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https://forums.elderscrollsonline.com/en/discussion/668861

A pledge for intelligent gaming (directed at ZENIMAX)!!!

visionality
visionality
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Hey ZOS,
when I startet playing ESO, I was fascinated by the skill it required to play this game. It was not just "use that BANG weapon" and then "put on that BANG armor", and then just "form a zerg and hope for the best" - you had to know what you were doing and against whom you were doing it.

Unfortunately, every new update makes this game more of a disgrace to all skillfull players. Everything that requires thinking, quick reflexes, strategic understanding is being removed piece by piece. Every *** can now put on vicious death, grab a siege and ... just kill. No matter how idiotic his build is, no matter how little understanding of PVP he has. The bigger the zerg, the better.

PLEASE STOP IT!

- make meteors reflectable again! It was FUN having to take a risk when casting a meteor, and DK's and shieldbearers had FUN trying to reflect.
- make Vicious Death a two-sided weapon! If you kill, VD explodes, but if you die, VD explodes too, killing your group mates instead of your enemies. (Best way to reduce VD-zergs.)
- bring back dark cloak with the ability to purge two DOTs and keep it's ability to cloak away meteors - again this is about skill and reflexes instead of just ... dumb ... block ...
- forget about giving EVERYBODY a shield. If I want to use shields, I'll select the appropriate character class. Otherwise I use SKILL to avoid death.
...

I'm sure there's a lot of other players out there who can add to the list. Pls do so, people. This game is more and more diminishing to just "bang and wham" with no brain cells required. Maybe ZENIMAX is just not aware of how displeasing that is.
  • Wreuntzylla
    Wreuntzylla
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    Zenimax has been going in the opposite direction from you since 1.6. The chance they will reverse course is pretty close to 0. That's why you rarely see these types of threads...
  • Armitas
    Armitas
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    Yeah, now that the game is being designed around the lag through the introduction of things like prox det and vicious death this is now starting to feel like Bomberman Online. I don't want to die to BS mechanics like vicious death that only exists because of the lag.

    I am really tired of the meteorspam and the rubberbanding it causes as well. I remember jumping down the stairs at the flag oiling spot to the front flag. I noticed a siege by the front door so I walked over too it to burn it. Nothing happened. Looked for caltrops, none...Went to burn it again, nothing happened. Then bam I am back up on the stairs getting up from someones regularly scheduled ulty dump. Return reflect so people will actually have to think about using it and so I don't get rubber banded every 10 seconds.

    Camps. - These favor numbers. Trying to take a keep against an outnumbered foe feels like the walking dead. They just die over and over again popping camp after camp and reappearing everywhere. You can't split up because you are outnumbered, if you don't fight together you die. You wipe them 10x over but it never ends because ZOS has turned them into zombies with these camps. It always favors the outnumbered size because there is always a horde of zombie extras all over the place to drop down camps. The respawn cooldown isn't helping because there are so many zombies that they are all on different death cycles and any cycle still outnumbers you. Get rid of them or put a cooldown on PLACING a camp. Give tents a cooldown of ~12m. Once burned or consumed the camp will remain dead on the map in perpetual flame for ~12m. You can place a new camp outside the range of the dead one but when the new one is consumed or burnt it will remain dead on the map along with the last dead camp until there is no longer any viable real estate for a camp.

    Siege. - Also favors the side that is outnumbered because the small group can't leave the protection of the group meanwhile the outnumbering side has any number of people they can send out on siege. The keeps are already detecting siege and counter siege numbers. Let it detect the number on defense and offense and then scale the defensive siege cap down accordingly. If you out number the enemy 3-to-1 you shouldn't need 10+ siege to beat them.
    Edited by Armitas on 6 May 2016 19:25
    Retired.
    Nord mDK
  • Solariken
    Solariken
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    - make Vicious Death a two-sided weapon! If you kill, VD explodes, but if you die, VD explodes too, killing your group mates instead of your enemies. (Best way to reduce VD-zergs.)

    Haha! YES! I love this idea! @Wrobel please make this happen!
  • Sublime
    Sublime
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    ...
    give each class it's op-ness back
    • DK-scales, cinder storm miss chance
    • NB-cloak (as mentioned), Siphoning Attacks, Veil
    • Sorc Streak (and please don't make Negate unbreakable)
    • Templar Blinding Light

    Because all together they actually aren't op if you play around them correctly.
    ...
    Edited by Sublime on 7 May 2016 00:00
    EU | For those who want to improve their behaviour: the science behind shaping player bahaviour (presentation)
  • GeorgeBlack
    GeorgeBlack
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    I agree with op and his way of understanding a good game.
  • Bdawwg
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    I like this idea of having different classes with different strengths, so you picked a class for its play style not just to have the exact same things available to every class.
  • bloodenragedb14_ESO
    bloodenragedb14_ESO
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    Threads like this need more publicity, far to many of us have resigned to the fact that ZOS is a immovable object
  • KundaliniHero
    KundaliniHero
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    The game is being dumbed down into a generic, mindless form of MMPORG. Some of the glaring issues I see in addition to the above mentioned.

    1. ZOS has no sense of item rarity. Most of the items which are considered "rare" in the game end up being so readily available that the need or desire to work for said items is completely nullified. I mean I have mercenary motifs coming out of my eyeballs. There was a time when you actually had to defeat Molag Kena to get the helm, often times more than once, now they are giving it out like candy. Also the rewards that you get (item sets) that can be found in the harder content (wgt & icp) are next-to useless when compared to the readily available crafted sets save a few (spell power cure, scathing mage) most of everything else is trash and needs to be updated. Furthermore rather than those sets looking different or exclusive based on how difficult they are to get they are simply clones of their corresponding motif, phone it in much? Item rarity in this game is a joke even within the color system which essentially represents nothing more than the possibility of extracting a mat.

    2. Addressing balance issues with more imbalance. Balance issues currently are addressed with "band-aid fixes" (shield beaker, viscous death, etc.) rather than treat the root problem you are simply masking the symptoms. The 'ol teeter totter effect, proof alone that the people who make this game don't play it beyond a casual level. Game testers are important to the process, running a beta and asking people's opinions will never replace a qualified game tester. Not only can they track all of the bugs (which ZOS is notorious for) but they can give insight into balance issues and game structure. In the absence of such input reaching out to the existing community that supports your game is another avenue to explore and I am not referring to the whinefest they call a forum but to the top tier players who play everyday and have followings. It's not about surrendering the fate of the game to these people's hands or 100% following their advice, it simply gives you input to build upon to ultimately develop a better product in a very competitive market.

    3. By nerfing the very thing that make a class unique you are destroying class/build diversity and as a result "fun". Rather than nerf a class that has a very defined uniqueness (some would say op) such as the sorc and nightblade you need to bring the other classes up to par. By bringing them down you are only furthering the generic feel of the game and as a consequence people will lose interest, as game play becomes an experience of dull predictability rather than one of suspense and challenge. You end up with the majority of players running around with the same class/build all stacked with rare, superior equipment (see problem 1) and it becomes (as we will see shortly) a battle of who can stack more shields or spam an ability. Skill will always play a role in this equation but the degree with which ZOS has handed out virtual crutches to the player base: the gap will narrow considerably. Although at first glance this may be perceived as "a good thing" the intended result falls short of expectations when the predictable wave of boredom ensues...
    Edited by KundaliniHero on 9 May 2016 21:21
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