The very last thing this game needs is for anything else to be made account wide. Forcing account wide achievements on players was by far the worst decision ZoS made in ESO.
I still think for players to get rewards in a dungeon they should have to kill all bosses and 98% of all mobs. Would be 100% but sometimes one gets stuck in a wall or something and can't be killed.
All the critters and evil doers in zones level as the player levels so putting in vertical progression would be just adding numbers to add numbers. To make this type of leveling have an impact they would need to go back to before Tamriel 1 and that got silly quick as by the 2nd zone you were leveled above the content and either had to skip most the zone to go where you could gain XP or trudge on through the zone knowing you were no longer gaining anything but minute bits of XP.
The complaint about weapon swapping is really a complaint about performance. Performance could be better especially in Cyrodiil but asking for a sweeping game change isn't really going to help. What would help is improving performance.
You don't like normal dungeons then. If you only play them to get a reward and would not do so if that reward did not exist, removing the reward is a good thing, it means you don't have to play content you clearly do not like anymore. Removing rewards gets people who don't want to be there out and you're just left with people who enjoy the content. The result is a longer queue time but at least when you get in you know you'll be doing the dungeon not getting 3 team mates with will sprint to bosnia the second they load in.
You can’t accidentally add in bar swapping, that had to be deliberately coded. It’s not a bug just because you don’t like it, thats not what bugs are.
I recall that the intent was that the players would have two swappable weapon configurations, but not that they swap them every couple seconds. The "bug" would be that they did not lock the bar while in combat, or have a timer on the swap, although it was likely intentional that they don't do that, but for other reasons. Only the devs know for sure.
They fixed weapon swapping about 6 months after launch, allowing for instant swaps. This puts it in with "light attack weaving", where players did something unintended and ZOS decided to go with it.
8. Make guild traders zone based, if you get a spot in the zone you just have to go to 1 guild trader to sell/buy not check 10 to find the best price or use addons.
PS: These 10 things are not issues, but personal preference.
No they are absolutely issues, weapon swapping is literally a bug they let go too far. The game was never meant to be like this and it's had a negative impact, not a positive one. The amount of people that hate it is significantly higher than those who like it.
Also [snip] are you on about it ruining the game for Alts? Having account wide PoI icons literally doesn't change anything, it just makes it so you can see the PoI without needing an addon that would does the same thing, and allow me to not waste time walking places I've already been to a million times in the case of wayshrines. I didn't say the quests would be account wide or the rewards for said quests would be...
Also nobody is having fun logging into to their alt once a day to click a mount training option. I know people that literally make a character and don't play it until they at the least have maxed out mount speed because they game just feels dumb with a slow mount that moves slower than on foot sprinting.
Lack of progression is one of the primary reasons that people avoid it as an MMO. Horizontal progress is literally one of the most boring implementations to the MMO genre ever created, the only people who enjoy it do so because they don't like to "start again" every time a new dlc or expansions releases. But if there is nothing to gain from doing the quests, dungeons or trials that get introduced, why would I do them if I'm not compelled by the story? Don't get me wrong here I do personally like ESOs stories and I do quests for that reason but you better believe most people do not do content without a reason.
These are not opinions these are facts.. The list I gave is a list of things that if are not addressed eventually ESO doesn't have a hope in hell of lasting another 10 years.
Also thought of another one
11. More of the mounts from rng crates need to be put in the game to get without crates... There's no reason why you can't have mounts be an extremely low drop rate from in game content, even if the chance to get the mount is only once a week and it's 0.01% drop chance. Things like this bring people back to the game.
[edited for profanity bypass]
Huh. My understanding is that bar swapping was an original design decision, and that "light attack weaving/animation canceling" is the assumed bug that was subsumed into the game as a "feature".
Cooperharley wrote: »The very last thing this game needs is for anything else to be made account wide. Forcing account wide achievements on players was by far the worst decision ZoS made in ESO.
I still think for players to get rewards in a dungeon they should have to kill all bosses and 98% of all mobs. Would be 100% but sometimes one gets stuck in a wall or something and can't be killed.
All the critters and evil doers in zones level as the player levels so putting in vertical progression would be just adding numbers to add numbers. To make this type of leveling have an impact they would need to go back to before Tamriel 1 and that got silly quick as by the 2nd zone you were leveled above the content and either had to skip most the zone to go where you could gain XP or trudge on through the zone knowing you were no longer gaining anything but minute bits of XP.
The complaint about weapon swapping is really a complaint about performance. Performance could be better especially in Cyrodiil but asking for a sweeping game change isn't really going to help. What would help is improving performance.
This is a bit dramatic. I think it definitely made replayability even worse, which is already a problem with no reward structure. I also don’t think performance is this end all be all. It needs to be fixed and it needs to be at the top of the list, but to say that performance would bring in this huge influx of players and keep people from hemorrhaging out like they are is false.
We need quality content additions over quantity. For a while we were getting the quantity at least, but now, we don’t have quantity or quality released lol
spartaxoxo wrote: »And it will still be wrong. Weapon Swapping is a deliberate design decision made by Zenimax because the game is on console. It's not going anywhere.
They aren't going to force everyone to play one way nor should they. They created the group finder if you're looking for something specific. Story mode is something I support. The goal should be to give people options to play the way they want to play, not delete a playstyle just because someone doesn't like it.
If all you've played is Craglorn vet trials, I'm sure it feels that way. But, anyone who plays more difficult content knows that there is skill-based progression and there is a large gap between a top DPS and some "DPS" pulling 6k
alpha_synuclein wrote: »Lack of the grindy treadmills that repeats every update is one of the reasons why I prefer ESO over other MMOs. To each their own.
It's not just consoles that benefit from such a design of having 6 skills and a bar swap mechanic.
Many people dislike trying to set up and utilize large action bars. Reaching over to far away keys is inconvenient to most people (It doesn't bother me since I'm an old school MMO player, I'm used to reaching over to keys 6-0 and have even gotten used to utilizing all 12 function keys. I've only needed a small amount of physiotherapy to deal with the RSI such things have caused)
You also don't keep your current playerbase by doing massive changes or by listening to people who are out of touch with the game (Such as non-players, players who simply want to be playing another game, or your average executive)
It's incredibly rare for a game to actually survive any sort of significant overhaul in its core systems. The only example I can think of is with Fortnite when it shifted from the PvE horde battler to the PvP battle royale.
Which is why we get things like Oakensoul and Velothi. Items that can provide individual players with the means to bypass these systems they don't like/can't utilize.
Sure, these items don't allow for "Maximum potential" but that's mostly a simple balance issue. Buffing these items (Also, things like being able to use multiple Mythics so that someone with bad ping can use both Oaken and Velothi so they can use a One Bar build without LA weaving) can help mitigate the gap in performance.
Which is an infinitely better solution than "Delete the entire thing I dislike/can't use"
Again, there are better alternatives than "Delete this"
You can find guilds, make friends and use the Group Finder to find people who are more appropriately powered to facilitate a "Normal" dungeon run.
You know, the kinds of things people used to do in MMO's back before these dumb dungeon queue tools massacred the social aspect of the genre.
The dungeon queue tools are specifically designed to facilitate people jumping in with a random group of people, namely for content grinding (Which means people are trying to do it as fast as possible)
While the potential is always there to just... Manually make a group, that way you can ensure that everyone is on the same page about what the expectation is.
You can’t accidentally add in bar swapping, that had to be deliberately coded. It’s not a bug just because you don’t like it, thats not what bugs are.
Dack_Janiels wrote: »
This was posted a few years ago.
Zodiarkslayer wrote: »2. I like swapping. It's unique.
4. Progression in ESO is player skill based, I like that, too.
8. Guild traders are fine the way they are. If you find them inconvenient, it only means that you don't like effort.
SeaGtGruff wrote: »If you don't want bar-swapping, then just don't use it.
If you don't want animation-canceling, then just don't use it.
I don't know how anyone can claim to know what 99% of the players do, and especially claim to know why 99% of the players do what they do, but whatever. All I know is what I do and why I do it.
Most of the time, I don't even use bar-swapping. When I do use it, it's mainly to use my back-bar weapon and one or two of the weapon skills related to it, such as temporarily switching to "sword and board" so I can taunt an enemy before switching back to my usual two-handed melee atracks, or temporarily switching to bow so I can shoot at a distant enemy before switching back to my usual two-handed melee attacks against the enemies who are in my face.
Most of the time, I don't even use animation-canceling, because I use heavy atracks and "medium" (not-fully-charged heavy) attacks, since heavy attacks help restore resources faster. I've been using heavy attacks since long before it even became a popular build choice due to specific mythics or set gear, and I haven't even acquired the necessary gear to use those popular builds; I just use heavy attacks because they have always seemed like the better logical choice to me.
What other players do, and why, is really none of my business, and it certainly won't change what I do, and why.
You didn't even read the post did you? If you don't want to do dungeon content maybe talk about an alternative way to get those rewards. Why not world bosses, or completing a certain number of quests. They are CURRENTLY forcing everyone to play the same way, if you can't see that I'm literally not going to waste my breath explaining it 7 different ways until you understand. If they truly wanted people to play the way they wanted to they would add many different ways to achieve the same reward much like other better MMOs do.
If you can't handle 12 abilities in an MMO, stop playing MMOs... Note how I never suggested we increase the amount of abilities, I suggested that weapon swapping be automated and made to be seamless. People are already playing with 12 buttons which means you're just arguing because you want things to not change at all, you're scared of the change being something you don't like so you fight to the death to keep the status quo. Because if nothing else changed except for having weapon swapping be seamless that game would be identical except without the extra useless input.
You keep seeming to suggest that it would be this HUGE change... But everything I am suggesting is like super minor tweaks that would ALL change the game for the better.
People who think ESO combat is designed well either has not played another better MMO or simply doesn't understand game design very well.
Oakensoul and Velothi are not catch all solutions for for people who dislike the way the game currently is. They come at a significant power sacrifice, and while it's fine for MOST of the game... IF you want to participate in "hard" content, given how micro-managey most guilds are with gear you'd be lucky to get an invite.
How is forcing players who want to play the game as it was intended to take multiple extra steps to do so a better solution than just redistributing how you can obtain the rewards? Again this is more to do with you being afraid of change than it is with any kind of actual reasoning against my ideas.
And no, the dungeon tool is there to avoid having to find players by yourself to do content with. Not so that 3 people can sprint through a dungeon while some poor guy on his first play through picks up the quest. Defending this is so wild...
alpha_synuclein wrote: »Lack of the grindy treadmills that repeats every update is one of the reasons why I prefer ESO over other MMOs. To each their own.
Vertical progression isn't a grindy treadmill if you do it properly (but I will acknowledge that there are people (you may or may not be one) that will consider anything to be grindy if you have to play the game for any kind of time to get it so). Needing to acquire more power to face bigger challenges is straight up how RPGs are meant to work. Like why even bother having levels at all if you don't want progression? You do want progression, you just don't want your hard work to feel like it didn't matter, and there are 100% ways to do that while still having progression in the game.
5. Sprinting past everything in dungeons should be dealt with, it's an unfun way to play for a lot of people and completely destroys immersion. By removing 1. max level rewards from normal content and 2. removing mob tethers so they don't ever reset while someone is inside the dungeon we can at the very least minimize the amount this happens improving overall player enjoyment.
BXR_Lonestar wrote: »Beyond that though, people do this because after you have run the same dungeon about 4-5 times, the ONLY worthwhile drops come from random chests (often drop crap, aren't curated drops, and are often hidden way out of the main path of the dungeon, so not really worth the effort) and the final boss. I've always said that they need to allow everything to drop from any boss, and have all drops curated so that this isn't a problem. Nobody likes to run the same dungeon 43+ times to get everything in the dungeon. Multiply that by the number of dungeons this game has, and that is an insane amount of dungeon grind - which is why you are also seeing this behavior. That is ultimately what needs to be fixed, not the way people handle the current issue.
spartaxoxo wrote: »4. Disagree. The gap between floor and ceiling is already too high. There's plenty of progression, but a lot of it is skill based
5. I disagree. It's not a problem. They should make a story mode with no rewards for those that want to hear the story. But most of the people in group finder are doing dungeons for daily quests or loot, and both of things are things people want to do as fast as possible. This game has been around 10 years. Nobody wants to still slog through fungal grotto except people new to it.
Weapon swapping is a bug turned feature. I will always call it a bug that's been there since beta. You can be a denier all you want but I wont shutup until it's bugfixed.
BXR_Lonestar wrote: »Nobody likes to run the same dungeon 43+ times to get everything in the dungeon. Multiply that by the number of dungeons this game has, and that is an insane amount of dungeon grind - which is why you are also seeing this behavior. That is ultimately what needs to be fixed, not the way people handle the current issue.
SilverBride wrote: »the1andonlyskwex wrote: »Just a reminder, the OP doesn't actually play ESO and therefore doesn't have any first hand knowledge of what its problems are.
This is why I wish only those actively playing could post. I'm not sure how they could monitor that, but I wish they would do something.
BXR_Lonestar wrote: »I'm not necessarily going to discount these points just because he doesn't currently play the game. If he didn't make at least one good point here, then I would probably feel the same way.
BXR_Lonestar wrote: »I'd still concede that the OP made some legitimate points though.
BXR_Lonestar wrote: »Mount research not being account wide is a real drain and is needlessly frustrating, and seems only geared towards forcing people to buy crowns.
BXR_Lonestar wrote: »I've never liked the weapon swap/light attack weave combat system (I know some people do).
BXR_Lonestar wrote: »Progression is really stymied at around CP 1600, and there really isn't any point in trying to grind out CP except for convenience. It would be nice if my extra CP actually meant something in the game, even if it was just minor max stat bonuses.
BXR_Lonestar wrote: »Housing capacity is atrocious, especially for large houses, and I wish capacity was higher so that large houses did not feel so empty.
BXR_Lonestar wrote: »And it is not a deal breaker, but I definitely would love if map completion applied to all of your characters so you didn't have to ask for taxi's on new characters.
BXR_Lonestar wrote: »I'm not necessarily going to discount these points just because he doesn't currently play the game. If he didn't make at least one good point here, then I would probably feel the same way.