It is sadly looking the case here. they are not even addressing it . they are more interested in nerfing things that were not broken and breaking things more that were already broken. not looking good for longevity this is very sad i really like this game.ferzalrwb17_ESO wrote: »born2beagator wrote: »Still no update on making stamina builds viable. This needs to happen
Let me put you out of your misery. This is not going to happen. They're not capable of doing it. If they were they would have done it by now instead of standing by and watching 80% of their subs cancel. It's not mentioned at all because it's totally off the table now.
The game's mostly empty already as a result. Tumbleweeds.
Roll a dresswearing sorcerer if you want to continue to play "the way they want you to".
With the amount of people who unsubbed, they have to keep the bots they have as they maybe the only ones paying subs at the moment, even if it is with stolen credit cards.I didn't see anything on the War on bots. Did they just give up? I also don't see any improvements to crafting. A good start on this would be to make it so the crafting level of the crafter has to be greater than or equal to the item they are upgrading so crafting can be worth it for end game stuff.
With the amount of people who unsubbed, they have to keep the bots they have as they maybe the only ones paying subs at the moment, even if it is with stolen credit cards.I didn't see anything on the War on bots. Did they just give up? I also don't see any improvements to crafting. A good start on this would be to make it so the crafting level of the crafter has to be greater than or equal to the item they are upgrading so crafting can be worth it for end game stuff.
Westcoast14_ESO wrote: »Nothing annoys an explorer like being forced into deadly combat every five steps, and possibly being made to retrace their steps. For too many people, including myself, the game lost interest somewhere on Blue Mountain.
Of course, the Elder Scrolls franchise is in some sense the ultimate explorer's franchise. It was bound to disappoint by being too hard to explore in.
Agree on the combat and retracing the steps part.
Until a major MMO is made which allows actual 'player made content' (like for example Minecraft but hopefully with curved things) you won't have a true exploration game. I'd love to see someone just decide to spend several months churning out a huge interesting swamp. Players can then go by and rate it 1-10. "Well, I think we will bypass this swamp, it's got a three rating from 8235 people but I've heard about one that has the same number of votes and has a solid 7. We should go see that." Eventually lame stuff is dropped, good stuff added and the world grows.
It's a dream I have.
Look into EQNext and EQLandmark...
dracobains_ESO wrote: »the vision for the game which was promo'd prelaunch for a LONG time as well as interviews right around the time of launch and after which clearly showed/detailed there would be some solo content but that the emphasis was on grouping and also PvP interwoven. And that is exactly what they gave us - a lot of solo content prior to level 50 and more reason/need for grouping and interesting PvP action all along.
I feel like the devs of this game followed through with exactly what their vision was planned to be...
Good Journeys!
I wouldn't have a problem with their vision if it were not for the inherent limitation for groups.
I am disabled and have lots of time so I tend to out level my friends even when I purposely crawl along. The people I have been gaming with for the last 15 years are typically way outside of my level range and the vet content must be accessed by finishing quest lines.
So few people use the grouping tool it is an utterly useless tool.
Phasing makes a considerable portion of the content extremely problematic for groups.
Doing a host of quests that are not group friendly. (eg standing around waiting for others to pick up the same crap off the ground which spawns slower than erosion)
I can accept that they have stuck to their vision but would assert that the vision itself is a problem. It is an incomplete vision at best and certainly poorly executed. I love the framework of this game but some horrendous blunders have occurred which has prohibited any vision from coming to fruition.
I would say make it 180 or as close to that as possible. The only reason I don't use this mode is because this game has too much stuff going on. You easily get killed in first person mode because you cant tell where the attack is coming from. At least with 180 I know all I have to do is turn around.Marcusstratus wrote: »I'm quite excited to see the new dying/coloring process you guys come up with. I've been thinking about this a bit. If you separate Clothing, Blacksmithing and Woodworking coloring stations, you could have Dyes, Patinas and Stains, respectively.
Also, the field-of-view slider is a much needed addition. First person looks like it must be 60 degrees but would be more comfortable at 75 (on my big screen at least) Maybe I'll start playing in first person mode once that's added.
Object Interaction will also be a big plus, especially for those of us who are used to other Elder Scroll games, where nearly everything can be interacted with.
I appreciate your description of the grouping issues...
(truncated for space)
...Good Journeys!
christopher_griffinub17_ESO wrote: »christopher_griffinub17_ESO wrote: »How about decreasing our field/range of view in dungeons?
In reality we wouldn't be able to see 100% down a dungeon tunnel. Maybe allowing players to see 8-12 meters under normal conditions. When It comes to lighting in a dungeon allow them to be lit by:
a) torches or braziers with braziers casting light further than torches,
b) an enhanced "magelight" spell which casts light even further or
c) by natural light leaks rough cracks, ceilings, etc.
I believe this would effectively enhance the feeling of venturing into the "unknown" for players.
Honestly, I get enough of the feeling of journeying into the unknown without them shutting off the lights. If you want to make it spookier for yourself, try turning the brightness on your monitor down when you go into a cave. That should do it.
Oh, if it were that easy! This wasn't about making it "spookier" as much as it was about making it realistic. In reality, if someone saw mobs waiting down a corridor I doubt they'd even enter it!
I guess I remember the days when you couldn't see 10 miles in advance there were a group of orcs waiting to pounce on me. It's like we've forgotten what the word "challenge" means. All players want to do is get through it as quickly and easily as possible. If you think my suggestion would make things harder, don't ever try to play "Dark Souls".
You must be a much better player than I. Given how often I am getting 'punked' in this game, I need nothing to make it harder.
Although I personally have been able to advance into the VR's, I'd like them to instead of dimming the lights to work on the bugs that seem to be holding many others back. But that's just my opinion. Sure, it's easy to say "Well, if they haven't been able to fight the boss because he's bugged they should just make a new character or quit entirely" but I'd like to see them get some of the programmers time to make it possible for them to fight that fight. I'm sorry to disagree with your priorities.
I am ok with the level 5 difference but make anything higher than 5 levels difference ignore you when you walk by. So tired of Super-grey stuff trying to attack me and slow me down. No reason why we have to deal with the "risk" of them if there is zero reward. Fair is fair you know.Curious about dungeons leveling to the group leader. Does this mean we could actually replay (grind) in dungeons and actually get loot and experience? Or does it simply mean that dungeons will auto level to the leader and that you can still only go through it once for rewards?
You might want to consider having the dungeons auto level to the highest leveled player in the group as opposed to the group leader.
As a side note, I've always disagreed with the concept of being over leveled. Lower level monsters give lower level loot and experience. That's the check and balance. 5 levels is too small a spread. How about over leveled if 20 levels above current creature?
City of Heroes was the first MMO to do this. Later on Rift added this as an option too.Curious about dungeons leveling to the group leader. Does this mean we could actually replay (grind) in dungeons and actually get loot and experience? Or does it simply mean that dungeons will auto level to the leader and that you can still only go through it once for rewards?
You might want to consider having the dungeons auto level to the highest leveled player in the group as opposed to the group leader.
As a side note, I've always disagreed with the concept of being over leveled. Lower level monsters give lower level loot and experience. That's the check and balance. 5 levels is too small a spread. How about over leveled if 20 levels above current creature?
There was some MMO I played (don't remember which) that had 'mentoring'. You could set your level down and thus be able to adventure with your buddies. It scaled you back though you were a fairly powerful lower level guy. In MMO's it is important to be able to adventure with your buddies and that is one of the weaknesses of this game. If you've already completed a quest and brought peace to the area, you are not even able to see the monsters and help your buddy on the quest.
Rather than scaling up the dungeons, I'd rather be able to scale down my character.
dracobains_ESO wrote: »
3) bugs... little bugs most patient people endure easy enough and they happen in all games. Significant bugs which impede progress should never occur at the rate they are in ESO. Having a robust beta may have prevented a significant number of them and I am really confused as to why so much was not ferreted out by their internal control group. With those individuals using all of the exploits to level overnight to end game and everyone else stammering about waiting for a certain quest to get fixed to move on to the next zone, it appears beta was merely a self serving exercise not a time that was used to help the game. This is the public perception and it is an ugly one which furthers the frustration when players endure these numerous broken quests.
There was some MMO I played (don't remember which) that had 'mentoring'. You could set your level down and thus be able to adventure with your buddies. It scaled you back though you were a fairly powerful lower level guy. In MMO's it is important to be able to adventure with your buddies and that is one of the weaknesses of this game. If you've already completed a quest and brought peace to the area, you are not even able to see the monsters and help your buddy on the quest.
Rather than scaling up the dungeons, I'd rather be able to scale down my character.
I have thought long and hard about a "mentoring system" as well. I believe the game you are referring to that had it was EverQuest.
Brainstorming:
ZOS *may* already have all of the building blocks in place for this.
1) Everything in the game scales with level, which is key here.
2) The PvP system in Cyrodiil can "upscale" a character from level 10 to 50, so it should be able to be used in reverse as well.
Possibility:
Use this system to "down-level" our characters while we are with our buddies.
We would still have our skill points allocated, so we would still be rather powerful at those lower levels, but our gear, enchants, abilities, etc (but Not gear models) would be down-leveled with us.
This would be temporary, of course, but would allow for weapon, armor and class skills to improve; loot to be gained; quest rewards could be received a second time (except for skill points), etc.
Note: I say leave the rewards, because ZOS would want to actively promote questing with buddies as a key component in the social experience of the game.
This down-leveling could be used with a right-click on our buddy in the party interface. Select "Quest with this character", then a temporary "Mentor" quest log could be generated that matched your buddy's log. This special log would allow you to repeat any quests that you had already completed, as long as they are in your buddy's log. In this, your buddy would essentially be the "Quest phase leader", and you would enter into any of their phases. Optionally, Right-click > Promote to Quest Phase Leader > Party vote appears > if it passes, all party members receive the "Mentor" quest log.
When you leave the party, your own quest log and level would be restored, most likely after "auto-porting" you to the nearest Wayshrine (loading screen).
Thoughts?
ZOS_GinaBruno wrote: »This is the official discussion thread for the blog article The Road Ahead – June 4th. We hope you enjoyed this update! What has you most excited for ESO's future?
The statement where templars get attention/fixes.
Oh wait, there wasn't any.
- Class and Ability Balance You are saying that DK is overpowered, and NB is underpowered, but others suggest this is not the case. What instead you should be looking at is that magicka-based abilities are overpowered, and stamina-based abilities are underpowered, meaning a light armour/staff build is the epitome of overpowered-ness. Fixing the magicka/stamina balance I think would also fix the issue people are reporting with Temps and Sorcs as well, and would not incorrectly nerf aspects of DK which shouldn't be nerfed. [This comment was extrapolated from previous comments, please correct me if I misunderstood.] On a related note, I play a Templar (Dawn's Wrath line) and don't actually know what problems people are experiencing, as to me I think it has been fine.
ZOS_GinaBruno wrote: »This is the official discussion thread for the blog article The Road Ahead – June 4th. We hope you enjoyed this update! What has you most excited for ESO's future?
One thing I would like to see in a future update is the ability to have a in-game Character dressing room so you can actually SEE what your character would look like if you crafted different armors. Right now all you see is some small icon that gives no indication whatsoever of what you could create using the mats, skills, racial, and improvement items you have acquired. If you can do it with character creation, there is no reason it can't be done in-game when you crafting. I don't know how many times I've created a set of armor only to think "Man, that is just hideous!" after putting it on
steveb16_ESO46 wrote: »dracobains_ESO wrote: »
3) bugs... little bugs most patient people endure easy enough and they happen in all games. Significant bugs which impede progress should never occur at the rate they are in ESO. Having a robust beta may have prevented a significant number of them and I am really confused as to why so much was not ferreted out by their internal control group. With those individuals using all of the exploits to level overnight to end game and everyone else stammering about waiting for a certain quest to get fixed to move on to the next zone, it appears beta was merely a self serving exercise not a time that was used to help the game. This is the public perception and it is an ugly one which furthers the frustration when players endure these numerous broken quests.
to be fair - the huge issues with the phasing technology only came to light in the stress tests.
Where Zen can be faulted is in not delaying the release until this very serious problem had been totally nailed down.
They compounded this by then not testing the big launch day patch they just hoped would fix things even though they had two weekends to do it in.
Until something is done to get rid of all the bots, & people running exploits, I won't be back in game. Kinda sucks as this COULD be a very, very good game, but I really think they could care less so long as people keep filtering in money. They have been saying for weeks now that they are handling the issues with bots, spammers, exploits, yet nothing has been done. Thus far it's been a waste of money. Rather than pushing out more content, fix the current issues so your community actually stays around. If things aren't fixed like they claim to be working on these issues, this will be the absolute last Bethesda/Zenimax game I buy.
Until something is done to get rid of all the bots, & people running exploits, I won't be back in game. Kinda sucks as this COULD be a very, very good game, but I really think they could care less so long as people keep filtering in money. They have been saying for weeks now that they are handling the issues with bots, spammers, exploits, yet nothing has been done. Thus far it's been a waste of money. Rather than pushing out more content, fix the current issues so your community actually stays around. If things aren't fixed like they claim to be working on these issues, this will be the absolute last Bethesda/Zenimax game I buy.
I am against bots / hacks just as much as you are, and probably just as aware of them. I recognize the "behavior" rather easily, and I am in game quite often, probably too often, really.
A while back, the number of bots in the game were rather extreme.
With that said, it has been so long since I last encountered a bot in the game, that I honestly cannot remember how long it has been. I truly believe, from my own experience, ZOS has this particular issue well in-hand.
ESO still has its flaws, some of them rather glaring, but bots and hacks no longer seem to be among them.