Sure, lets make any bugs a part of the lore, why not?VaranisArano wrote: »If ZOS can't talk about rotations and light attack weaving in a lore friendly way, then they should consider designing a "Gameplay Tutorial" that doesnt have to fit in the storyline.
VaranisArano wrote: »I would dearly love a tutorial that explains the basics of gameplay for group content.
The Elsweyr tutorial is the best so far in terms of preparing new players for basic combat mechanics, but it falls short on the basics of DPS:
Rotations
Light Attack Weaving
Its a real shame that players must use outside sources in order to learn how to effectively do DPS in group content, and its one of the reasons why the DPS floor in ESO is so low.
If ZOS can't talk about rotations and light attack weaving in a lore friendly way, then they should consider designing a "Gameplay Tutorial" that doesnt have to fit in the storyline.
VaranisArano wrote: »I would dearly love a tutorial that explains the basics of gameplay for group content.
The Elsweyr tutorial is the best so far in terms of preparing new players for basic combat mechanics, but it falls short on the basics of DPS:
Rotations
Light Attack Weaving
Its a real shame that players must use outside sources in order to learn how to effectively do DPS in group content, and its one of the reasons why the DPS floor in ESO is so low.
If ZOS can't talk about rotations and light attack weaving in a lore friendly way, then they should consider designing a "Gameplay Tutorial" that doesnt have to fit in the storyline.
The problem with having rotations and weaving in the tutorial is that the player does not have any skills to rotate or weave with. And why should the tutorial not focus on tanking, or healing, as they're what we're short of?
That said, perhaps the problem is that we only get any tutorial at the start, rather than having training offered each time we get access to a new capability. E.g when you get the second bar, have an NPC teach you about how to decide what goes on which bar, and how, and when, to swap. Perhaps a Trainer NPC in the main cities who will teach major topics on demand, as long as you have the capability to use the new knowledge, so bar-swapping training would require level 15. Or more than one, with weapon (stamina) stuff in the FG, and magicka in the MG. There's already a hint of this in the crafting certification process, but it could be taken further.
logarifmik wrote: »Sure, lets make any bugs a part of the lore, why not?VaranisArano wrote: »If ZOS can't talk about rotations and light attack weaving in a lore friendly way, then they should consider designing a "Gameplay Tutorial" that doesnt have to fit in the storyline.
Those mechanics are not the first things newcomers want to learn, I mind you. Most of the time they are trying to figure out where the story starts. The opinion based on how frequent such questions in zone and guild chats are.
I suppose a generic tutorial could work, as long as it deposits you at the start of whatever chapter is the newest, because otherwise, it would lead to one of the problems you mentioned - new players who buy the chapter want to get into that chapter's content right away, not start off in their alliance after the tutorial.
This goes to my point in the OP about a better Zone guide so you wouldn't need to do that.tomofhyrule wrote: »I think the best option would be a 'choose your own start point,' maybe with the "Recommended for..." dialog that was posted above.
I've got VaranisArano's storyline bookmarked, because I'm really into the whole cohesive Elder Scrolls story, so I want to make sure I'm getting it in the right order. Also means I've been checking the UESP to make sure I'm not acidentally doing one of the prologue quests out of order.
This goes to my point in the OP about a better Zone guide so you wouldn't need to do that.
For dungeons - just do beginner level dungeons in the dungeon finder. Better to do it now while leveling so then you have a grasp of it for the higher level stuff. Also dungeons have good gear and are a great way to level
Easier dungeons are at the top of the list in Dungeon Finder.
Tank is simple - your job is to keep the boss still and on you, so for beginners my advice is...
- use heavy armor; 5/7 or 7/7 is a good ratio
- invest all points in health (for now)
- Enchant gear for Stamina & Magic
- Use Sword & Shield / Destruction Staff
- Have skills on your bar that get Enemy attention, the Undaunted skill line has a long range attention skill that is perfect.
- have skills that buff you & de-buff enemies
- Stay in one spot, Hold block and only dodge when necessary
- when the boss isn't hitting you, use heavy attacks to get stamina/magic back
For build guides I recommend Alcast, he covers stuff for both Beginners and Vets:
https://alcasthq.com/eso-most-recent-builds/
I recommend working on crafting with this character or someone else. Personally I have alot of skill points on my main from quests and skyshards so I invested in crafting with him.
That said you can do very well just farming sets in the Open World/Dungeons/Trials and you can get alot of gold from that as well. Gold will be useful for ESO guild trade if you want to buy food, enchantments, and other resources.
You can farm good stuff (armors & resources, etc) to sell on trade.
As a Master Crafter you can make regular income selling items on the market.
Here is the website I use to compare prices to get the best deals: https://tamrieltradecentre.com/
...and the one that makes the most sense for our respawnings!Still the best opening in ESOhttps://www.youtube.com/watch?v=fle96EAHlDg
VaranisArano wrote: »I would dearly love a tutorial that explains the basics of gameplay for group content.
The Elsweyr tutorial is the best so far in terms of preparing new players for basic combat mechanics, but it falls short on the basics of DPS:
Rotations
Light Attack Weaving
Its a real shame that players must use outside sources in order to learn how to effectively do DPS in group content, and its one of the reasons why the DPS floor in ESO is so low.
If ZOS can't talk about rotations and light attack weaving in a lore friendly way, then they should consider designing a "Gameplay Tutorial" that doesnt have to fit in the storyline.
VaranisArano wrote: »I would dearly love a tutorial that explains the basics of gameplay for group content.
The Elsweyr tutorial is the best so far in terms of preparing new players for basic combat mechanics, but it falls short on the basics of DPS:
Rotations
Light Attack Weaving
Its a real shame that players must use outside sources in order to learn how to effectively do DPS in group content, and its one of the reasons why the DPS floor in ESO is so low.
If ZOS can't talk about rotations and light attack weaving in a lore friendly way, then they should consider designing a "Gameplay Tutorial" that doesnt have to fit in the storyline.
Fine, but players don't need a grouping tutorial at character creation. It would add to the confusion and give the wrong impression that it's a group-centred game. Tutorials in games need to be very, very basic otherwise players are swamped with information in one go when they will be better off getting into the game and learning the finer points as they go. Maybe there's a case for things like rotations and light attack weaving to be incorporated into a quest at say level 10 or 20, but it's wholly unnecessary at level 1.
VaranisArano wrote: »VaranisArano wrote: »I would dearly love a tutorial that explains the basics of gameplay for group content.
The Elsweyr tutorial is the best so far in terms of preparing new players for basic combat mechanics, but it falls short on the basics of DPS:
Rotations
Light Attack Weaving
Its a real shame that players must use outside sources in order to learn how to effectively do DPS in group content, and its one of the reasons why the DPS floor in ESO is so low.
If ZOS can't talk about rotations and light attack weaving in a lore friendly way, then they should consider designing a "Gameplay Tutorial" that doesnt have to fit in the storyline.
Fine, but players don't need a grouping tutorial at character creation. It would add to the confusion and give the wrong impression that it's a group-centred game. Tutorials in games need to be very, very basic otherwise players are swamped with information in one go when they will be better off getting into the game and learning the finer points as they go. Maybe there's a case for things like rotations and light attack weaving to be incorporated into a quest at say level 10 or 20, but it's wholly unnecessary at level 1.
A tutorial that becomes available at level 10 when the groupfinder opens up would work perfectly well. Or simply a tutorial that you complete before you run a group dungeon, whatever level that is.
Part of the problem is that ZOS does lean very heavily on the side of "Let's get players invested in the story + basic, basic gameplay knowledge right away" and never teaches the intermediate steps required for group content like DPS rotations or light attack weaving. Those are just forgotten about, forcing players to rely on outside sources. The level up advisor tip and skills advisor are woefully inadequate to explaining how to play roles in group content, particularly the basics of dealing damage.
ZOS teaches the bare basics in their tutorial.
I'd like them to look at how they can teach the intermediate techniques needed to succeed at anything more difficult than overland content, particularly when 2 out of the 4 content releases a year are difficult DLC dungeons. I don't particularly care when they teach those techniques - I would like to see them commit to actually teaching the basics of group content in game.
redgreensunset wrote: »VaranisArano wrote: »VaranisArano wrote: »I would dearly love a tutorial that explains the basics of gameplay for group content.
The Elsweyr tutorial is the best so far in terms of preparing new players for basic combat mechanics, but it falls short on the basics of DPS:
Rotations
Light Attack Weaving
Its a real shame that players must use outside sources in order to learn how to effectively do DPS in group content, and its one of the reasons why the DPS floor in ESO is so low.
If ZOS can't talk about rotations and light attack weaving in a lore friendly way, then they should consider designing a "Gameplay Tutorial" that doesnt have to fit in the storyline.
Fine, but players don't need a grouping tutorial at character creation. It would add to the confusion and give the wrong impression that it's a group-centred game. Tutorials in games need to be very, very basic otherwise players are swamped with information in one go when they will be better off getting into the game and learning the finer points as they go. Maybe there's a case for things like rotations and light attack weaving to be incorporated into a quest at say level 10 or 20, but it's wholly unnecessary at level 1.
A tutorial that becomes available at level 10 when the groupfinder opens up would work perfectly well. Or simply a tutorial that you complete before you run a group dungeon, whatever level that is.
Part of the problem is that ZOS does lean very heavily on the side of "Let's get players invested in the story + basic, basic gameplay knowledge right away" and never teaches the intermediate steps required for group content like DPS rotations or light attack weaving. Those are just forgotten about, forcing players to rely on outside sources. The level up advisor tip and skills advisor are woefully inadequate to explaining how to play roles in group content, particularly the basics of dealing damage.
ZOS teaches the bare basics in their tutorial.
I'd like them to look at how they can teach the intermediate techniques needed to succeed at anything more difficult than overland content, particularly when 2 out of the 4 content releases a year are difficult DLC dungeons. I don't particularly care when they teach those techniques - I would like to see them commit to actually teaching the basics of group content in game.
As long as that tutorial is optional and not required for completing a dungeon, fine and dandy. For one thing neither healers nor tanks have any use for LA or rotations. What's more, some of us can't for the life of us get the hang of LA, it's why my "dungeon runner" is a healer unless we're only running normal. And you can all preach and condescend to me about how everyone can do that, the answer from me is no. I can't. I've tried for months, but my arthritic hands can't do it. Not without suffering severe pain, sorry.
@FierceSam
While I agree that tutorials need improved mechanics to better teach new players if you read the rest of the OP you'll see that in the "New Solution" section I said: "new players automatically start in the latest content"
so then players who are joining for what ZOS advertises get just that.
The solution presented is more for long term players ability to customize their player character story experience