The Eternal Watch is a guild that embraces both the "friends and family" atmosphere along with the "hardcore" drive to excel at end-game content.
TEW is over 14-years old, beginning in Asheron's Call 1, moving to Asheron's Call 2, Lineage 2, Aion, Age of Conan, World of Warcraft, Rift, Star Wars the Old Republic, TERA, and recently Guild Wars 2 and Neverwinter.
The Guild rules are simple: don't be an ass and treat your guild members with respect and courtesy...and most of all, have fun!
A Hotfix is was applied today to fix the guild issues from the last patch...
ZOS_GinaBruno adminOk everyone, the maintenance for the North American megaserver is complete, and guild functionality has been returned for NA. We are still planning to start the maintenance for the European megaserver at 10:00PM EDT/4:00AM CEST.
Please let us know if you continue to see any issues with guild ranks, banks, promotions/demotions, or guild stores. Thanks!Gina Bruno
Assistant Community Manager - The Elder Scrolls Online
ZOS_GinaBruno adminWe’ve finished testing our fix, and are preparing to apply it to the live servers and restore guild functionality. We’ll be taking both megaservers offline tomorrow (Wednesday) to deploy the fix. Due to this downtime, we won’t be performing maintenance during our regular windows on Thursday.
The North American megaserver will be offline on Wednesday (August 6th) beginning at 8:00AM EDT, and the European megaserver will be brought down at 10:00PM EDT. We anticipate each maintenance to last a few hours, and when the servers come up, all guild functionality will be back.
We understand this has been frustrating and an inconvenience, but thanks for hanging in there while we work through this!Gina Bruno
Assistant Community Manager - The Elder Scrolls Online
ZOS_GinaBruno adminWe have found the cause of the guild issue on the North American megaserver that many of you have reported – where guild ranks and permissions were reset – and are currently testing a fix. We’ve temporarily turned off guild functionality until we roll the fix out to everyone. When the fix is deployed, all guild permissions will be reset back to where they were prior to today’s patch, and ranks will be restored.
We will proceed with deploying Update 3 to the EU megaserver as planned in a few hours, but will turn off guild functionality. Guilds will remain off on both megaservers until the fix is deployed, which should be tomorrow (August 5th). Thanks for your patience while we work through this.Gina Bruno
Assistant Community Manager - The Elder Scrolls Online
Creating ESO: Identity and Update 3
Update 3 introduces new ways for you and your guild to stand out. Learn how these features came to be.
The importance of customizing your character can’t be overstated. Watching a character come together is something we love, too, and it goes far beyond just creating it in ESO. You keep making choices that shape your character’s identity as you play—what skills will you use? What racial styles do you like the most? What choice will you make when confronted with a dilemma in a quest? There are already many ways to develop your ESO character, but we know there’s always room for more expression. Update 3 brings more customization to your look and your guild, and today we’re diving into how we created these new features.
When Update 3 launches, you’ll be able to obtain armor dyes and create the look you want by applying up to three colors to each of your armor pieces. Dyes are unlocked by completing achievements throughout the game, and it’s completely free to change your look at any of the new dye stations you’ll find in the world. We’re launching with a selection of more than 200 colors total, and there’s still room to grow.
At first glance, something like a dye system might seem relatively simple, but an enormous amount of planning, heated debate, and implementation work went into ESO’s. We wanted to make the system special—something that would give you a sense of accomplishment along with more options, but also something that would feel rewarding no matter what type of gameplay you love the most.
One of the biggest decisions we had to make was how you’d obtain dyes. This was a topic that prompted spirited discussion. We considered several designs for the system that would meet our goals of giving you new options and emphasizing your accomplishments. We also wanted to limit friction in the system, meaning we wanted you to feel free to change your dyes without having to scour guild stores or farm enemies to get enough of them to dye your whole set, for instance. In the end, we choose to tie the system to achievements. Once you unlock a color, it’s yours to use as often as you want (provided you’re at a dye station).
The decision was just the beginning. It defined the work we’d need to do and the issues we’d have to tackle. ESO is a game that should feel rewarding no matter what your playstyle is. We don’t want you to feel punished, and that meant making sure everyone had access to a full range of colors, and that dyes could be unlocked at a good pace throughout a character’s career. We looked at our existing achievements and one thing was clear: we needed more. To make sure that all types of players had a good, diverse palette within reach, we’d have to add new achievements to support each level range and playstyle. So we did. We introduced around 40 new achievements to help us spread dyes throughout the game—horizontally across systems like dungeons, crafting, and exploring and vertically through the levels and Veteran Ranks.
Color selection had to be considered carefully, too. There were discussions about what colors we should choose, how bright and saturated they should be, where to distribute which color, and how much we needed to consider their impact on the visual landscape of the game. A frequently-heard comment was, “Well what if they wear all hot pink?” At the end of the day, we wanted to provide as many options as we could, so we selected a broad range of colors. While we picked colors that fit into the overall artistic scheme of the game for the most part, you’ll find plenty of standout shades among them. We want you to choose your look, whether you prefer subtle hues or bold visual statements.
Dyes also needed to be indicative of your character’s accomplishments. We created a set of special rare colors and tied them to particularly difficult or pivotal achievements. In our dye system, most of the dyes respect the material they’re applied to (which is something quite special in itself among dye systems). When you apply one to leather, for instance, the armor retains the look of that material. The rare dyes, the iridescent shades, can affect the material and have a special highlight color. That means they can apply effects like a metallic sheen, and that they shine with a second color that’s different from their base color—imagine a beetle’s shell or a raven’s feather, for instance. Like the rest of the dyes, iridescent colors are spread across many game systems, from the main quest to PvP in Cyrodiil to crafting. When you wear one, people will notice.
We found that the psychology of rare dyes was noteworthy. During development, we made a conscious decision to make what we thought was the most desirable black relatively easy to obtain. We knew black would be a popular color, and we chose not to make it hard to get. The artists designated one of our nine black dyes as the “best” and distributed the color, which was called Noxiphilic Black, to the achievement for becoming a vampire. Another of the shades was given to a tough Trials achievement. When we went into testing for the system, the feedback was clear: some testers were unhappy that the “best” black (the one we thought would actually be less desirable) was tied to a difficult Trials achievement. The effect of rarity on desirability was fascinating. While there will be some dyes that are quite hard to obtain, we want to emphasize that our goal is to make a full palette available to each playstyle, not to restrict every shade of desirable colors to the hardest tasks.
Associating dyes with achievements presented its own challenges, but it opened up some fun opportunities for us, too. For instance, all of the dyes are thematically related to their achievement, in name and color (where it’s possible). When you join the Mages Guild, you’ll unlock the blue color that Mages Guild NPCs wear. When you craft a legendary item and affix a legendary glyph you created to it, you’ll unlock a gold color. This context and level of detail is something we strive for in all our systems.
Want a demonstration of the dye system’s flexibility? Check out the screenshots from our internal dye contest in the recent Road Ahead article!
GUILD CUSTOMIZATIONS AND TRADERS
Personal expression is great, and the dye system expands it significantly, but guilds have their own identities, too, and they’ll be able to show them even more in Update 3. We’re introducing new customizable guild ranks (and icons you can choose for each rank) and permissions, tabards that your guild leader can design, and traders scattered throughout Tamriel that guilds can bid on to sell goods from their guild stores to the public.
Your guild’s heraldry gives you and your guildmates the ability to show off your guild more than ever before. When you charge into battle in Cyrodiil all wearing your tabards, the enemy (and your allies) will notice. A guild leader can use any of the available colors, tabard shapes, and crests when making a tabard; there’s no need to unlock any of them. The number of combinations you can create with these options is massive, so if you want to stand out, you can. The crests range from new iconography to lore-based options like the Daedric Prince emblems, the Aedric symbols, and many more.
Guild traders from the Gold Coast Trading Company will offer another new way to get your guild out there. More than 120 traders will be distributed throughout Tamriel. They’ll be located conveniently in places you’d expect to find traders—major cities and smaller centers of civilization. Every week, your guild can choose one to bid on. If you win, the trader will don your guild’s tabard and begin selling goods from your guild store to the public. This gives your guild a sense of place in the world, and will expose it to more players than ever before. Every player on your megaserver will see your trader and your guild’s name at that location, and your guild will receive a cut of every sale, making having a trader very attractive.
There were, of course, plenty of development decisions to make for guild traders, too. We had to choose good locations that were still convenient to make sure that they’d be accessible. Most of them are located near a Wayshrine, and in one instance (Markarth), we actually moved a previously-inconvenient Wayshrine to a better location to make player access to the town and traders easier. We also had to determine what bidding process we’d use. We didn’t want guilds to feel like they needed to camp and watch bids from minute to minute, so we elected to use a blind bidding process. Your guild can only bid on one trader per week, and you won’t see the bids from other guilds. This means that bidding wars will play out over weeks and months instead of minute-to-minute. This was another difficult choice that saw lots of internal debate.
The trader system offers opportunities for inter-guild competition, incentive to stock up your guild’s store, a new stream of profit, and a chance for guilds to establish themselves in the world. We’re excited to see how the traders are received.
ROOM TO GROW
All of these systems have multiple opportunities to expand, and we want to know what you think works, what doesn’t work, and what you want to see from them all in the future. Based on how you end up using these systems and what you tell us about your experience, we’ll work to make them even better and more fun. Just like with any other systems, we’ve had to make some tough decisions. We love games just like you, and we feel and discuss options as passionately as you do when we have to make a choice. We can’t wait for you to get your hands on these new features and tell us what you think.
We hope you enjoyed this look at how we’re expanding personal and guild identity and options in Update 3. Join us for the next Creating ESO for another look behind the scenes.
Elder Scrolls Online Interviews: The Future of ESO & Our Interview Matt Firor
By Jason Winter on July 21, 2014
ZeniMax Online Studios had plenty to say about The Elder Scrolls Online at this year's QuakeCon in Dallas. Seven members of the design team took nearly an hour and a half to regale the excitable crowd with enticing glimpses of the game's future, eliciting cheers and applause at the most dramatic reveals.
Without a doubt, the loudest applause was reserved for Creative Director Paul Sage's part of the presentation, and since I was due to interview him right after, I paid the most attention to (and took the most notes on) what he had to say. Due to a last-minute scheduling change, I actually wound up speaking with Game Director Matt Firor instead, and the two of them helped paint what looks like a rosy picture for ESO's future development.
Put simply, a lot of changes are in the works, and they seem to be geared toward making the game more, well, Elder Scrolls-like. This would seem to be an obvious notion, but it was something that seemed rather lacking to many players.
And justice for all
By far, the biggest cheers were when Sage brought up the Justice System, whereby players could murder and thieve to their heart's content – or at least until they got caught by guards, whether they were NPCs or players. Yes, players will have the ability to become guards and enforce justice, though the exact method for doing so was something neither Sage nor Firor were willing to share at this time.
As I asked Firor, won't this mean that within five minutes of the Justice System going live, every NPC will be dead? “The first step is, you don't allow any NPC that's critical to be killed,” he told me. “But yes, we will have to put in a lot of protections to make sure it's not exploitable. We really think that the player guards will help a lot with that.” Still, for players complaining that The Elder Scrolls Online wasn't Elder Scrolls-y enough, this should be a major achievement if ZOS can pull it off well.
The big recent news was the scrapping of the Veteran Ranks system and revamp of Veteran Zones. As Firor said, despite the team spending years working on the VR system, “As the saying goes, no plan survives contact with reality. We make the game, but MMOs are a living, breathing entity. They evolve, and one of the ways they evolve is you listen to what people are saying, and if they really don't like the way something works, you take action.” This was a theme throughout most of the presentation and my talk with Firor, as the ZOS team members repeatedly stressed how much the changes to the game were being fueled by player feedback and input.
While some people might infer that ZOS is “dumbing down” content or making it “easier for noobs,” Firor offered a different perspective. While some players loved the challenge of Veteran Zones, that wasn't for everyone, and it offered few options for less-skilled players after they finished that first batch of content. “You just happened to finish the first alliance [in 1-50 content] and then you got to the next, and suddenly it was five times harder. If you want that challenge, you can go to Craglorn, go to a dungeon, go to a veteran dungeon. That's the way we want to divide up the content, so you know when you make the choice, you know you're going to the more substantially difficult PvE.”
It's in the stars
Going hand-in-hand with that change is how players will advance post-50. Though everything Sage showed us in the demonstration is subject to change, it currently looks like the Champion System will let players acquire passive abilities via a set of Skyrim-like constellations, with nine constellations divided among three major branches: combat, stealth, and magic. Players can assign points into each of those constellations, and at certain point breaks, such as 10/30/50/100, you'll get access to other passives in those constellations.
By themselves, each passive ability is small – the “not-set-in-stone” examples Sage gave were increases in blade damage, stamina increases, shock damage, etc. – and are meant to help players customize their characters even further.
Small as they are, these bonuses add up. A question I had for Firor was how “passive overload” could give veteran players with 100+ passives unlocked too much of an advantage over new players. “The points you put into it first have a far greater effect than the points you put into it later,” he said. As an example – again, not set in stone – for an ability you wanted to sink 10 points into, the first three or four might give you 80% of the ability you needed, with the final six or seven filling out that last 20%. In other words, a player with few points to spend can adopt a narrow focus and be nearly as efficient as a player who has everything unlocked.
During his talk of itemization and rewards, Sage let slip one interesting line. In talking about how new content will introduce new gear, he seemed to say that ZeniMax “might sell old items directly to players.” I say “seemed to” because, while this potentially volatile remark did stand out, and I wrote it down as soon as it did, I can't yet find a recording of the presentation, which was streamed live via Twitch. For obvious reasons, I hesitate to stand 100% behind it until I can get confirmation of exactly what was said.
When I brought it up later with Firor, he said that he didn't recall the line. He was backstage during most of the presentation, and probably not hanging on every word like the attendees were, so I didn't think this represented any sort of subterfuge on his part.
Still, if Sage's offhanded comment is to be taken at face value, it opens up a whole new can of worms that even Mannimarco would have a hard time closing up again. As Sage (allegedly) said, it would refer to old gear, stuff that would normally be available in game, so this isn't a pay-to-win scheme. It could even be construed like any other attempt by an MMO developer to make older high-end gear more accessible as content ages, either by nerfing old content or making the gear cheaper to purchase via in-game vendors.
Still, as a paid game with a subscription, any attempt to add gear to a cash shop is going to be met with a healthy dose of skepticism. Perhaps Sage simply misspoke. If he didn't, he and ZOS will need a spectacular PR job to convince players that selling gear, even older gear, for real money isn't the end of the world.
The road ahead
Even with that potentially turbulent issue looming, the future of Elder Scrolls Online looks better than I might have thought it would. Other topics covered included the Imperial City, a PvE zone at the heart of Cyrodiil that only one faction will have the right to enter; a new facial animation system to make NPC speech seem more realistic; a spellcrafting system that seems to work similarly to enchanting; work on increasing combat responsiveness; a new adventure zone, Murkmire; and a new solo PvE zone, Wrothgar.
Also, early on in the presentation, lead designer Rich Lambert admitted that grouping “didn't quite hit the mark.” He said the team is resolved to making it easier and more desirable for players to group up, which will include a much-requested dungeon scaling system, which will “level down” characters to participate in dungeons beneath their level while still offering proper rewards. Daily dungeon quests and rewards and more Undaunted passives will also help make dungeons more appealing. They also intend to squash all those niggling inconveniences of grouping, such as being split from your party when entering a new zone, making it easier for players to share quest progress, and keeping players informed of their groupmates' quest progress.
In truth, little has changed from my initial opinion of The Elder Scrolls Online, which is that it was iffy at launch but had the potential to fulfill its promise with a few more months of development time to smooth out its kinks. I'd still like to see an overhaul of the inventory system and fewer crippling gold sinks for new players, but those are smaller points. “What you saw is our content plan at least through 2014,” Firor said. “We're doing a lot of other things besides that, working on minor things all the time.”
For me, at least, I'm going to adopt a “wait and see” attitude. If they can pull off the Justice System, dungeon scaling, and the other irritating issues I still have with the game, I'll give it another shot. Will you?
Elder Scrolls Online : SuperData Research Pegs ESO at Nearly 800,000 Subscribers
Posted Jul 18, 2014 by William Murphy
Not only is ESO proving to have retained nearly 800,000 subscribers through June, but apparently SWTOR, LotRO, and TERA (even Lineage) are all doing quite well as well according to new research from SuperData. Read on for details.
As GameIndustry.biz reports on the research:
Star Wars: The Old Republic remains one of the top five subscription MMOs in the world, according to new research from SuperData.
EA's ambitious MMO, which launched with a subs-only model but eventually integrated freemium options, made $165 million in revenue worldwide last year. That figure is from subscriptions, expansion packs and microtransactions, and it makes Bioware's MMO the fourth biggest in the world in terms of earnings.
As expected, Blizzard's World of Warcraft remains the global leader by a wide margin, with just over $1 billion in revenue. The first game in NCSoft's Lineage series was a distant second with $253 million in revenue - a truly remarkable amount given that it was launched in 1998. Indeed, NCSoft games occupied four of the top ten.
See the charts below for subscription info. What's more interesting though is what came out about ESO and WildStar so far (though it's admittedly early).
WILDSTAR AND ELDER SCROLLS ONLINE CHALLENGE STATUS QUO
When Bethesda Softworks released Elder Scrolls Online, the industry took notice as the publisher fearlessly announced a subscription model, rather than going free-to-play like its direct competitor Guild Wars 2(NCsoft). So far, a subscriber base of 772,374 (June) indicates that its strategy is working. And perhaps its because of this that NCsoft released its own subscription-based title, Wildstar, over one month ago. As the initial purchase included a free first month, NCsoft is about to find out how strong the demand for sci-fi action really is. Traditionally, sci-fi styled MMOs tend to generate three times as much in monthly revenue compared to fantasy-based titles. And the early signs are good. According to Carbine, the game has so far seen “four to five times” as many concurrent users than during its open beta stage. Combined with NCsoft’s expertise, having four titles in the worldwide top 10 for subscription-based MMOs last year, Wildstar is a strong contender in the current market.”
Definitely some intriguing numbers, and strong hints that maybe the sub model isn't going anywhere... yet.
So not happy there's no cross...so we may have to have a vote on which ones would work best...it looks like they are using a runic alphabet, so maybe we can spell TEW if we can use more than one...
Preview New Guild Crests
Get a look at some of the options you’ll be able to select for your guild in Update 3.
You’ll be able to give your guild more personality when Update 3 launches, from bidding on public guild traders to creating new ranks and selecting your own customized heraldry. Today, we’re giving you a peek at just some of the guild crests you’ll be able to select. You’ll probably recognize some of them, like the symbols for the Divines and the Daedric Princes, as well as a selection of alliance-themed options. Combine these with even more crests, a huge color palette, and different tabard shapes, and your guild will have its own memorable look. Enjoy a preview of some of the crests and a selection of new avatars for our official forums!
A pretty nice game review...although the title is a bit on the negative side, it gives a good overview of what TESO is and is not...
Elder Scrolls Online Column: Is ESO Worth Buying?
By Ryan Getchell on July 16, 2014
In my last column I asked a rather heated question, is ESO Dying? This is a question I get asked a lot during my livestreaming sessions. Another question I get asked is going to be the focus of this column. Is The Elder Scrolls Online worth buying?
There are a lot of people wondering if ESO is worth the purchase, if it is worth the subscription fee. However they’ve been told by people it isn’t because of [insert bug here]. If bugs were the reason to not buy a game the gaming industry would dissolve. There isn’t a game in the world that is bug free.
The most common issue right now affecting players is an FPS bug in Cyrodiil. Since patch 1.2.2 (June 16th 2014) there has been an issue in the game that is causing some players to drop drastically in FPS when fighting other players. Since this patch, Zenimax has been releasing a fix for this every week. These fixes haven’t fully corrected the issue but it has alleviated it for many players. Even though they haven’t nailed down the exact cause of the issue they are correcting it. This shows that Zenimax cares about the game and wants it to be the best experience for everyone. Personally, I haven’t had the FPS bug in a few weeks and I PvP all the time.
There are some other bugs which I am sure will be mentioned in the comments, but this is one of the biggest ones as it is causing some players to be unable to play unless they log out of the game and back in.
So, is ESO worth purchasing? That depends on what type of game you are expecting. If you’re looking for a World of Warcraft style game that has a mediocre questing line, but a completive, large scale raiding scene, this is not the game for you. I would suggest looking into Wildstar for something like that. Elder Scrolls Online isn’t a hardcore raiding game. It has End Game content, such as Trials, and an upcoming 4 man Arena. But neither is as competitive as World of Warcraft raiding. Raids in WoW can take hours to complete. Right now the Trials can be done, on average, within 40 minutes. A solid group can do them within 15 minutes. Are they as difficult as World of Warcraft? Yes. Sure they might not take as long but length of time doesn’t determine difficulty. World of Warcraft bosses have over 100 million Hit Points. Which take a bit of time to burn through, that isn’t difficult, that is time consuming.
Elder Scrolls Online is a completely different type of MMO, its experience as a player I don’t think can be compared to any other MMO on the market right now. If you’re looking for a slightly more casual game that is built around a central story line that is connected to everything you do in the game than this is the game for you. If you’re the type of player that wants to rush to end game content in a matter of days or weeks, you’re going to find yourself at end game saying there is no content to do. Mainly because you rushed through it all and didn’t have a chance to experience it. As of right now, with the game being only four months old, most of your content is going to revolve around the leveling experience. If you take your time, enjoy the immensely in-depth and incredibly well voice acted story lines you will reach level 50 with a very satisfied feeling.
At level 50 you’ll be able to do the 50++ content, which is basically going through the other two alliance’s quest lines. Personally not a very enjoyable experience for me, but many people like it. I feel this aspect of the game ruins any sense of alliance pride. You’ve just completed your own faction story line where you’ve been told how horrible the other two factions are, and why you’re at war with them. Now you’re going to experience their stories and learn about how horrible your faction is. So much for Pride.
However, like I said this game is only four months old, and Zenimax has already mentioned that they are going to be doing a complete overhaul on the 50++ content (veteran content). This is a huge change. A large portion of the game is being completely redesigned solely because the community doesn’t enjoy it. Another reason this game is worth the money. Not many companies would change such a massive part of the game strictly because the community didn’t enjoy it. These changes are already being put into place.
ESO is by far one of the most eye and ear pleasing MMOs to ever be sold. The graphics in the game are outstanding. The lighting (which is constantly being updated) is unbelievable for a video game. The audio cues in the game are just out of this world. So many little things that most MMOs don’t bother with. The sounds the different armour makes when you move, even bending over to pick up a reagent depending on your armour you’ll hear something different. I can’t tell you how many times I have jumped in my seat because of the thunder in this game. Is it so realistic that I have actually gotten up to check outside if it was storming?
If you’re looking for a game that is always pushing out new content, ESO is for you. As I’ve said before, the game is young. Only four months old and we’ve seen some fantastic content so far. Craglorn released not too long ago and it brought two Trials, an entire zone of questing, many new four player dungeons. Remember this game is fully voiced, so every NPC you see you can interact with, they all have something to say to you. This type of content isn’t easily pushed out, unlike games that use quest text.
After Craglorn was released we were given an additional Veteran level dungeon, Crypt of Hearts. One of the hardest four player dungeons I have played in any MMO. The mechanics and features used might be the infamous and over used “avoid red circles” and “kill adds” but the way they are implemented is exciting. The dungeon is a rush. You’re never not doing something and as a player you are constantly looking around to ensure you’re not standing in something and no adds are coming. These features are very unforgiving as well, simple mistakes could result in your group dying. Zenimax really ramped up the difficulty on this one. They did this because we said the previous ones were too easy. Another example of them listening to the community.
Early August we have patch 1.3.0 which will be introducing a plethora of new features to the game. Cyrodiil campaigns will be changing. These changes are designed to try and keep players from campaign hopping and to try and instill a bit of campaign pride in the players. It will also better populate the campaigns, as some of the campaigns currently are either unpopulated or very one sided. We are also getting some major guild updates, better guild stores, guild tabards, guild permission update, and one of the most requested features, a dye system for armour.
When it comes to content and keeping it fresh Zenimax is doing a fantastic job thus far. They’ve already mentioned a lot of other upcoming changes and content that is to be released in the near future.
So back to the main question, is this game worth purchasing? It all depends on what type of play style you want, like I said if you’re looking for the WoW style raiding, I’d look into Wildstar. However if you’re looking for a game that isn’t as hardcore but still challenging, has constant updates, fantastic story lines, a meaningful crafting system, than Elder Scrolls Online is for you.
I will be playing ESO for a long time. There are only two potential games that may take me away from ESO, and neither are planned to be released for some time, Camelot Unchained, and Trials of Ascension.
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