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Elder Scrolls: Online

what are your system stats?

Clevo P170E
AMD 7970M 2GB
i7-3630QM 2.4ghz
8GB 1600 RAM
750GB Seagate Momentus XT Hybrid HDD (no SSD)
Windows 7

Ran everything maxed out, didn't check fps but was getting some epic screen tearing and everything felt like it was above 60 the whole time (need to fiddle with vsync and CCC next time I play). Didn't try pvp but I don't anticipate problems.
 
Cool - I registered for the Mac beta, guess I wasn't interesting enough for them to include. :D

Keep an eye on curse.com - that's where they were giving away beta keys for the last weekend. There's no word yet but I expect there will be another test the weekend after this - because it's going to start getting a bit tight to fit many more in otherwise, what with early access starting on 30th March. I believe they might be inviting everyone who ever signed up, but that might have been the rumour mill. No harm signing up again on their official site though, in case your original one went astray.
 
I'm still torn. Still don't know if I can justify a subscription.

Give it another go next beta. It's much better once you're off Kenarthi's Roost and have a bigger area to run around in - if you still don't like it once you've got past level 10 or so then the decision will be easier. I was very 'meh' until I'd got off that island and then I was sold.

I've now done all 3 starts, and although Kenarthi's Roost is bigger than the others (who have 2 starter zones each), for some reason the early quests there did not seem as interesting - although that could be because the others are fresher in my memory I suppose, and also my AD character I really grew to dislike, Templar doesn't suit my play style well and it was a silly decision for me to make a character that class when if I'd spent more time in character creation it would have been obvious that the stabby skills of the Nightblade would suit me way better.

I currently have a level 8 Bosmer Templar (who is currently in use as a pack mule), a level 11 Redguard Nightblade, and a level 8 Dunmer Nightblade.

Vintage Paw - I have heard a lot about the PvP and it does seem good, I will want to give it a go at some point, although probably not to the exclusion of exploration and questing. One thing I have heard from full time testers is that if you go into Cyrodil at level 10 hence scaled up to 50, you have very little survivability against those that aren't scaled up because they reached level 50 naturally. Given that most people aren't going to be a very high level in beta it probably levels the playing field a bit, but just don't be put off if you feel very very squishy! But yeah the siege stuff sounds amazing. :)
 
Found the Mac client is now on the ESO website, so I'll download that and give it a try next beta weekend.

Edit: 1 hour later, 1% downloaded. Yay for rural broadband...
 
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I'm sating my need for ESO by cracking open GW2 again. I've been enjoying it, for the most part. Trying to focus a bit more on crafting, but you do seem to hit a natural limit when the fucking copper and jute runs out :mad:

Still, made it to level something or other, 13? That sounds about right. Playing a thief, which, according to the people who still play this game, is a difficult one to level with if you're not used to the game. I am a bit squishy, but it's a darned sight more interesting than playing a fucking warrior.
 
Twiddling my fingers and thumbs waiting for the next beta session.
Need my fix :(
 
I have reached level 18. I keep dying all the time. I've invested almost all of my extra stats into precision to go heavy on critical hits, and tried to synergise with bleeding damage, but if I get hit too much I go down fast. I have run out of bank space. Thank the maker for the collectables slots for crafting materials. I have no idea how we are going to cope without something like that in ESO.

Basically, from what I saw in ESO, you have 30 bank slots. You pay (in game gold) to get more, but they come at 10 at a time and cost more and more to unlock as time goes on, so you're going to run out fast - way before you earn enough to get more. And I don't know what the absolute limit on them is. Same with bag space. If you are a crafter, you simply won't have the space to keep materials, unless you specialise not in just one or two professions but probably in one or two items and styles from those professions.

In GW2 you have 30 bank spaces. You can buy extra bags for pennies (because they are player-crafted) to expand your inventory but you can't go above 5 bags (bags come in different sizes though) without paying gems (bought with in game gold or with real money) to unlock more slots for more bags. Sounds like a nightmare, BUT - they have a great collectables system. Anything that can be used in crafting can be deposited in your collectibles. There is automatically a slot for every crafting item in the game, and your ingredients, materials etc., will be slotted into their respective place. You can access anything that is in your collectables from any crafting station. Bank space can then be used for weapons you want to save, or whatever else. One awkward thing is that if you use some ingredients/mats to make another intermediate crafting component - for example let's say I make a bowl of dough out of flour and water or whatever it is - that component doesn't act as a collectable and has to be stored in your bank or bag if you don't use it immediately. This is most awkward with cooking because you can make a lot of intermediate components only to find you can't use them in anything yet because you do a kind of ESO alchemy thing with cooking, in that you try ingredients together, but they are capped at certain skill levels as you progress in the crafting line. So currently my bank is full of things like dough and ice cream base and cinnamon sugar and simple oil dressing XD Your bank and collectables slots are account wide.

Without those collectable slots crafting just wouldn't be viable in GW2. So I worry very, very much about how you would manage it in ESO. It's one thing to craft the first set of gear you're able to, but it's quite another to keep supplied with the mats to be able to level up your skill in it, to learn new recipes, and to progress in any meaningful way to keep yourself in good gear - and quite another again to do it as a profession - particularly outside of a guild. This is a thing I am worrying about.
 
I have heard (although I don't know what, if any, facts are behind this) that it may be that we have reduced inventory in the beta build we are using.

At 3.25 of the crafting video below, 200 slots are shown - that's likely with upgrades as the character is a high level (and bank as it's in the extraction tab?), but gives me hope for a larger starting inventory in the final build, or at least that it is upgradeable (and feasible to do so, once you start earning more cash) to a useful size.

Either way, I gave plenty of feedback about inventory space last beta, and I know a lot of other people did too, it's been something of a hot topic. It's not that I think inventory should be a bottomless pit, but when you start spending too much time on inventory management rather than other stuff, it is just not fun! But yeah, looking good for better inventory for launch.



EDIT: Actually a bit later on the personal inventory is shown as 200 slots. If it is like that for launch, then that is fine by me.
 
Hmm, interesting. Thanks for that. Well let's hope they get the balance right because you're right, it's absolutely no fun trying to earn money just to increase inventory/bank space, and in the meantime desperately juggling your gear when you'd rather be out killing things or exploring. It has the potential to make exploring more difficult if you can't stray too far without having to head back to sell some stuff.

In GW2 news I've started a new character (I have chronic restartitis) - a ridiculously cute Asuran warrior called Dink. There's nothing more awesome than the tiniest, cutest little scamp smashing everything to pieces with a big, fuck off greatsword :cool: It's a lot easier than thief, and thankfully because I'm still a newb to the game I get just as much pleasure out of being able to down things quickly as others do from having complex builds that require concentration and strategy. I'm following a couple of guides to make sure I focus on the right stats, but otherwise I can just slice right through everything. Far more satisfactory. I tend to really enjoy challenging myself once I've learned the mechanics of a game back to front, and it's far more difficult to do that in an MMO than a regular game, imo. So the might-as-well-be-cheating class it is :D
 
Basically, from what I saw in ESO, you have 30 bank slots. You pay (in game gold) to get more, but they come at 10 at a time and cost more and more to unlock as time goes on, so you're going to run out fast - way before you earn enough to get more. And I don't know what the absolute limit on them is. Same with bag space. If you are a crafter, you simply won't have the space to keep materials, unless you specialise not in just one or two professions but probably in one or two items and styles from those professions.
Can you use spare characters as pack mules like in WoW? A few low-levels hanging around mailboxes with their pockets full of copper ore... actually, how does inter-character mail work in ESO; is it even possible? I don't remember seeing any mailboxes.
 
Can you use spare characters as pack mules like in WoW? A few low-levels hanging around mailboxes with their pockets full of copper ore... actually, how does inter-character mail work in ESO; is it even possible? I don't remember seeing any mailboxes.

Yes you can. Each character has their own personal inventory/bag slots, but there is also bank space shared between all your characters. So you can park alts by the bank clerk and although it's a bit fiddly, you can log on with one character, transfer stuff to the bank or from the bank to that character, then log out and log in with a different character to access the same bank space.

It's a bit time consuming, so hoping for better inventory space come launch. But yes if all else fails you can use alts as storage space - I already did it in the last beta.

Edit to add: When you are at a crafting station, you can craft directly from your bank space, so I found it most useful to keep ores and materials for enhancements in the bank. You start off (at least in beta) with only 40 bank slots though, and given the variety of crafting materials in the game, that is insanesly small - I hope the base size for both personal inventory and bank are increased a bit for launch.
 
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In addition, mail works just by hitting the mail icon - there are no physical mailboxes that I'm aware of. It might destroy immersion for some, but it's one of those quality of life things I really, really appreciate in the long run. Same with how GW2's collectables works - you can deposit mats in there from wherever you are. You can't access the bank in that way though, but that's a different storage space. You can also list things for sale on the trading post (auction house) from wherever you are, or buy things on it, but you have to go to a trading post person to pick up your goods/dosh. The balance feels about right to me, although I'd appreciate the opportunity to buy more bank space with just in game currency in an easier way, but I guess that's why they are buy to play with a cash shop - they need to get that money out of you somehow. It's not a dealbreaker though, the game is still perfectly playable without that.

As for alts, it entirely depends on how many slots you get because I use alts as mains... in that I tend to have several characters that I play with because I enjoy all of them equally. GW2 has 5 slots... that makes it quite difficult to do that (you can, of course, buy more in the cash shop but nope). If ESO has the full 10 then that will be a bit easier, but still unnecessarily fiddly - I'd rather be able to get more space, and I'm certain most players feel the same. It depends what they intend to be their gold-sink in order to maintain the economy.
 
Well now this is interesting. Latest patch notes state that they have changed the opening of the game so that once you leave Coldharbour you no longer go to the first starter island, but instead go to the second (or third, depending on faction) location that has the main city in it. You will have the option of choosing to then go to the first island to do the content there, or you can head off right away and start exploring, etc. To accommodate the change they have altered the difficulty of the mobs in this area to be 3-6 so they are easier for people who don't do those starter islands, but also compensate for easier difficulty by making level 5 mobs and above harder than they were to begin with anyway.

I'm not sure how I feel about this. I would have preferred it if they did it the other way around, so you get dumped on the first starter island but can talk to an NPC who offers to take you straight to the main area, explaining you'll be missing some stuff. As it stands, I believe it will break the story, new players might miss it altogether by accident if it isn't signposted that they really should go back if they want to experience everything, etc. I'm fine with them giving people a choice, but doing it that way round seems more awkward.

Plus, how will the story work now? For example, in the AD faction you immediately meet Raz - the most awesome khajiit this side of a skooma party - and he explains a few things that have been going on with the maomer and so on. It sets up the story that continues on the main island, to such an extent that you won't know who the fuck Raz is, you won't understand some of the things about the queen, the maomer, why there was a storm, etc. I mean, some people don't give a shit about story and just want to click to pick up a quest, kill 20 wolves, and turn in their pelts for xp and lewts. But the whole point of this game was that it was dripping in TES lore and story. Breaking that up right at the beginning runs the risk of fracturing the narrative and making people really confused about who the fuck they are and why they are meant to care about helping these people out.

No, I really, really think that doing it the other way around, making sure you are on that first island and understand what you might be missing (maybe showing you a short text explanation during the loading screen to the main island - "in the weeks it took you to travel to Auridon you learned that the storms that lashed the coastline and caused chaos amongst the Dominion troops stationed there and the khajiit who live there were in fact caused by maomer, and now you must uncover a greater threat..." - or something like that) so that people don't accidentally miss it without realising, and to make it flow in a more natural progression. It still offers that choice, you can still meet Raz, but he can tell you that if you'd rather you can head to the docks and get off this flea ridden island.

Ugh. I'm a bit worried about this. We'll have to wait and see how it's handled, of course, but I worry so much that a few loud commentators have had such sway over such a crucial set up for the game... Maybe it'll be fine. Maybe I'm overestimating the importance of setting the scene. Maybe it's because I like a story to make sense. I just want the game to be the best it can be.
 


This video explains what has changed, but without covering the details, I guess. Also shows a few other changes, like collision detection for npcs and pve enemies.
 
I should add, this is the patch notes for the full-time beta test group, and have not been released to the public or weekend beta testers (ie. it's still under NDA and been leaked). They may or may not be applicable for either the next weekend stress test as we may well be on an older build, or for launch - this is just stuff they are trying out on the full-time testers to get feedback - not set in stone.

EDIT: Oh also included in the patch notes that no-one is bothering to report is that there is currently in that build no VO (or synthesised voice only) for the starter islands and for some of the main quest - heavily indicating that if they are changing stuff, there is going to be a re-write/reorganisation of the story and new VO presumably so that the story still makes sense, so don't panic just yet. :)
 
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That's interesting, thanks.

This particular info isn't leaked though, the video creator went through official channels to ask if he could talk about it, and they said yes. I'm aware it's still beta and open to change, and they want feedback - that's why I and others are giving it :)
 
That's interesting, thanks.

This particular info isn't leaked though, the video creator went through official channels to ask if he could talk about it, and they said yes. I'm aware it's still beta and open to change, and they want feedback - that's why I and others are giving it :)

I suspect permission was given because of the leak - earlier every thread about the patch notes on the official forum was being locked and the text edited out because at that point it was a leak so the permission must have come later. It all seems a bit daft at this point anyway (the NDA stuff I mean), I can understand plot spoilers being stomped on but there's been a lot of confusion over the past couple of days about what is still under NDA and what isn't! This has changed since I last looked at the official forum.

EDIT: I'm actually very pleased with the proposed changes, but won't be giving any feedback until I've actually played with them in place. If they've made a hash of the story as a result I will tell them so, but as long as they do a sensible re-write and this is just to enable people who want to explore to explore freely, then IMO it's a good thing.
 
I have to say my main concern just at the moment is about the guild stores they've been talking about. For a couple of reasons.

~ I understand you don't have to be a member of a guild to buy anything, but you do in order to sell (unless restricting yourself to spamming a chat channel). Guild numbers are capped at 500, I believe. The devs have stated that they want to encourage super influential guilds that are well known for having the best weapons, others that are well known for having the best armours, etc., as well as encouraging inter-guild contact. This brings up a problem, in that specific trade guilds will be looking to only recruit people who can prove themselves to be the best crafters in any particular profession, which automatically excludes 99% of the playerbase. Perhaps there will be a variety of lesser trade guilds open to others who aren't the best of the best, but depending on your ability to get into the ones that get their names known you're going to be sadly out of luck if you want to be able to just join a random trade guild and expect to sell anything. Worst case scenario is we get monopolies forming, with guilds allying with each other to ensure they tie up market share, where what they sell is tailored to veteran players and those they are personally helping level, and trade chat channels - if they end up having dedicated ones - get filled even more with spamspamspamspamspam, and your average player has that avenue of revenue locked away from the get go. Best case scenario is it works wonderfully to foster a flourishing economy where everyone is given a chance and a place to be able to roll up and sell those 10 superfluous hide vests they made as they were trying to level up their crafting a bit while they decide what they want to do next. I haven't experienced a system like this before, so I don't know what to expect.

~ My understanding is that they currently have it that you can only set up a guild store in a keep in Cyrodiil that your faction holds in PvP. I'm unsure at the moment if this means that guilds will be required therefore to have a physical presence in every single siege in order to be able to set up that store, or whether there will be an electronic interface that allows the guild leader or subordinates to see what keeps are held right now and click "set up store here" regardless of whether any of their guild mates are physically in that keep at the time. If it's the former, then again smaller trade guilds are screwed over because they are less likely to have successful PvP players than the more organised super guilds, and they simply might not have the numbers on the ground to ensure one of them can be in the right keep at the right time to set up a store. Not to mention that it becomes a requirement that at least some of the members of a trade guild must be prepared to PvP in the first place - so your PvE or casual RP oriented guilds that want to deal with trade are going to be in a tough spot.

~ Which leads me onto the buyers. Again, stores are going to be in Cyrodiil, and they will be spread about by the sounds of it, with some being in Keep A, some in Keep B, etc. It sounds like buyers are going to have to traipse all over Cyrodiil to shop around at different guild stores, trying to find what they want, of course sticking to the keeps that are currently under the control of their faction. If the DC are having a bad run of it and haven't been able to control a keep for the past 5 days then... well, no buying anything at all for you! Unless you join a guild that has decent traders, because you'll be able to use the guild trade interface. But, numbers are capped at 500, and the best traders will be in the best guilds... and we're back at that old problem again. And what if you're in guilds for reasons other than trade, to play with friends, to RP, to get pro help, etc., and the only crafters there deal with heavy armour and weapons and provisioning? Where do you get your potions and light armour or your bows? By shopping around in Cyrodiil, which might not be as easy as you'd like...

~ If you can't get what you need in your own guilds, then you're going to have to go into Cyrodiil whether you want to PvP or not. You'll have to make sure you're online at a time when your faction has at least one keep. You'll have to run the risk of being ganked 50 times on your way to get there, which could end up costing more in armour repairs than it would to buy that nice new helm you've been on the lookout for in the first place. For someone who doesn't like to PvP, who simply doesn't have the skill, or who is still honing their skills, being essentially forced into a PvP zone where you have to pray to your gods of choice in the hope that you don't get ganked by Stealthed Griefer #476 on your way ... well it doesn't sound like a whole lot of fun to me. Now, I want to PvP, this is the first game I've seen that has made me want to join in. That being said, I don't expect to be very good at it, and I don't expect to spend a lot of time doing it either. It'll be something I pick up and try to join in with when I fancy a break from the rest of the game, some mindless fun, running with the zerg, maybe trying to stealth around a bit, whatever. But I shouldn't feel pressured into worrying about running the gauntlet that I'm ill prepared for just because I need a new sword and to stock up on potions. I can try to craft myself, but I'm not going to be able to maintain it in all the skill lines I need, to the level that I need, with the ready supply of mats that I need when my level 20 bow just isn't cutting it in a level 35 area anymore.

To summarise: I understand that we don't have all the details yet, and a lot of my fears might be put aside in their entirety depending on how this is all implemented, but as it stands right now I understand absolutely and completely agree with the desire to encourage more community engagement and to encourage people experiencing PvP areas, but I am very wary of the implication that people will be forced to do things like PvP in order to get access to a very basic game mechanic. I would have many of my worries put to rest if they allowed guild stores to be opened in main cities, even if they were tied in some way to the % of Cyrodiil a faction or guild held at any one time (although that isn't ideal). I would have even more of my worries salved if I knew there would be an accessible way for regular people to be able to sell their wares without having to be part of the guilds who've got it all sewn up for themselves. Or by relying on spamming trade chat. Even if it's some kind of slot you sign up for, whereby you can be a part of a farmers' and crafters' market on the outskirts of the main city. My thoughts are muddy on it because I don't have all the facts, and I don't have a lot of experience with this sort of thing.

I know I sound very negative. I'm very excited to play the game. That doesn't mean I turn off my critical faculties though.
 
Beta Test This Weekend.

If you would like to play in the beta and do not have a beta key, MMORPG have some legit keys to distribute, see the link below:

http://www.mmorpg.com/giveaways.cfm/offer/498/Elder-Scrolls-Online-Beta-Key-Giveaway.html

Vintage Paw - I do worry a bit about selling stuff to other players and how restrictive it might be. I can see that Zenimax is trying to encourage people to be in guilds, but the main guilds controlling keeps in Cyrodil are going to be the slightly barking (IMO!) "you should be doing 0.5% more DPS, you can't be in our club" type. It does seem like an odd choice for a game that is by its very nature going to attract a lot of people who prefer solo questing, taking time over story and exploration, and roleplaying. Zenimax do seem to listen to feedback and take seriously what people want out of the game, so hopefully if it does not work, or isolates solo/small guild traders and crafters and enough people say so, they would be daft not to add more features for trade (which could still be interactive and social in game, but not dependent upon spamming chat or guild membership) later if it's not to peoples' liking.

I hope, anyway!

Hopefully see you in game at the weekend :)

EDIT TO ADD: I have just been told that we will be on v0.171 for the test, so the patch notes for v0.18 will not apply to us.
 
Some relevant info - this beta will be using US SERVERS ONLY. If your client is showing the EU beta, click on the cog in the top right and switch your server to US. If the entire download starts again, stop it and copy or move files from ...Zenimax Online/The Elder Scrolls Online EU to Zenimax Online/The Elder Scrolls Online and then relaunch the client.
I do wish they'd stop buggering about with this. Beta tests, what are they like :rolleyes: :D
 
Hmm, so I've changed the region to the US, and then clicked 'check for updates' and it's not updated anything at all.

Launcher version says it's 1.3.6.732111, but I can't see a section anywhere saying what the game patch version is. Starting up the game just gives me the eso.live version, which doesn't correspond to the 0.171 patch number. Was the last test 0.171? I know this one is primarily to test log in queue times and server load, so it's not about content as such... could that be why I have nothing to download?
 
I haven't had any major updates since the last beta (a few very small ones under 50Mb each, I tend to check for updates daily) but nothing that you'd even notice if your internet speed is faster than a snail crawling through treacle (really must contact BT and complain). I think if you can get as far as the login screen then get a 103 error when you try to log in that's as it should be. As far as I know!
 
Good to know, thanks :)

Getting quite excited about playing again. Looking forward to seeing Cyrodiil.

I'm still getting stuck into GW2 in the meantime (when I'm not forcing myself to do the work I need to get out of the way!), and enjoying it quite a lot. It's not nearly as fun and immersive as ESO though.
 
Yeah I'm excited too, can't wait to get back to Tamriel :)

It's sort of comforting to know that I've put in more than 80 hours so far in beta tests and haven't really got all that far in terms of questing and exploring. That's with one character in each alliance but even so they have each explored only a little of their first main zone. One of my characters got the "50 Quests" achievement last time and hadn't even explored a third of the first main zone.

I'm going to start another AD character this time around (probably a Khajiit), because in my first beta I didn't really get into the feeling of the quests in the AD probably because I just didn't like my character class very much (and the whole MMO thing was a bit intimidating at first, kept thinking 'oh god, everyone can see me fuck up'). And I was also stymied by bugs (although have now worked out that relogging is a workaround for most of them! I do also report the bug in game of course) I also have at least one character who is high enough level to go to Cyrodil so want to try that too.

Edit: I would really like to test out the guild thing this time, so anyone in the beta who doesn't mind helping (in a very minimal way!) with that, please PM me your ESO user name and I will try to add you, I already have a guild (Urban Gamers) set up for beta but no members yet. I will not be demanding that you turn up in Cyrodil now to defend any keeps (or at least that is highly unlikely, unless I get carried away in which case you can feel free to ignore me ;) ), it's mostly just a functionality test. Thanks :)
 
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You have my username I think. Hopefully I'll get the message this time, I'll certainly join up.

One work around for the bug where you get stuck in merchant dialogue and can't exit is to press C and then click on the Mail icon at the top. I tested that a couple of times and it worked. Before then I'd been exiting the game and starting over.
 
I'm going to play my AD character and get her into Cyrodiil, but I was planning on starting up in EP to see what a dragonknight is like, and if I have time try to test out a templar as well, in DC. I don't want to spoil too much of the quest and story content this close to release, so I might focus on killing random mobs while getting to grips with a bit of crafting - other than a test of pvp of course.

Did you have to specify a faction when starting the guild? Can they be cross-faction, or are they tied in to one? I suspect they have to be just one faction, because of the way guild stores seem to be working, but I'm not certain.

If that's the case, it's going to be awkward for people who have alts in other factions. Guilds are account-wide, and you can be a member of 5, so I guess there's room to be in 3 versions of the same guild - one for each faction - but it makes dealing with trade guilds and so on all the more complex.

We'll have to see how it works out when the game goes live, I guess. I've never been in a guild before so I don't really know what to expect, and this game seems to be rewriting the book a bit, so it's doubly confusing/intriguing.
 
That's sort of what I've been doing too because I don't want to spoil myself too much, but once I started wandering round a bit (thinking that I would avoid doing much questing) I found it almost impossible NOT to gather up a load of side quests - something I find very encouraging. With my Dunmer I found myself exploring a bit above my level and picked up loads of quests, some of which I managed to do, and some which I couldn't at that point tackle - but the sight of a bursting quest log gives me great pleasure in a game :)

Edit: the recommended way to deal with getting stuck in dialogue/crafting interface is /reloadui.
 
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