The Elder Scrolls Online

Rescorla_sl

shitlord
2,233
0
science-L-K3EJVg.jpeg
1880_S_caves-1.jpg
lava-tube-cave_1036_600x450.jpg


Like Chieftain, like indian.
Umm, ever played Oblivion or Skyrim? I'm guessing you haven't or you would have known the hundreds of caves in those games are all pretty much the same. TESO is no different.
 

Caliane

Avatar of War Slayer
15,949
12,607
huh. this survey in the email, actually has relevant questions.

on a scale of 1-5 how much do you agree:
"I felt overly guided by the quests."
"I could not distinguish players from NPCs."
 

signati_sl

shitlord
102
0
Umm, ever played Oblivion or Skyrim? I'm guessing you haven't or you would have known the hundreds of caves in those games are all pretty much the same. TESO is no different.
There's also typically not a ton of variation between caves and caverns within any relatively small geographic region. Tamriel isn't that large, nor is Skyrim. The entirety of the ESO gameworld is about 2/3 the size of real world London, if I recall correctly. So, the variation that we do see, brought about by different life inhabiting a cavern or different geological features nearby, is about right.

But that gets to the crux of bringing real caves and caverns into the debate about repetitive appearances. This is not a real world region; it's a video game. Therefore, engaging and attractive content takes a slight precedence to realism even in a franchise that stands upon building a believable world. Lucky for us, there are Dwemer ruins, a few styles of crypt (Cyrodiilic, Dunmner, and Nord at least) and Ayleid ruins to complement the caverns and caves -- which actually do have some variation in color and layout at least.

Let's examine the caves and caverns alone. So far I've seen foliage filled caves, some with a strange purple hue with crystals, the typical dingy brown generic caves, the darker red-brown of kwama egg mines, and I've seen one related to the Hist that's an interesting yellow with a unique wall texture that reminded me of a tree dungeon in the Shivering Isles. Let's take the most boring of all: the plain dingy brown. The one cave that is actually zoned into with that appearance (that I saw) has a few twists. Most notable, a giant ribcage juts from a wall and beneath is is a whirlpool. Jump into the whirlpool, and you're pulled to another layer of cavern with a slightly different visual style and a boss.

Altogether, both sides of this topic are correct. The caves and caverns could bear a little more variation, and I bet that in the Skyrim adventure zone we'll see at least a couple of the ice caverns native to that region. There is variation, and I suspect there will be more later since there's room for it without breaking the setting. Bear in mind too that I have yet to explore the Covenant and Dominion lands. For I all know, both can have bland, repetitive dungeons that render my whole opinion moot in those places.

edit: I should add that Glenumbra has a beautiful transition from a dungeon-beneath-the-castle appearance to an Ayleid and crystal style. They clearly put more effort into that one than both Spindleclutch and the semi-broken Fungal Grotto.
 

Rescorla_sl

shitlord
2,233
0
That's not necessarily true. In the Pact this last session, somebody had 118k AP on the emperor board (reset every campaign) in 2 to 3 hours of the server opening.

There are three possibilities.

1. The developers buffed someone's AP to keep testers from getting emperor (unlikely).

2. Some kind of exploit is involved (likely).

3. Quest sharing (possible, more below).
Those are some good ideas. Hopefully we can find a way to boost someone. We would never exploit though, that's a pretty firm rule for PRX.
There is a big drama thread on the closed beta forums over the most recent Emperorship. Some backstory first. AD has dominated Cyrodil for the 2+ months I have been in closed beta. When the first wave of beta testers got invited, they all went AD so that means AD has more VR10 players as well as a large population than the other two factions. At no time has my character in EP ever had any AvA buffs. I rolled an alt in AD and he has perma buffs from AvA.

Since AD has dominated Cyrodil for a long time, apparently some of them figured out how the Emperorship could be gamed/exploited. If you believe what some of them are saying in the big drama thread, what they did was done to prove a point that they claim they have submitted feedback to Zenimax on numerous times. So what did they do?

The campaigns and leaderboards had reset so some EP AvA raid leaders organized a big EP effort to finally gain the Emperorship for EP. These guys led 6+ hours of keep taking and were at the top of the leaderboards. When it became evident that EP would soon be able to claim enough territory to claim Emperorship, some AD players coordinated with one of the more famous/infamous EP PVPers and allowed the EP player to kill them over and over and over again. The EP player did not take part in the taking of any keeps. In a relatively short period of time, the EP player was wracking up nonstop player kills that allowed him to easily become #1 on the leaderboard. When EP finally won, he was awarded Emperor instead of the people who actually took all the keeps.

The AD players said they allowed the EP player to farm them to prove the point that player kills should follow the rule of diminishing returns. The reason the EP player was able to become Emperor is because he got 100% points every time he kept killing the same AD players over and over. There was overwhelming agreement about this on the forums. AFAIK no official comment from Zenimax yet.
 

khalid

Unelected Mod
14,071
6,775
Wow, so they don't have any way to prevent killtrading or bot farming? Yeah, can't imagine that working out well heh. Pretty much the first thing people will try is making alts that they farm.
 

signati_sl

shitlord
102
0
The AD players said they allowed the EP player to farm them to prove the point that player kills should follow the rule of diminishing returns. The reason the EP player was able to become Emperor is because he got 100% points every time he kept killing the same AD players over and over. There was overwhelming agreement about this on the forums. AFAIK no official comment from Zenimax yet.
I'm digging like hell because I could have sworn I saw a developer quote that said there are diminishing returns. It may have been on the beta boards, in which case I certainly won't find it. That explains what I saw the other day in the Auriel's Bow campaign during the stress test. Apparently some people from PTS decided to make their point well known.

At this juncture, I think it may be safe to say that diminishing returns for killing the same players isn't enough. When guilds coordinate to control a campaign (say, to govern guild stores at keeps), we'll see entire raid groups intentionally succumbing to an individual player. That complicates matters. On the one hand, if they implement a universal cooldown for player kill AP rewards that doesn't regard who is killed then there's no way for guilds to govern campaigns to suit the player economy strategy (which is frankly stupid, btw). If they don't implement that then the emperorship is moot.

Either way, they're going to have to bend on something, so it will be interesting to see whether they go Brad McQuaid (edit: ie, "Vision" for the reference-impaired) and sacrifice economy for mechanics features or go Raph Koster and throw everybody under the bus for the sake of the player economy (ie, "Sims in space", casuals and scams control the economy).

It's safe to say that if they don't preserve the emperorship then the leaderboards will be meaningless too, and that totally fubars their whole PvP scheme to nothing but a zerg v zerg clusterfuck. Being at the top of the leaderboard should be a reward for playing well or having a coordinated effort behind you in a guild that *works* to help get you there. It shouldn't just mean that a couple of guilds decided to get together and play grabass for a few hours.
 

Tuco

I got Tuco'd!
<Gold Donor>
49,542
88,429
The AD players said they allowed the EP player to farm them to prove the point that player kills should follow the rule of diminishing returns. The reason the EP player was able to become Emperor is because he got 100% points every time he kept killing the same AD players over and over. There was overwhelming agreement about this on the forums. AFAIK no official comment from Zenimax yet.
Yeah, diminishing returns on point-gaining acts are a no brainer.

The other goofy thing about the way emperorship is done is that typically raid leaders in large, siege-sized forces get the least points/exp/loot because they are usually at the rear and are either staring at a map, trying to communicate in multiple channels on multiple VOIP servers, typing shit madly in tells/guild chat/ raid chat/zone chat or panicking with their face in their hands.

Sometimes things are calm or repetitive enough that raids basically lead themselves and you can just clump together and say, "Follow me to X location", but that's a rare privilege when you're fighting a good enemy.
 

Rescorla_sl

shitlord
2,233
0
Wow, so they don't have any way to prevent killtrading or bot farming? Yeah, can't imagine that working out well heh. Pretty much the first thing people will try is making alts that they farm.
Supposedly if you select Campaign A as your home campaign, your alts in the other two factions will be prevented by the game from joining that campaign. I can't confirm if it is working or not since we only have one campaign at a time on PTS so everyone is allowed to join it.
 

signati_sl

shitlord
102
0
The other goofy thing about the way emperorship is done is that typically raid leaders in large, siege-sized forces get the least points/exp/loot because they are usually at the rear and are either staring at a map, trying to communicate in multiple channels on multiple VOIP servers, typing shit madly in tells/guild chat/ raid chat/zone chat or panicking with their face in their hands.
Raid leaders with decent followers will have the quest benefits I mentioned before, and pickup raid leaders are so busy kicking people who log out in group or disconnect and don't come back while advertising slots and sending invites that they can spend a lot of time hitting up the mission boards while gaining kill credit from their raid. I've spent most of my time in ESO leading pickup raids in Cyrodiil, and I hit #3 on the emp board the session before last, #9 (I think) for the leaderboard, and most of that was just turning in "Kill 20 Enemy Players" while handling invites and spamming "Take the god damn resources, youlovely people".

(edit: felt bad for posting such a thought, but really... a few hours of leading suicide leeches is enough to damage sanity -- leaders need tools)

My actual words may have been slightly more polite than that, but I might as well type what I was thinking after watching zergs lose pushes a hundred times because they couldn't figure out how to slow down enemy reinforcements. I swear, you could give half the players in the stress test a game with fancy graphics where all they do is suicide off a cliff over and over, and they'd pay a sub fee for it.

edit: Not to talk trash or be rude, but I exaggerate not.

---

edit2: Actually, I should add more to this so it's clear I'm really not being rude. As it is, the reward for leading is good. Your troops should be in the field, in a disciplined unit, so the leader is the only one with time to constantly turn in quests. But the problem is that the majority of Cyrodiil players will not be part of disciplined PvP guilds; they'll be at most taking a few friends and filling a raid with pickups. Those raids are in turn filled with people who look at the raid leader, scoff, and go, "Why should I listen to this guy/gal?" They then ignore group chat, die over and over, and leech kills from the group. If rewards are added for leadership, then on top of not playing as part of a team, people will argue over who gets to lead and pull crap like failing to pass it back to the raid's organizer when they DC and come back while failing to keep invites current.

Leadership should mean more extra work than extra reward to keep the kids and... "Kids at heart" (to be nice about it) from acting out.

There's already a shift+click group rally point. ZOS should get rid of the semi-subdued red rings and replace it with an arrow similar to quests but larger and colored for the faction (red for Pact, blue for Covenant, gold for Dominion), and then have the server break off ten gold or some other small reward when the objective nearest the party waypoint is captured. That way, people have incentive to follow the leader but it's still just boring enough that they don't fight about it. The Skyrim players could jump into Cyrodiil and intuitively fall in line without having to be told anything and without having to read. (Last edit: Marketing could call it "Player-designated quests". Why not?)

If PTS were not well-organized players not suffering from pickup syndrome, then I imagine they'd be asking for this. One sprite change and one branch statement controlled reward shouldn't take much work for ZOS to implement, but it would have a huge impact toward improving the quality of play in Cyrodiil. It should be that the occasional totally incompetent group is frustrating, and not that the rare competent group is a joy.
 

Rescorla_sl

shitlord
2,233
0
No, I am not purchasing this game. (Whoever asked) If I knew that the server was going to stabilize and PvP was an option from level 1, I would maybe go through some RvR for kicks for a couple weeks and cancel the sub before getting hit for another month just to see what all this PRX stuff is about.
I just submitted an app to PRX. When you change your mind, hit me up and we can do a dungeon crawl.
 

Cinge

Ahn'Qiraj Raider
7,382
2,449
In my opinion if its info broadcasted publicly then I want the option of seeing it and customizing how it looks to fit my taste. If there is mods developers don't want available to general public(ie not counting cheats/bots/haxs etc) then hide the info those mods need, otherwise everything is fair game.

The default UI/info for teso is very bad imo. It's way too minimal. I have no clue who is who half the time, who's taking damage, what buffs are up, what debuffs are on me, timers on my skills etc.
 

signati_sl

shitlord
102
0
Simple: Either everything but health will be hidden from the addon API where enemy players are concerned or we'll be forced to cheat with PvP bots in order to remain competitive.

Also, with server load balancing, networking issues, broken quests, broken magicka and stamina regen, and combat impact tweaks all on their plate, along with Tamriel Foundry pretending that the bot cheat is legit, ZOS is probably trying real hard to pretend this isn't happening.

If they squash that and add diminishing AP returns for killing enemy players, with a cooldown timer so rewards return to normal after a while without kills, then I'll be impressed by their relationship with the playerbase. If they don't, then I'll anticipate this game dying one day to the tune of tears about ancient bugs that ZOS just ignores. Not to be cynical, but we've seen that kind of thing before, right?
 

Derpa

Trakanon Raider
2,013
665
In my opinion if its info broadcasted publicly then I want the option of seeing it and customizing how it looks to fit my taste. If there is mods developers don't want available to general public(ie not counting cheats/bots/haxs etc) then hide the info those mods need, otherwise everything is fair game.

The default UI/info for teso is very bad imo. It's way too minimal. I have no clue who is who half the time, who's taking damage, what buffs are up, what debuffs are on me, timers on my skills etc.
I agree.

Reason I like FTC is it just provides so many of the basics needs for me.
 

Felmega_sl

shitlord
563
1
nametags, buffs, and debuffs are the only truly needed UI changes needed, imo. SCT, spell names, enemy cast bars are also pretty standard.
 

Felmega_sl

shitlord
563
1
Simple: Either everything but health will be hidden from the addon API where enemy players are concerned or we'll be forced to cheat with PvP bots in order to remain competitive.

Also, with server load balancing, networking issues, broken quests, broken magicka and stamina regen, and combat impact tweaks all on their plate, along with Tamriel Foundry pretending that the bot cheat is legit, ZOS is probably trying real hard to pretend this isn't happening.

If they squash that and add diminishing AP returns for killing enemy players, with a cooldown timer so rewards return to normal after a while without kills, then I'll be impressed by their relationship with the playerbase. If they don't, then I'll anticipate this game dying one day to the tune of tears about ancient bugs that ZOS just ignores. Not to be cynical, but we've seen that kind of thing before, right?
Dude, you are a jaded gamer.
 

signati_sl

shitlord
102
0
Dude, you are a jaded gamer.
Yeah, but it's pretty much a binary between jaded and fanboi. Going halfway just seems weird, so the only balance is to switch between them with as much honesty as possible.

Unless you're writing for a magazine. In that case, you carefully keep track of the community and feed its praise and concerns back to it. People love to be told they're right.
 

mrmoneda_sl

shitlord
142
0
There are entirely too many people with opinions about this that haven't the slightest idea of what FTC even does. People have called it a "macro" that auto interrupts people and some moron said something about others reading the skills he has slotted on his bar... neither of those being a function of the add-on, obviously.

I have a feeling ZeniMax will cave though. The API will get neutered so that add-ons can't read player info. That's fine though, that information is nearly negligible while actually fighting someone.
 

Taro07_sl

shitlord
3
0
The Elder Scrolls Online v0.181 features many fixes and improvements to existing content. Here?s a brief overview of what awaits you in this test:
Streamlined and made modifications to the tutorial. It should now be faster to complete and have more interesting encounters.
Many adjustments to overall gameplay and combat.
Numerous fixes for quest issues and blockers.
Several UI fixes and improvements.

FIXES & IMPROVEMENTS

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

Art & Animations
General
Updated and improved several character animations for the start of the game.
Fixed an issue where the animation would stutter while riding your horse.
Fixed an issue where the animation would stutter while in stealth.
Fixed a rare issue where art would be missing in some areas.
Polished many animations and effects in the Main Quest 6 boss battle.
Fixed an issue that was resulting in some quest scenes having incorrect or missing effects.

Audio
General
More final orchestral music has been added to the game (this is an ongoing effort).
Fixed a number of issues with audio from UI and monsters.
The game audio balance has been improved (this is an ongoing effort).

Combat & Gameplay
General
You can now skip the tutorial with new characters if any of your characters have completed it already. When you click ?Create? on the character creation screen, you will be presented with a pop-up which will ask you if you wish to skip the tutorial or not.
NOTE: Pre-existing characters before this patch do not qualify; you must complete the tutorial one more time before you are able to skip.
We are aware of the issues brought up by some of you regarding magicka and stamina regeneration. We are continuing to look into this issue, and a number of fixes included in this patch may address this problem. Please keep us posted on whether this patch fixes, improves, or does not change anything for those of you experiencing it.
Fixed an issue that was causing some players to become permanently invisible. This may still occur in very rare cases, so be sure to keep an eye out and /bug anything you come across.
Health enchants are now 50% more effective than before.
Health picks grant less health than before.
Marginally reduced base magicka and stamina regeneration at higher levels. The change of base regeneration is exponentially less with lower level players.
This change was included in the last patch, but was accidentally omitted from the notes.
Reworked the re-spec cost to 100 gold per skill point. This results in a very similar cost as the old formula for the first 60 skill points, and a significant reduction in the cost beyond that.
Reduced the veteran points gained from completing over world content; instanced dungeons and Cyrodiil are unaffected by this change.
Fixed several issues with the vampire skill line that was causing it to progress much more slowly than intended.
Fixed an issue where if you were cured of Lycanthropy after becoming a full werewolf, you would no longer be able to sprint, block, or bash.
Fixed an issue that was preventing battle leveled characters from getting critical strikes.
Made some modifications to the XP sharing system to fix an issue with power leveling.
Fixed an issue when the reticle would flash red, confirming a hit, even though the target dodged the attack.

Collision updates
You will no longer collide with other player?s pets or followers.
You will no longer experience collision with NPCs while you are stationary and viewing a UI screen (such as your inventory).
Reduced the size of the mudcrab?s collision area.

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

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

Templar
Fixed an issue where Restoring Spirit was adding a percentage to all costs, rather than subtracting it.
This originally-intended change was included in the previous patch notes, but was not correctly implemented.

1h + Shield
Properly removed the cast time from the Power Bash ability.
This change was included in the previous patch notes, but was not implemented.

Destruction Staff
Fixed an issue with Wall of Elements that could sometimes cause the damage to end earlier than intended.
Decreased the cost of Wall of Elements.
Increased the range of Destructive Reach.

Dual Wield
Increased the duration of the Twin Slashes damage-over-time, resulting in an increase of damage per cast.
Increased the overall damage from Flurry, though the final hit damage remains unchanged.

Crafting and Economy
General
Fixed an issue that was causing some jewelry enchantments to temporarily stop functioning after you were killed.
Fixed an issue with the Bash Damage enchant that was causing it to have half the intended effect.

Dungeons/Group Content
General
Speed Run and Undaunted Achievements in Veteran Instances have had their VP rewards temporarily removed.
Fixed several quest-blocking issues in Veteran Instances.
Summoned Stone Atronach monsters in Tempest Island no longer grant Fighters Guild rep.
Fixed several instances of missing icons for enemy abilities used in dungeons.
Fixed an issue where the effects around Dark Anchors would only appear for players who were nearby when the anchors were triggered. You should now be able to see them from a greater distance.
Iterated on Dark Fissures to make them soloable.

Exploration & Itemization
General
Decreased the sell values of raw and refined materials.
Updated the sell values of potions and trash items so they sell for at least 1 gold at low levels.
Increased and standardized the sell value of weapons and armor. The old values were a bit inconsistent, so the amount of increase varies depending on the item.
Decreased the cost to buy items from vendors. The old values were a bit inconsistent, so the amount of decrease varies depending on the item.
Treasure chests in veteran zones will now have veteran-ranked items inside.

Inventory & Bank
General
Increased the starting bank size by 30. We removed 3 potential bank upgrades, and increased the cost of the later bank upgrades to account for this.
Increased the starting inventory size by 10. We removed 1 potential inventory upgrade, and increased the cost of the later inventory upgrades to account for this.

Mac Client
General
Fixed an issue where copying one character out of a block of text would instead copy the entire block of text.
Fixed an issue where copy/paste keyboard commands were causing the game to occasionally freeze.
Fixed an issue where players with Iris Pro GPUs were seeing many copies of every NPC on-screen.
Fixed an issue where only the first letter of a copied text block would paste when attempting to paste text into the chat window in-game.

Miscellaneous
General
Fixed an issue that could cause the game to crash when using a crystal shard, jumping into water, using social jumps, or traveling via wayshrines.
Fixed an issue that could cause the game to crash when a quest portal teleported you to a location below the world.
Fixed an issue where the game could crash if you had an effect on you while you had a food buff or held item.

Quests
General
Fixed an issue where ship doors caused you to go to an incorrect location.
Many voice-over mismatches and typos have been fixed.
Known Issue: If you have not completed the quest Soul Shiven in Coldharbour, you will be moved back to the beginning of the quest.

Guilds
Fixed an issue in the Fighters Guild quest The Prismatic Core that prevented you from joining your group members in the instance.
Adjusted the level on the Prismatic Sword that you receive from the Fighters Guild quest The Prismatic Core.
Fixed an issue that was preventing Mages Guild achievements from properly granting upon completion.
Map compass pins were added for the Mages Guild quest The Mad God?s Bargain.
Gutsripper is no longer quite as fearsome as his name, and his difficulty has been adjusted.
Fixed an issue with the quest Glade of the Divine.

Main Quest
Adjusted the difficulty for a skeleton in the tutorial so he can now be killed.
Segments of the tutorial have been removed to improve pacing.
Weapon racks were removed from the tutorial and replaced with a table full of swords.
Fixed an issue in the tutorial where Cadwell?s song was no longer being played when you approached him.
Fixed several issues with skeleton animations in the tutorial to stop pops and stutters.
Interactable objects were added to iron maidens, wheelbarrows, buckets, and skull piles in the tutorial.
Lyris Titanborn now respawns reliably when you log out on any step of the tutorial.
The Harvester at the end of the tutorial was replaced with multiple skeletons, followed by a Bone Colossus.
Molag Bal?s appearance at the end of the tutorial was re-worked with new effects and VO.
Adjusted the difficulty for The Duchess of Anguish in Castle of the Worm.
Fixed an issue where you were incorrectly allowed to keep the powers granted by the Amulet of Kings in God of Schemes.
Adjusted the ritual scene in God of Schemes to prevent the lines from stomping all over each other.
Fixed several issues that could break the battle in God of Schemes.

Starter Islands
Fixed an issue where Razum-dar did not go to the proper location once you spoke to him in the quest Storm on the Horizon.
Compass pins were added for both the Bosun and Razum-dar for the quest Storm on the Horizon.
Malareth?s compass pin has been updated to her new location.
Holgunn has been moved to a more conspicuous location in Davon?s Watch.
Niima now gives an appropriate response if you have not come from Bal Foyen.
Fixed an issue to increase the reliability of refugees spawning in the quest Last Rest on Bleakrock.
Fixed an issue to increase the reliability of Deathclaw spawning when there are many players in Bleakrock.
Fixed an issue in Carzog?s Demise where the spirit would not follow you when it should, blocking the quest.
Quartermaster Oblan should now appear, which will unblock the quest Cast Adrift.
Fixed an issue in the quest Tormented Souls where Drusilla Nerva would not spawn.

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

Auridon
Fixed an issue where Tancano was not spawning in the Phaer Catacombs.
Fixed an issue in the objective Silsailen to make the quest more group friendly.
Fixed a blocker in Vulkhel Guard where the marines in front of the door prevented you from entering the Manor.
Fixed an issue in the quest The Unveiling where Malanie would not appear.
Fixed an issue in the quest Harsh Lesson where you could not spar with the proctors.

Bangkorai
Fixed an issue where you would be unable to complete the quest Destroying the Dark Witnesses if you had already completed the quest Heart of Evil.
Fixed an issue where logging out at a certain point prevented you from completing the quest Beyond the Call.

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

Eastmarch
Fixed an issue where you could not complete the quest Victory at Morvunskar if you had already completed the quest The War Council.
Fixed an issue in the quest Giant Problems where logging out on a certain step prevented you from completing the quest.
Fixed an issue that prevented you from entering Ragnthar, blocking the Fighters Guild quest line.

Glenumbra
Fixed an issue at the Beldama Wyrd Tree in the quest Reclaiming the Elements which prevented you from talking to the Guardian of Air and completing the quest.
Fixed an issue in the quest Champion of the Guardians where you were unable to interact with Wyress Ashtah.
Foulwing in the Shrieking Scar should now spawn correctly.

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

Greenshade
Fixed an issue in the quest Retaking the Pass where Indaenir would disappear if you wandered too far away from his scene, blocking the quest.
The quest Pelidil?s End has been heavily reworked.

Reapers March
Fixed an issue in Arenthia where you could destroy an earring that blocked the quest The Colovian Occupation.
Fixed an issue where there was no interact prompt on the crates in the quest Down the Skeever Hole.
Fixed an issue in Fort Grimwatch which caused Shazah to follow you indefinitely once the quest was abandoned.

Stonefalls
Adjusted the monster difficulty in the Cave of Memories so the boss is now more difficult than the mobs before him.
Fixed an issue in Fort Virak where you could become stuck as a spirit outside of the Ruined Corridors.
Fixed an issue in Fort Arand where Ahknara would fail to appear.

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

The Rift
Fixed a blocker in Ivarstead where you could not turn in the quest if you left a certain conversation.
Adjusted the difficulty of Kevinne Blightheart to be soloable.
Fixed an issue with the compass settings in Northwind Mine so you are properly pointed toward the goal.
Fixed an issue with the compass that would mislead you on the quest Drink, Drink, and be Merry.

User Interface
General
Veteran Rank water now displays as level 50 in the Alchemy UI.
Fixed an issue where an error would appear when using Rings of Mara with another player.
Fixed an issue where French and German words occasionally would not be properly capitalized at the beginning of the sentence.
Fixed an issue with the Customer Support window not loading properly.
Fixed an issue where the cursor would become active during lockpicking and prevent you from interacting with the tumblers.

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

Audio
Fixed an issue where Enchanting sounds were missing for Runes.
Fixed an issue where sounds would not play while Provisioning.
Fixed an issue where sound would occasionally stop playing while Enchanting.
Fixed an issue where sounds would play when choosing dialogue options; you should now not hear a sound at all.

Chat
Fixed an issue where /chatlog did not function. This is now saved to a file upon exiting the game. You can find this in \Documents\Elder Scrolls Online\Logs\ChatLog.log
Added an option under the Game Menu in Social/Settings that lets you disable the default behavior of the cursor being brought up when hitting Enter or typing into chat.

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

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

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

Maps
Several maps have been updated to include more detailed information.

Tool Tips
Improved the messaging on the Rings of Mara and how they work.
Added a message when an item is deconstructed but no materials are obtained in the process.
How old is this patch?
 

Flipmode

EQOA Refugee
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Since I haven't been following this game that closely, are their plans to release more classes then the 4? I realize that any class can skill up any weapon and what not, just curious if ZO has released info on future plans to the beta folks.

I'm not usually a PVP person but the cryodil vids did look fun. I'll admit. The PVE was nothing special but I wasn't bothered by it either. The game looked on ultra. Only some occasional lag on sat/sun night. And ran into a few bugged quests. If I had to rate the game overall I'd give it a 6/10.