Amsel_McKay wrote: »Sallington wrote: »Saltypretzels wrote: »
A bit extreme don't you think? Numbers are not the only way to tell if you are doing damage, though it is a traditional way.
It is not stupid. Nor is it dumb.
Nah, it is stupid. The dungeons at the end of the game are hard enough and with enough mobs that you need to know your capabilities. I've played with plenty of people on PC who did not use FTC, and they were almost always the reason the group failed.
Exactly this. How are you supposed to know if your DPS is crap or not when you have more than 1 person attack the target?
"I guess my DPS is fine. Must be someone else's fault we keep wiping."
-Everyone in the group
Some like @Amsel_McKay think the game should be more casual than that. Unfortunately, the game breeds competitive gameplay along with the need to survive difficult encounters in end-game group content. Hardly fitting for the casual environment.
ESO is not difficult AT ALL... 48 hour raids in PoG or waking the sleeper for the first time was hard... ESO is too easy... that is why everyone is willing to kill for new content in hopes they release something challenging.
Amsel_McKay wrote: »Sallington wrote: »Saltypretzels wrote: »
A bit extreme don't you think? Numbers are not the only way to tell if you are doing damage, though it is a traditional way.
It is not stupid. Nor is it dumb.
Nah, it is stupid. The dungeons at the end of the game are hard enough and with enough mobs that you need to know your capabilities. I've played with plenty of people on PC who did not use FTC, and they were almost always the reason the group failed.
Exactly this. How are you supposed to know if your DPS is crap or not when you have more than 1 person attack the target?
"I guess my DPS is fine. Must be someone else's fault we keep wiping."
-Everyone in the group
Sorry was to busy looking at my stats and numbers to get out of the red...
Rook_Master wrote: »TequilaFire wrote: »I can't tell if I am enlightened or not on PS4 except at logon because you can't hover your cursor over
xp or cp bar info like on PC.
At least that I have found as of yet, maybe there is a cursor mode have to look harder.
If you are enlightened, the unfilled portion of the bar is shaded slightly blue, or green, or red.
There is no way to see how much enlightenment you have left, however, as far as I know.
Amsel_McKay wrote: »Amsel_McKay wrote: »Did the mob die? Then you did enough damage... Did you die? You did not do enough damage... same with healing.
@Amsel_McKay So by that logic, why is there even a tooltip damage shown?
ESO had this vision when making the UI. The tooltip is there to you can see how much that number changes by skill level or level, so you get an idea. If people stopped worrying about number and just played the game would be more fun. If you beat the dungeon life is good who cares if you could eek out %1 more damage.
Problem is, in agame with freedom of choice with so many skill options, armor options, set items, stats etc. The fact you have no indicator of what actually is better or worse makes these choices frustrating rather than useful.
Lets be honest, the only vision ZOS had with their UI is 'how little effort can we put into it and get away with it'.
The immersion excuse is along the same lines as the Templar bugs which recently got relabeled as 'features'.
All that said, I actually don't think the scrolling combat text is any real use, I have had it forever and actually don't even notice it and keep telling myself I really should turn it off. The dps meter is far more helpful and out the way so not immersion breaking. Course that is no help to consoles as they cannot have that either.
Amsel_McKay wrote: »Amsel_McKay wrote: »Amsel_McKay wrote: »Did the mob die? Then you did enough damage... Did you die? You did not do enough damage... same with healing.
@Amsel_McKay So by that logic, why is there even a tooltip damage shown?
ESO had this vision when making the UI. The tooltip is there to you can see how much that number changes by skill level or level, so you get an idea. If people stopped worrying about number and just played the game would be more fun. If you beat the dungeon life is good who cares if you could eek out %1 more damage.
Problem is, in agame with freedom of choice with so many skill options, armor options, set items, stats etc. The fact you have no indicator of what actually is better or worse makes these choices frustrating rather than useful.
Lets be honest, the only vision ZOS had with their UI is 'how little effort can we put into it and get away with it'.
The immersion excuse is along the same lines as the Templar bugs which recently got relabeled as 'features'.
All that said, I actually don't think the scrolling combat text is any real use, I have had it forever and actually don't even notice it and keep telling myself I really should turn it off. The dps meter is far more helpful and out the way so not immersion breaking. Course that is no help to consoles as they cannot have that either.
I agree - skip the floating numbers and add a DPS meter.
Amsel_McKay wrote: »Amsel_McKay wrote: »Did the mob die? Then you did enough damage... Did you die? You did not do enough damage... same with healing.
@Amsel_McKay So by that logic, why is there even a tooltip damage shown?
ESO had this vision when making the UI. The tooltip is there to you can see how much that number changes by skill level or level, so you get an idea. If people stopped worrying about number and just played the game would be more fun. If you beat the dungeon life is good who cares if you could eek out %1 more damage.
Problem is, in agame with freedom of choice with so many skill options, armor options, set items, stats etc. The fact you have no indicator of what actually is better or worse makes these choices frustrating rather than useful.
Lets be honest, the only vision ZOS had with their UI is 'how little effort can we put into it and get away with it'.
The immersion excuse is along the same lines as the Templar bugs which recently got relabeled as 'features'.
All that said, I actually don't think the scrolling combat text is any real use, I have had it forever and actually don't even notice it and keep telling myself I really should turn it off. The dps meter is far more helpful and out the way so not immersion breaking. Course that is no help to consoles as they cannot have that either.
Amsel_McKay wrote: »Amsel_McKay wrote: »Amsel_McKay wrote: »Did the mob die? Then you did enough damage... Did you die? You did not do enough damage... same with healing.
@Amsel_McKay So by that logic, why is there even a tooltip damage shown?
ESO had this vision when making the UI. The tooltip is there to you can see how much that number changes by skill level or level, so you get an idea. If people stopped worrying about number and just played the game would be more fun. If you beat the dungeon life is good who cares if you could eek out %1 more damage.
Problem is, in agame with freedom of choice with so many skill options, armor options, set items, stats etc. The fact you have no indicator of what actually is better or worse makes these choices frustrating rather than useful.
Lets be honest, the only vision ZOS had with their UI is 'how little effort can we put into it and get away with it'.
The immersion excuse is along the same lines as the Templar bugs which recently got relabeled as 'features'.
All that said, I actually don't think the scrolling combat text is any real use, I have had it forever and actually don't even notice it and keep telling myself I really should turn it off. The dps meter is far more helpful and out the way so not immersion breaking. Course that is no help to consoles as they cannot have that either.
I agree - skip the floating numbers and add a DPS meter.
Or add the option to have one, both, or neither?
Dimebagd88 wrote: »Dimebagd88 wrote: »Amsel_McKay wrote: »Amsel_McKay wrote: »Did the mob die? Then you did enough damage... Did you die? You did not do enough damage... same with healing.
@Amsel_McKay So by that logic, why is there even a tooltip damage shown?
ESO had this vision when making the UI. The tooltip is there to you can see how much that number changes by skill level or level, so you get an idea. If people stopped worrying about number and just played the game would be more fun. If you beat the dungeon life is good who cares if you could eek out %1 more damage.
Thing is, everyone plays games different. Especially in an mmo, there will always be those who want to min-max. To say they would have more fun playing a certain way is kind of ignorant. All in all, it should at least be an option.
Min-maxer, theorycrafter, hardcore... they have been branded with many titles. He's right. When you introduce MMO elements to the game, you bring that crowd in.
Is that inherently a bad thing? I mean, it's not going to affect someone's experience who wants to immerse themselves. Likely, they'll group up with different guilds, groups, players, etc and play the game their way.
I wouldn't have said it as flamboyant as you. But I agree, once console bugs and stuff get ironed out. Content needs to start coming out asap. PC players have waited long enough.Amsel_McKay wrote: »Amsel_McKay wrote: »Amsel_McKay wrote: »Amsel_McKay wrote: »Did the mob die? Then you did enough damage... Did you die? You did not do enough damage... same with healing.
@Amsel_McKay So by that logic, why is there even a tooltip damage shown?
ESO had this vision when making the UI. The tooltip is there to you can see how much that number changes by skill level or level, so you get an idea. If people stopped worrying about number and just played the game would be more fun. If you beat the dungeon life is good who cares if you could eek out %1 more damage.
Problem is, in agame with freedom of choice with so many skill options, armor options, set items, stats etc. The fact you have no indicator of what actually is better or worse makes these choices frustrating rather than useful.
Lets be honest, the only vision ZOS had with their UI is 'how little effort can we put into it and get away with it'.
The immersion excuse is along the same lines as the Templar bugs which recently got relabeled as 'features'.
All that said, I actually don't think the scrolling combat text is any real use, I have had it forever and actually don't even notice it and keep telling myself I really should turn it off. The dps meter is far more helpful and out the way so not immersion breaking. Course that is no help to consoles as they cannot have that either.
I agree - skip the floating numbers and add a DPS meter.
Or add the option to have one, both, or neither?
No the problem is PC and the game have suffered enough because of consoles... You bought a console so you get a limited UI and game stop asking for features that take away from real content and expansions.
Dimebagd88 wrote: »Dimebagd88 wrote: »Amsel_McKay wrote: »Amsel_McKay wrote: »Did the mob die? Then you did enough damage... Did you die? You did not do enough damage... same with healing.
@Amsel_McKay So by that logic, why is there even a tooltip damage shown?
ESO had this vision when making the UI. The tooltip is there to you can see how much that number changes by skill level or level, so you get an idea. If people stopped worrying about number and just played the game would be more fun. If you beat the dungeon life is good who cares if you could eek out %1 more damage.
Thing is, everyone plays games different. Especially in an mmo, there will always be those who want to min-max. To say they would have more fun playing a certain way is kind of ignorant. All in all, it should at least be an option.
Min-maxer, theorycrafter, hardcore... they have been branded with many titles. He's right. When you introduce MMO elements to the game, you bring that crowd in.
Is that inherently a bad thing? I mean, it's not going to affect someone's experience who wants to immerse themselves. Likely, they'll group up with different guilds, groups, players, etc and play the game their way.
It is not inherently bad at all. But certain varieties of those players can be especially...."insistent" that others players play in a similar way that they do. Mandatory sharing of DPS, gear score, that type of thing. It is certainly fine if those mandatory checks are within the mutual consensus of their own circles, but the precise reason hardcores and min-maxers have the elitist stereotype is because of many of them are willing to push that ideal onto others.
It is for that reason that we do not need to make certain tools to measure and share those quantities so openly available in the base game. Or at least, not without proper safeguards. Even toggles only work so much with societal stigma.
But that is only for certain features. Like DPS meters and gear inspection. Things like small, non-sharable floating numbers are up to debate.
However, I am of the mindset that those numbers are not needed as urgently as many believe (unless you are into min-maxing) but other general indicators in the UI would be helpful. Small messages in the corner of the screen saying a I made a critical hit, for example, would be a nice addition. Or even a set small indicators like "good", "very good", or "a little late".
Dimebagd88 wrote: »Dimebagd88 wrote: »Amsel_McKay wrote: »Amsel_McKay wrote: »Did the mob die? Then you did enough damage... Did you die? You did not do enough damage... same with healing.
@Amsel_McKay So by that logic, why is there even a tooltip damage shown?
ESO had this vision when making the UI. The tooltip is there to you can see how much that number changes by skill level or level, so you get an idea. If people stopped worrying about number and just played the game would be more fun. If you beat the dungeon life is good who cares if you could eek out %1 more damage.
Thing is, everyone plays games different. Especially in an mmo, there will always be those who want to min-max. To say they would have more fun playing a certain way is kind of ignorant. All in all, it should at least be an option.
Min-maxer, theorycrafter, hardcore... they have been branded with many titles. He's right. When you introduce MMO elements to the game, you bring that crowd in.
Is that inherently a bad thing? I mean, it's not going to affect someone's experience who wants to immerse themselves. Likely, they'll group up with different guilds, groups, players, etc and play the game their way.
It is not inherently bad at all. But certain varieties of those players can be especially...."insistent" that others players play in a similar way that they do. Mandatory sharing of DPS, gear score, that type of thing. It is certainly fine if those mandatory checks are within the mutual consensus of their own circles, but the precise reason hardcores and min-maxers have the elitist stereotype is because of many of them are willing to push that ideal onto others.
It is for that reason that we do not need to make certain tools to measure and share those quantities so openly available in the base game. Or at least, not without proper safeguards. Even toggles only work so much with societal stigma.
But that is only for certain features. Like DPS meters and gear inspection. Things like small, non-sharable floating numbers are up to debate.
However, I am of the mindset that those numbers are not needed as urgently as many believe (unless you are into min-maxing) but other general indicators in the UI would be helpful. Small messages in the corner of the screen saying a I made a critical hit, for example, would be a nice addition. Or even a set small indicators like "good", "very good", or "a little late".
Rook_Master wrote: »Zenimax just said it is something they are considering on the Reddit AMA:
http://www.reddit.com/r/xboxone/comments/39gv5r/the_elder_scroll_online_tamriel_unlimited_team/cs384dr
I wouldn't have said it as flamboyant as you. But I agree, once console bugs and stuff get ironed out. Content needs to start coming out asap. PC players have waited long enough.Amsel_McKay wrote: »Amsel_McKay wrote: »Amsel_McKay wrote: »Amsel_McKay wrote: »Did the mob die? Then you did enough damage... Did you die? You did not do enough damage... same with healing.
@Amsel_McKay So by that logic, why is there even a tooltip damage shown?
ESO had this vision when making the UI. The tooltip is there to you can see how much that number changes by skill level or level, so you get an idea. If people stopped worrying about number and just played the game would be more fun. If you beat the dungeon life is good who cares if you could eek out %1 more damage.
Problem is, in agame with freedom of choice with so many skill options, armor options, set items, stats etc. The fact you have no indicator of what actually is better or worse makes these choices frustrating rather than useful.
Lets be honest, the only vision ZOS had with their UI is 'how little effort can we put into it and get away with it'.
The immersion excuse is along the same lines as the Templar bugs which recently got relabeled as 'features'.
All that said, I actually don't think the scrolling combat text is any real use, I have had it forever and actually don't even notice it and keep telling myself I really should turn it off. The dps meter is far more helpful and out the way so not immersion breaking. Course that is no help to consoles as they cannot have that either.
I agree - skip the floating numbers and add a DPS meter.
Or add the option to have one, both, or neither?
No the problem is PC and the game have suffered enough because of consoles... You bought a console so you get a limited UI and game stop asking for features that take away from real content and expansions.