Oreyn_Bearclaw wrote: »Ultimately, there are three types of players in this game, but there is a bit of a spectrum between the last two. I will explain.
1. The first type of player is bad either by choice or due to not being able to press buttons satisfactorily. These are the ones you see bashing AC on the forums, spamming bow light attacks in the corner on a high elf, etc. They stink for one reason or another. Things like werewolf, Overload back in the day, etc, can be a reasonable band aid solution. I have no problem with them as long as they arent leading DPS races (which they arent currently).
2. The second type of player is one that has a reasonable understanding of the game, has researched or developed a competent build, and has practiced their rotation. These are the people clearing most if not all vet content, but they arent setting WR scores. They are often in BIS or close to BIS gear, and their ability to weave and AC is competent. They either do static rotations, or a somewhat simplified dynamic rotation. Type 2 is not as prevalent as type 1 overall, but type two makes up the bulk of the end game community.
3. Type three is the pure min.maxer that surrounds themselves with the same. They run meta gear, meta group comps, and use dynamic rotations. Their goal is to push score in whatever content they are doing. They are by far the smallest group, but they are often the most visible on youtube and the like. 2 and 3 can blend a bit depending on how competent a player is with a dynamic rotation as it is more of a sliding scale.
You will never close the gap between 1 and 3, and nor should you. Time, effort, and of course skill, should be rewarded. The gap between 2 and 3, however, has widened significantly in the past year or so. This is largely due to the emergence of dynamic rotations, as it is the highest skill barrier in the game.
If your goal is to close the gap between 1 and 3, you will be left with a pile of garbage that nobody wants to play. Bad players will always be bad. If your goal is to close the gap between 2 and 3, well that IMO is reasonable as long is your goal is to not completely eliminate it. Again, time, skill and effort should be rewarded.
As the biggest culprit between the two is the rise of the dynamic rotation, the obvious way to shrink the gap it to reduce the benefits of such a rotation. The most obvious way to do that is to homogenize skill duration among various types of skills. If all single target DOTS were 10 seconds, and all player buffs/debuffs were say 20 seconds, a purely dynamic rotation would not be as beneficial.
I am certainly not suggesting broad sweeping changes across the board, but it is something I think they should consider in future content updates when trying to control the gap, which is frankly getting a little out of control.
Ragnarock41 wrote: »How to equalize good and bad players in one single step:
1. You can't.
Ragnarock41 wrote: »How to equalize good and bad players in one single step:
1. You can't.
Maybe add an extra step.
2. Stop trying to.
RaptorRodeoGod wrote: »Some good ideas in general, but I have a question..... Why at all would you want to equalize bad and good players? Why should someone, who plays the game for a short time, doesnt play well and does not have much experience, be able to get so close to someone who played the game for several years and practiced a very long time to get the experience and skill he has now?
(Btw. I dont play much PvE and cant even get over 10k single target DPS.....)
Because bad players want to have fun too.
Exactly. Lot of people want to participate in things but never get the chance unless they practice, farm BiS gear.
It never happened to me but some are getting kicked from groups because they can't even pull their own weight.. Easy "spam" builds shouldn't be anywhere near meta, but should at least be viable enough to be able to participate. I wouldn't mind doing vet dungeons and normal trials with a whole group of pew pew-bow light attackers, and skill spammers, if they at least knew the mechanics, know when to step out of stupid, and did a fair ammount of dps.
I've seen people struggle to hit 20k on a skelly. Sure they might not get everything right. Bet when they feel ready, and have the time to practice and start to compete they could go for meta builds and practice complex rotations, or not.... if it's not their cup of tea, but they should at least be able to participate.
I'm actually glad I stumbled upon this thread, as a recently returned player. I have played many mmo's over my lifetime, some even as hardcore raider.
Since I returned to TESO there have been a few obstacles I ran into. Weapon swapping and using two skillbars has been one of them. Another is being unable to get headpieces from veteran content(and raidgear) as I do not want to do that content and be a burden to players in there. I feel I should learn, gear and understand the game better before going to that level of gameplay. Running normal dungeons seems to be great and easy now.
About ability bar swapping: At the moment I am already quite geared, and using 1 ability bar is going great. But when weapon swapping comes in, there is just too much to think about: Buffs, debuffs, DoT timers, ability cooldowns, cast times, monster/player movements, counter-skills, damage avoidance, did the swap work...while also keeping an eye on health, mana and stamina resources. It just becomes too much. Add in playing multiple characters all with different skillsets, and it becomes even more of a hassle. Not to mention, I've noticed that the players that do master weapon swapping on 1 character, often do not master it on multiple.
The solution I'd like to propose is to add an option to the game to show both ability bars and number the skills 1 to 0 for 10 total skills. And to let the character automatically swap weapons when you use a skill from the other ability bar, but every time you swap weapons there should be a small delay(even if it is the exact same weapon), to compensate not doing it manually(no delay when using skills from the same ability bar). This would make keeping an eye on all skills easier while making weapon swapping more accessible to everyone.
About veteran only headpiece drops: When looking up builds and gear sets for builds, I usually stumble upon this hurdle as these are for me unable to acquire. The last few community guides posted by ZOS also mainly include this type of gear. When trying to find out how to get this gear, I found these are only accessible through veteran dungeons. Which was a massive turn-off for me. I also read these drops used to be available with a ~20% chance from normal dungeon bosses. I do not know why this changed, but alas it did. (Yes, I know about the golden vendor... but waiting a year or more for something is just not realistic.) Right now this pushes low-geared and unexperienced players into veteran content before they are ready for it, exposing pro players to 'bad players' and exposing these unexperienced players to toxic comments from how some pro's react.
Now I can see two solutions to this issue: Make these headpieces drop from normal dungeon bosses with a % chance, and/or let these masks also drop from undaunted chests.
Making high level content more accessible while not pushing players into it before they are ready means shorter queue-times for everyone, less bad players in high content and probably even a healthier game population. Yes, the pro players will always be the pro players doing more damage. But a difference in dps from pro to casual, ranging from 10k-70k with the same gear should not be possible. The changes I propose here do not affect the pro players except for shorter queue-times, but it would lower the treshhold for new players, pro players with alternate characters and players that just cannot get a feel for weapon swapping. It would also show a player's willingness to farm their gear sets and learn their class(food/drink, poisons, potions, etc) before venturing into too high content. Only then can a player be called 'bad' if they do not work for it, not right now when the game pushes players into content they are not ready/geared for.
Remember, this is a game and not everyone wants to play it hardcore. Some play for this awfull thing called "fun".... like me
PS: When searching for builds, gear and solutions on these issues, these two obstacles seem to be the two most common ones amongst players who play(ed) TESO as non-pro's. Some even leaving as they cannot nail the weapon swapping thing. Or them just getting annoyed for getting kicked from veteran dungeons, which they only ran for the headpieces.
I'm actually glad I stumbled upon this thread, as a recently returned player. I have played many mmo's over my lifetime, some even as hardcore raider.
Since I returned to TESO there have been a few obstacles I ran into. Weapon swapping and using two skillbars has been one of them. Another is being unable to get headpieces from veteran content(and raidgear) as I do not want to do that content and be a burden to players in there. I feel I should learn, gear and understand the game better before going to that level of gameplay. Running normal dungeons seems to be great and easy now.
About ability bar swapping: At the moment I am already quite geared, and using 1 ability bar is going great. But when weapon swapping comes in, there is just too much to think about: Buffs, debuffs, DoT timers, ability cooldowns, cast times, monster/player movements, counter-skills, damage avoidance, did the swap work...while also keeping an eye on health, mana and stamina resources. It just becomes too much. Add in playing multiple characters all with different skillsets, and it becomes even more of a hassle. Not to mention, I've noticed that the players that do master weapon swapping on 1 character, often do not master it on multiple.
The solution I'd like to propose is to add an option to the game to show both ability bars and number the skills 1 to 0 for 10 total skills. And to let the character automatically swap weapons when you use a skill from the other ability bar, but every time you swap weapons there should be a small delay(even if it is the exact same weapon), to compensate not doing it manually(no delay when using skills from the same ability bar). This would make keeping an eye on all skills easier while making weapon swapping more accessible to everyone.
About veteran only headpiece drops: When looking up builds and gear sets for builds, I usually stumble upon this hurdle as these are for me unable to acquire. The last few community guides posted by ZOS also mainly include this type of gear. When trying to find out how to get this gear, I found these are only accessible through veteran dungeons. Which was a massive turn-off for me. I also read these drops used to be available with a ~20% chance from normal dungeon bosses. I do not know why this changed, but alas it did. (Yes, I know about the golden vendor... but waiting a year or more for something is just not realistic.) Right now this pushes low-geared and unexperienced players into veteran content before they are ready for it, exposing pro players to 'bad players' and exposing these unexperienced players to toxic comments from how some pro's react.
Now I can see two solutions to this issue: Make these headpieces drop from normal dungeon bosses with a % chance, and/or let these masks also drop from undaunted chests.
Making high level content more accessible while not pushing players into it before they are ready means shorter queue-times for everyone, less bad players in high content and probably even a healthier game population. Yes, the pro players will always be the pro players doing more damage. But a difference in dps from pro to casual, ranging from 10k-70k with the same gear should not be possible. The changes I propose here do not affect the pro players except for shorter queue-times, but it would lower the treshhold for new players, pro players with alternate characters and players that just cannot get a feel for weapon swapping. It would also show a player's willingness to farm their gear sets and learn their class(food/drink, poisons, potions, etc) before venturing into too high content. Only then can a player be called 'bad' if they do not work for it, not right now when the game pushes players into content they are not ready/geared for.
Remember, this is a game and not everyone wants to play it hardcore. Some play for this awfull thing called "fun".... like me
PS: When searching for builds, gear and solutions on these issues, these two obstacles seem to be the two most common ones amongst players who play(ed) TESO as non-pro's. Some even leaving as they cannot nail the weapon swapping thing. Or them just getting annoyed for getting kicked from veteran dungeons, which they only ran for the headpieces.
I'm actually glad I stumbled upon this thread, as a recently returned player. I have played many mmo's over my lifetime, some even as hardcore raider.
Since I returned to TESO there have been a few obstacles I ran into. Weapon swapping and using two skillbars has been one of them. Another is being unable to get headpieces from veteran content(and raidgear) as I do not want to do that content and be a burden to players in there. I feel I should learn, gear and understand the game better before going to that level of gameplay. Running normal dungeons seems to be great and easy now.
About ability bar swapping: At the moment I am already quite geared, and using 1 ability bar is going great. But when weapon swapping comes in, there is just too much to think about: Buffs, debuffs, DoT timers, ability cooldowns, cast times, monster/player movements, counter-skills, damage avoidance, did the swap work...while also keeping an eye on health, mana and stamina resources. It just becomes too much. Add in playing multiple characters all with different skillsets, and it becomes even more of a hassle. Not to mention, I've noticed that the players that do master weapon swapping on 1 character, often do not master it on multiple.
The solution I'd like to propose is to add an option to the game to show both ability bars and number the skills 1 to 0 for 10 total skills. And to let the character automatically swap weapons when you use a skill from the other ability bar, but every time you swap weapons there should be a small delay(even if it is the exact same weapon), to compensate not doing it manually(no delay when using skills from the same ability bar). This would make keeping an eye on all skills easier while making weapon swapping more accessible to everyone.
About veteran only headpiece drops: When looking up builds and gear sets for builds, I usually stumble upon this hurdle as these are for me unable to acquire. The last few community guides posted by ZOS also mainly include this type of gear. When trying to find out how to get this gear, I found these are only accessible through veteran dungeons. Which was a massive turn-off for me. I also read these drops used to be available with a ~20% chance from normal dungeon bosses. I do not know why this changed, but alas it did. (Yes, I know about the golden vendor... but waiting a year or more for something is just not realistic.) Right now this pushes low-geared and unexperienced players into veteran content before they are ready for it, exposing pro players to 'bad players' and exposing these unexperienced players to toxic comments from how some pro's react.
Now I can see two solutions to this issue: Make these headpieces drop from normal dungeon bosses with a % chance, and/or let these masks also drop from undaunted chests.
Making high level content more accessible while not pushing players into it before they are ready means shorter queue-times for everyone, less bad players in high content and probably even a healthier game population. Yes, the pro players will always be the pro players doing more damage. But a difference in dps from pro to casual, ranging from 10k-70k with the same gear should not be possible. The changes I propose here do not affect the pro players except for shorter queue-times, but it would lower the treshhold for new players, pro players with alternate characters and players that just cannot get a feel for weapon swapping. It would also show a player's willingness to farm their gear sets and learn their class(food/drink, poisons, potions, etc) before venturing into too high content. Only then can a player be called 'bad' if they do not work for it, not right now when the game pushes players into content they are not ready/geared for.
Remember, this is a game and not everyone wants to play it hardcore. Some play for this awfull thing called "fun".... like me
PS: When searching for builds, gear and solutions on these issues, these two obstacles seem to be the two most common ones amongst players who play(ed) TESO as non-pro's. Some even leaving as they cannot nail the weapon swapping thing. Or them just getting annoyed for getting kicked from veteran dungeons, which they only ran for the headpieces.
When you have problems with swapping your weapons, you don't need monster sets or go to veteran dungeons.
You can start light attacking with the left mouse button and occasionally use skills at the beginning and over time, all this will become fluid.
Set your UI to always show your ability bar, so you know on which bar you are right now.
Bind weapon swap to an accessible key like Q and don't use standard keybinds.
Once you learned how to operate a video game, you can start doing more difficult content.
Since I returned to TESO there have been a few obstacles I ran into. Weapon swapping and using two skillbars has been one of them. Another is being unable to get headpieces from veteran content(and raidgear) as I do not want to do that content and be a burden to players in there. I feel I should learn, gear and understand the game better before going to that level of gameplay. Running normal dungeons seems to be great and easy now.
Wow, this post feels quite insulting... but I'll just assume it wasn't meant that way.I'm actually glad I stumbled upon this thread, as a recently returned player. I have played many mmo's over my lifetime, some even as hardcore raider.
Since I returned to TESO there have been a few obstacles I ran into. Weapon swapping and using two skillbars has been one of them. Another is being unable to get headpieces from veteran content(and raidgear) as I do not want to do that content and be a burden to players in there. I feel I should learn, gear and understand the game better before going to that level of gameplay. Running normal dungeons seems to be great and easy now.
About ability bar swapping: At the moment I am already quite geared, and using 1 ability bar is going great. But when weapon swapping comes in, there is just too much to think about: Buffs, debuffs, DoT timers, ability cooldowns, cast times, monster/player movements, counter-skills, damage avoidance, did the swap work...while also keeping an eye on health, mana and stamina resources. It just becomes too much. Add in playing multiple characters all with different skillsets, and it becomes even more of a hassle. Not to mention, I've noticed that the players that do master weapon swapping on 1 character, often do not master it on multiple.
The solution I'd like to propose is to add an option to the game to show both ability bars and number the skills 1 to 0 for 10 total skills. And to let the character automatically swap weapons when you use a skill from the other ability bar, but every time you swap weapons there should be a small delay(even if it is the exact same weapon), to compensate not doing it manually(no delay when using skills from the same ability bar). This would make keeping an eye on all skills easier while making weapon swapping more accessible to everyone.
About veteran only headpiece drops: When looking up builds and gear sets for builds, I usually stumble upon this hurdle as these are for me unable to acquire. The last few community guides posted by ZOS also mainly include this type of gear. When trying to find out how to get this gear, I found these are only accessible through veteran dungeons. Which was a massive turn-off for me. I also read these drops used to be available with a ~20% chance from normal dungeon bosses. I do not know why this changed, but alas it did. (Yes, I know about the golden vendor... but waiting a year or more for something is just not realistic.) Right now this pushes low-geared and unexperienced players into veteran content before they are ready for it, exposing pro players to 'bad players' and exposing these unexperienced players to toxic comments from how some pro's react.
Now I can see two solutions to this issue: Make these headpieces drop from normal dungeon bosses with a % chance, and/or let these masks also drop from undaunted chests.
Making high level content more accessible while not pushing players into it before they are ready means shorter queue-times for everyone, less bad players in high content and probably even a healthier game population. Yes, the pro players will always be the pro players doing more damage. But a difference in dps from pro to casual, ranging from 10k-70k with the same gear should not be possible. The changes I propose here do not affect the pro players except for shorter queue-times, but it would lower the treshhold for new players, pro players with alternate characters and players that just cannot get a feel for weapon swapping. It would also show a player's willingness to farm their gear sets and learn their class(food/drink, poisons, potions, etc) before venturing into too high content. Only then can a player be called 'bad' if they do not work for it, not right now when the game pushes players into content they are not ready/geared for.
Remember, this is a game and not everyone wants to play it hardcore. Some play for this awfull thing called "fun".... like me
PS: When searching for builds, gear and solutions on these issues, these two obstacles seem to be the two most common ones amongst players who play(ed) TESO as non-pro's. Some even leaving as they cannot nail the weapon swapping thing. Or them just getting annoyed for getting kicked from veteran dungeons, which they only ran for the headpieces.
When you have problems with swapping your weapons, you don't need monster sets or go to veteran dungeons.
You can start light attacking with the left mouse button and occasionally use skills at the beginning and over time, all this will become fluid.
Set your UI to always show your ability bar, so you know on which bar you are right now.
Bind weapon swap to an accessible key like Q and don't use standard keybinds.
Once you learned how to operate a video game, you can start doing more difficult content.
SaintSubwayy wrote: »To equalize players, ZOS would have to get rid of weaving, removing one of the notable features of the game and in my opinion will be opposed by majority of players. Whole weaving thing is kinda makes Eso unique and adds a little of skill factor to the game.
ZOS has lowered the cieling and raised the floor many times, without adressing annimation cancelling, weaving and groupsupport.
Those things make the difference between good groups / players and "bad" players.
Keep in mind that the Endgame in this game revolvs arround these things since ESO is a Skillbased MMO, and not gear, or lvl based (Yes the make a difference in DPS, but you can have BIS gear if you dont know how to use it, you'll deal not as much dmg as someone with non BIS gear knowing how to play).
I wont even imagine what would happen to the playerbase if they change those things in any way. Just look whats happening atm with the shield change ideas from ZOS....more than 80% of ppl who joined the Polls said its a bad change.
RaptorRodeoGod wrote: »Some good ideas in general, but I have a question..... Why at all would you want to equalize bad and good players? Why should someone, who plays the game for a short time, doesnt play well and does not have much experience, be able to get so close to someone who played the game for several years and practiced a very long time to get the experience and skill he has now?
(Btw. I dont play much PvE and cant even get over 10k single target DPS.....)
Because bad players want to have fun too.
Oreyn_Bearclaw wrote: »You will never close the gap between 1 and 3, and nor should you. Time, effort, and of course skill, should be rewarded. The gap between 2 and 3, however, has widened significantly in the past year or so. This is largely due to the emergence of dynamic rotations, as it is the highest skill barrier in the game.
If your goal is to close the gap between 1 and 3, you will be left with a pile of garbage that nobody wants to play. Bad players will always be bad. If your goal is to close the gap between 2 and 3, well that IMO is reasonable as long is your goal is to not completely eliminate it. Again, time, skill and effort should be rewarded.
BretonMage wrote: »Oreyn_Bearclaw wrote: »You will never close the gap between 1 and 3, and nor should you. Time, effort, and of course skill, should be rewarded. The gap between 2 and 3, however, has widened significantly in the past year or so. This is largely due to the emergence of dynamic rotations, as it is the highest skill barrier in the game.
If your goal is to close the gap between 1 and 3, you will be left with a pile of garbage that nobody wants to play. Bad players will always be bad. If your goal is to close the gap between 2 and 3, well that IMO is reasonable as long is your goal is to not completely eliminate it. Again, time, skill and effort should be rewarded.
I agree with the points in your post. I do want to add that some bad players do want to become good, but it's not that easily apparent how you do that. ESO has a pretty steep learning curve, and you're given a few tips in-game, but otherwise you have very little direction. You can do research, but application of any knowledge gained isn't always effective either.
I don't think ZOS should artificially close the gap between group 1 and group 3, but it would be very helpful if they found a way to give group 1 more tools to work toward getting better.