Everybody complains left and right about issues but the moment a dev pops up everyone brown noses lmao
ZOS_RobGarrett wrote: »And, of course, @ZOS_RichLambert oversees "all the things".
Wasn't the lead designer Wrobel?
When it comes to giving feedback, the only hard rules are those stated in the Community Terms of Service. That being said, off the top of my head, a few pieces of advice are:SlippyCheeze wrote: »Welcome, and thank you for stepping up into the harsh glare of publicity. Since you were at Riot, I'm sure you heard GhostCrawler talking about the less fun times it'll bring, as well as the good ones.
If I may, I'd suggest the most important change to make to this is to tell us, explicitly, how you want the community to talk to you. I suspect that you probably don't want a nice @ZOS_RobGarrett tag every time someone is grumpy about any aspect of gameplay. By being explicit, at least there is some chance that the appropriate community norms will be established.
It'd also be a big help, selfishly, if you laid out what makes for good and useful feedback from your perspective. I, uh, could also say that there are a few things I'd like to see changed, but as "not a ZOS employee", I'd like to know how to make my "just a player" feedback as useful as possible ... and of course, "as convincing as possible"
ideas that work well in this game:
-armor system
-skill line system
-synergy system
-skillbar system
ideas that don't work or work poorly
-class/race systems
-overuse of one shot mechanics
-macro promoting rotation combat
-boss oriented gameplay
solutions
-scale back class/race system to be more in line with the skillline system.
Race: i.e rather than giving high elves innate mag regen have mag regen as a trainable skill line for all players, where high elves get a small bonus to that. Do the same for all critical(combat) bonuses.
Class: a skill line based subclass system for veteran players to trade out certain skillines for other lines from other classes at some basic cost. Maintaining 3 "core" lines. Get rid of global class passives for skilline pasives with some checks and balances for similar and dissimilar skill lines.
one shots: add in ways for players to at least work toward deactivating one shot mechanics if they must be used.
macro promoting rotation combat: add in more conditional dps reliant on exploiting specific conditions rather than timer efficiency/ light attack filler spam
bosses: the whole dungeon should be interesting not just the boss fight. There are many ways to make the dungeon fun without putting all the challenge on the bossfight.
thats about it. it is a great game.
one other note: basic evolution of systems for instance adding a utility slot common to both skillbars as an evolution of the skillbar system or veteran skillines that have requirements to slot abilities from multiple skill lines for use of abilities. To keep the working systems fresh.
ZOS_RobGarrett wrote: »Hey everyone!
I just wanted to take an opportunity to introduce myself here on the forums. I'm the Lead Gameplay Designer on ESO, overseeing the Systems, Combat, PvP, and User Interface teams. Some of you may have seen me on ESO Live last month. I was a little nervous in the beginning of the show if you couldn't tell. =P
I've been working in games for 15 years, most recently having spent 7 at Riot Games working on League of Legends and several smaller games in the LoL universe. I joined ZOS in January and started playing ESO about a year ago. Obviously many of you have been playing the game much longer and have acquired a wealth of knowledge and expertise during that time. ESO is a huge game, and I won't claim to have the same depth of knowledge as someone who's been actively playing since beta.
I do, however, play pretty much every day (I recently switched from PC to console to get better visibility into that experience) and scan the forums and Reddit when time permits. I also lean on the knowledge and experience of the great teams and people here at ZOS who've been hammering on ESO for about a decade. To be clear, my role here is less about making specific changes or improvements to the product and more about helping our teams improve how we work and communicate, both with each other and with you - the players. That being said, I'd be lying if I said there aren't specific aspects of the game I'd like to improve.
My intent is to start posting here on the forums more regularly and, in time, provide more insight into how we think about Gameplay design. My days are already pretty busy (it turns out shipping an update every 3 months leads to a pretty aggressive development schedule!) but I will engage when I can. I'm also certain Gina will find opportunities to poke me for a response.
ESO is a great game. I wouldn't have joined the team if I didn't believe that, and it's exciting to have a hand in shaping the game for the coming years. I'm happy to be here and am looking forward to hearing from you!
ZOS_RobGarrett wrote: »When it comes to giving feedback, the only hard rules are those stated in the Community Terms of Service. That being said, off the top of my head, a few pieces of advice are:SlippyCheeze wrote: »Welcome, and thank you for stepping up into the harsh glare of publicity. Since you were at Riot, I'm sure you heard GhostCrawler talking about the less fun times it'll bring, as well as the good ones.
If I may, I'd suggest the most important change to make to this is to tell us, explicitly, how you want the community to talk to you. I suspect that you probably don't want a nice @ZOS_RobGarrett tag every time someone is grumpy about any aspect of gameplay. By being explicit, at least there is some chance that the appropriate community norms will be established.
It'd also be a big help, selfishly, if you laid out what makes for good and useful feedback from your perspective. I, uh, could also say that there are a few things I'd like to see changed, but as "not a ZOS employee", I'd like to know how to make my "just a player" feedback as useful as possible ... and of course, "as convincing as possible"
- Avoid speculation and assuming intent, but feel free to ask about it.
- Clearly described, and well researched, problems are usually more valuable to us than proposed solutions.
- Don't forget to acknowledge changes and additions you enjoy. This is not about giving us praise but rather helping us identify success and successful patterns.
- Don't be a jerk. =P
ZOS_RobGarrett wrote: »When it comes to giving feedback, the only hard rules are those stated in the Community Terms of Service. That being said, off the top of my head, a few pieces of advice are:SlippyCheeze wrote: »Welcome, and thank you for stepping up into the harsh glare of publicity. Since you were at Riot, I'm sure you heard GhostCrawler talking about the less fun times it'll bring, as well as the good ones.
If I may, I'd suggest the most important change to make to this is to tell us, explicitly, how you want the community to talk to you. I suspect that you probably don't want a nice @ZOS_RobGarrett tag every time someone is grumpy about any aspect of gameplay. By being explicit, at least there is some chance that the appropriate community norms will be established.
It'd also be a big help, selfishly, if you laid out what makes for good and useful feedback from your perspective. I, uh, could also say that there are a few things I'd like to see changed, but as "not a ZOS employee", I'd like to know how to make my "just a player" feedback as useful as possible ... and of course, "as convincing as possible"
- Avoid speculation and assuming intent, but feel free to ask about it.
- Clearly described, and well researched, problems are usually more valuable to us than proposed solutions.
- Don't forget to acknowledge changes and additions you enjoy. This is not about giving us praise but rather helping us identify success and successful patterns.
- Don't be a jerk. =P