The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/
Maintenance for the week of April 22:
• [IN PROGRESS] PC/Mac: NA megaserver for maintenance – April 25, 6:00AM EDT (10:00 UTC) - 2:00PM EDT (18:00 UTC)
https://forums.elderscrollsonline.com/en/discussion/comment/8098811/#Comment_8098811

Easy improvements this game needs yesterday

  • pieratsos
    pieratsos
    ✭✭✭✭✭
    ✭✭
    pieratsos wrote: »

    And, this is the other problem. You should never tell the player that they have more mitigation than is possible. At best, resistance stats should probably come with the percentage mitigation in parenthesis after the value, but that value should never exceed the hard cap, which you just did, in your example, by 22%. That will result in players looking at the numbers coming back and deciding that the information they're getting is invalid.

    But if you get 40k resistances then the char sheet will show 40k resistances. Isnt that the exact same thing?

    Not as such. Ironically for the exact reason that @SidewalkChalk5 wants to see it change.

    When you see 40k Resistance on your character sheet, that isn't quite the same as reading a percentage mitigation. The reason is that, simply put, if you do the reading to find out how much mitigation 40k will give you, you'll learn the cap is 50%. Otherwise, it doesn't outright lie to you and say you're resisting more damage than you actually are, the way it would if it said you were negating 72%.

    But the fact that people have to google that number to learn what it actually means and translate it to a percentage that they can understand way easier is the problem. That means that it shows information that people cant understand which is the whole reason why it needs to change in the first place. What you are explaining is lack of information regarding the maximum mitigation you can get, not a percentage value giving misinformation. Which is another issue and all the more reason to change the character sheet and put the maximum obtainable mitigation there as well.

    That being said, it would be better to have both the number and the percentage in the character sheet because of buffs and CP that indicate the amount of resistances they give as a number and not as a percentage. They could rework the tooltips to fix that but i highly doubt that they would bother doing that no matter how easy it is.
    Edited by pieratsos on February 21, 2018 3:01AM
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    pieratsos wrote: »
    pieratsos wrote: »

    And, this is the other problem. You should never tell the player that they have more mitigation than is possible. At best, resistance stats should probably come with the percentage mitigation in parenthesis after the value, but that value should never exceed the hard cap, which you just did, in your example, by 22%. That will result in players looking at the numbers coming back and deciding that the information they're getting is invalid.

    But if you get 40k resistances then the char sheet will show 40k resistances. Isnt that the exact same thing?

    Not as such. Ironically for the exact reason that @SidewalkChalk5 wants to see it change.

    When you see 40k Resistance on your character sheet, that isn't quite the same as reading a percentage mitigation. The reason is that, simply put, if you do the reading to find out how much mitigation 40k will give you, you'll learn the cap is 50%. Otherwise, it doesn't outright lie to you and say you're resisting more damage than you actually are, the way it would if it said you were negating 72%.

    But the fact that people have to google that number to learn what it actually means and translate it to a percentage that they can understand way easier is the problem. That means that it shows information that people cant understand which is the whole reason why it needs to change in the first place. What you are explaining is lack of information regarding the maximum mitigation you can get. Which is another issue and all the more reason to change the character sheet and put that information there as well.

    That being said, it would be better to have both the number and the percentage in the character sheet because of buffs and CP that indicate the amount of resistances they give as a number and not as a percentage. They could rework the tooltips to fix that but i highly doubt that they would bother doing that no matter how easy it is.

    Partially because you can already get that from addons.
  • Gnortranermara
    Gnortranermara
    ✭✭✭✭✭
    Here's a sample character sheet using the suggestions I've made:

    Spell Critical Chance: 10% Weapon Critical Chance: 66%
    Critical Hit Bonus: 78% Critical Hit Resistance: -24%
    Spell Resistance: 37.42/50% Physical Resistance: 37.42/50%
    Spell Penetration: 0 Physical Penetration: -34%

    Anyone with two spare neurons left in their brain can rub them together can see how that's objectively superior to a jumbled mess of arbitrary numbers (5280, 4884, 2772) that mean nothing to normal humans. The math and coding needed to achieve this is absurdly simple third grade level work that requires absolutely no changes to current balance or mechanics.
  • pieratsos
    pieratsos
    ✭✭✭✭✭
    ✭✭
    pieratsos wrote: »
    pieratsos wrote: »

    And, this is the other problem. You should never tell the player that they have more mitigation than is possible. At best, resistance stats should probably come with the percentage mitigation in parenthesis after the value, but that value should never exceed the hard cap, which you just did, in your example, by 22%. That will result in players looking at the numbers coming back and deciding that the information they're getting is invalid.

    But if you get 40k resistances then the char sheet will show 40k resistances. Isnt that the exact same thing?

    Not as such. Ironically for the exact reason that @SidewalkChalk5 wants to see it change.

    When you see 40k Resistance on your character sheet, that isn't quite the same as reading a percentage mitigation. The reason is that, simply put, if you do the reading to find out how much mitigation 40k will give you, you'll learn the cap is 50%. Otherwise, it doesn't outright lie to you and say you're resisting more damage than you actually are, the way it would if it said you were negating 72%.

    But the fact that people have to google that number to learn what it actually means and translate it to a percentage that they can understand way easier is the problem. That means that it shows information that people cant understand which is the whole reason why it needs to change in the first place. What you are explaining is lack of information regarding the maximum mitigation you can get. Which is another issue and all the more reason to change the character sheet and put that information there as well.

    That being said, it would be better to have both the number and the percentage in the character sheet because of buffs and CP that indicate the amount of resistances they give as a number and not as a percentage. They could rework the tooltips to fix that but i highly doubt that they would bother doing that no matter how easy it is.

    Partially because you can already get that from addons.

    Well unfortunately not everyone has access to addons. And thats still not a reason to have such a confusing character sheet.
  • GreenHere
    GreenHere
    ✭✭✭✭✭
    ✭✭
    Here's a sample character sheet using the suggestions I've made:

    Spell Critical Chance: 10% Weapon Critical Chance: 66%
    Critical Hit Bonus: 78% Critical Hit Resistance: -24%
    Spell Resistance: 37.42/50% Physical Resistance: 37.42/50%
    Spell Penetration: 0 Physical Penetration: -34%

    Anyone with two spare neurons left in their brain can rub them together can see how that's objectively superior to a jumbled mess of arbitrary numbers (5280, 4884, 2772) that mean nothing to normal humans. The math and coding needed to achieve this is absurdly simple third grade level work that requires absolutely no changes to current balance or mechanics.


    -34% of what, though?!



    (just messin with ya, Chalk) :trollface:

    If our character sheets looked like this when I started playing, things would have made a lot more sense. We need an improvement to how our stats are communicated to us along these lines. Especially for users without access to addons.

    Good suggestion, OP. I hope the devs add it to the to-do list.
  • FloppyTouch
    FloppyTouch
    ✭✭✭✭✭
    ✭✭✭
    Yep agree
  • kind_hero
    kind_hero
    ✭✭✭✭✭
    For decorating houses - a way to snap items like in Fallout 4

    It is a nightmare if you want to connect platforms or blocks to make a larger continuous structure
    [PC/EU] Tamriel Hero, Stormproof, Grand Master Crafter
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    Here's a sample character sheet using the suggestions I've made:

    Spell Critical Chance: 10% Weapon Critical Chance: 66%
    Critical Hit Bonus: 78% Critical Hit Resistance: -24%
    Spell Resistance: 37.42/50% Physical Resistance: 37.42/50%
    Spell Penetration: 0 Physical Penetration: -34%

    Anyone with two spare neurons left in their brain can rub them together can see how that's objectively superior to a jumbled mess of arbitrary numbers (5280, 4884, 2772) that mean nothing to normal humans. The math and coding needed to achieve this is absurdly simple third grade level work that requires absolutely no changes to current balance or mechanics.

    Unfortunately, you've just displayed the fundamental problem with this plan. What, exactly, does that phys pen stat indicate?

    Does it subtract 34% from the target's resistance (so, if they have 40% resist, they now have 6%), does it reduce their resistance by 34% (So, if they had 40%, they now have 26.4%)? These are legitimate interpretations.

    I can get behind needing a new setup, but it would require reworking how damage resistances are displayed and function in order to provide readily meaingful info to the player, here.
  • Gnortranermara
    Gnortranermara
    ✭✭✭✭✭
    It is universally true that all stats must ALWAYS be interpreted and the formula understood for them to be meaningful, so that's not a valid criticism of my argument that the stats need to be displayed. The correct interpretation for flat penetration is the first example you gave (if they had 40% it becomes 6%). That's how flat pen works in the damage formula.
    Edited by Gnortranermara on February 21, 2018 5:49PM
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    It is universally true that all stats must ALWAYS be interpreted and the formula understood for them to be meaningful, so that's not a valid criticism of my argument that the stats need to be displayed. The correct interpretation for flat penetration is the first example you gave (if they had 40% it becomes 6%). That's how flat pen works in the damage formula.

    Right, so when you're looking at a penetration stat that says, "hey, here's 34% penetration," your immediate thought should be that it removes 85% of the target's resistances.
  • Gnortranermara
    Gnortranermara
    ✭✭✭✭✭
    Right, so when you're looking at a penetration stat that says, "hey, here's 34% penetration," your immediate thought should be that it removes 85% of the target's resistances.

    Your immediate thought should be that you need to look up how the formula works because all rational people understand that character stats cannot be interpreted if you don't know how they function in the formula. If you don't want to look up the formula and understand it, then don't. The rest of us need the stats displayed so we can make use of them.
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    Right, so when you're looking at a penetration stat that says, "hey, here's 34% penetration," your immediate thought should be that it removes 85% of the target's resistances.

    Your immediate thought should be that you need to look up how the formula...

    Then we're right back where we started. You need to look up how the attribute functions before you'll know how it works. The difference is that, unlike now, the stat would appear to have a specific meaning (beyond, bigger numbers = better), which would be inaccurate.

    I understand that you understand the system, but you're making one of the classic mistakes of UI design. "I know what X means, therefore it should be intuitive to everyone else." Give them a raw percentage value and 99% of users will assume that it means Original_Value*X, not Original_Value-X. Because Percentages do not work that way.
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    It would be nice if there was an option you could turn on that automatically sorted items placed into the guild bank.
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    Nothing is ever easy around these parts....
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jeremy wrote: »
    It would be nice if there was an option you could turn on that automatically sorted items placed into the guild bank.

    You mean stacking them? That was specifically locked out because of a duping exploit back at launch. Though... no reason autostacking shouldn't be doable.
  • NyassaV
    NyassaV
    ✭✭✭✭✭
    ✭✭
    Man... I just want a search bar to the Guild trader because AGS is broken most the time for me and never works
    Flawless Conqueror ~ Grand Overlord
    She/Her ~ PC/NA | I record things for fun and for info
Sign In or Register to comment.