And what if, for some points, the bar to entry is just having a decent understanding of your skills and how to best use them? Using an aoe skill when attacked by multiple enemies? A buff that causes you to out heal incoming damage by casting it once every 30s? It is elitist of me to say perhaps, but in an rpg, it isn't "parsing and rotation and super optimal gear" but just an understanding of what skills you have and how to use them. For me, a clear sign of an inexperienced player is one who just backs away, doing heavy attacks, with full resources and a bar full of skills they don't use. As someone who has been in that design space before, the answer to why players aren't using their skills is because they never need to, and don't.
SilverBride wrote: »Overland doesn't require player skills though, so people learn nothing. When I was in cloudrest once, there is a part in one of the fights where a few players need to disengage from the boss and kill multiple stationary targets. This player I was with cast volley on every single one, without knowing either that you can only have 1 aoe active of each skill at a time, and that volley doesn't deal its damage until a few seconds after you cast it. They never needed to pay attention to their skills long enough to learn this.
When I was fighting the hunger world boss in vvardenfel, the one that hard cc's one player and someone else has to interrupt it? Was duoing it easily with a low level player, but every time I got pinned I died because this player, even when mentioning it in chat, didn't understand what to do and what to look for. Thankfully, they had pets that held the boss long enough for me to rez each time, but all it required was 2 keys to be pressed to meaningfully engage with the fight.
Or how about the poster who mentioned one player was stuck on a quest boss for hours, but all it turned out they needed to do was turn their attention away from the boss, likely toward some glowing mcguffin, for only a moment, to progress the fight and not die?
If I'm in the dungeon finder and a player cast any buff skill, especially if they do so before a fight, they're instantly in the top 10% of players. Why wouldn't people, in an RPG, be eager to use their cool skills that they've been unlocking, especially if they make the fights easier as well?
Players aren't paying attention to what their skills do because they don't need to. Players aren't learning core combat principles that are applicable everywhere in the game, like interrupting, because enemies do that outside of dungeons. Players aren't used to doing anything more than mindlessly attacking the boss, so in fights where you need to do anything else, they're overwhelmed. And players aren't even interested in utilizing the cool skills they're gaining in an RPG because the energy required to intentionally use these skills is more than just clearing most fights without them. That is what I mean, these aren't "Dungeon specific mechanics," they're the heart of what makes ESO's gameplay different than other mmo's.
Some players never learn anything no matter if it's in the tutorial or a veteran trial. But overland is for questing and the story. It does not require critical thinking. It does not require mechanics. And it is not a training ground for dungeons or other end game content.
Historically in every game I have ever played... and I was an end game raider up until I came to ESO because been there done that... end game skills are learned by doing end game content. Why should ESO be different?
Overland doesn't require player skills though, so people learn nothing. When I was in cloudrest once, there is a part in one of the fights where a few players need to disengage from the boss and kill multiple stationary targets. This player I was with cast volley on every single one, without knowing either that you can only have 1 aoe active of each skill at a time, and that volley doesn't deal its damage until a few seconds after you cast it. They never needed to pay attention to their skills long enough to learn this.
When I was fighting the hunger world boss in vvardenfel, the one that hard cc's one player and someone else has to interrupt it? Was duoing it easily with a low level player, but every time I got pinned I died because this player, even when mentioning it in chat, didn't understand what to do and what to look for. Thankfully, they had pets that held the boss long enough for me to rez each time, but all it required was 2 keys to be pressed to meaningfully engage with the fight.
Or how about the poster who mentioned one player was stuck on a quest boss for hours, but all it turned out they needed to do was turn their attention away from the boss, likely toward some glowing mcguffin, for only a moment, to progress the fight and not die?
If I'm in the dungeon finder and a player cast any buff skill, especially if they do so before a fight, they're instantly in the top 10% of players. Why wouldn't people, in an RPG, be eager to use their cool skills that they've been unlocking, especially if they make the fights easier as well?
Players aren't paying attention to what their skills do because they don't need to. Players aren't learning core combat principles that are applicable everywhere in the game, like interrupting, because enemies do that outside of dungeons. Players aren't used to doing anything more than mindlessly attacking the boss, so in fights where you need to do anything else, they're overwhelmed. And players aren't even interested in utilizing the cool skills they're gaining in an RPG because the energy required to intentionally use these skills is more than just clearing most fights without them. That is what I mean, these aren't "Dungeon specific mechanics," they're the heart of what makes ESO's gameplay different than other mmo's.
SilverBride wrote: »And what if, for some points, the bar to entry is just having a decent understanding of your skills and how to best use them? Using an aoe skill when attacked by multiple enemies? A buff that causes you to out heal incoming damage by casting it once every 30s? It is elitist of me to say perhaps, but in an rpg, it isn't "parsing and rotation and super optimal gear" but just an understanding of what skills you have and how to use them. For me, a clear sign of an inexperienced player is one who just backs away, doing heavy attacks, with full resources and a bar full of skills they don't use. As someone who has been in that design space before, the answer to why players aren't using their skills is because they never need to, and don't.
I don't agree with any tests used to admit players to use any part of the game they want to try out. I presented an idea in another thread about dungeon groups but no one seemed interested. But this was my idea.
Why not have a training dungeon where you learn to not stand in red, and to block and to interrupt? But not one with timed mobs that you are required to pass before you are allowed to queue like WoW used to have, and eventually got rid of. Just one that you go do as your chosen class to learn the basics of dungeon mechanics.
I am conflicted on whether or not this should be required to queue, but as long as it doesn't require a player to "pass" the test and is only informational why not?
SilverBride wrote: »And what if, for some points, the bar to entry is just having a decent understanding of your skills and how to best use them? Using an aoe skill when attacked by multiple enemies? A buff that causes you to out heal incoming damage by casting it once every 30s? It is elitist of me to say perhaps, but in an rpg, it isn't "parsing and rotation and super optimal gear" but just an understanding of what skills you have and how to use them. For me, a clear sign of an inexperienced player is one who just backs away, doing heavy attacks, with full resources and a bar full of skills they don't use. As someone who has been in that design space before, the answer to why players aren't using their skills is because they never need to, and don't.
I don't agree with any tests used to admit players to use any part of the game they want to try out. I presented an idea in another thread about dungeon groups but no one seemed interested. But this was my idea.
Why not have a training dungeon where you learn to not stand in red, and to block and to interrupt? But not one with timed mobs that you are required to pass before you are allowed to queue like WoW used to have, and eventually got rid of. Just one that you go do as your chosen class to learn the basics of dungeon mechanics.
I am conflicted on whether or not this should be required to queue, but as long as it doesn't require a player to "pass" the test and is only informational why not?
Because learning through repetition and standard gameplay is more natural, intuitive, and doesn't require players to know that this specific place exist. The tutorial literally freezes time until you preform the needed key presses to do things like block and interrupt, but without having threats that require these answers, these skills are just forgotten. To me, what a vet overland entails, is a place where the enemies are threatening enough that you would actively need to think and use these answers, not be a place where elite, max level player alone would go. Having enemies that are persistent enough and challenging enough to require these answers both gives experienced players a way to be engaged and gives newer players the chance to naturally learn these skills.
spartaxoxo wrote: »FlopsyPrince wrote: »SilverBride wrote: »
That is almost certainly what they think (at least I would hope so), but that doesn't prove it would satisfy them for long. The latter is the huge question in the room that needs strong consideration given the depth of effort required for any changes to existing content in this area.
Stories are more interesting to many people when the interactive elements support the narrative. Even if a player here eventually gets burnt out, some new player that also enjoys that would replace them, no different to how it works with casual content.
Quests are once and done activities anyway, so there's no need for the same quests to be engaging that long. They just need to be interesting when you engage them the first time or two. This is not repeatable content.
Adding an optional difficulty would no doubt make quests more interesting for a significant number of players.
FlopsyPrince wrote: »The problem is that the level of effort to make consistent challenging content would be much more than the relatively brief satisfaction of those who want it with such content. It would take more than a run through or two to "pay" for all the effort made.
I could be wrong of course, but I can't see such players being happy with repeating such content so much as those of us who don't demand it are.
Would they run upgraded Alikr Desert content 20+ times? I have with the current content.
FlopsyPrince wrote: »spartaxoxo wrote: »FlopsyPrince wrote: »SilverBride wrote: »
That is almost certainly what they think (at least I would hope so), but that doesn't prove it would satisfy them for long. The latter is the huge question in the room that needs strong consideration given the depth of effort required for any changes to existing content in this area.
Stories are more interesting to many people when the interactive elements support the narrative. Even if a player here eventually gets burnt out, some new player that also enjoys that would replace them, no different to how it works with casual content.
Quests are once and done activities anyway, so there's no need for the same quests to be engaging that long. They just need to be interesting when you engage them the first time or two. This is not repeatable content.
Adding an optional difficulty would no doubt make quests more interesting for a significant number of players.
The problem is that the level of effort to make consistent challenging content would be much more than the relatively brief satisfaction of those who want it with such content. It would take more than a run through or two to "pay" for all the effort made.
I could be wrong of course, but I can't see such players being happy with repeating such content so much as those of us who don't demand it are.
Would they run upgraded Alikr Desert content 20+ times? I have with the current content.
FlopsyPrince wrote: »Some of you may say debuffs are the answer, but isn't turning of CP something like that?
Also, I have seem several others reject the idea of debuffs. Instead, they want customized content. A debuff is simple. Tweaking everything is much more challenging.
What do you mean "pay" for all the effort made? I saw this type of comment earlier too. We make one-time payment for latest chapters and we sub for ESO+ (people pay for ESO+ for a wide variety of reasons, I mostly pay for the craft bag and increased storage space). What other payments are there for replaying content? It's not like you make additional payments every time you replay an overland zone.FlopsyPrince wrote: »The problem is that the level of effort to make consistent challenging content would be much more than the relatively brief satisfaction of those who want it with such content. It would take more than a run through or two to "pay" for all the effort made.
I could be wrong of course, but I can't see such players being happy with repeating such content so much as those of us who don't demand it are.
Not anymore.FlopsyPrince wrote: »Some of you may say debuffs are the answer, but isn't turning of CP something like that?
What do you mean "pay" for all the effort made? I saw this type of comment earlier too. We make one-time payment for latest chapters and we sub for ESO+ (people pay for ESO+ for a wide variety of reasons, I mostly pay for the craft bag and increased storage space). What other payments are there for replaying content? It's not like you make additional payments every time you replay an overland zone.FlopsyPrince wrote: »The problem is that the level of effort to make consistent challenging content would be much more than the relatively brief satisfaction of those who want it with such content. It would take more than a run through or two to "pay" for all the effort made.
I could be wrong of course, but I can't see such players being happy with repeating such content so much as those of us who don't demand it are.Not anymore.FlopsyPrince wrote: »Some of you may say debuffs are the answer, but isn't turning of CP something like that?
CP2.0 is not that strong compared to CP1.0. Also ZoS gave extra stats to all characters regardless of CP, when they transitioned from CP1.0 to CP2.0. For example free 1000 weapon and spell damage for everyone, and increased health. You can't turn these off.
Also, you can have builds that do 20k+ dps with good self heals/shields while having enough sustain to fight for days. And this is with only basic gear and zero CP. It comes from knowing well how the game works, and being skilled with your class. Can't exactly turn these "off".
FlopsyPrince wrote: »What do you mean "pay" for all the effort made? I saw this type of comment earlier too. We make one-time payment for latest chapters and we sub for ESO+ (people pay for ESO+ for a wide variety of reasons, I mostly pay for the craft bag and increased storage space). What other payments are there for replaying content? It's not like you make additional payments every time you replay an overland zone.FlopsyPrince wrote: »The problem is that the level of effort to make consistent challenging content would be much more than the relatively brief satisfaction of those who want it with such content. It would take more than a run through or two to "pay" for all the effort made.
I could be wrong of course, but I can't see such players being happy with repeating such content so much as those of us who don't demand it are.Not anymore.FlopsyPrince wrote: »Some of you may say debuffs are the answer, but isn't turning of CP something like that?
CP2.0 is not that strong compared to CP1.0. Also ZoS gave extra stats to all characters regardless of CP, when they transitioned from CP1.0 to CP2.0. For example free 1000 weapon and spell damage for everyone, and increased health. You can't turn these off.
Also, you can have builds that do 20k+ dps with good self heals/shields while having enough sustain to fight for days. And this is with only basic gear and zero CP. It comes from knowing well how the game works, and being skilled with your class. Can't exactly turn these "off".
I am not talking about a payment anyone would make. I am using the business term if some effort will "pay" for the effort it costs. That means "will it be worth more than the cost and level of effort it would take."
Hopefully that clarifies things. I was not suggesting making anyone pay more, but life is full of tradeoffs, including all development.
Iron_Warrior wrote: »Why are we as players are worrying about the cost of things right now? We know nothing about the business side of things, we are not zenimax employees so talking about it is pointless. Plus zenimax is not an indie company, this is a b2p game with all kinds of monetization, 40$ chapters, sub, lootboxes, cash shop that sells all kinds of things. Stop worrying about corporate incomes.
Some people call us a minority. Ok maybe we are a minority but i'm sure the people that want a harder overland, outnumber the card game fans by at least 10 to 1, yet here we are getting a card game as the main feature of the next chapter
SilverBride wrote: »Iron_Warrior wrote: »Why are we as players are worrying about the cost of things right now? We know nothing about the business side of things, we are not zenimax employees so talking about it is pointless. Plus zenimax is not an indie company, this is a b2p game with all kinds of monetization, 40$ chapters, sub, lootboxes, cash shop that sells all kinds of things. Stop worrying about corporate incomes.
Some people call us a minority. Ok maybe we are a minority but i'm sure the people that want a harder overland, outnumber the card game fans by at least 10 to 1, yet here we are getting a card game as the main feature of the next chapter
Going back and giving the huge number of overland mobs new mechanics would be expensive and time consuming. Yes ZoS probably makes a lot of money, but they wouldn't if they put money into doing things the most expensive way when there is a much more economical solution available.
There is a much higher chance of getting something that is less expensive, less time consuming, less disruptive and more widely accepted, such as a debuff and challenge banners, than a huge overhaul of the entire base game.
SilverBride wrote: »Iron_Warrior wrote: »Why are we as players are worrying about the cost of things right now? We know nothing about the business side of things, we are not zenimax employees so talking about it is pointless. Plus zenimax is not an indie company, this is a b2p game with all kinds of monetization, 40$ chapters, sub, lootboxes, cash shop that sells all kinds of things. Stop worrying about corporate incomes.
Some people call us a minority. Ok maybe we are a minority but i'm sure the people that want a harder overland, outnumber the card game fans by at least 10 to 1, yet here we are getting a card game as the main feature of the next chapter
Going back and giving the huge number of overland mobs new mechanics would be expensive and time consuming. Yes ZoS probably makes a lot of money, but they wouldn't if they put money into doing things the most expensive way when there is a much more economical solution available.
There is a much higher chance of getting something that is less expensive, less time consuming, less disruptive and more widely accepted, such as a debuff and challenge banners, than a huge overhaul of the entire base game.
SilverBride wrote: »Iron_Warrior wrote: »Why are we as players are worrying about the cost of things right now? We know nothing about the business side of things, we are not zenimax employees so talking about it is pointless. Plus zenimax is not an indie company, this is a b2p game with all kinds of monetization, 40$ chapters, sub, lootboxes, cash shop that sells all kinds of things. Stop worrying about corporate incomes.
Some people call us a minority. Ok maybe we are a minority but i'm sure the people that want a harder overland, outnumber the card game fans by at least 10 to 1, yet here we are getting a card game as the main feature of the next chapter
Going back and giving the huge number of overland mobs new mechanics would be expensive and time consuming. Yes ZoS probably makes a lot of money, but they wouldn't if they put money into doing things the most expensive way when there is a much more economical solution available.
There is a much higher chance of getting something that is less expensive, less time consuming, less disruptive and more widely accepted, such as a debuff and challenge banners, than a huge overhaul of the entire base game.
AlexanderDeLarge wrote: »With companions, I don't see a reason why we couldn't have group-mandatory zones again but there's still much more work to do in addressing existing content before anyone should give serious consideration to reintroducing adventure zones and you'd have to take away the sting from taking away our Craglorn/Murkmire releases first.
Iron_Warrior wrote: »Why are we as players are worrying about the cost of things right now?
SilverBride wrote: »Mandatory grouping almost killed this game before One Tamriel. If they tried that again there would be a mass exodus and the game would go under.
AlexanderDeLarge wrote: »SilverBride wrote: »Mandatory grouping almost killed this game before One Tamriel. If they tried that again there would be a mass exodus and the game would go under.
Because as anyone who was actually there knows, the grouping and phasing mechanics were broken. That content is predicated on grouping being solid. You can't have group-mandatory content be successful when the fundamentals of grouping and quest phasing are still broken. The game itself was still broken on a fundamental level. Attributing TESO's failed launch to Craglorn is... Disingenuous to say the least.
AlexanderDeLarge wrote: »SilverBride wrote: »Mandatory grouping almost killed this game before One Tamriel. If they tried that again there would be a mass exodus and the game would go under.
Because as anyone who was actually there knows, the grouping and phasing mechanics were broken. That content is predicated on grouping being solid. You can't have group-mandatory content be successful when the fundamentals of grouping and quest phasing are still broken. The game itself was still broken on a fundamental level. Attributing TESO's failed launch to Craglorn is... Disingenuous to say the least.
SilverBride wrote: »AlexanderDeLarge wrote: »SilverBride wrote: »Mandatory grouping almost killed this game before One Tamriel. If they tried that again there would be a mass exodus and the game would go under.
Because as anyone who was actually there knows, the grouping and phasing mechanics were broken. That content is predicated on grouping being solid. You can't have group-mandatory content be successful when the fundamentals of grouping and quest phasing are still broken. The game itself was still broken on a fundamental level. Attributing TESO's failed launch to Craglorn is... Disingenuous to say the least.
This is a thread I started in 2014 about the forced grouping. I was not alone in wanting this changed.
https://forums.elderscrollsonline.com/en/discussion/132207/please-give-us-a-solo-questing-for-vet-levels-11-14#latest