Just wanted to follow up here on the general topic. We are working on ways to better onboard new players and players who have been gone for a while. There are a few things in the works, while smaller in scale, will elevate some of that pressure. However, we do acknowledge this is a problem space we are looking to solve over time.
We've also tried in the past with overhauling the new player experience, but that had its own issues with onboarding. The Player Experience Improvements team is looking at other ways to improve onboard, along with other general QoL features.
If you have ideas or examples of good onboarding, please let us know in the thread. That way, we can pass those on to the Player Experience Improvements team. Thanks!
Do not give new players an idea that they sould from start focus on gear, numbers, parsing or roles.
Do not give new players an idea that they sould from start focus on gear, numbers, parsing or roles.
Absolutely, plus don't give new players the message that it's all about the endgame and the way to get there is to sit at a dolmen and a week later you'll be fully advanced. Encourage new players to enjoy the journey rather than rushing to the endgame.
Two things about gaming these days depress or sadden me. One is the notion that "new" players struggle because they don't have many CPs and don't know where to put them - "new" players shouldn't be anywhere near gaining CPs, they should be exploring and learning the game through steadily paced character progression. The other is the notion that the way for "new" players to learn about the game is on YouTube rather than through playing the game and finding things out for themselves.
Just wanted to follow up here on the general topic. We are working on ways to better onboard new players and players who have been gone for a while. There are a few things in the works, while smaller in scale, will elevate some of that pressure. However, we do acknowledge this is a problem space we are looking to solve over time.
We've also tried in the past with overhauling the new player experience, but that had its own issues with onboarding. The Player Experience Improvements team is looking at other ways to improve onboard, along with other general QoL features.
If you have ideas or examples of good onboarding, please let us know in the thread. That way, we can pass those on to the Player Experience Improvements team. Thanks!
I swear this exact thread happened before.
But I do not believe actual build advice from ZOS would improve the game for many players. In the end that isn't something that other games do either. You are taught how to play, not how to best beat the game. Players can make that effort themselves. Especially since their isn't a universally best answer for all content.
Just wanted to follow up here on the general topic. We are working on ways to better onboard new players and players who have been gone for a while. There are a few things in the works, while smaller in scale, will elevate some of that pressure. However, we do acknowledge this is a problem space we are looking to solve over time.
We've also tried in the past with overhauling the new player experience, but that had its own issues with onboarding. The Player Experience Improvements team is looking at other ways to improve onboard, along with other general QoL features.
If you have ideas or examples of good onboarding, please let us know in the thread. That way, we can pass those on to the Player Experience Improvements team. Thanks!

i think it would be helpful to have tutorial and training area that we can visit anytime.
it could have:
- each type of weapon and armour.
- target dummies
- various different types of monsters
- unlimited Ultimate and a higher amount of the other resources.
- characters that teach you about Tanking, Healing, and common mechanics.
Maybe a practice dungeon with NPC's as your group members?
it could be scripted and allow you to try each role in a calm environment, ideally you have the option to regenerate resources very fast.
CatalinaWineMixer2 wrote: »I am glad to hear Zos say they are working on this because it is definitely an issue. It takes so much time for GMs and their Officers to explain and teach this to people that I often wonder if its even worth it anymore. So many people leave once they realize they cant play how they want to. And they can't, their characters are inferior. I had 15 people who thought Necro was cool before we had to dash every dream they had about the game because of Subclass and that was just last week. You cant jump into the game and be just a Templar, theyre inferior. Or a Nightblade. It needs to go.
These passives coming up aren't going to address the main issue that is causing these problems. The distance between meta is so far from everything else because they refuse to address Subclass. And also the use of mythics. Its out of control.
But the game has that already. That's what the normal base game dungeons teach while you are levelling. As you level and your skill/familiarity grows you move on to harder content. i.e. you play an MMO.
WeJustSlept wrote: »
But the game has that already. That's what the normal base game dungeons teach while you are levelling. As you level and your skill/familiarity grows you move on to harder content. i.e. you play an MMO.
There is no tutorial whatsoever. In the starter dungeons as you level up, you can just run with 4 DDs and not care about a thing. You die, you get up, you die, you get up. You can even ignore the mechanics there and still stay alive. But when moving on to harder content, people no longer understand what is going wrong.
WeJustSlept wrote: »CatalinaWineMixer2 wrote: »I am glad to hear Zos say they are working on this because it is definitely an issue. It takes so much time for GMs and their Officers to explain and teach this to people that I often wonder if its even worth it anymore. So many people leave once they realize they cant play how they want to. And they can't, their characters are inferior. I had 15 people who thought Necro was cool before we had to dash every dream they had about the game because of Subclass and that was just last week. You cant jump into the game and be just a Templar, theyre inferior. Or a Nightblade. It needs to go.
These passives coming up aren't going to address the main issue that is causing these problems. The distance between meta is so far from everything else because they refuse to address Subclass. And also the use of mythics. Its out of control.
By the way, I think it would be nice to change the subclass system by reducing the skill line replacements from 2 to 1. This means you would only be able to replace 1 skill line from another class. This really wouldn't break the system so badly. And people wouldn't be using Assassination and Animals on every single character; instead, they could only choose one or the other. What do you think?
How would they not understand? It doesn't take a guide to share they will probably want a tank and a healer and not ignore mechanics for harder content.
Are people mindlessly doing the same thing over and over without a single thought as to what is happening? Typically if a party wipes they start discussing what is going wrong and figuring out a strategy.
I guess if they really wanted to, they could copy FFXIV's role tutorial that awards a low-tier but complete set of gear, and teaches the basics like Tanks should taunt and people should move out of circles. I never found it needed but there is that.
ZOS expect players to work things out for themselves.
The knowledge gap is a big issue. I've said it a few times, I don't care to write out my idea yet again at the moment in detail but the short of my idea is that gear should be given some sort of marker if it's currently considered decent and for what role, gear should have their radius on it, and there should be a basic and advanced repeatable combat tutorial/training room for all 3 roles in PvE and one for PvP. These tutorials should teach basic information like standing on yellow aoes, line of sight/outranging, standing in front of the healer, healers and tanks need to bring buffs and debuffs, etc. The basic tutorial right now just teaches you "heavy attack to knock down an enemy!" (when is this ever useful?), blocking heavy attacks, and to interrupt. That's two useful things when there's many, many useful things left out of any tutorial. Most people don't even know Y+left click/Y+right click and weaving because those are only shown in loading screens.
So, I just did the tutorial again and I think I understand why an alarming amount of people spam light attacks... the tutorial basically teaches you to do that. Maybe the tutorial should give us a simple skill loadout temporarily or the first skill in each skill line should be automatically unlocked (so you can gain levels in your class skills during the tutorial too).
WeJustSlept wrote: »
How would they not understand? It doesn't take a guide to share they will probably want a tank and a healer and not ignore mechanics for harder content.
Are people mindlessly doing the same thing over and over without a single thought as to what is happening? Typically if a party wipes they start discussing what is going wrong and figuring out a strategy.
I guess if they really wanted to, they could copy FFXIV's role tutorial that awards a low-tier but complete set of gear, and teaches the basics like Tanks should taunt and people should move out of circles. I never found it needed but there is that.
Hi! Trust me, a huge number of people have no idea what to do!
Just read this thread and see how many people are writing about the fact that some players don't understand how to play their role. Even those with 1000 CP.
Now imagine how many of those people have left the game because they couldn't figure it out? And this isn't a community or guild problem. This is a ZOS problem, because there is simply no tutorial whatsoever.
For someone who plays these types of games, and this one in particular, this might be obvious. Honestly, I believe all MMOs should have an interface that allows players to share builds, rather than making them browse third-party websites. There should also be a feature that lets you inspect what gear and skills any player is currently using. Instead, many of us rely on an add-on, and even that isn't perfect. In fact, many people, including myself, used to learn and understand how things worked in other MMOs by following the example of experienced players and checking what they were using and wearing. Here, that option simply doesn't exist.
Let’s be honest. If you want a chill, casual game, then ZOS needs to rework everything and continue releasing content exclusively for solo players. No group trials, no group dungeons. Then tanks and so on won't even be needed. I’m sure people would completely stop playing PvP as well.