@ZOS_RobGarrett what's your PSN? We should do some PvP some time. I also play multiple games, and there are aspects that are present in other games that I play that I believe will benefit ESO, and would love to share these ideas with ya!
Malacthulhu wrote: »@ZOS_RobGarrett what's your PSN? We should do some PvP some time. I also play multiple games, and there are aspects that are present in other games that I play that I believe will benefit ESO, and would love to share these ideas with ya!
I would make the same offer minus my opinions about the game but, I am on xbox and I feel that your cp90 might hold me back on my progression with my limited game time crafting for you.
Malacthulhu wrote: »@ZOS_RobGarrett what's your PSN? We should do some PvP some time. I also play multiple games, and there are aspects that are present in other games that I play that I believe will benefit ESO, and would love to share these ideas with ya!
I would make the same offer minus my opinions about the game but, I am on xbox and I feel that your cp90 might hold me back on my progression with my limited game time crafting for you.
Oh I would definitely help the guy with his gear. The main games I play right now are ESO, Monster Hunter World, and Destiny 2.
I would assume where Wrobel effectively determines what an in game action does, I suspect Rob is in charge of making that action happen, implementing the keypress > UI > backend result.Welcome @ZOS_RobGarrett I have a question though that hasn't been asked or shared here
What do you do as the lead gameplay designer, in depth would you mind explaining what that job title entails, and what you mostly work on in ESO?
ZOS_RobGarrett wrote: »
Whatever do you mean? Our UI is perfect! PER-FECT!
But seriously, the UI team is always looking for ways to improve the experience on both PC and console. Once again it wouldn't be appropriate for me to describe efforts-in-progress or future plans in detail, but we agree there are opportunities to streamline the social experience of ESO.
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
Nice to meet you.
My only question is Can you fix the lag (I.e,. Cyrodil performance)?
Salvas_Aren wrote: »It would be nice if we could get information which lags and bugs in PvP are server side problems and which can occur due to graphic rendering power, drivers etc on the client side.
Thanks for posting and clearing the air on "Management Intent".
If I may, please fix PvP before you do anything else. Large scale battles wreck client connections (or state) and the Cyrodiil faithful have put up for it since Beta.
Stop releasing fury little animals, 2 dungeon DLCs, or retro Flame Crates. Do hard stuff, not easy. Get everyone at ZOS to roll up their sleeves and figure out how to keep me and others from crashing out of Cyrodiil.
Thanks, and welcome aboard.
Which department is in charge of the performance fixes?
On the forums, only one green staff member has ever commented on performance / technical fixes and that's @ZOS_AlexTardif .
Surely it's not just one poor guy.
Do you PvP? If so, why is Cyrodiil gameplay so terrible? What's going on with the resources, wall strength, disconnects and lag?
Nice to see you here. Get into Cyrodiil and experience the world of glitchyness, and make your colleagues aware of them please. That's about the only thing with this game (in terms of quality) that kind of [removed profanity] me me off. Take care!
Some of us mainly PVP. I would love to see you help fix it. Many of the best players have left. You can find out why on the forums. Please help make it great again!
fatmanatcomp wrote: »
I would ask about the pvp lag and all the bugs in Cyro, will they ever be fixed, i soooo tired of being ignored. Was a thread about a bag that couldn’t be looted, that got an answer.
They have made poor in Cyro the norm because they have shown they can make it a lot worse in there. Look we have given you back poor instead of unplayable. Be grateful
Hi RobGarrett , nice to meet you .
Quick question , have you lag in PVP / PVE ? If yes , what you gonna do with this ? Thank you !
Well if he play's this game every day like he says, then he well knows the problems with the game performance and issues associated with the PC and console. Actions speak louder than words and ZOS always has words but in the end, no action.
ZOS has cried wolf too many times for me to believe anything they say anymore.
Welcome @ZOS_RobGarrett , You have a lot of work ahead of you but do hope you enjoy your time here. I'm sooooooo glad to see a developer finally coming onto the forums and hope to see more communication in the future.
As such, if you don't mind I'd like to provide you with my Top 5 wish list. Sorry, I type a lot, so I'll put it in a spoiler tag so you don't automatically see a wall of text.#1) The grind for things is at a tipping point. It's no longer fun. So many grinds to obtain things in this game, from armor to furnishings, to materials have been added, that the more casual players pretty much have to work at it more than their real life jobs. When a game hits that tipping point of requiring more than half the time of a real life job to get certain things, it's no longer fun. Players begin playing less. They stop subscribing. They stop buying Crowns.. because what's the point? They are not having fun playing the game any more.
- Reduce the number of motifs and it's pieces released every year. No more than 4 motifs and release them about 6 months between each other. This gives players time to get the peices they need without having to grind so much to get it, in preparation for the next release of 14 motif pieces. Please do not do stuff like we had with the Glass motif ever again. No one liked it.
- Jewellery Crafting Grind... I'm looking at you!! Then 10x item requirements for refing of trait pieces on top of more 10x requirment for refining the quality items is too much. It should be the same as the other crafting abilities. Remove the dusts and give the full upgrade material at least. It's better now with the reduce in upgrade mats needed, but still is a heck of grind.
- Minimize the RNG grind. Either token system or let people choose their prize in places like VMA, VDA and Trials. The last boss should always drop a weapon or jewellery for everyone, not just select players.
If you have a good game with good content, people will play it over and over again with their friends for the social aspect, and not because they have to grind to get something to keep doing what they used to do previously.#2) Please work on seperating PVP skills from PVE skills so that we have two completely different systems. As a mainly PVE player (who has played enough PVP), I'm tired of having my PVE character nerfed into the ground in the name of "balance" (which is never gonna happen) of PVP.
As a player with a disability, you've taken enough from me that I can no longer keep up with my friends who continue to play. You have changed things so they rely mainly on "animation cancelling" and "attack weaving" which I cannot do reliabley enough. I'm left in an area where I'm powerful enough that normal trials are boring and unchallenging and not as fun, but not powerful enough where I'm allowed to particpate with friends in a core raids group. Trying to get people to do regular Vet trials when they have people who don't meet their or the community set standards is hard to come by.
Part of that problem I feel is this notion that for the last two years, changes were made and we as players were told it was to lower the ceiling and bring up the floor. This hasn't happened AT ALL!! You can't lower the ceiling by nerfing the players. That can only happen by nerfing the content. The top 1% of players, who use macro keyboards are always going to be the top 1%. If you don't want them getting 75k dps, then put a DPS cap in the game. That's the only way you can control that. Players won't like it though. But the changing of the type of trials, and the different mechanics haven't made a difference to the requirements. Before these changes happened, players were required to have 25k stamina or 20k magicka dps. Now, it have risen to requiring 35k stamina dps and 30k magicka dps. That ceiling has gotten higher. Not lower, and because of the changes made to the way combat works in the game, players like me, get more left behind and gimped even more than our own disabilities make us, because of the changes that have been made.
I'm not sure how you can solve this. Perhaps it is time to start looking at soft and hard caps and implementing them again. Make the CP use matter. If a player has too much CP into attack abilities that they go over the DPS cap, it will force them to use CP in places for defence or something else, without hindering those of us who need the extra points in those trees to help boost our DPS to compensate for our disabilities. (Some CP abilities may need to be moved around a bit.)
Example: Johnny is one of the elite 1%. He currently always pulls 50-60k dps in Trials. ZOS doesn't really want players pulling that much DPS because they go through content too quickly and bypass mechanics. ZOS puts a 40k max DPS cap into the game. Now, no matter what Johnny does, he can only get 40k DPS, but Johnny still seems to be dying a lot in Trials. So, to compensate, he takes some points out of his DPS abilities, slots a heal for himself, and puts those points into the CP that increases his healing skills. Maybe Johnny doesn't die so much any more.
Example2: Jenny is a disabled/older player who can get between 25k-30k DPS depending on rotation and luck. She can't animation cancel reliably. She knows the mechanics pretty good for most Trials, but no matter what she does, she can't get over that DPS hurdle. So Jenny is left out of playing in Trials groups with her friends. After a couple new updates come out, CP is increased enough that Jenny can put more points into her Penetration and Weapon Dmg or Direct Attack Dmg to boost her DPS more. She seems ok in the surviving department, so the few given there will compensate. With more practice and fiddling with her CP and the correct abilities, Jenny is now reliably getting over 30k DPS and closing in on the 35k DPS requirements where she might get a chance to play with her friends again.
Ok the two examples might be a bit overly simplistic in understanding, but they are an example of an idea.#3) Please use one least one Dungeon DLC to instead work on fixing as many of the bugs in this game as possible. It is due for a serious bug cleaning.
#4) Please hire a couple people full time who go from server to server to take care of the botting problem in this game. Yes, it is a problem that severely needs to be taken care of. Most players are no longer willing to report bots any more due to it being extremely time consuming. Most only have an hour or so a night to play, and who wants that time eaten up by reporting bots that should be taken care of weekly by a GameMaster visiting and checking out known botting locations?!
#5) Please add a 6th ability tab for use of a toggled passive only. The active ability cannot be used in combat. (Therefore not needing to add any more buttons to press for the consoles than there already is). This may add a different dynamic to combat and help to elevate the dps of a few people who need it. Yeah, it will elevate the top players too, but they are so beyond everyone that they don't really count any more.
Thank you for time and even attempting to read this all.
I used to love this game, but the grind and not being able to keep up with my friends has kinda killed the spark.
coplannb16_ESO wrote: »A late welcome @ZOS_RobGarret from me too. I hope you will have a great time at ZOS, within the game and engaging the community.
+1 from me for the suggestion to not do 3 DLCs / 1 Expansion per year. I think the game could now do with less new dungeons. In my opinion we are overinflated with dungeons and gear sets plus monster sets. Instead the base game and existing DLCs and game mechanics could use continued rework or polishing. Some things of my head:
#1 complete class and skill system overhaul.
- rebalance of skill costs/duration/damage/effect (example: basically all DK skills are more expensive than other classes skills)
- rebalance of all passives (make them equally usefull between classes and between magicka and stamina)
- maybe addition of a 4th skill line per class in order to allow for 1 tree for DPS, 1 for Healing, 1 for Tanking, 1 for Utility/PvP. This would allow to get some class identity back (e.g. maybe DKs could get back their evasion bonus on Cinderstorm or their original World in Flames and those healing morphs could go to new skills, Wardens could get that ice wall spell that some NPCs use or those moving ice shards to flex out the ice-caster theme,...)
- alternatively add more morph options per skill (in this case please add multi-spec so we dont have to respec everytime between PvP and PvE)
#2 Cyrodil
- we didnt have any major additions to the alliance war ever, IC doesnt count as it doesnt happen "in" Cyrodil
- I for my part want more people in Cyrodil and less queues. give us back 500 vs 500 vs 500 epic battles (game could run these before all calculations moved to the server). There are other ways to prevent cheating even with client-side calculations.
- make IC more like Darkness Falls from Dark Age of Camelot where you could use the dungeon to get into the rear of the enemy defense -> more entries / exits all over Cyrodil, also less loading screens/doors, it should be one connected zone under Cyrodil, also allow scrolls to be taken there so you could run the scroll though IC to the keep of your choice
- dynamic events in Cyrodil, e.g. a large imperial army leaving IC to take a keep from the players, caravans traveling between keeps with supplies that could be raided...
- more alliance skills/skill lines
- realm ability system for progression?
#3 gear grind
- new/better token systems for BoP gear (e.g. for vMA and monster sets). Some people run vMA a hundred times and didnt see an inferno staff or bow yet. changing traits helped some, but if you never get the item you need to begin with you are out of luck...
#4 dungeons, heists and trials
- please add more "modes" (look at how SWTOR handles their Flashpoints, e.g. add a solo and duo mode for all dungeons and maybe trials (adjust dropped gear as seemed necessary). this is for experiencing the story and learn mechanics before involving other people, or if you want to do it just with a close friend or your gf/bf)
- add duo modes for Thief/DB Heists
- add a duo challenge like MA / DSA for 2 people
#5 overland
- add dynamic events like the rifts from Rift. Dolmen are pretty boring in comparison. Rift events scaled according to players in the zone and could affect the whole zone on an epic level (e.g. invasion events).
#6 fishing and harvesting
- maybe add a fishing skill line (or champion point skills) that improves chance to get rare fish, containers, improves the fishing time, improves the chance to get a perfect roe etc.pp. maybe also add fishing poles as items that you can improve... (Rift has a nice fishing system too)
- same for harvesting (the 10% chance for a doubled yield is nice, but it could be more engaging)
- add a chance for special events on fishing/harvesting so you dont fall asleep while doing it
#7 housing
- add the possibility to grow and harvest plants and mushrooms (like once a day or every 12 hours)
- add an item like a harvesting chest/mailbox. if you have it set up in your house the hirelings of all your characters will drop the crafting materials right there on cooldown without you having to log your characters in/out
- allow to add all your characters to your house. then if you interact with them you can access their inventory and add/remove items
#8 riding skills
- when visiting a stable allow to train all your characters (e.g. you can switch through all your toons and train them individually)
this and the housing changes would remove the need to login and out of each of your toon every day (which is a pain and causes unnecessary server load)
#9 Auction House
- guild traders are a pain for both sellers and buyers, as well as for guild leadership (ghost guilds and syndicates are a problem), also single players should be able to sell their wares somewhere too. Thus create a global auction house or add a merchant NPC you can buy and setup in your house where you can list items and browse items of all other players who listed their (independent of guild traders).
#10 Crafting
- allow to upgrade the level of gear (eg. increase from CP150 to CP160 at the cost of the difference between CP160 and CP150 craft cost for that item)
- remove the crafting materialcost inflation going from CP150 to CP160, its neither necessary, nor logical and a relict of a time when crafted CP160/VR16 gear was the best you could get...
- increase the cap of transmutation crystals. We know you want these to be rare and not horded, but at the moment I have 200/200 and bags of transmutation crystals worth another 300 or so on my toons. Inventory space is precious, but due to the cost of transmutation I will definity stick to my bags no matter what, so why not get rid of this limitation. it serves no purpose except creating frustration. Frustration is not why we p(l)ay this game...
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