating my head against the wall over and over. If you don't like it tell your "gaming" clan you're sitting this one out no sense making yourself miserable and a fucking douche because a quest mob is invisible. Move on and find something to make yourself happy because gaming sure the fuck isn't for you. :rolleyes:
 
I bought it because my gaming clan wanted to play the game and my nephew. We play together much like you'll white knight the game together. Not my fault that the game has so many bugs. All I have gotten from the EOS lovers is that regardless of how many bots, bugs, and lore breaking fuck ups that Zenimax can do we forgive them because the box art says "Elder Scrolls" on it. All I have seen so far in this thread is that you'll are happy ignoring bugs because it's an Elder Scrolls game. Bug? What bug? Who cares it is an Elder Scrolls game. How dare you go against the Elder Scrolls. David Koresh should build you'll a church dedicated to it.

You upset that the game is full of bugs? Stick your head in the sand with us and become an ostrich. Can't see the mess from here!

Aw shut up man. You are sounding like a child. At the end of the day YOU bought the game. Nobody forced you to. You knew from your own experience in beta that it was a buggy pile of shit on your PC, yet you bought it anyway. And now you are moaning and moaning about it. Move on.

And nobody is white knighting the game. It's full of bugs, we know it's full of bugs. We have experienced them. For example I have had numerous quest bugs and lost bank space and items. The quest bugs have been fixed and the bank bug has been fixed and gold has been returned to be for the bank spaces. So they are actively working on things.

All MMO's have had bot trouble too, and I am sure Zenimax will get a handle on the issue. Look at WOW, didn't they have a bot issue for nearly a year.

Anybody buying an MMO and not expecting issues is living in a dream world. There will be problems at the start, they are massively complex games. Single player games get it hard to be bug free never mind MMO's. You buy an MMO with that understanding, because if you don't you are an idiot. You need patience.

The rest of us have dealt with the bugs, we aren't brushing them under the carpet or dismissed them, but We play with the understanding that the bugs and bots are there. We can let them ruin our game or we can try to look at the positive side of things and enjoy the game.

Your constant whining and moaning has achieved absolutely nothing, only made you hate the game even more.

PS - Unlike other posters here, I do think you are making shit up, because there isn't a hope in hell that anyone that the hated the game so much in beta would have bought it.
 
You've got problems man. Bet you're a fucking joy to hang out with on the weekends.

Let shit go and move on man. The game has bugs. Name 1 major release in the last decade that hasn't. The bugs in ESO have been pretty minor but you seem hell bent on blowing everything the fuck out of proportion. I've got 99 problems but ESO isn't one of them and it sure as fuck isn't worth it beating my head against the wall over and over. If you don't like it tell your "gaming" clan you're sitting this one out no sense making yourself miserable and a fucking douche because a quest mob is invisible. Move on and find something to make yourself happy because gaming sure the fuck isn't for you. :rolleyes:

OH wow, this is an awesome post. I wish I had read this before posting mine. Totally agree with everything written here.
 
IMO, the problem with MMOs being buggy like this is that they require a subscription fee. I'd be pretty goddamn pissed if I was paying $15/mo for the privilege of playing a buggy mess. It's different when you pay a flat rate and then there's no time element involved, so if they fix the game a month or two later, it's not a big deal because you didn't pay more during that time.

At this point if I were cageymaru I'd just cancel my sub and wait until they fix the game. No reason to give them any monthly fee if it's unplayable.
 
IMO, the problem with MMOs being buggy like this is that they require a subscription fee. I'd be pretty goddamn pissed if I was paying $15/mo for the privilege of playing a buggy mess. It's different when you pay a flat rate and then there's no time element involved, so if they fix the game a month or two later, it's not a big deal because you didn't pay more during that time.

The problem here is that a lot of games don't get fixed. Some devs just say fuck you you bought our shit now suck it. A lot of games get fixed by the player base for free, see KoToR 2 and aren't maintained. Do you think WoW would have lasted so long had it not been updated and patched by Blizzard? That is one of the benefits of a monthly sub, you expect a company to keep fixing it if you're paying for it. I don't mind paying a fee if the game is being actively fixed and repaired which obviously ESO is doing. Games that have microtransactions and no fees I do the same with. If they are working on making it better I don't mind spending a 20-50 a month on the game, i.e. WoT or PoE. WoT not so much now because they can't fix their servers :(

At this point if I were cageymaru I'd just cancel my sub and wait until they fix the game. No reason to give them any monthly fee if it's unplayable.

Bingo. Move on, that is the glory of PC gaming. Always something else to play.
 
Still reserve the right to discuss my experience with the game. Sorry if that doesn't make you happy. And I'm not hostile or even slightly angry. I don't have a "beat around the bush" trait. I just tell it how it is according to how I see it.

Yes, I talk to everyone this way and they love hanging around me. Sorry if my opinion hurts your feelings. For that I apologize, but I'm not going to change my opinion unless Zenimax fixes their game properly. The MMO scene has had way too many buggy releases lately and the only way they can seem to understand this is by their customers calling them out on it.

If that makes me the bad guy then "F it"; I'm the bad guy!
 
Still reserve the right to discuss my experience with the game. Sorry if that doesn't make you happy. And I'm not hostile or even slightly angry. I don't have a "beat around the bush" trait. I just tell it how it is according to how I see it.

Yes, I talk to everyone this way and they love hanging around me. Sorry if my opinion hurts your feelings. For that I apologize, but I'm not going to change my opinion unless Zenimax fixes their game properly. The MMO scene has had way too many buggy releases lately and the only way they can seem to understand this is by their customers calling them out on it.

If that makes me the bad guy then "F it"; I'm the bad guy!

Naw man, you're not a bad guy :p

The constant stream of buggy MMO releases can get frustrating. Add to that a series you loved, and it can get pretty ugly. I was that way with SW:The Old Republic.
 
Neither a borrower or lender be


Also...

Welcome to The Elder Scrolls Online v1.1. This version contains our first major content update: the Adventure Zone Craglorn, as well as many other fixes and refinements.

You’ll need allies to take on the new challenges—Craglorn’s quests and exploration are designed for groups of four Veteran Rank 10+ characters.

We’ve also added our first Trials in Craglorn, 12-player adventures meant to test even the strongest heroes. In Trials, your team will have a limited number of resurrections to use as you attempt to reach the final boss. If you finish the Trial quickly, you might earn a place on the leaderboards and receive extra rewards!

Alongside the new content, we’re deploying tons of bug fixes and improvements to make your adventures in Tamriel even better. You’ll see fixes for quests and skill line abilities, updates to systems and quests in Cyrodiil (including bonuses for outnumbered alliances), and much more.

We’re looking forward to your feedback and bug reports, so get in, group up, and enjoy Craglorn and the rest of the update!

BIG CHANGES / UPDATES / NEW FEATURES

PTS Templates
Because Craglorn is intended for Veteran Rank characters, we’re providing character templates to PTS testers. To use the template, select it from the drop-down menu in the top left of the character creation screen, and then create a new character normally. When you log in, you’ll be placed in Belkarth at level 50 with the appropriate Veteran Rank, skill points to spend, and starting gear.

Craglorn
An Adventure Zone designed for groups of four Veteran Rank characters to explore, located between Cyrodiil and Skyrim. A new quest available in Mournhold, Wayrest, and Elden Root will lead you to the zone.

Trials
Hel Ra Citadel and the Aetherian Archive are open! Groups of 12 players can take on these difficult challenges to earn new loot and a place on the leaderboards. You can use the group finder tool to locate others for your Trial group, but be warned: you’ll need excellent coordination and skill to take on the Trials.
Groups begin a Trial with 60 Soul Reservoirs. This counter decreases when a group member resurrects, and a Soul is consumed.
The Trial fails if no Soul Reservoirs remain, and no group members are left in the Trial.
You can view this to the right of your Ultimate ability, and it only appears when you are on an in-progress Trial. You can control this in the Settings the same way you can control the Action Bar.
Trial quests give special rewards the first time they are completed each week.
When entering a Trail via means other than a door, you will be sent to the Wayshrine. This includes logging out and logging back in.
This will not affect players in the Trial staging area.
Combat with any monster in a Trial will block resurrection for group members until combat ends.

Trial Leaderboards
Trials will trigger a timer that will end when the Trial can no longer continue or is complete. This timer is used for leaderboard scoring.
Leaderboards are updated periodically (approximately every five minutes), so they may not be 100% current when viewed.
You can see your best times for all Trials via the Trial Leaderboards.
You can see the Trial Leaderboard of the top 100 times for each Trial, and the current Trial of the Week.
Friends and Guild Members will be notified via the Notification window when you improve your best time in a Trial.

Trial of the Week
The Trial of the Week starts and ends at specific times, which will be different for the North American and European megaservers.
North American Trial of the Week
Starts on Tuesdays at 2:00pm EDT
Ends on the following Tuesday at 8:00am EDT
European Trial of the Week
Starts on Tuesday at 6:00am EDT
Ends on the following Tuesday at 12:00am EDT
If you are on the Trial Leaderboard, you will be rewarded when the Trial of the Week ends and can expect your item in the mail.
A new Trial of the Week is selected at the Trial of the Week start time.
The Trial of the Week leaderboard is cleared when the new Trial of the Week begins.

Veteran Rank Updates
You can earn up to Veteran Rank 12 as you continue your adventures in Craglorn. Additionally, the veteran XP earned from killing enemies has more than doubled.

Dungeon Chest Changes
Chests within instances have undergone two changes:
Shared Chests – Each player in the group who is within 50 meters of the chest when it is unlocked will get an individual roll on the chest.
Reduced Number of Chests – Since each chest yields rewards for all group members, we have reduced the number of chests in instances to two total. Each instance will always have two chests in then, but the location of these two chests will be random within the dungeon.
These changes do not affect chests that appear in public spaces, only those within instances.

Death Recap
Death Recap has been added to the game. When your character dies, a Death Recap window will now appear. It includes vital information about what contributed to your character’s death, including the most recent damage inflicted on your character and helpful hints to avoid death in the future based on how your character just perished.

Alliance War Changes
A new population underdog bonus has been added. When your alliance is outnumbered in a campaign (determined over several days of population samples), it will receive a bonus to potential scoring and alliance points. You’ll see an indication of this bonus in the scoring UI if it is active.
The XP awarded for killing enemy player characters has been doubled.
XP rewards for completing the quest to kill 20 enemy player characters have also been increased.

High Resolution Enemy Textures
New, higher-resolution textures for all non-humanoid enemies are now available! These are viewed automatically.

FIXES & IMPROVEMENTS

Alliance War
General
The new Battle Level option in the gameplay settings menu allows you to choose whether you want your stats to be automatically adjusted in Cyrodiil or if you’d prefer to use the raw values of your stats.
Note: This option can only be toggled outside of Cyrodiil and its caves.
Stats that you receive through battle level bolstering in Cyrodiil and its delves have been increased.
The threshold for triggering overcharge on stats has been increased in Cyrodiil.
NPC enemies in caves and overland in Cyrodiil have been adjusted to Veteran Rank five difficulty.
Known Issue: Siege weapons are currently stackable in your inventory, but this will be reverted back to stacks of one in a future patch.

Guard NPCs
Several guards within keeps have been repositioned.
All guards in keep interiors respawn more quickly.
Keeps now contain archer-type guards.
Melee guards now throw oil that archer and mage guards can set aflame.
Honor Guards have new abilities to assist them in fending off attackers.
The keeps surrounding the Imperial City have additional guards stationed by their second-floor quartermasters.

Art & Animation
Animation
Fixed various issues of the camera popping out to third-person view while interacting with the world in first-person view.
Improved the combat interrupt animation with one-handed weapons.
Fixed various issues with the bow combat animation.
Fixed an issue where dual wielding in first-person view could cause your weapons to appear in the wrong position.
Fixed an issue where your arms could clip into your weapon or shield while stunned.
Fixed an issue with the camera shaking in first-person view while swimming.
Improved the look and feel of landing after you jump.
Improved the “closing portal” animation while your weapons are drawn.
Fixed various issues with your weapons clipping during animations.
Added /torch and /kick emotes.
Edited the following current emotes:
/eatbread is now /eat2
/apple is now /eat3

Armor
Fixed an issue with some helmets so they fit properly on Khajiit and Argonian heads.
Fixed an issue with helmets that have face masks; they will no longer clip through your character.

Effects
Fixed an issue where Abnur Tharn’s staff effects would stop functioning.
Revised the appearance of the boss’s effects in Blackheart Haven to match the radius and size of his attacks.
Improved the effects for the Elden Hollow boss.
Fixed various issues with staff effects on NPCs that would appear on incorrect locations.
Fixed an issue with the quest “Questionable Contract” in Willogrove where trails from the wisp would not appear.

Environmental Objects
Fixed an issue where you could get stuck in Shornhelm between the bellows and the wall.
Fixed an issue where you could get stuck in the wall of Brea Knodel’s house in Shornhelm.
Fixed an issue where you could encounter collision on various architecture sets.
Fixed an issue where you could get stuck falling after jumping on a ship wheel.
Fixed an issue where some rocks in Alik’r could cause you to float after running into them.

Monsters
Improved the visuals of the wispmother model.
Added directional-appropriate combat animations for many monsters.
Fixed an issue on some monsters that would cause them to appear as though they were shaking.
Fixed some issues with Teethnasher’s animations at Direfrost Keep.
Fixed an issue where some monsters would not appear on screen when near the edge of your screen view.

Audio
General
Fixed voiceover dialog and text mismatches, missing voiceover, and typos.
Fixed issues with VO and text mismatches.
Fixed audio issues with UI, monsters, abilities, and ambience.
Added improved sounds to go along with visual effects, UI and abilities.
Corrected many issues that allowed sounds meant to be played only in an enclosed area to be heard from outside that space.
Added appropriate sounds where your screen shakes.

Combat & Gameplay
General
Fixed an issue where an erroneous “being resurrected” error message would sometimes appear when trying to revive a fallen ally.
Reduced the amount of item durability loss while in group combat situations (such as dungeons.)
Self-revive will now properly return you at full health, rather than 40%.
Fixed an issue where a number of abilities were not properly able to cause critical strikes.
Fixed an issue with several area-of-effect abilities where they could erroneously hit an unlimited number of targets.
Fixed an issue where a number of abilities (especially area-of-effect abilities) were not properly obeying line-of-sight rules.
Fixed an issue where taunts from separate players would not overwrite each other as they should.
Fixed an issue where the Thief Mundus Stone buff was not properly applying spell critical strike chance.
When shock damage applies a Concussion debuff to your enemy target, it also now properly reduces their damage.
Fixed several issues where recasting an ability would incorrectly stack visuals on top of each other.
Fixed an issue where monsters in the third and fourth zone of your third alliance’s content were incorrectly set to veteran rank levels 7 and 8 instead of veteran rank levels 6 and 7.
Fixed an issue where certain Mundus Stones weren’t properly applying their bonuses until you logged out and back in.
Fixed an issue that sometimes prevented abilities on your skill bar from being used after attacking a critter.
Fixed an issue where you could become unable to attack or move after attempting to resurrect another player who revives mid-way through your resurrection cast.
Fixed an issue where characters would incorrectly retain battle leveled stats until they logged out, if they leveled up to 50 in Cyrodiil.
Updated tooltips for many abilities to improve grammar, spelling, and clarity.
Monsters will no longer try to flee if they are hit with a knockback while immobilized.
Fixed an issue with battlemage monsters where they could cause you to be silenced for a long period of time, even after logging out.

Class
Dragonknight
Burning Breath (Fiery Breath morph): Fixed an issue where this ability was doing less damage than intended.
Burning Embers: This ability now heals you if your enemy target dies while affected by it.
Dark Talons:
This ability can now damage monsters with snare immunity.
Fixed an issue where allies were not able to activate the synergy from Dark Talons.
Inhale (and morphs): This ability’s initial life drain morphs can now hit a maximum of three targets. This also applies to Inhale’s morphs.
Petrify (and morphs): The enemy target’s health regeneration bonus while they were affected by Petrify and its morphs has been removed.
Razor Armor: Fixed an issue where this ability wasn’t granting bonus armor for the first 3.5 seconds.
Spiked Armor (and morphs): The damage return for this ability and its morphs has been increased.
Nightblade
Catalyst: Fixed an issue with the Catalyst passive ability. It will now properly increase the effect of speed potions.
Dark Shades (Summon Shade morph): This ability now deals more damage as the ability ranks up.
Focused Attacks: Fixed an issue where ranks II – IV of Focused Attacks were not restoring stamina.
Sap Essence (Drain Power morph): Fixed an issue where this ability where wasn’t granting the initial Weapon Damage bonus you should receive when no target is hit.
Sorcerer
Endless Fury: This ability now restores magicka if the secondary explosion kills an enemy, in addition to the initial bolt.
Persistence: Fixed an issue this passive ability. It now properly increases the duration of the Rune Prison ability.
Rebate: Fixed an issue with this ability. It will now properly recover magicka when your summoned Winged Twilight is killed.
Summon Charged Atronach: The storm atronach summoned by this ability now increases in damage as the ability ranks up.
Templar
Aurora Javelin: Fixed an issue where Aurora Javelin was adding less damage than the intended additional 40%.
Channeled Focus: Fixed an issue where Channeled Focus was not giving the intended amount of magicka.
Cleansing Ritual: This ability’s Purify synergy will now only appear to allies that have a negative debuff that can be removed.
Master Ritualist:
Decreased this ability’s resurrection cast speed bonus.
Those who have spent Skill Points in the Master Ritualist passive will have those points returned to their overall skill point pool. You may place those Skill Points back in this ability if you wish, or invest them elsewhere.
Radiant Ward: Fixed an issue where this ability wasn’t properly progressing as it ranked up. This results in a slight increase to its damage.
Rite of Passage:
Slightly increased in healing done.
The Remembrance morph now gives allies 20% damage reduction at all ranks, rather than scaling from 16% up to 20%.
Ritual of Rebirth (Healing Ritual morph): Increased the self-healing on this Healing Ritual morph.
Spear Shards: Fixed a visual issue with this ability where the spear was falling horizontally.

Weapon
Bow
Scorched Earth (Volley morph): Changed this ability’s visual FX to help it stand out better from enemy fire area-effects.
Destruction Staff
Destructive Touch (flame, frost, and shock): Increased this ability’s damage and magicka cost.
Elemental Drain:
This passive ability’s magicka restore will no longer erroneously trigger on damage-over-time ticks, or multiple times for a single ability cast.
Force Shock: Increased the damage for this ability and its morphs.
Tri Focus: Increased the amount of splash damage from shock effects that this passive ability gives.
Wall of Fire: Changed this ability’s visual FX to help it stand out better from enemy fire area-effects.
Dual Wield
Dual Wield Expert:
Updated the tooltip for this passive to display how Weapon Damage it actually increases Weapon Damage
Slightly increased the bonus damage granted by rank II of Dual Wield Expert.
Flying Blade (morph of Hidden Blade)
Increased the cost of Flying Blade. It now has the same cost as Hidden Blade.
Those who have spent Skill Points in the Flying Blade passive will have those points returned to their overall skill point pool. You may place those Skill Points back in this ability if you wish, or invest them elsewhere.
One Hand and Shield
Deadly Bash
Fixed an issue where the damage bonus coupled with a “bashing” jewelry enchant was doing too much damage.
Slightly decreased this ability’s stamina cost reduction.
Those who have spent Skill Points in the Deadly Bash passive will have those points returned to their overall skill point pool. You may place those Skill Points back in this ability if you wish, or invest them elsewhere.
Reverberating Bash (morph of Power Bash)
Fixed an issue where the Reverberating Bash morph was not properly reducing Spell Damage.
Fixed an issue where Reverberating bash was reducing Spell and Weapon Damage before the disorient effect ended.
Restoration staff
Mutagen (Regeneration morph): Fixed an issue where this ability’s heal was not applying to targets under 20% health.
Two Handed
Battle Rush: Increased the duration of this ability’s stamina recovery and decreased the recovery amount. The total amount of stamina recovered will generally be slighter higher than before, and less prone to being reduced by hitting diminishing returns.
Cleave: Fixed an issue where this ability’s damage wasn’t scaling evenly across ranks.
Rally (Momentum morph): Increased the self-healing amount granted at the end of this ability.

Armor
Light Armor
Annulment: This Ultimate ability’s damage shield now absorbs 100% of incoming Spell Damage rather than 50%. This damage shield value remains the same.

World
Soul Magic
Consuming Trap: This ability can no longer be used on critters to restore Health, Magicka, and Stamina.
Vampire
Bat Swarm: Fixed an issue that was allowing this ability to erroneously deal damage through walls.
Vampire passive abilities will no longer stop working when your character dies.
Werewolf
Savage Strength I: The stamina bonus this ability provides from kills has been decreased. Savage Strength II’s bonus is unchanged.

Guilds
Fighters Guild
Concentration: Fixed an error in this ability’s tooltip that incorrectly showed it as giving slightly more Spell Penetration than it was actually giving. The actual effect is unchanged.
Dawnbreaker of Smiting: Slightly decreased the damage that this ability’s higher ranks were doing.
Silver Leash:
Significantly decreased the resource cost needed to pull an enemy target after hitting it with Silver Leash.
Fixed an issue with Silver Leash where the pull effect was not working against vampire player characters.
Mages Guild
Entropy (and morphs): Significantly decreased the cost and increased the damage for this ability and its morphs.
Meteor:
Increased the area-of-effect damage for this ability’s Ice Comet and Shooting Star morphs.
Fixed an issue where Meteor wasn’t properly applying a crowd-control immunity to after knocking back the enemy target.
Spell Symmetry (Equilibrium morph): Increased the minimum health threshold required to use this ability.
Undaunted
Blood Altar: The Blood Altar morphs Overflowing Altar and Sanguine Altar now increase the Blood Feast Synergy’s healing done, rather than allowing multiple allies to channel simultaneously (Blood Feast Synergy no longer has a channeled effect.)
Blood Funnel & Blood Feast Synergy
The Blood Feast synergy will only become available to allies who are below 60% health.
Blood Funnel no longer decreases the duration of the Blood Altar when used.
This ability now heals you instantly, rather than requiring a channel time.
Spiked Bone Shield (Bone Shield morph): This ability’s damage return has been slightly increased.

Alliance War
Assault
Charging Maneuver: This ability now properly adds Weapon Damage.
Reach I: Fixed an issue where Reach I was granting slightly more range than was intended. Rank II remains unchanged.
Support
Battle Resurrection
Fixed an issue where the Battle Resurrection was improperly usable outside of Cyrodiil.
Reduced Battle Resurrection’s Cast Speed Reduction passive.
Those who have spent Skill Points in the Battle Resurrection passive will have those points returned to their overall skill point pool. You may place those Skill Points back in this ability if you wish, or invest them elsewhere.

Item Sets
Adroitness Set: This set now properly grants magicka recovery.
Crest of Cyrodiil Set: This set now reduces your enemy target’s healing taken on melee hit by 33%.
Curse Eater Set: This set will now properly reduce the duration negative effects.
Death’s Wind Set: This set’s knockback effect will no longer apply irregularly.
Hist Bark Set: This set’s dodge effect will now properly apply while blocking.
Hunding’s Rage: Fixed an issue where this set was not increasing weapon damage by the intended amount.
Kyne’s Kiss Set: This set’s snare effect will now properly triggering with the Arrow Spray and Volley abilities.
Nightshade Set: This set will now correctly reduce the stamina cost of sneaking.
Nikulas’ Heavy Armor Set: This set will now properly reflect spell projectiles.
Oblivion’s Edge Set: This set will now properly returning soul gems on resurrect.
Prayer Shawl Set: This set’s damage shield now has the correct value, instead of zero.
Ranger’s Gait Set: This set will now properly reduce the effectiveness of incoming snares.
Robes of Onslaught Set: This set will now properly reduce the duration of snare effects.
Soulshine Set: This set’s bonus will now correctly apply to projectile spells that have a cast time.
Spectre’s Eye Set: Fixed an issue with the Spectre’s Eye item set where it was giving a greater dodge chance than stated in the tooltip.
Torug’s Pact Set: Fixed an issue with Torug’s Pact item set where it was reducing the cooldown of light and heavy attacks instead of enchantment procs.
Whitestrake’s Retribution Set: Slightly reduced the set bonus duration.

Mounts
You will no longer see horses moving around without their riders.
Horses will no longer slide on occasion after landing on the ground.
You can no longer chop wood while mounted.

Crafting & Economy
General
Windhelm now has a Brewer, Cook, Cooking Fire, Messenger, Alchemist, Alchemy Table, Armor Smithing Table, and Shalidor.
Numerous vendors have had their wares adjusted. They now sell veteran-appropriate items while you’re in veteran zones, and do not sell veteran gear while you’re not in a veteran zone.
Extraction passive tooltips have been re-worded to better explain the benefits of upgrading the skills. Affects Blacksmith, Clothier, and Woodworker.
Reduced the fee for listing items on the guild store.

Alchemy
Veteran Rank 1 and Veteran Rank 5 potions now have different prefixes in their name.
Fixed an issue where Nirnroot harvest nodes would sometimes not yield any materials.

Blacksmith
It’s now possible to craft Veteran Rank 3 heavy chest pieces.
The research icons and order in the Blacksmithing UI now match the creation list.

Clothier
Fixed an issue with multiple leather types dropping from the same monsters in Veteran content.
It is now possible to craft level 44 leather chest pieces.

Enchanting
Added additional runestone harvest nodes to all zones in the game.
We have reduced the variety of available essence runes in lower-level zones in order to improve chances of making a usable glyphs.
We have adjusted Essence runestones so the rate at which they appear is in the world is more in line with other types of runestones.
Slightly reduced the chance to receive a negative potency runestone while harvesting.
Fixed an issue where some Veteran Rank enchantment glyphs of different tiers shared the same name.
Fixed an issue where multiple ranks of enchantment glyphs had the same level range, but different power levels.
Updated the icons for Enchanting passive skills Aspect Improvement and Potency Improvement to more closely match their associated runestone shapes.
The Absorb Stamina enchantment now correctly absorbs stamina when it’s triggered.
Fixed an issue where potency runestone harvest nodes would sometimes give the incorrect level runestone.
Fixed an issue where enchantments that increase potion effectiveness were not correctly stacking.
The value of the potion effectiveness enchants has been doubled.
Fixed issues where potion effectiveness enchants were incorrectly increasing the effect of non-restoration potions.

Provisioning
Recipe Improvement: Corrected a minor issue with this passive skill’s icon.
Grape Brandy now properly functions as a drink instead of a food item.
The number of usable cooking fires has been dramatically increased across all of Tamriel. No longer will you go hungry when traveling far from home.

Woodworking
Improved the overall level progression for crafted shields between levels 14-26.

Dungeons & Group Content
General
Fixed an issue where some monsters dropped no loot.

Dungeons
Bad Man’s Hallows
Mother Snake is now slightly easier to defeat.
Season of Harvest: Fixed an issue that could cause grouped players who were not on the correct quest step to have to fight their way back to the beginning of the area instead of being portaled back to the start by Eveline Vette.
Elden Hollow
Added an interruptible telegraph to boss abilities that can be interrupted.
Direfrost Keep
Fixed an issue where Drodda’s Apprentice would still draw health from you, despite the ability being blocked.
Fixed an issue where Drodda’s Apprentice would occasionally spam the ability Dampen Magic.
Crypt of Hearts
The Skeletal Fire Mage now has the intended difficulty.
Blessed Crucible
Fixed an issue where the ability Nusana’s Shed Flames would deal damage in an area larger than the telegraph.
Fixed an issue where the Incineration Beetle would not turn to face its victim when casting the ability Mandible Bite.
Volenfell
Fixed an issue where the Guardian Centurions would not always reset after your group died.

Veteran Dungeons
Veteran Fungal Grotto
Fixed an issue where you could break the portal if you used /stuck as you were getting pulled in.
Fixed an issue where a boss ability was missing its icon.
Fixed issue where the boss would reset if the taunting player is pulled into the Shadow Realm.
Veteran Spindleclutch
Fixed an issue where Vorenor Winterbourne was partially visible when he should not have been.
Fixed an issue where Praxin Douare’s adds did not have the intended difficulty.
Veteran Banished Cells
The boss, Maw of the Infernal, now requires you to be within melee range to hit him with melee attacks.
Veteran Elden Hollow
Fixed an issue where Kargand was not visible for those that weren’t on the quest.
Fixed an issue where there was no portal out of the Daedric Realm until you killed Murklight.
Veteran Darkshade Caverns
Fixed an issue where you would get stuck in the engine room after killing The Engine Guardian.
Fixed an issue if you got locked out of the Engine Room as the fight starts, and were killed through the door. The boss will now properly reset if everyone inside the room is dead.
Fixed an issue where the quest ‘What Was Lost’ could break if whoever Shatasha is following logs out.

Exploration & Itemization
General
Some Treasure Maps have had their images adjusted to better match their in-game locations, which include:
Grahtwood III
GreenShade V
Reaper’s March III
Stros M’Kai II

Fishing
Fixed several issues with Fishing Achievements, including text errors, duplicate fish, tooltip information, and making unattainable Fishing Achievements achievable.
Fish no longer have a level requirement.
Fish now have category icons based on their type and water source.
High level cloth harvest nodes can now drop bugs for bait, similar to lower level nodes.
You will no longer lose your fishing rod after you’re done fishing.

Interactable World Objects
[*] Interactable bookshelves will all now have a book in them, as expected.
[*] Interacting with any food item (bowl, plate, dish, etc.) only causes the food item to disappear, not the item it was in.
[*] Interacting with any empty bottle will now properly display text that shows the bottle is empty.
[*] Trunks in Coldharbour will now appear in an open state when they’re empty.
[*] Fixed some resource nodes that were previously floating or in an odd position.[/list]

Itemization
The rate at which you can earn racial motifs and provisioning recipes from lootable containers and furniture has been slightly reduced.
Enchantment drops have been adjusted so that Veteran-ranked enchantments drop from Veteran-ranked monsters.
Many crates, barrels, etc. will now yield Provisioning materials, regardless of your level.
Heavy Sacks will now properly always drop some kind of crafting material.
Heavy Crates in Coldharbour will now always yield some kind of reward.
Fixed a few typos in items’ flavor text, including the following:
Various raw materials and ingredients
Hefty Bonestrewn Gauntlets
Kwama Shepherd’s Charm
The “Draught of Intoxicating Strength” has been removed from the game.
Fixed an issue where some group bosses, and bosses in delves had incorrect qualities and/or Veteran ranks while in Silver or Gold content.
Veteran-rank monsters will now correctly drop Veteran-rank potions.

Quests
General
Safeguards have been added to many quest steps to help prevent you from being blocked if you log out, abandon the quest, or die during theatre scenes.
Fixed issues to add or correct quest markers and compass pins.
Fixed many places where you could get stuck on buildings, rocks, or other assets; fall through the world; allowed you to reach what is intended to be unplayable areas; and floating bushes, trees, and other objects.

Main Quest
Fixed an issue if you had a summoned pet, it could potentially be grabbed by an invisible Molag-Bal and get stuck in a floating posture.
The Dangerous Past: Monsters will now drop loot when you kill them.
God of Schemes: The doors now work if you die while in Heart’s Grief Vestibule.
Castle of the Worm: Lyris will now reappear if you die before going into the cistern.
Castle of the Worm: The difficulty of the monsters has been reduced.
Shadow of Sancre Tor: The theatre scene at the end will now complete, and the quest will advance appropriately.
Heart’s Grief: The difficulty of the Skeletal Battlemages has been reduced.
Valley of the Blades: Added a map for The Ancestral Cave.

Alik’r Desert
The Oldest Orc: Gurlak no longer disappears when you free him.
Left at the Altar: Narrows-His-Eyes now attacks you when Uncle Thakh tells him to.
Lizard Race: Updated the conversations to highlight your ability to trade for a different lizard.
Master of Leki’s Blade: Apprentice Smith Roccan now properly remains in the realm of the living instead of appearing in the dream realm.
Morwha’s Curse: You’ll now get all your quest items back when you return to Talia after leaving the area early.
Trouble at the Rain Catchers: You must now wait for Overseer Jahi to reach his destination to speak to him and in order to advance the quest.
Trouble at the Rain Catchers: Naserian now remains on the ground when you kill him – it was not a flesh wound.
Temple’s Treasures: Unique quest items are now removed from your inventory at the right time.
Kingdom in Mourning: The portal to Evermore no longer disappears until you’ve completed that phase of the quest.
Tears of the Dishonored: Islaif, Thadret, and Hillid are now armed with weapons when they attack you.
Past in Ruins: The Ancient Blade will not appear in your inventory until you actually pick it up.
Whose Wedding?: This quest will now advance properly when you force Wildur the Ungodly to flee from combat.
The Impervious Vault: Gabrielle Beneles will now properly resume the ritual if you die during her first attempt.

Auridon
The Serpent’s Beacon: After completing the quest, you will be able to re-enter the lighthouse.
Harsh Lesson: You can now use the door in Saltspray Cave without finishing the quest.
Harsh Lesson: Increased the XP and gold rewards.
Silsailen Rescue: You will no longer take damage from extinguished fires.
The Veil Falls: Ondicantar and Neraronald will now consistently attack you.
Depths of Madness: Fixed several areas that would cause you to accidentally exit the zone and fail the quests.
Depths of Madness: Fixed various issues with Sanessalmo speaking at incorrect times throughout all three quest steps.
Errinorne Isle: Fixed several cooking fires that you could not interact with.
College of Aldmeri Propriety : Fixed several issues where NPCs were either blocking or using crafting tables, and interfering with your ability to use them.
Through the Ashes: Fixed several issues with broken or missing quest pins.
Del’s Claim: Fixed an issue that would make the journal quest bestower difficult to target.
The Unveiling: Fixed several issues with broken theater scenes and incorrect greetings from NPCs.
Phaer: Fixed several issues with quest items missing their descriptions or tool tips, and missing or incorrect VO.
Shattered Grove: Fixed an issue where the bear would not transform into the lead daedra when knocked down, knocked back, or stunned after he drops below 50% health on “Kill the Daedra leader.”
The Veil Falls: Fixed an issue where upon quest completion, a conversation could be had with Razum-dar that grants a quest that shouldn’t actually happen until after Dawnbreak is completed.
South Beacon: The Serpent’s Beacon: Fixed an issue where the rescued Legionnaire’s dialogue would not match the situation of the quest.
A Hostile Situation: Fixed an issue where the first two Heritance soldiers would stay focused on Battlereeve Urcelmo, completely ignoring you.
The Mallari-Mora: Fixed an issue where the student’s dialogue window would close before you could make a choice on how to proceed.

Bal Foyen
Unorthodox Tactics: Fixed an issue if you used Treated Netch Eggs from a distance on a group of foes, the Bull Netch wouldn’t attack the Covenant but would follow you instead.

Bangkorai
A Marriage in Ruins: The door exiting Nilata Ruins will now actually allow you to exit.
Leading the Stand: The quest giving Strange Crow will now properly reappear if you abandon the quest before speaking to the Queen.
Beyond the Call: Hatmi will now properly go away if you abandon the quest before talking to her.
The Shifting Sands of Fate: Grandeya Nuwarrah will now properly restart her speech if you leave or log while she’s speaking.
Conflicted Emotions: Zaag will no longer vanish when you approach him to start the quest.
The Covenant Infiltrator: Spymaster Geta now appears properly during this quest.
Viridian Hideaway: You can now properly interact with the clothing and woodworking stations.
The Will of the Woods: You will now fail the quest if Princess Elara dies.
Summoner’s Camp: Defeating Caecilia Attius and the Watcher Tyrant will now properly credit the achievement.
A City in Black: Fixed an issue where Bjoulsae Queen’s door would be useable before you had the key for it.
The Heart of the Beast: Fixed various issues with broken theater scenes during the ritual.
The Heart of the Beast: Fixed an issue where the Wyresses would take a long time to arrive at the shrine, potentially leading you to believe the quest was blocked.
The Charge of Evermore: Fixed an issue where you could activate the Grisly Totem from far away.
A Marriage in Ruins: Fixed an issue where you could enter Nilata before having the appropriate quest step.
A Marriage in Ruins: Fixed an issue where you could skip past Unbind the Sacrifices and run straight to Adeena, yet neither Adeena nor Izzara would acknowledge this.
The Waking Darkness: Fixed an issue where Preinrha would take an excessively long time to spawn.

Betnikh
Prove Your Worth: Fixed an issue that made it relatively easy for you to be accidentally killed during the duel.
Unearthing the Past: Fixed an issue if you had already completed the quest and group teleported, you could end up in the wrong layer of Carzog’s Demise.
Unearthing the Past: Fixed an issue where you would be unaware that you had to learn the King’s plans to summon an undead army prior to attempting to open the sanctuary door, giving you the impression that you were stuck.

Bleakrock
Tracking the Game: Fixed an issue where the quest steps to track Hoknir’s belongings and to use meat to lure Deathclaw were listed out of order, potentially causing some confusion.
Hozzin’s Folly: Fixed an issue with the fire traps where you would either take no damage when standing on them, or would take damage when standing a distance away. You will now be burned appropriately.

Coldharbour
Crossing the Chasm: Destroying the Focus Stones is now group shared.
The Endless War: Heritance Chillrender and Cutthroat will now give quest credit.
The Citadel Must Fall: Hints have been added and the compass now shows the correct location for Lyranth.
The Citadel Must Fall: Fixed an issue if you died in this location, you would be taken to the Shrouded Plains Wayshrine instead of the Reaver Citadel Wayshrine
Reaver Citadel: Fixed an issue where you would be unable to exit this area once starting the quest step “Enter the Pyramid.”
Tower of Lies: Fixed an issue where you could run through the barrier at the end of the tower.

Deshaan
The Seal of Three: You can now leave the Temple if you don’t talk to Almalexia.
Honor Bound: Fixed an issue where you would have to wait 5 minutes or more for Commoners and Monks to respawn .
Cold-Blooded Vengeance: Fixed an issue where you could burn the same boat repeatedly.
Onward to Shadowfen: Fixed an issue where the quest would not advance properly if you entered Shadowfen via wayshrine or group fast travel mechanics.

Eastmarch
In Search of Kireth Vanos: You can now complete the quest after logging out and back in while in Mzulft.
Merriment and Mystery: You can now find Ralduf.
Our Poor Town: This quest will no longer be blocked if Torchbug Wings are collected prior to killing Asmalah.
Best of the Best: Fixed an issue if you died while killing the rabbits, your quest counter would stop working and you’d be unable to complete the quest.

Glenumbra
The Lost Patrol: Fixed an issue where a quest was indicated, but you could not interact with the dead Lion Guard Officer. You can now obtain a quest from the officer.
Angof the Gravesinger: Gabrielle Benele will now properly assist you in fighting Angof.
Pride of the Lion Guard: Fixed an issue where the quest indicator did not include the area where Recruit Gorak could be found.
Mastering the Talisman: Fixed an issue where you would sometimes be unable to interact with the revelation pool.

Grahtwood
Enemies at the Gate: Fixed an issue where some Brigands were not giving quest credit when killed.
The Grip of Madness: Daraneth will no longer turn invisible after transforming the scout.

Greenshade
Thodundor’s View: Thodundor will properly respawn if he is knocked off the ledge.

Malabal Tor
The Summer Site: If you’re in a small group, you will no longer have your progress blocked when a group member talks to Farandare.
Restore the Silvenar: You can now help others defeat the bosses without causing your own quest to fail.
Restore the Silvenar: Reduced the difficulty of the fight with Silvenar Past.
Abamath: Fixed an issue if you knocked Cassia Varo into the water, and quest progression would be blocked.

Mages Guild
Firsthold: Fixed an issue where Lothdush could be attacked if you were a member of the Aldmeri Dominion.

Reaper’s March
Stonefire Machinations: Killing the enemies before all group members have interacted with the quest objects will no longer prevent the quest from advancing.
Stonefire Machinations: Adjusted the Mane Akkhuz-ri boss fight so it’s not nearly impossible once he summons the Shade and Infernal.
S’ren-ja: Added graveyards to Rakhad’s Hideout, Ezzak’s Bandits Cave, and Skooma Lab.
To Moonmont: This quest is now set to the correct level.
Down the Skeever Hole: Talking to Herdor will now advance the quest.
Motes in the Moonlight: Fixed an issue where Dark Mane would reset after summoning his dogs.
Pa’alat: Fixed an issue that would cause a giant scorpion to move within agro range and attack you mid-conversation.
Haunting of Kalari: Fixed an issue where you would be given prompts to interact with Cub Tales and Distribution Notes even when you were not on the quest.

Rivenspire
Shornhelm Divided: You can now free Skordo the Knife and progress through the quest.
Shornhelm Divided: Count Verandis Ravenwatch will now close the portal when he says he does.
Shornhelm Divided: Verandis will now reappear if you die while inside Fevered Mews.
The Lightless Remnan : Moving too close to the door will no longer cause Verandis and Gwendis to reset and begin their conversation over.
Dream-walk into Darkness: There is now a door to exit the dream.
Rusty Daggers: The pond attack will now reset correctly if you run away, die and resurrect at a wayshrine, or log out.
A Traitor’s Tale: The Scholar will now reappear if you die before reaching the central tower.
Hope Lost: You can now find Adusa.
Archaic Relics: Edweg will appear appropriately for everyone in a group that’s on the step “Talk to Edweg.”
Hope Lost: The quest no longer advances when you log out, die, or leave the area with a follower.
Shrouded Pass: Fixed an issue where you could not interact with the Shrouded Pass wayshrine.

Shadowfen
A Final Release: If you’ve completed White Rose Prison, you are now able to complete this quest.
Vigil’s End: You can no longer interrupt the theatre scene between the Enchanter and the Ayleid Knight.
Riches Beyond Measure: Increased the quest level and monster level to be appropriate for the region.
Deep Graves: Fixed an issue where some monsters were under-leveled.

Stonefalls
Rending Flames: Mavos Siloreth will now teleport you to Ash Mountain when you ask to be sent back.
The Death of Balreth: Updated the quest pins when fighting Malreth.
The Wizard’s Tome: Updated the quest pin to more accurately guide you to the spellbook.

Stormhaven
Curse of Skulls: Skulls will no longer disappear if someone else activates them.
The Perfect Burial: Fixed an issue where there were far too few mudcrabs to support everyone on this quest.

Stros M’Kai
The Grave: Fixed an issue that caused enemy NPCs to respawn at a faster rate than intended.
Innocent Scoundrel: Fixed an issue where Irien would not spawn during the quest step “Meet Jakarn at the Inn,” making it impossible to complete the hint step “Talk to Irien.”
The Grave: If you play with fire, you’ll get burned! The fire traps will now consistently damage you.

The Rift
Pinepeak Caverns: You can now properly complete the quest with Deekonus in all situations.
Returning Winter’s Bite: This quest will now advance properly if you already have Winter’s Bite in your inventory.
Returning Winter’s Bite: Fixed an issue where the boss Thorfa could potentially not respawn for several minutes.
Breaking the Coven: Eyeballs will no longer duplicate themselves within your inventory.
A Walk Above the Clouds: If you die to the boss, you will be able to use the kindling and light fires again.
Yngrel the Bloody: Fixed an issue where the boss Yngrel could potentially not spawn for several minutes.

Mounts:
You will no longer see horses moving around without their riders.
Horses will no longer slide on occasion when landing.
You can no longer chop wood while mounted.

UI
General
Revised the messaging when you use /stuck so the text gives you clearer feedback.
Fixed an issue when you turned in a quest to an NPC and leveled up, and the experience bar would still appear to be full.
Fixed an issue when launching the game in full screen, and occasionally you would be using the incorrect resolution.
If you lose focus of the game (due to clicking outside of the game window), clicking back on the game window will now take into account if you clicked something on the HUD. It will use this to determine whether you should be put into the mouse cursor mode or targeting mode.
For example, clicking on the chat window while the game is out of focus, will bring the game back into focus with the cursor. Clicking on the world while the game is out of focus, will bring the game back into focus with the target reticle.

Alliance War
Fixed an issue if you took all the resources of a keep in Cyrodiil around the same time, the icons would not update in real time.
Fixed an issue after setting a home campaign, and the Overview UI would overlay on top of the screen.

Chat
All chat messages are now limited to 350 characters.

Gameplay
Fixed an issue where veteran-rank stat increases were not displaying in the UI.
Fixed an issue where some Mundus Stone buffs were appearing incorrectly in the UI.
Note: This did not affect your stats.
Fixed an issue where you would occasionally have the prompt to resurrect an ally, even if you were significantly out of range.
The player-to-player prompt now indicates when a target is being resurrected, and when they have already received a resurrection.

HUD
Added a new overhead icon for group leaders.

Itemization
Fixed an issue where some light chest armor and shields that were combined with gold quality magicka enchantments appeared incorrectly in the UI
Note: This did not affect your stats.

Tooltips
Fixed an issue where items with no sell value would still display a value in the item tooltip.
Addressed minor text issues in trait tooltips on clothing stations.
 
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The state of the union address for ESO'S first month.
As we reach the four-week mark of ESO and are about to embark on our first major update, now is a good time to talk about what we’ve been doing for the game in the past month, what we’re working on currently, and what exciting new content and systems we plan to add over the next few months.

First and foremost, as I posted in my mini-update last week, we’re working every day to reduce gold farming and botting, which detract from the gameplay experience for everyone. You may have seen Customer Support GMs in the game over the last week actively banning bots in dungeons. We’re also doing a lot of work behind the scenes to keep the game honest and will continue to do so. Please keep helping us by reporting botting and spamming activity in-game.

We’re also continuing to fix bugs as we find them and as players report them to us. In a world as large as ESO’s, with endless variations of gameplay by players, it is impossible for QA to identify all bugs before launch, but we’re working hard to find and close them quickly. We’ve fixed many quest blockers, especially in zone, NPC guild, and main story quests, but we know there are still others. These affect far fewer players, but they’re annoying when encountered and we will address them. Fixes are getting patched in during our regular weekly updates, and of course Update 1 (see below) will contain many more.

As you may have seen from the patch notes on PTS (Update 1 has been available to our PTS players for a week), the first update contains much more than just Craglorn, our first Adventure Zone. It also contains lots of tweaks and bug fixes above and beyond what we’ve been doing on the live servers. Keep in mind that the PTS patch notes aren’t final—more changes will be made as we continue testing. Here’s a summary of what’s new in Update 1:

Craglorn, the first Adventure Zone, specifically created for groups of Veteran Rank 1 and above characters
Trials, which are 12-player “raid”-type instances for Veteran Rank characters, featuring completion time leaderboards
Death recap: you can now see who killed you and what ability they were using. This is invaluable information in dungeons, PvP, and Craglorn
Underdog bonuses in Cyrodiil—you’ll get more Alliance Points and XP while fighting for an alliance with a lower population in your campaign
Animation tweaks and polish
Combat ability balance changes and fixes
Class ability tweaks and updates
Content bug fixes, especially edge cases where quests could become de-synced
And much, much more—check out the final patch notes when they are posted in the forums
Update 1 will hit the live servers as soon as testing is completed on PTS. Stay tuned for news about the exact date you’ll be able to play it.



ESO REVIEWS

As those who follow ESO closely know, a wide range of reviews have been posted for the game, with scores ranging from 90s to 50s. ESO generates strong emotions in gamers—both positive and negative. While I obviously don’t agree with the more negative articles, the reviews are out there, and we read them to determine if there are legitimate complaints that we should address. We are gratified by the many positive fan comments—the love that those fans express for ESO motivates us to keep working to make this the best MMO ever. Some of the negativity in reviews comes from bugs. As you can see, we’re hard at work addressing them and will keep rolling out fixes. The important thing for you, the community, to know is that we’re looking at ALL the feedback (from critics and from players), we’re addressing any shortcomings, and we’ll continue to do so. This game will get better and better every week.

The true measure of ESO is what players in the game think. We’re starting up several community programs that put you in the spotlight and ask you to submit your builds, guilds, screenshots, and more—the chronicles of your life in Tamriel—for us to share. Games like ESO are very, very large and have enormous breadth, and sometimes you’ll find that watching videos and reading stories by other players about the fun and interesting things they’ve done in-game will lead you in a different direction to try new things. You can find a link to information about some of these programs here.



COMING IN FUTURE UPDATES

Along with fixing bugs, combatting black market gold farmers, and balance tweaks, we have a long list of features and updates we’re working on that will be coming throughout 2014 and beyond. Here’s a sneak peek at what’s coming up. For most of these, we don’t know yet which update they’ll be in, but they’re under active development right now:

A system that allows grouped players to see each other even when they’re in different phases
A justice system—steal from and kill NPCs and deal with the consequences if you are caught
Migration of European Megaserver to our European datacenter.
Field of View (FOV) adjustment
Armor dyeing and tinting
Two new Veteran Dungeons: Crypt of Hearts and City of Ash
New region of Craglorn with a new Trial (the Serpent)
Increased ability to pick up items in the world
Thieves Guild and Dark Brotherhood storyline and quests.
Spellcrafting
Horse Racing
Dragonstar Arena—similar to Trials, but built for a group of four
Improvements to fishing
Crafting system improvements
Improved Looking for Group system
Better NPC facial animations
Guild functionality updates: guild store interface updates, customizable guild insignias, tabards, and guild ranks, and Guild Kiosks—guild stores open to everyone that are available to the highest-bidding guild.
Auto-leveling dungeons that level to your group leader
Awards when you repeat dungeons
Imperial City PvP dungeon
We recognize that some of the launch issues—especially black market botting and spam, de-synced quests, and the disappearing bank slot bug—affected the early gameplay experience of a number of players. Fixing these problems required us to take the megaservers offline, costing players time in the game. In recognition of this experience and to show our gratitude to everyone who supported the launch, we are giving an additional five days of included game time to every ESO player who set up an active account prior to 8pm EDT Thursday May 1st and who are currently enjoying their 30 days of included game time. If you’re eligible to receive the five additional days, a confirmation will be sent to your account’s registered email address. For further details, please visit help.elderscrollsonline.com. This is a small gesture to show our thanks for being part of the ESO community while we work to make this extraordinary game and service even better.

As we end this first month of our journey together, we want to express sincere appreciation to our loyal fans. Be assured that we are working diligently to keep ESO balanced, stable, and fresh for veteran players. We’ve gotten through our launch month well and are heading towards our first update soon. After that, expect many more good things in ESO. Thank you so much for your support and continued enthusiasm about the game—now I’m off to level my Nightblade.

- Matt
 
Thanks for posting that state of the union.

I have to say that they definitely have a good handle on the current state of their game and the overall reception by their customers.

Great to see such a huge patch coming in only 4 weeks. It looks like they have some great things currently in development. I'll continue to sub as long as the game is fun, currently level 22 with 36 hours played and no signs of slowing down. Keep it up Zenimax!
 
No mention of SLI there but the thread on nvidia's SLI forum has people stating that the version on PTS right now has the login screen with a real Full Screen mode.
 
No mention of SLI there but the thread on nvidia's SLI forum has people stating that the version on PTS right now has the login screen with a real Full Screen mode.

Full screen sucks. Give me borderless windowed.
 
Anyone still playing this? Awfully quiet in here.

The Tomshardware review is in: http://www.tomshardware.com/reviews/the-elder-scrolls-online-review,3815.html

Conclusion: It’s pretty in parts, but there’s not a whole lot there. The Elder Scrolls Online is the empty, dull train ride that everyone feared it would be, and the millions spent on a fancy new MMO-capable engine and scant A-list voice acting peppered through the too-rare prime fiction, leave the player wanting. Trying desperately to find the fun, and failing. This really isn’t a true blue sequel to the Elder Scrolls series in any sense of the thing. These many sins could be easier to swallow if it weren’t for the gargantuan price tag associated with the game, not just vanilla, but the all-but-required Imperial Edition. There are free-to-play games out right now with orders of magnitude better gameplay and more content: Dungeons & Dragons Online, Star Trek Online, and of course World of Warcraft. WildStar is another up-and-comer that looks immensely promising, with player housing and a refreshing sense of humor.

Shallow, generic, bland, meh, flavorless, vapid, uninspiring, monotonous, ho hum, pedestrian, plodding, mundane, trite, empty, devoid. I’m terribly reminded of the seminal 80s flick “The Neverending Story”, where hero Bastian fights to save Fantasia from “The Nothing”, an elemental force of the absence of content that ate through pages of interesting story and engaging plot. The Elder Scrolls Online is the game you’d get if The Nothing had won and decided to release an MMO based on a best-selling gaming franchise.

Can The Elder Scrolls Online recover from this? This reviewer can’t say. Final Fantasy XIV had a disastrous launch along similar content-absence problems, went back to the drawing board and returned a year later to re-launch with a more fleshed-out experience, and a mea culpa by Square Enix. The Elder Scrolls Online could foreseeably do something similar and populate its vast world with content worthy of the license, but first impressions tend to be everything in the crowded arena of online gaming, especially where subscriptions are involved.
 
Disagree 100% with the review. As for star trek online? Wtf that game is a joke. Dungeons and dragons online doesn't have the content eso does so not sure what he is on about. WoW is still the top mmo but it has been around for a decade kinda hard to top that behemoth. Wildstar? That game is a joke compared to ESO and is practically giving the game away to get people to play. You thought eso was buggy? Wildstar is on a whole nother plane of bugginess.

4 of the guilds I'm in are full every single night. Last night my main guild fielded 100+ in an epic rvr battle that saw us take all the elder scrolls. All of the zones are packed and not like GW2 packed but packed everywhere I go while hunting for achievements.

Bots are gone, all of the quests I had trouble with have been fixed, achievements are getting fixed next, and a major content patch is incoming. The imperial edition isn't required to play and the bonus of playing whatever covenant is the only true bonus you really get and I agree that is pretty shitty.

After the first month I'm just going to say that ESO has been the only MMO since WoW, LoTRO, and DAoC to come out that I look forward to playing. PvE has been nothing short of amazingly fun quests, stories, and adventure. Tons of areas to go explore and run around in. RvR has been the experience I've been looking for since DAoC and Shadowbane. A fluid and dynamic skill tree which let's you swap play styles mid combat and a dungeon system that allows for a variety of differing combat styles to defeat that dungeon.

So yes. I disagree wholeheartedly with that review and find the game to be vibrant, alive, and heading in the right direction.

P.S.

Just going through the review on the first page alone there are 2 glaring mistakes. The first is that skipping the starting area does not forfeit the skyshards nor the points. The rest of the review has numerous fallacies as well.
 
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Disagree 100% with the review. As for star trek online? Wtf that game is a joke. Dungeons and dragons online doesn't have the content eso does so not sure what he is on about. WoW is still the top mmo but it has been around for a decade kinda hard to top that behemoth. Wildstar? That game is a joke compared to ESO and is practically giving the game away to get people to play. You thought eso was buggy? Wildstar is on a whole nother plane of bugginess.

4 of the guilds I'm in are full every single night. Last night my main guild fielded 100+ in an epic rvr battle that saw us take all the elder scrolls. All of the zones are packed and not like GW2 packed but packed everywhere I go while hunting for achievements.

Bots are gone, all of the quests I had trouble with have been fixed, achievements are getting fixed next, and a major content patch is incoming. The imperial edition isn't required to play and the bonus of playing whatever covenant is the only true bonus you really get and I agree that is pretty shitty.

After the first month I'm just going to say that ESO has been the only MMO since WoW, LoTRO, and DAoC to come out that I look forward to playing. PvE has been nothing short of amazingly fun quests, stories, and adventure. Tons of areas to go explore and run around in. RvR has been the experience I've been looking for since DAoC and Shadowbane. A fluid and dynamic skill tree which let's you swap play styles mid combat and a dungeon system that allows for a variety of differing combat styles to defeat that dungeon.

So yes. I disagree wholeheartedly with that review and find the game to be vibrant, alive, and heading in the right direction.

P.S.

Just going through the review on the first page alone there is 2 glaring mistakes. The first is that skipping the starting area does not forfeit the skyshards nor the points. The rest of the review has numerous fallacies as well.

I agree. The review was not well done and their were GLARING errors in the review. Most of the bugs have been fixed and what hasn't is being tested on the pst. In addition they gave everyone 5 days free due to the launch issues. My guilds population is strong as ever. I would play more if I could get my irl friends to hop on the train but they are remaining stubborn. The f2p genre has made them hesitant and sometimes impossible for them to buy a pc game now.
 
You know I went back through and re-read the review a couple times. I was going to bring up every single point he had wrong but really, it isn't worth it. If you play the game you can point out the numerous inaccuracies in the review and his bias is presented on the first page so you know it wasn't going to be a fair review. By now there are enough reviews out there that show the good and the bad, if you have followed this thread you have heard from numerous people the good and the bad. I posted the state of the union address which points out the direction they are going in and if you are playing you'll know the bot issue is none existent now, compared to other MMO's this in and of itself is pretty damn impressive, and you'll also know that a vast majority of quests have been fixed.

They've addressed the lag in Cyrodill, they've addressed the broken achievements, and the broken vampire and werewolf lines and all those fixes are incoming with the craglorn patch. The amount of problems ESO had during the initial month paled in comparison to other launches and they still owned up and have given 5 days free. I do agree and have complained about locking races into covenants since they've announced it. I think it is shitty and will continue to voice my displeasure about that every chance I get because that is the only reason to buy the Imperial edition and because of that, well fuck you Zenimax but is that a reason to not play the game? Perhaps, but it wasn't for me.

So not going to rip apart the Tom's hardware review just know that perhaps 75% of it is flat out incorrect and false. As a lifelong Elder Scrolls fan I'm loving the game. As a fan of the MMO genre I'm loving the game. Are there issues? Yes. Have they said they are addressing them? Yes they have. They've done enough since release to justify me reupping my contract. So love it or hate it, I'm not sure why ESO elicits such extreme feelings but it does, I'm enjoying the game and despite the flaws I feel that the current management are taking the game in the correct direction.
 
The Elder Scrolls Online is just as good as the original Diablo 3 launch. If you thought Diablo 3 was fine at launch, then you'll love The Elder Scrolls Online. I think this is a fair assessment of the state of the game.

Skimming the review and I can say that it's damn near spot on for the most part. I'm finally to level 20 and I've never been more pissed off at a game's storyline in my life. Perfect example is the area where I'm at right now. Since the world is a "sandbox" I decided to go somewhat northeast on the map and discovered a city. Naturally I did all of the quest lines there and now I've ventured out from the main city. I liberated the town and ran the plague spreaders to another area. In effect the story is sending me much further east to a new area.

But I remembered that there were a bunch of areas south that I hadn't seen yet. So I head down there and low and behold I've started the let's discover the reason behind the plague story all over again. And it's a ton of quests to the south it seems and all of them have NPCs that don't know that I already eradicated the plague spreading cult from the region. I'm a hero is what I thought I would hear. But no, I'm back to being a peasant. I mean I just saved a god's ass literally less than a 5 minutes walk away that these people are praying to.

For me it's really hard to pretend to play an area when I already know what happened. It got to be so bad that I accidentally saved a slave owner by executing her former slaves because the story lines are so poorly written. The story in the game is very drab and I'm to the point where I really don't care to toil through it. I only play MMO's for the story to facilitate better role play. The only spontaneous role play I've found was a guy chasing my Argonian slave down so he could rape me and sire my next clutch of eggs. Normally I would have put him on ignore for using the N word and being an ass, but at least he was trying to role play.

I logged out last night madder than I've ever been because of the bad story. It isn't bad all of the time to be honest. But there are obviously some terrible story writers working on the team that shouldn't be there. They have made the game even more boring with their forgettable Ebonheart characters. I had to read the story and make choices as to whom was more wrong and "punish" their soul. I actually refused to give a damn because I really didn't care for the lore writer. I've never detested a writer's work unless they are just laughably bad. Some of these writers are that bad. Or dare I say as bored as I am to play the game.

The most memorable storyline in the game had to be the Crow's Wood questing area. The story there is so damn funny and inventive that my buddies and I were literally crying tears of joy in TeamSpeak. Too bad it was the only area that we gave a damn about. My level 30, 34, and 50 vet rank 3 friends have no idea what the story is about as it bores them so badly that they just hit skip or look up the solution online.

As far as the game goes mechanically it seems somewhat better. My Templar feels a little more adept in combat for the most part, but it is still a lag fest to play the game at times. I got my ass handed to me by a NPC that was across a huge ass room swinging a sword. Looking at where he was swinging his sword at, the server must have thought I was trapped in a corner even though I was running around in the middle of the floor. Rezzed back and finished him off with pure hatred in my heart for the fucker that picked the server locations. I really hate that person.

The PvP is boring as hell as my faction just sucks ass at it. They reek of button clicking PVE heroes. I love PvP in MMOs. I love Guild Wars 2 PvP. I despise this game's PvP because the factions are so imbalanced population wise. Whomever thought that locking you to a home server was a good idea should be flogged or taken to the edge of a city and stoned. So as far as I'm concerned PvP in this game is dead to me. I normally PvP for hours on in for the sheer thrills in MMOs. I just don't care at all about it in The Elder Scrolls Online and my PvP fanatic friends refuse to play as the losing faction. Sorry but sitting invisible on a rock and waiting for a stray lost soul to run past so I can gank them isn't exciting to me. Especially when they transform into an invincible tumbleweed and outpace my horse as they streak across the entire map in seconds.

All of the guilds I have joined are now ghost towns. I'm the only person on in them. These were random invite guilds of around 50 members that I joined to see if I could find some fun in the game. My buddies all joined random invite guilds to see if they could find a good guild that we could all get invited to. They have had the same experience. None of us are willing to do the "fill out a job application' guild search. So my guild experience is limited to 1/35 people online. Plus my friends and I haven't determined what is the purpose of a guild in a game that you can do 99.9% of the questing on your own. Screw the PvP as winning in it is strictly a byproduct of having more members than the other team. By level 16 I was already level 50 provisioning. Why do I need to trade anyone food buffs? Why would someone buy food buffs from me?

What is the purpose of putting points into armor? I thought that I would get lots of light armor to wear, but obviously the game has determined that I shouldn't. So I'm wearing level 11 - 13 armor even though I'm level 20. Well the game keeps giving me Stamina light armor which I disenchant as fast as I can. I seem to be getting a ton of heavy and medium armor with Magicka on it, but I already specialized so it's worthless to me. I haven't melee a mob since level 10. I wish I had spent those talent points into making higher level clothing. At least then I could make some better white items to wear. Not that it really matters as I can take down bosses with all of my gear completely broken when the game isn't lagging. If I feel threatened I just swap to restoration staff for the rest of the fight. Class 101 on how to make the boring content even more mundane.

The world invasion system is terrible. Nothing random or exciting about it. Seems like the developer had a checklist from the design team and added them in at the last possible moment. Comparing the ones in The Elder Scrolls to the invasion system in Rift or Defiance is like comparing a boiled egg to a quiche. Where have all of the chests in the world gone? I haven't seen one in quite a few levels. They used to be my only means of getting up to date gear.

I will press on in my attempt to get my money's worth out of the game. Then I'll probably switch back to a real MMO like The Secret World or Guild Wars 2. No way I can recommend this game to someone in it's current state. It needs a rehash like FFXIV did to make it actually fun to play.

Just my opinion of the current state of the game. Feel free to tell me how great the story is and which character is your favorite on the Ebonheart pact. I'd love to find this NPC and read their dialogue. ;)
 
Vampires in PVP is a huge issue right now. This morning an enemy player who was a vampire was able to take out our entire raid group of 15+. They are pretty much unkillable, not worth participating in PVP until this is fixed. Hopefully Zenimax does an emergency patch ASAP?
 
I still love the game, I'm about 55 hours into it. If I were to stop playing right now, I feel like I got my moneys worth.

I did take a weekend break from it but am going to start playing again either tonight or tomorrow.
 
Vampires in PVP is a huge issue right now. This morning an enemy player who was a vampire was able to take out our entire raid group of 15+. They are pretty much unkillable, not worth participating in PVP until this is fixed. Hopefully Zenimax does an emergency patch ASAP?

1v15? sounds like quite a boss! How were you guys not able to take him down?
 
Crazyness... is it a level thing?

The level isn't an issue because everyone gets boosted to the same level in PVP. The issue is with vampirism, I don't fully understand but it has to do with heavy armor + shield + their ultimate ability.
 
None of us are willing to do the "fill out a job application' guild search.

Cagey,
You will never, ever, find a good guild without doing this, no matter the mmo. They will either be chronically casual, full of children, or will fall apart overnight (usually after guild bank gets trashed).

That said, I appreciate your posts on how the game is. Its amazing how completely opposite you and climber's experiences are. Now which one of you is embellishing the most? :D its climber i know
 
Cagey,
You will never, ever, find a good guild without doing this, no matter the mmo. They will either be chronically casual, full of children, or will fall apart overnight (usually after guild bank gets trashed).

That said, I appreciate your posts on how the game is. Its amazing how completely opposite you and climber's experiences are. Now which one of you is embellishing the most? :D its climber i know

:D

P.S. Because I feel sorry for Cagey here is another tip. Don't repair your armor. It is a waste. I haven't repaired armor once as you can just equip random drops. Hell, I took on a major boss fight with 4 pieces of broken armor, it was considerably harder but armor is really unimportant until you get to the VR ranks. Just slot whatever you find and let that level with you. At VR4 I have 3 weapon skills fully trained, 2 armor lines at or near max, blacksmithing maxxed, fighter's guild near max, and working on two other weapon lines. You'll have more than enough points for a variety of armor skills.

Also if you do want to keep playing and would like a group of guys to run with check out Sturmgrenadier. If you're a dad and have a life try dad's hideout. My dad's hideout guild is pretty low but were always willing to help out. Sturm is a little more organized and hard core but there is generally a large number on at all times for PvP or dungeon runs.

Vampires are weak as heck to fire and fighters guild has skills for them.

Vampires are quite easy to take down, just right now they can stack their AoE ultimate which can give many unprepared groups major problems and does need to be fixed; however, a good Dragonknight with the fighter's guild traits slotted and SoM or Corrosive Armor slotted can take them 1 on 1. You want an OP PvP build, try Dragonknight with Vampire as Emperor.That right there can wipe a full on siege raid single handed. Werewolves suck though which makes me sad.

Anyone remember stacking totems as a shaman in WoW? As a Windfury 2 hand shaman I was regularly able to wipe groups out in PvP in WoW. Or 2 hand shadowblade in DAoC? Ahh finding PvP bugs which made you godly was always fun. Sad they aren't fixing the vampire bug for another patch or 2 because they are pretty beastly which means everyone is a vampire in PvP which does make slotting the fighter's guild traits a necessity.
 
Yeah I went werewolf and was EXTREMELY disappointed.

I do not know why with Skyrim and TES:O they treat transformation as an EXTREMELY short buff?

It makes no sense lore-wise and also it just is NOT fun when you transform, you can never "enjoy" it because it lasts <1 minute unless you are constnatly fighting and eating.

That's not how it works in the lore of TES and why on earth they do it for the games makes no sense from either gameplay or lore perspectives.

I think everyone who plays a werewolf would like to you know STAY that way until either the full moon is gone or even more if they have the ring of hircim.

The werewolves in TES:O really need to offer some passives for human form as well. That's what makes vampire so much better, there's no "transformation" aspect and the advantages you ALWAYS have access to.

MEanwhile a werewolf gets an extremely short, long-build up "ultimate" that offers NOTHING for human form at all.

I do not see how on earth they felt this was a "good" way to make werewolves.

Just let us stay transformed if we want, we have NO cc breakers, no healing, it would be balanced imo.
 
If you go vampire or werewolf can you un-do it later or are you stuck?

They are easily cured. so you can try both if you wish. But Werewolves really really suck right now. Stiler pointed out a few of the reasons but they get even worse, especially when compared to Vampires.
 
Vampire Nerf came in today's patch.... And the pts is looking mighty fine by the way.
 
I finally met the escaped Argonian slaves that I murdered yesterday. They seemed very happy to see me even though I already murdered them by accident later in the story. They are asking me to help plot revenge on their master. It is very depressing to say the least. If the game wasn't so bad I'd restart my character to do it properly.

And I met the rogue that I assisted in saving Almalexia yesterday. The rogue doesn't know me at all even though I finished her storyline yesterday. Wonder of a GM could reset all of the quests in this zone for me. Never played a game where you can play the story backwards. This is like reading a book and starting at chapter thirty. Then you work your way backwards through the story to chapter one.

Very sloppily done to say the least.
 
Strange, the story elements all carried over for me just fine as I played. Meeting characters later on they remember me/what I had done.
 
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