Sanguinor2 wrote: »
This thinly veiled insult is objectively a bad idea. Top 1% don't need to know game mechanics they burn bosses before most of all them even show up
Being good at a thing doesnt mean you should be listened to. It doesnt mean you should not be listened to either, but too much stock is placed in these so called elite players.
Nah, top 1% figure out all the mechanics either on early release or on pts and some even make guides avaiable to everyone for them. They Need to know how mechanics work/when they start/what triggers them to decide if they are reasonably skippable or if they are better of doing them.
Well i guess those people would be inclided in the 1% so im wrong to lump them all together vut it's more like .01% who figure it out and 1% who are taught them and then summarily ignore what they can.
My fault for that but it still stands that giving them more value for veing good is not the path that will create harmony
This is possible the dumbest response I have ever read in my life. You have no idea how the structure or progression of a top guild works, just shut up please. If there was a single person that was underperfoming by 15% in dps, or dying 5-6 time on average more than his peers, he would be kicked before the week was over.
You have no idea who I am or what I have done, but I appreciate your passion for end game raiding. I wasn't trying to insult you here, just stating that there are less than 1% of the players that actually figure things out.
Why you would take that as a personal insult I'm not sure, but again sorry for getting under your craw there.
Let me rephrase that answer:
The top .01% of this game is if you listen to what ZOS claims is 100,000 people. So those 10,000 people take the time and effort to figure out the hardest of mechanics and then that trickles into the rest of the game.
To listen to those 10,000 people about balance is not a way to create a harmonious experience.
If you balance a game around end game the effects will trickle down, this is simple game design 101. Of course things can't be too hard. And also the beginning levels needs content that is progressively harder. But combat design, which is mainly what the class rep program is supposed to be about, has to be designed with the end game in mind. The effects will trickle down to create a more harmonious combat design.This goes for trials as well, the newest "HM" content should be so hard that it's an engaging challenge for the top 0.001% of players. But eventually through experience as well as power creep the content becomes available to a wider range of players. This does not mean that casual content should not be made, it also does not mean that the normal mode as well as veteran mode should be made harder. But if you design the combat as well as the pve content around the average player. Then the sense if progression is totally lost. You would lose the majority of the veteran player base, this would create a brain drain in the community, and eventually lead to a massive player drought. We saw this with Murkmire where no one really had interest in the newest arena, massive amounts of veteran players left, several guilds disbanded, and a single guild took every leaderboard score. Not only that, several trial leaderboards had scores <40.000 at the end of the patch. This was not something we have seen before. This means not only did the top players not want to engage in pve content. The average saturday trial guild quit as well.
People can’t keep thinking that ThE EnD GAmE is a circle jerk of 12 people filled with self interest. The vast majority of players among the top guilds on each server, engage with the community in different ways. Some more than others. A good amount of the raiding guilds are lead by players from the top guilds. You have to remember as well that a good amount of them started somewhere, now some of them just had raw talent. But most had to work their way up. They have hundreds of hours wiping in the trials, they should have a pretty good idea of the pain points for most players.
Sanguinor2 wrote: »
This thinly veiled insult is objectively a bad idea. Top 1% don't need to know game mechanics they burn bosses before most of all them even show up
Being good at a thing doesnt mean you should be listened to. It doesnt mean you should not be listened to either, but too much stock is placed in these so called elite players.
Nah, top 1% figure out all the mechanics either on early release or on pts and some even make guides avaiable to everyone for them. They Need to know how mechanics work/when they start/what triggers them to decide if they are reasonably skippable or if they are better of doing them.
Well i guess those people would be inclided in the 1% so im wrong to lump them all together vut it's more like .01% who figure it out and 1% who are taught them and then summarily ignore what they can.
My fault for that but it still stands that giving them more value for veing good is not the path that will create harmony
This is possible the dumbest response I have ever read in my life. You have no idea how the structure or progression of a top guild works, just shut up please. If there was a single person that was underperfoming by 15% in dps, or dying 5-6 time on average more than his peers, he would be kicked before the week was over.
You have no idea who I am or what I have done, but I appreciate your passion for end game raiding. I wasn't trying to insult you here, just stating that there are less than 1% of the players that actually figure things out.
Why you would take that as a personal insult I'm not sure, but again sorry for getting under your craw there.
Let me rephrase that answer:
The top .01% of this game is if you listen to what ZOS claims is 100,000 people. So those 10,000 people take the time and effort to figure out the hardest of mechanics and then that trickles into the rest of the game.
To listen to those 10,000 people about balance is not a way to create a harmonious experience.
If you balance a game around end game the effects will trickle down, this is simple game design 101. Of course things can't be too hard. And also the beginning levels needs content that is progressively harder. But combat design, which is mainly what the class rep program is supposed to be about, has to be designed with the end game in mind. The effects will trickle down to create a more harmonious combat design.This goes for trials as well, the newest "HM" content should be so hard that it's an engaging challenge for the top 0.001% of players. But eventually through experience as well as power creep the content becomes available to a wider range of players. This does not mean that casual content should not be made, it also does not mean that the normal mode as well as veteran mode should be made harder. But if you design the combat as well as the pve content around the average player. Then the sense if progression is totally lost. You would lose the majority of the veteran player base, this would create a brain drain in the community, and eventually lead to a massive player drought. We saw this with Murkmire where no one really had interest in the newest arena, massive amounts of veteran players left, several guilds disbanded, and a single guild took every leaderboard score. Not only that, several trial leaderboards had scores <40.000 at the end of the patch. This was not something we have seen before. This means not only did the top players not want to engage in pve content. The average saturday trial guild quit as well.
People can’t keep thinking that ThE EnD GAmE is a circle jerk of 12 people filled with self interest. The vast majority of players among the top guilds on each server, engage with the community in different ways. Some more than others. A good amount of the raiding guilds are lead by players from the top guilds. You have to remember as well that a good amount of them started somewhere, now some of them just had raw talent. But most had to work their way up. They have hundreds of hours wiping in the trials, they should have a pretty good idea of the pain points for most players.
Not to burst your bubble but a lot of people who quit in murkmire would have been better represented by not the best of the best. The new arena had absolutely brutal mechanics but no rewards worth anything. The patch was also dubbed Nerfmire with just how many sweeping nerfs they gave. Take a wild guess who got crippled by them. It wasn't the casual players and wasn't really the top of the top 1% who noticed only a small difference in DPS or just rolled a different class. It was the people on their way up the ranks who were progressing through getting better. Summerset was a step in the right direction in terms of feeling meaningful player growth for those that were working through getting better at the game. Wolfhunter had some cool changes for werewolves to make them interesting. Nerfmire but a lot of these players progress back to square one as they now could not sustain and were constantly dying in situations they didn't previously struggle that much with. I understand that there needs to be a skill ceiling and tuning but make no mistake the players trying to get to the top are the ones getting screwed and the ones that need some representation. Alcast does this or at least tries to with all of the guides and information he gathers but even then he is amongst the players least hurt by the nerfs when they come through.
VaranisArano wrote: »Sanguinor2 wrote: »
This thinly veiled insult is objectively a bad idea. Top 1% don't need to know game mechanics they burn bosses before most of all them even show up
Being good at a thing doesnt mean you should be listened to. It doesnt mean you should not be listened to either, but too much stock is placed in these so called elite players.
Nah, top 1% figure out all the mechanics either on early release or on pts and some even make guides avaiable to everyone for them. They Need to know how mechanics work/when they start/what triggers them to decide if they are reasonably skippable or if they are better of doing them.
Well i guess those people would be inclided in the 1% so im wrong to lump them all together vut it's more like .01% who figure it out and 1% who are taught them and then summarily ignore what they can.
My fault for that but it still stands that giving them more value for veing good is not the path that will create harmony
This is possible the dumbest response I have ever read in my life. You have no idea how the structure or progression of a top guild works, just shut up please. If there was a single person that was underperfoming by 15% in dps, or dying 5-6 time on average more than his peers, he would be kicked before the week was over.
You have no idea who I am or what I have done, but I appreciate your passion for end game raiding. I wasn't trying to insult you here, just stating that there are less than 1% of the players that actually figure things out.
Why you would take that as a personal insult I'm not sure, but again sorry for getting under your craw there.
Let me rephrase that answer:
The top .01% of this game is if you listen to what ZOS claims is 100,000 people. So those 10,000 people take the time and effort to figure out the hardest of mechanics and then that trickles into the rest of the game.
To listen to those 10,000 people about balance is not a way to create a harmonious experience.
If you balance a game around end game the effects will trickle down, this is simple game design 101. Of course things can't be too hard. And also the beginning levels needs content that is progressively harder. But combat design, which is mainly what the class rep program is supposed to be about, has to be designed with the end game in mind. The effects will trickle down to create a more harmonious combat design.This goes for trials as well, the newest "HM" content should be so hard that it's an engaging challenge for the top 0.001% of players. But eventually through experience as well as power creep the content becomes available to a wider range of players. This does not mean that casual content should not be made, it also does not mean that the normal mode as well as veteran mode should be made harder. But if you design the combat as well as the pve content around the average player. Then the sense if progression is totally lost. You would lose the majority of the veteran player base, this would create a brain drain in the community, and eventually lead to a massive player drought. We saw this with Murkmire where no one really had interest in the newest arena, massive amounts of veteran players left, several guilds disbanded, and a single guild took every leaderboard score. Not only that, several trial leaderboards had scores <40.000 at the end of the patch. This was not something we have seen before. This means not only did the top players not want to engage in pve content. The average saturday trial guild quit as well.
People can’t keep thinking that ThE EnD GAmE is a circle jerk of 12 people filled with self interest. The vast majority of players among the top guilds on each server, engage with the community in different ways. Some more than others. A good amount of the raiding guilds are lead by players from the top guilds. You have to remember as well that a good amount of them started somewhere, now some of them just had raw talent. But most had to work their way up. They have hundreds of hours wiping in the trials, they should have a pretty good idea of the pain points for most players.
Not to burst your bubble but a lot of people who quit in murkmire would have been better represented by not the best of the best. The new arena had absolutely brutal mechanics but no rewards worth anything. The patch was also dubbed Nerfmire with just how many sweeping nerfs they gave. Take a wild guess who got crippled by them. It wasn't the casual players and wasn't really the top of the top 1% who noticed only a small difference in DPS or just rolled a different class. It was the people on their way up the ranks who were progressing through getting better. Summerset was a step in the right direction in terms of feeling meaningful player growth for those that were working through getting better at the game. Wolfhunter had some cool changes for werewolves to make them interesting. Nerfmire but a lot of these players progress back to square one as they now could not sustain and were constantly dying in situations they didn't previously struggle that much with. I understand that there needs to be a skill ceiling and tuning but make no mistake the players trying to get to the top are the ones getting screwed and the ones that need some representation. Alcast does this or at least tries to with all of the guides and information he gathers but even then he is amongst the players least hurt by the nerfs when they come through.
I'm not entirely sure where you are seeing that Nerfmire was a problem with what the reps did.
From the meeting notes we have, the reps didn't suggest or even agree with the major nerfs. And they accurately described the player pain points with the initial nerfs and the ones that went Live.
In fact, Nerfmire was the update after which ZOS made it very clear that the class reps might advise, but its the Devs that call the shots.
VaranisArano wrote: »Sanguinor2 wrote: »
This thinly veiled insult is objectively a bad idea. Top 1% don't need to know game mechanics they burn bosses before most of all them even show up
Being good at a thing doesnt mean you should be listened to. It doesnt mean you should not be listened to either, but too much stock is placed in these so called elite players.
Nah, top 1% figure out all the mechanics either on early release or on pts and some even make guides avaiable to everyone for them. They Need to know how mechanics work/when they start/what triggers them to decide if they are reasonably skippable or if they are better of doing them.
Well i guess those people would be inclided in the 1% so im wrong to lump them all together vut it's more like .01% who figure it out and 1% who are taught them and then summarily ignore what they can.
My fault for that but it still stands that giving them more value for veing good is not the path that will create harmony
This is possible the dumbest response I have ever read in my life. You have no idea how the structure or progression of a top guild works, just shut up please. If there was a single person that was underperfoming by 15% in dps, or dying 5-6 time on average more than his peers, he would be kicked before the week was over.
You have no idea who I am or what I have done, but I appreciate your passion for end game raiding. I wasn't trying to insult you here, just stating that there are less than 1% of the players that actually figure things out.
Why you would take that as a personal insult I'm not sure, but again sorry for getting under your craw there.
Let me rephrase that answer:
The top .01% of this game is if you listen to what ZOS claims is 100,000 people. So those 10,000 people take the time and effort to figure out the hardest of mechanics and then that trickles into the rest of the game.
To listen to those 10,000 people about balance is not a way to create a harmonious experience.
If you balance a game around end game the effects will trickle down, this is simple game design 101. Of course things can't be too hard. And also the beginning levels needs content that is progressively harder. But combat design, which is mainly what the class rep program is supposed to be about, has to be designed with the end game in mind. The effects will trickle down to create a more harmonious combat design.This goes for trials as well, the newest "HM" content should be so hard that it's an engaging challenge for the top 0.001% of players. But eventually through experience as well as power creep the content becomes available to a wider range of players. This does not mean that casual content should not be made, it also does not mean that the normal mode as well as veteran mode should be made harder. But if you design the combat as well as the pve content around the average player. Then the sense if progression is totally lost. You would lose the majority of the veteran player base, this would create a brain drain in the community, and eventually lead to a massive player drought. We saw this with Murkmire where no one really had interest in the newest arena, massive amounts of veteran players left, several guilds disbanded, and a single guild took every leaderboard score. Not only that, several trial leaderboards had scores <40.000 at the end of the patch. This was not something we have seen before. This means not only did the top players not want to engage in pve content. The average saturday trial guild quit as well.
People can’t keep thinking that ThE EnD GAmE is a circle jerk of 12 people filled with self interest. The vast majority of players among the top guilds on each server, engage with the community in different ways. Some more than others. A good amount of the raiding guilds are lead by players from the top guilds. You have to remember as well that a good amount of them started somewhere, now some of them just had raw talent. But most had to work their way up. They have hundreds of hours wiping in the trials, they should have a pretty good idea of the pain points for most players.
Not to burst your bubble but a lot of people who quit in murkmire would have been better represented by not the best of the best. The new arena had absolutely brutal mechanics but no rewards worth anything. The patch was also dubbed Nerfmire with just how many sweeping nerfs they gave. Take a wild guess who got crippled by them. It wasn't the casual players and wasn't really the top of the top 1% who noticed only a small difference in DPS or just rolled a different class. It was the people on their way up the ranks who were progressing through getting better. Summerset was a step in the right direction in terms of feeling meaningful player growth for those that were working through getting better at the game. Wolfhunter had some cool changes for werewolves to make them interesting. Nerfmire but a lot of these players progress back to square one as they now could not sustain and were constantly dying in situations they didn't previously struggle that much with. I understand that there needs to be a skill ceiling and tuning but make no mistake the players trying to get to the top are the ones getting screwed and the ones that need some representation. Alcast does this or at least tries to with all of the guides and information he gathers but even then he is amongst the players least hurt by the nerfs when they come through.
I'm not entirely sure where you are seeing that Nerfmire was a problem with what the reps did.
From the meeting notes we have, the reps didn't suggest or even agree with the major nerfs. And they accurately described the player pain points with the initial nerfs and the ones that went Live.
In fact, Nerfmire was the update after which ZOS made it very clear that the class reps might advise, but its the Devs that call the shots.
My post was not about the reps. I do not think Nerfmire was their fault at all I was just pointing out to Heelie why so many people left during Murkmire. The class reps were in the right during Murkmire but the devs already had their plans and didn't want to yield on most of there decisions despite them being terrible for most players even though the goal was to lower the ceiling (it barely did). The biggest thing Nerfmire accomplished was breaking the argument that mag had more survivability by putting the shields in such a bad spot they almost aren't worth the magic it costs at all. It was maybe slightly overtuned but they shoved it into the ground so now the only advantage to being mag is that you can keep up your attacks at range which plays well in high mobility (vCR and vAS).
Emma_Overload wrote: »Why are people getting "banned"? What could they possibly do on the forums to justify a ban?
Are you guys sure they didn't just rage-quit?
So they leaked patch notes, big *** deal.
All this NDA does is make things seem important that are not, why so secretive?
I dont know about this, maybe she went bit overboard by the sounds of it, not sure if banning was necessary though.The chick went nuts like an ex girlfriend and accused ZOS of veing sexist in a 10 page rant.
So they leaked patch notes, big *** deal.
All this NDA does is make things seem important that are not, why so secretive?
I dont know about this, maybe she went bit overboard by the sounds of it, not sure if banning was necessary though.The chick went nuts like an ex girlfriend and accused ZOS of veing sexist in a 10 page rant.
anitajoneb17_ESO wrote: »So they leaked patch notes, big *** deal.
All this NDA does is make things seem important that are not, why so secretive?
I dont know about this, maybe she went bit overboard by the sounds of it, not sure if banning was necessary though.The chick went nuts like an ex girlfriend and accused ZOS of veing sexist in a 10 page rant.
Don't get everything mixed up/
@Tasear , herein referred to as "the chick", wasn't banned because of her rant.
She used to be a class rep, then got dismissed from the programme (ZOS decision). This caused her to write a long rant here on the forums - but that got blocked and deleted pretty quick. Whether it could be described as "going nuts like an ex-girlfriend" is debatable (and I don't like that description at all, no matter what). Anyway, her thread got deleted with no further consequences for her.
After that, ZOS offered her the title/role of "community ambassador", which is unclear whether she accepted, then refused, or first refused, then accepted, but as a matter of fact, she's been posting here positively, nicely and constructively for quite a while (a few months).
I don't know why she's now "banned", but it sure is unrelated to her initial "rant". Something else must have happened.
I would hope from the tone you can understand the difference between malice and humor,
anitajoneb17_ESO wrote: »So they leaked patch notes, big *** deal.
All this NDA does is make things seem important that are not, why so secretive?
I dont know about this, maybe she went bit overboard by the sounds of it, not sure if banning was necessary though.The chick went nuts like an ex girlfriend and accused ZOS of veing sexist in a 10 page rant.
Don't get everything mixed up/
@Tasear , herein referred to as "the chick", wasn't banned because of her rant.
She used to be a class rep, then got dismissed from the programme (ZOS decision). This caused her to write a long rant here on the forums - but that got blocked and deleted pretty quick. Whether it could be described as "going nuts like an ex-girlfriend" is debatable (and I don't like that description at all, no matter what). Anyway, her thread got deleted with no further consequences for her.
After that, ZOS offered her the title/role of "community ambassador", which is unclear whether she accepted, then refused, or first refused, then accepted, but as a matter of fact, she's been posting here positively, nicely and constructively for quite a while (a few months).
I don't know why she's now "banned", but it sure is unrelated to her initial "rant". Something else must have happened.
anitajoneb17_ESO wrote: »I would hope from the tone you can understand the difference between malice and humor,
LoL the problem is that the two are usually tightly knit together :-)
Your description "rant like an ex-girlfriend" is imho accurate (I read that rant back then) and funny, but also not very nice to the person in question. It's all-in-one :-)
I just wanted to set the Tasear "story" as straight as I could. I don't know about Checkmath since I haven't followed it at all.
And As it looks, @Joy_Division hasn't been banned at all from the forum, but was excluded from the class rep programme for having explained some of ZOS visions for combat, which was interpreted by ZOS as NDA-breach. A coin always has two sides and it's hard to tell right from wrong - especially for us outsiders
VaranisArano wrote: »From the last thread, we were told by one of the Reps that the 6 new ones are getting chose/brought in after all the applications they asked for a while back AND they havemt been able to releaae notes for the meetings they are having because its future development stuff covered by the NDA.
Unfortunately, "no notes because of NDA" looks an awful lot like "nothing is happening" from the perspective of players not in the program. At least with the old notes, we players had a much better idea of what the class reps were doing for us and for the Devs.
VaranisArano wrote: »From the last thread, we were told by one of the Reps that the 6 new ones are getting chose/brought in after all the applications they asked for a while back AND they havemt been able to releaae notes for the meetings they are having because its future development stuff covered by the NDA.
Unfortunately, "no notes because of NDA" looks an awful lot like "nothing is happening" from the perspective of players not in the program. At least with the old notes, we players had a much better idea of what the class reps were doing for us and for the Devs.
Then also, ZoS has been fairly quiet lately for reasons I cannot get into here.
VaranisArano wrote: »From the last thread, we were told by one of the Reps that the 6 new ones are getting chose/brought in after all the applications they asked for a while back AND they havemt been able to releaae notes for the meetings they are having because its future development stuff covered by the NDA.
Unfortunately, "no notes because of NDA" looks an awful lot like "nothing is happening" from the perspective of players not in the program. At least with the old notes, we players had a much better idea of what the class reps were doing for us and for the Devs.
The problem is actually that we spent a year telling them pain points... then I made a list of which ones were actually addressed, and 80% are still unresolved.
So yeah we've been kind of cutting our effort back a little bit, because theres no point flooding them with the same pain points all over again.
That's only one part though. We have been talking a lot of stuff that's under NDA, and since the pain point part has been reduced to the minimum on our side, we couldn't really post notes of meetings anymore. At this point, were pretty much waiting for them to complete their ability audit so we can get to the real class pain points. We got frustrated because it all takes so long and had a few disputes with ZoS because of that.
Then also, ZoS has been fairly quiet lately for reasons I cannot get into here.