Doctordarkspawn wrote: »danielpatrickkeaneub17_ESO wrote: »danielpatrickkeaneub17_ESO wrote: »Nyghthowler wrote: »danielpatrickkeaneub17_ESO wrote: »It's 2016. People who don't Google things are stupid. Sorry to be so harsh but this goes for EVERYTHING, not just ESO. You have all of the world's available information literally at your fingertips.
You can learn anything from ESO builds, to installing hot water heaters, to what Spider 2 Y Banana means and all the way up to making creme brûlée or doing CPR. Just ask it.
Yeah, people who want to actually explore the game and not just look up all the answers should be burned at the stake!
/sarcasm
Hardly. The OPs example was that these people didn't know anything because their friend who got them into the game refused to help them. Meanwhile they got to CP200 so chances are they had at least a month or three to figure out a solution other than relying on a crappy friend. If all that is true and no one thought to Google things as a potential solution they are in fact stupid.
That is an idiotic opinion actually...... There are those who enjoy trial and error they also enjoy exploring things for themselves without data mining, or doing a web search. I find the quest I do without the help of google are the most enjoyable because I discovered it on my own without the answer book. It's a very Millennial generation thing to decide that anyone that doesn't take shortcuts is stupid.
/shrug.
Except that was not what the original post was about. The people in his example were searching for ideas because their "friend who got them into the game" refused to help. They were not "trying to figure things out on their own".
Using Google is not a shortcut in this situation. It's a logical step when you're searching for information but the only source you have is stonewalling you.
But yeah, millennials. Clearly the problem.
Exept that he's not far from the truth. This entire thread has been new generation gamers including yourself shouting at us to shut up and use google, and stop demanding this game have a tutorial worth a crap.
Sounds exactly like what he's saying to me.
Even after looking at builds and whatnot most of them require tons of gold to buy overpriced equipment sold by players who farm the very dungeons you're trying to get into.
I'm going to have to agree with the OP. I don't play this game anymore and haven't played since the stealing system was new
Even after looking at builds and whatnot most of them require tons of gold to buy overpriced equipment sold by players who farm the very dungeons you're trying to get into.
Well, I'm 41, was in the very first phase of the beta for ESO, just after friends and family...our group was named by the devs as "The Psijic Order". 100ish of us if I remember right.
Now I had come out of MMOs as had roughly half of us. I wrote MUD code back in college and was a beta tester for Ultima Online, Everquest, WoW, and several others.
Those like me in that early group argued, as you would expect, for a lot of the MMO elements...some that made it, heaps that didn't.
On the other side of the aisle were folks who had never played an MMO, or of they had, had a bit of disdain for it. They were all about the lore, the story, etc.
What folks like me tried to explain is that the two things are not mutually exclusive, and that quite simply ESO was not the successor single player game to Skyrim but - an MMO.
MMOs are a trifle more challenging at the top end than a single player game is. A very successful player has to be a self starter, has to be the sort of person that enjoys researching things, etc. It is about discovery. It is about being *proactive*. It is about getting off the rails that a single player experience often has.
And look, I don't mean to go all "uphill in the snow" here, but compared to Everquest? Ultima Online?
ESO is truly, truly elementary. There is practically no death penalty. The learning curve is not in the least bit prohibitive.
Ultima Online was so much harsher it is comedy. But it was so. much. fun. Because mistakes mattered. Because skill mattered. Because research mattered. All more than how much money you spent.
Googling the truly elementary mechanics of ESO is *easy*. It just is. It isn't too much to ask. Not of a 15 year old. Not of a 50 year old. Just do it - and gently, magnanimously encourage those that don't to. Don't have to be mean about it, just nudge em nicely.
Well, I'm 41, was in the very first phase of the beta for ESO, just after friends and family...our group was named by the devs as "The Psijic Order". 100ish of us if I remember right.
Now I had come out of MMOs as had roughly half of us. I wrote MUD code back in college and was a beta tester for Ultima Online, Everquest, WoW, and several others.
Those like me in that early group argued, as you would expect, for a lot of the MMO elements...some that made it, heaps that didn't.
On the other side of the aisle were folks who had never played an MMO, or of they had, had a bit of disdain for it. They were all about the lore, the story, etc.
What folks like me tried to explain is that the two things are not mutually exclusive, and that quite simply ESO was not the successor single player game to Skyrim but - an MMO.
MMOs are a trifle more challenging at the top end than a single player game is. A very successful player has to be a self starter, has to be the sort of person that enjoys researching things, etc. It is about discovery. It is about being *proactive*. It is about getting off the rails that a single player experience often has.
And look, I don't mean to go all "uphill in the snow" here, but compared to Everquest? Ultima Online?
ESO is truly, truly elementary. There is practically no death penalty. The learning curve is not in the least bit prohibitive.
Ultima Online was so much harsher it is comedy. But it was so. much. fun. Because mistakes mattered. Because skill mattered. Because research mattered. All more than how much money you spent.
Googling the truly elementary mechanics of ESO is *easy*. It just is. It isn't too much to ask. Not of a 15 year old. Not of a 50 year old. Just do it - and gently, magnanimously encourage those that don't to. Don't have to be mean about it, just nudge em nicely.
Well, I'm 41, was in the very first phase of the beta for ESO, just after friends and family...our group was named by the devs as "The Psijic Order". 100ish of us if I remember right.
Now I had come out of MMOs as had roughly half of us. I wrote MUD code back in college and was a beta tester for Ultima Online, Everquest, WoW, and several others.
Those like me in that early group argued, as you would expect, for a lot of the MMO elements...some that made it, heaps that didn't.
On the other side of the aisle were folks who had never played an MMO, or of they had, had a bit of disdain for it. They were all about the lore, the story, etc.
What folks like me tried to explain is that the two things are not mutually exclusive, and that quite simply ESO was not the successor single player game to Skyrim but - an MMO.
MMOs are a trifle more challenging at the top end than a single player game is. A very successful player has to be a self starter, has to be the sort of person that enjoys researching things, etc. It is about discovery. It is about being *proactive*. It is about getting off the rails that a single player experience often has.
And look, I don't mean to go all "uphill in the snow" here, but compared to Everquest? Ultima Online?
ESO is truly, truly elementary. There is practically no death penalty. The learning curve is not in the least bit prohibitive.
Ultima Online was so much harsher it is comedy. But it was so. much. fun. Because mistakes mattered. Because skill mattered. Because research mattered. All more than how much money you spent.
Googling the truly elementary mechanics of ESO is *easy*. It just is. It isn't too much to ask. Not of a 15 year old. Not of a 50 year old. Just do it - and gently, magnanimously encourage those that don't to. Don't have to be mean about it, just nudge em nicely.
You're correct that ESO is like child's play compared to older MMORPGs that required vast amounts of time and effort and punished you harshly when you didn't succeed. But in a sense: that is also what makes ESO more difficult for newer players - because the game does not prepare them for many of the challenges they are going to encounter in dungeons.
For example: If a player is gliding through the game as if he or she was on auto pilot - why then would they ever feel the need to visit websites or research builds? Because the one they are using seems to be doing so well. And that is routinely what is at issue here on this game. It is terribly balanced with huge difficulty spikes. It lulls players into feeling confident enough to queue up for veteran dungeons before they are actually ready. In other words: this game sets players up to fail. And then they are called "noobs" any many other worse names and often kicked from the group.
On the older MMORPGs you cite this was not a problem. You couldn't reach max level or complete the story without learning the ropes first. So when you became a veteran you actually were an experienced veteran who had experience at dealing with the game's more challenging aspects. On this game it's the exact opposite.
Doctordarkspawn wrote: »Well, I'm 41, was in the very first phase of the beta for ESO, just after friends and family...our group was named by the devs as "The Psijic Order". 100ish of us if I remember right.
Now I had come out of MMOs as had roughly half of us. I wrote MUD code back in college and was a beta tester for Ultima Online, Everquest, WoW, and several others.
Those like me in that early group argued, as you would expect, for a lot of the MMO elements...some that made it, heaps that didn't.
On the other side of the aisle were folks who had never played an MMO, or of they had, had a bit of disdain for it. They were all about the lore, the story, etc.
What folks like me tried to explain is that the two things are not mutually exclusive, and that quite simply ESO was not the successor single player game to Skyrim but - an MMO.
MMOs are a trifle more challenging at the top end than a single player game is. A very successful player has to be a self starter, has to be the sort of person that enjoys researching things, etc. It is about discovery. It is about being *proactive*. It is about getting off the rails that a single player experience often has.
And look, I don't mean to go all "uphill in the snow" here, but compared to Everquest? Ultima Online?
ESO is truly, truly elementary. There is practically no death penalty. The learning curve is not in the least bit prohibitive.
Ultima Online was so much harsher it is comedy. But it was so. much. fun. Because mistakes mattered. Because skill mattered. Because research mattered. All more than how much money you spent.
Googling the truly elementary mechanics of ESO is *easy*. It just is. It isn't too much to ask. Not of a 15 year old. Not of a 50 year old. Just do it - and gently, magnanimously encourage those that don't to. Don't have to be mean about it, just nudge em nicely.
You're correct that ESO is like child's play compared to older MMORPGs that required vast amounts of time and effort and punished you harshly when you didn't succeed. But in a sense: that is also what makes ESO more difficult for newer players - because the game does not prepare them for many of the challenges they are going to encounter in dungeons.
For example: If a player is gliding through the game as if he or she was on auto pilot - why then would they ever feel the need to visit websites or research builds? Because the one they are using seems to be doing so well. And that is routinely what is at issue here on this game. It is terribly balanced with huge difficulty spikes. It lulls players into feeling confident enough to queue up for veteran dungeons before they are actually ready. In other words: this game sets players up to fail. And then they are called "noobs" any many other worse names and often kicked from the group.
On the older MMORPGs you cite this was not a problem. You couldn't reach max level or complete the story without learning the ropes first. So when you became a veteran you actually were an experienced veteran who had experience at dealing with the game's more challenging aspects. On this game it's the exact opposite.
Oddly enough, this -was- the case on release.
Overworld content was a fight for your life every tooth and nail, and every encounter felt like a fight for your life. This was way back on release when the sub requirement still remained. But it was decently paced and the game preped you for what you were going to encounter. Hell, Veteran ranks was basicly a group -zone-, and plenty of it.
The problem? The problem from people like me was, we hit vet ranks, threw our keyboards against the wall and abruptly stoped playing. Which nearly killed this game. There was something to be said for beating Molag Bal in vanilla (And I did, even though my account got eaten by Zenimax when I changed ISP's) But the vet rank zones were so hard, you couldn't solo them. People like me left in droves for something a little less teeth-clenching, and the hardcore audience complained about the grind.
The problem we face now, is this game has been shoddily converted into a more casual experience, and is going -back- to that hardcore thing. The game does not know what it wants to be. Does it wanna keep hardcore players? Does it want to appeal to everyone? The game does not know what it wants to be and until it figures that out we probably wont get a coherent experience.
I'm going to have to agree with the OP. I don't play this game anymore and haven't played since the stealing system was new
That is a considerable amount of time that no "but" will do. That is before a majority of the group content we are talking about, and in the Psijic days we had virtually zero group content.Even after looking at builds and whatnot most of them require tons of gold to buy overpriced equipment sold by players who farm the very dungeons you're trying to get into.
No, it isn't. Purple equipment is truly negligable to achieve. Truly.
It isn't an opinion thing. It is just the truth. A person can on their own upgrade 2 trait gear to purple for a very small outlay, or no outlay by doing writs. The process is elementary, easy to find, requires no outside help. Requires not one single drop, from zero to complete would take around 2 weeks casual gaming time max once max level.
Seriously here.
Doctordarkspawn wrote: »If your comparing this game to Ultima and the original Everquest, of course this game is going to be elementary
Doctordarkspawn wrote: »Noobs should find a guild instead of going into the dungeon finder unprepared. Because, you know, if you wanna learn something you gotta actually talk to people. (Crazy, I know right?)
Dunno about you, but I dont find a guild until I know I'ma actually put down roots in a game. If these people are just trying to get their foot in the door, see how it goes, this can and will screw them.
Rev Rielle wrote: »Just because a couple of new players that are learning are unable to complete a normal dungeon that does not mean there is something wrong with them, nor how the dungeon/s are designed.
It just happens. Failure is not a dirty, bad, word. When it happens it's not he end of the world. In fact it's a good thing; for when stretched we have clear stimulus grow. Some players will embrace that and look to improve, whilst others will not. Either way is perfectly fine.
The only fault here I think is the thinking that content should be able to be completed first time by everyone. Though diminished there is still some skill involved with normal dungeons. This is especially true for the return version II dungeons where there are often various 'immediate defeat' mechanics in place or other checks, such as a dps check in this case.
Doctordarkspawn wrote: »If your comparing this game to Ultima and the original Everquest, of course this game is going to be elementary
No Sir. If you compare ESO to UO or EQ the phrase would be "spoon fed".
Really now. Outside of a tiny fraction of the game you can very truly mash one single button for everything.. You can make a viable endgame character with almost no trouble. You can with almost no effort find every single bit of information about the game within seconds.
And UO was by no means an awful, terrible slog either. You did have to find out things on your own though, absolutely.
Anyway, the game is already easy enough. The hell of it it is, the folks in this thread (who actually still play the game) have figured it out and are in a circular argument. Tooltips and a more detailed tutorial, you bet.
But there will always, rightfully, be a curve at endgame. That part of these games are aimed at a different playstyle than someone who has to be told to google something. It is for folks who do it on their own. No tutorial will be able to cover every intricacy, every mechanic, etc - and if it does you will lose the other crowd to sheer boredom.
ESO is hardly the first of these games to have to strike that balance. But especially with 1T, it is arguably the most generous in terms of the casual player and content for them than any game that has ever come before it. It is a truly massive world that scales to you and can be done with one button naked. Really now, full stop.
Rev Rielle wrote: »Just because a couple of new players that are learning are unable to complete a normal dungeon that does not mean there is something wrong with them, nor how the dungeon/s are designed.
It just happens. Failure is not a dirty, bad, word. When it happens it's not he end of the world. In fact it's a good thing; for when stretched we have clear stimulus grow. Some players will embrace that and look to improve, whilst others will not. Either way is perfectly fine.
The only fault here I think is the thinking that content should be able to be completed first time by everyone. Though diminished there is still some skill involved with normal dungeons. This is especially true for the return version II dungeons where there are often various 'immediate defeat' mechanics in place or other checks, such as a dps check in this case.
There will allways, rightfully, be a curve at endgame. But it does not have to be a cliff, and it does not have to be static.
You seem stuck in the past, sir. And unobservant. Casual content isn't limited to the overworld. To say casuals need to be happy with the overworld is madness. To say that we should be greatfull things are this good, is with all due respect, -cowardly-.
There will allways, rightfully, be a curve at endgame. But it does not have to be a cliff, and it does not have to be static.
It is very, very far from a "cliff". That is the worst sort of hyperbole.You seem stuck in the past, sir. And unobservant. Casual content isn't limited to the overworld. To say casuals need to be happy with the overworld is madness. To say that we should be greatfull things are this good, is with all due respect, -cowardly-.
Within one page of this thread you say that folks who differ with your opinion are a younger generation of gamers are "shouting" to use google and so forth.
When confronted with the opposite, now it is because of being stuck in the past and being "cowardly"?
That really is absurd.
For what its worth I'm a decorated combat infantry veteran. So when I say absurd I really mean it.
Ad hominem just doesn't cut it. I disagree with you that it is a "cliff", that it is anything like insurmountable. That isn't because I am too young, too old, too anything. It is because of observation.
Good evening, and good luck with your crusade for better tutorials
starkerealm wrote: »This is clearly stated in the tooltips of magicka/stamina. Just read them!There are a few things the game does a really poor job of explaining. I think weapon power/splee power, weapon crit/spell crit are reasonably well explained but here is a list of things that are not well explained or not explained at all:
-light/heavy attacking gives "heroism" and builds ultimate. Same with blocking or healing someone who has the buff.
-heavy attacking gives back resources. I don't think this is mentioned anywhere. How would a new person ever know?
-resource pools also increase damage. In most games resources are separated from damage stats.
And yet the pools do not affect the "printed" weapon and spell damage on the character sheet. For the longest time, I thought the tooltips were wrong, because increasing stamina or magicka did not increase weapon power or spell power.
That's true and correctly...magicka/stamina increase the damage of your skills but not your weapon/spelldamage....it's exactly what is stated in the tooltips. You cannot blame the game for this...

Doctordarkspawn wrote: »The problem? The problem from people like me was, we hit vet ranks, threw our keyboards against the wall and abruptly stoped playing. Which nearly killed this game. There was something to be said for beating Molag Bal in vanilla (And I did, even though my account got eaten by Zenimax when I changed ISP's) But the vet rank zones were so hard, you couldn't solo them. People like me left in droves for something a little less teeth-clenching, and the hardcore audience complained about the grind.
The problem we face now, is this game has been shoddily converted into a more casual experience, and is going -back- to that hardcore thing. The game does not know what it wants to be. Does it wanna keep hardcore players? Then the casuals get told to suck it and leave. Does it want to appeal to everyone? Then the hardcore players whine. The game does not know what it wants to be and until it figures that out we probably wont get a coherent experience.
Redirect to Deltia.
That man has helped so many noobs it's pretty incredible tbh. He's perfect for helping people learn the ropes and use easy but effective builds.
Noobs should find a guild instead of going into the dungeon finder unprepared. Because, you know, if you wanna learn something you gotta actually talk to people. (Crazy, I know right?)