"PTS in early February" -Nice. But when will we hear more determinated date?
Say "on ESO Live", Say "on ESO Live" please
Could someone please direct me to an article or explain the whole idea of spellcrafting and how it would look in this game?
Could someone please direct me to an article or explain the whole idea of spellcrafting and how it would look in this game?
I'm thinking this is because Level 50 technically doesn't give you any points right now, and the point you get then comes from "VR1". So it's 3 on top of 0, rather than 2 on top of 1.OK, either Rich is doing his math wrong, or I am.ZOS_RichLambert wrote: »ArvenAldmeri wrote: »What will happen with those attribute points we got for veteran ranks?
You will now earn the extra attribute/skill points while leveling up from 1-50. Here's a quick chart to help explain it better
Level - Bonus Attribute/Skill Points
5 - 1
10 - 2
15 - 1
20 - 2
25 - 1
30 - 2
35 - 1
40 - 2
45 - 1
50 - 3
Total 16
Note: This is different than what I posted in November last year. We've been iterating on the design for a bit now and this is a much more straightforward approach.
Since VR1 is the same as Level 50, there's only 15 extra skill points that you get from VR2 to VR16, right? So shouldn't we only get 2 additional points at level 50, and not 3 additional?
ZOS_BrianWheeler wrote: »Since most of this information is scattered about the forums here's a nice condensed "short answer" list:
- Reintroducing forward camps with smaller radius', restrictive respawning within radius only and global cooldown.
- Refactoring Siege damage (again)
- Removing alliance campaign restrictions on your account
- Allowing you to unassign yourself with cooldowns
- Redo'ing the guards at the Scroll gates and putting them on the ground
- More things to spend your AP on and updating current sets to higher levels
Most, if not all, of these changes should be in the next major update (barring issues with testing).
We are also staying vigilant about improving performance in Cyrodiil. There were a few ability changes made earlier this week and we're watching the performance after those changes, but we're still digging into getting the performance better.
ZOS_BrianWheeler wrote: »We have discussed adding capturable objectives in the Towns of Cyrodiil, additional "flags" like the Elder Scrolls and newer siege weapons. These still need to be fully approved by not just designers as you see posting here, but also by our programmers and producers, scoped accordingly, and added to the schedule for development.
Cyrodiil is designed to be a massive war zone where battles rage on many fronts, and that vision still stands today just as it did when it was initially created. Whether you're in a non-Veteran Campaign, an Imperial City gated Campaign or vanilla Campaigns, we want Cyrodiil to be a fun and engaging experience for all players, and of course running smoothly. We know it's been bumpy, but we are working on it gang.
ZOS_BrianWheeler wrote: »Everything from here is still valid:
http://forums.elderscrollsonline.com/en/discussion/comment/2438329/#Comment_2438329
Looking beyond that, we want to get the Towns into play and give them some more meaning to the war and not just a quest hub (although the dailies will still be there). One of the topics regarding town capture is adding more respawn points via those towns... Also in discussion are AP gains in groups and the behavior it encourages/discourages as well as the rate of AP gains as a whole.
While we'd love to get banners on keeps for guilds that own them, that's still on the back burner. The rate which keeps flip is also pretty fast and we're looking at changing that. We also see requests to spend AP at keeps to make them go through the upgrades, however that's an entire redesign of the system which would take a long time to get in, so we're looking into other methods of keep upgrades within the current system for both Keeps and the Resources.
Performance is still the priority of the programmer group looking into Cyrodiil at this time, but we are getting updates that we can for the next patch.
For those of you angling after PvP information, here's all the stuff coming to Cyrodiil, most of it slated to come alongside Thieves Guild:ZOS_BrianWheeler wrote: »Since most of this information is scattered about the forums here's a nice condensed "short answer" list:
- Reintroducing forward camps with smaller radius', restrictive respawning within radius only and global cooldown.
- Refactoring Siege damage (again)
- Removing alliance campaign restrictions on your account
- Allowing you to unassign yourself with cooldowns
- Redo'ing the guards at the Scroll gates and putting them on the ground
- More things to spend your AP on and updating current sets to higher levels
Most, if not all, of these changes should be in the next major update (barring issues with testing).
We are also staying vigilant about improving performance in Cyrodiil. There were a few ability changes made earlier this week and we're watching the performance after those changes, but we're still digging into getting the performance better.
And here's some general stuff on PvP after that:ZOS_BrianWheeler wrote: »We have discussed adding capturable objectives in the Towns of Cyrodiil, additional "flags" like the Elder Scrolls and newer siege weapons. These still need to be fully approved by not just designers as you see posting here, but also by our programmers and producers, scoped accordingly, and added to the schedule for development.
Cyrodiil is designed to be a massive war zone where battles rage on many fronts, and that vision still stands today just as it did when it was initially created. Whether you're in a non-Veteran Campaign, an Imperial City gated Campaign or vanilla Campaigns, we want Cyrodiil to be a fun and engaging experience for all players, and of course running smoothly. We know it's been bumpy, but we are working on it gang.ZOS_BrianWheeler wrote: »Everything from here is still valid:
http://forums.elderscrollsonline.com/en/discussion/comment/2438329/#Comment_2438329
Looking beyond that, we want to get the Towns into play and give them some more meaning to the war and not just a quest hub (although the dailies will still be there). One of the topics regarding town capture is adding more respawn points via those towns... Also in discussion are AP gains in groups and the behavior it encourages/discourages as well as the rate of AP gains as a whole.
While we'd love to get banners on keeps for guilds that own them, that's still on the back burner. The rate which keeps flip is also pretty fast and we're looking at changing that. We also see requests to spend AP at keeps to make them go through the upgrades, however that's an entire redesign of the system which would take a long time to get in, so we're looking into other methods of keep upgrades within the current system for both Keeps and the Resources.
Performance is still the priority of the programmer group looking into Cyrodiil at this time, but we are getting updates that we can for the next patch.
ThatNeonZebraAgain wrote: »We will not be adding in the previously discussed PvP component of the Justice System. We caveated this many times - as I said at the ESO QuakeCon presentation in 2014, it was always going to be very difficult making it fun, but not exploitable. When introducing new systems to the game, our number one goal is to make sure that we don't introduce new problems. Having players enforce justice on the criminal activity of other players has the potential to introduce imbalances and other issues that greatly outweigh any potential gameplay benefits. The game's central concept of "PvP in PvP areas and be safe in safe areas" needs to stay the way it is.
Thank you, thank you, for finally officially killing that horrible idea. I love you.
In terms of the overall design direction of the game, it's very sad that they are canning the PvP part of the Justice System. All of the low hanging fruit complaints about the system that everyone gets so scared about (e.g. camping lowbies when they loot desks) are easily avoidable with smart design. Think about what such a system would represent: a constantly evolving and actually meaningful player experience, where your actions in the world matter. Making player actions matter in the shared space of an MMO world is an area where the game genre needs to innovate. With this system, as well as Spellcrafting and Housing, among others, ESO had a chance to start straddling the line between theme park and sandbox in a unique way, and also get an edge over upcoming MMOs that are building more sandboxy worlds and bringing the challenge back to MMO gaming.
To me, it seems like spellcrafting and PvP justice system are the remnants of pre-B2P design direction that prioritized player-driven, dynamic (as opposed to grindy, easily parsable, and monetized) gameplay. As such, it sounds like finishing them would be more work than they would stand to generate in revenue because, in the game's current economic model, 'short-term' transactions are valued more than 'long-term' subscriptions. On one hand, if they implemented these two big, combat-focused systems into the base game it would not generate any significant new revenue like DLCs do. On the other hand, if they somehow monetized them, it would likely condemn the game to pay-to-win status. Seems like a lose-lose for ZOS with either direction, though at least that would mean they still seem to be still avoiding the P2W abyss.
ebethke_ESO wrote: »@ZOS_JessicaFolsom
I read the Year Ahead a few times, and was hoping someone would add an addendum for a few things:
- Looking at PvP, all we have to look forward to for an entire year is reducing latency/lag and the cancellation of the Justice system?
- There is no talk of balancing. Is @Wrobel posting his own Year Ahead? Many people I know of consider balancing to be a top priority.
I don't need complete answers, I'm just hoping that this list is just to show what DLC's you have coming up. I would be very sad to hear that this next year is going to be a few PvE DLC quest zones and bringing things like scrolling text (something we had in beta) to consoles.
ZOS_JessicaFolsom wrote: »This is the official discussion thread for the blog article ESO – The Year Ahead. Read this special message by ESO Game Director Matt Firor to learn what is in store for ESO in 2016!
Valen_Byte wrote: »ZOS_JessicaFolsom wrote: »This is the official discussion thread for the blog article ESO – The Year Ahead. Read this special message by ESO Game Director Matt Firor to learn what is in store for ESO in 2016!
Should change the name of the thread to...Official Discussion Thread for "ESO – The 6 months Ahead"
There was literally nothing about the second half of the years content....lol
eagles9595b16_ESO wrote: »I was hoping to read something about the CRAFT BAG, I think I've read that they were thinking about adding such things for
ESO plus member but I'm not sure.
eagles9595b16_ESO wrote: »I was hoping to read something about the CRAFT BAG, I think I've read that they were thinking about adding such things for
ESO plus member but I'm not sure.
If there was a craft mats bag, especially if it was per character, I'd resub in a second.
Zos...i can not tell you what this means to me and a large portion of player base in sure. Please continue to give us future plans and current projects. Matter of fact I really wish you would keep players informed more over time instead of one massive write-up of plans. There are a few other small things (like templar charge...still) that I hope you are planning and wish you would give insight to. The write up you just posted has cemented my dedication and my wife's for this next year. My only complaint about the champion system is and will remain STOP GEAR GATING US, we are not playing a grind MMO. The small grind that's is needed is the grind to get new and interesting gear sets. I do not like outleveling old content like DSA, trials, craglorn, or the idea of outleveling wrothgar. Gear gating post level fifty through champion points takes away from theorycrafting due to not having as many options available. It also reduces the headache for you to not have to give more powerful gear, but more OPTIONS, that is what theorycrafting is, and that is what this game was about in the first year, when v16 was introduced, our options fell out the window, and forced us to regrind for gear we already grinded for...very off putting for a large majority of players...thank you for this write up and please continue to give us updates for the best mmorpg on the market! Maybe a few buddies will come back who I haven't seen in months!