Now hear me out. Yes, the people testing most of the stuff out are the people that understand and probably play this game the best. However, they aren't the majority of the player base.
For instance, the latest proposed changes to light and heavy attacks. Now honestly, I didn't test it and I don't know what the actual effects are but the general idea they had for it would have been an improvement for the majority of players (if it had the intended effect)... But the majority of players aren't going to test any of this stuff out. So ZOS takes the feedback from the small percentage of the players that really know this game to an extent much greater than the actual majority of players. Which I get because these are the people testing but they are also the ones playing at a much higher level than most other players.
Again, I don't know if the recent changes would have been good or not but I do feel like decisions based on player feedback are from the very top tier players and given from their perspective rather than what would truly benefit the majority.
Good changes in the game should take into account PvE and PvP, all three major roles, stamina and magicka-based builds, and beginners, intermediate, and advanced players. It's when feedback from only one or some of these areas is addressed without thought for the others (accidentally or due to some kind of internal priority system, probably $$$) that we see end results where it would have been better if ZOS ignored the feedback altogether.
ImmortalCX wrote: »I am CP600+ with 1.5 years of playing. What I can say is that the LA/HA changes were well intentioned, and I would have liked to see them, or perhaps with some changes.
If they can narrow the skill gap / performance gap between beginning and advanced players, then they can better tune the content for everyone. This is the part that everyone is overlooking.
ImmortalCX wrote: »I am CP600+ with 1.5 years of playing. What I can say is that the LA/HA changes were well intentioned, and I would have liked to see them, or perhaps with some changes.
If they can narrow the skill gap / performance gap between beginning and advanced players, then they can better tune the content for everyone. This is the part that everyone is overlooking.
You do know where roads paved with good intentions will eventually lead to?
Again - the most serious and thought-through feedback to these proposed changes did not overlook that aspect.
On the contrary, they specifically addressed it, and came to the conclusion that these stated goals were not achieved by what ZOS implemented. You're somewhat misrepresenting the feedback here. Not necessarily the usual howling and gnashing of teeth on the forums, but many experienced players and content creators who actually tested these changes, instead of being lulled into just assuming that they did what ZOS said they'd do, really talked about this. Some even agreeing with you that the goal was beneficial - but coming to the conclusion that this road wouldn't lead there.
Now hear me out. Yes, the people testing most of the stuff out are the people that understand and probably play this game the best. However, they aren't the majority of the player base.
For instance, the latest proposed changes to light and heavy attacks. Now honestly, I didn't test it and I don't know what the actual effects are but the general idea they had for it would have been an improvement for the majority of players (if it had the intended effect)... But the majority of players aren't going to test any of this stuff out. So ZOS takes the feedback from the small percentage of the players that really know this game to an extent much greater than the actual majority of players. Which I get because these are the people testing but they are also the ones playing at a much higher level than most other players.
Again, I don't know if the recent changes would have been good or not but I do feel like decisions based on player feedback are from the very top tier players and given from their perspective rather than what would truly benefit the majority.
ImmortalCX wrote: »
Good changes in the game should take into account PvE and PvP, all three major roles, stamina and magicka-based builds, and beginners, intermediate, and advanced players. It's when feedback from only one or some of these areas is addressed without thought for the others (accidentally or due to some kind of internal priority system, probably $$$) that we see end results where it would have been better if ZOS ignored the feedback altogether.
There are alot of people who are not hardcore ESO players who have an extensive background in gaming. Thus, while we are not invested in testing out the latest changes, we can anticipate how they might improve the game. And we have a perspective on what is "wrong" with the game.
I am CP600+ with 1.5 years of playing. What I can say is that the LA/HA changes were well intentioned, and I would have liked to see them, or perhaps with some changes.
If they can narrow the skill gap / performance gap between beginning and advanced players, then they can better tune the content for everyone. This is the part that everyone is overlooking.
It would be great if they could amp up the difficulty level of dungeons, but with the current disparity between weavers and button mashers, we all know what would happen. Button mashers / beginners would stop queuing for dungeons, and then they would quit.
I have played many games PVP and have mastered some of them, but the times I've tried BGs and Cyrodil was completely unsatisfying (around CP160-300 was when I last tried it). Without specific gear setups and finely honed skills, you will be instagibbed. (Let alone the mechnical difficulties of having to reload your skill bars and gear every time you want to pvp.. its a collosal mess.)
As a result of the performace gap in PVP, most people group up in a zerg ball. When you are fighting people, its lots of AOE and random snipes from people who aren't even in your view. Its a junk PVP game. If they can bridge the performance gap between noobs and experts, they can start to improve the game.
JumpmanLane wrote: »ImmortalCX wrote: »
Good changes in the game should take into account PvE and PvP, all three major roles, stamina and magicka-based builds, and beginners, intermediate, and advanced players. It's when feedback from only one or some of these areas is addressed without thought for the others (accidentally or due to some kind of internal priority system, probably $$$) that we see end results where it would have been better if ZOS ignored the feedback altogether.
There are alot of people who are not hardcore ESO players who have an extensive background in gaming. Thus, while we are not invested in testing out the latest changes, we can anticipate how they might improve the game. And we have a perspective on what is "wrong" with the game.
I am CP600+ with 1.5 years of playing. What I can say is that the LA/HA changes were well intentioned, and I would have liked to see them, or perhaps with some changes.
If they can narrow the skill gap / performance gap between beginning and advanced players, then they can better tune the content for everyone. This is the part that everyone is overlooking.
It would be great if they could amp up the difficulty level of dungeons, but with the current disparity between weavers and button mashers, we all know what would happen. Button mashers / beginners would stop queuing for dungeons, and then they would quit.
I have played many games PVP and have mastered some of them, but the times I've tried BGs and Cyrodil was completely unsatisfying (around CP160-300 was when I last tried it). Without specific gear setups and finely honed skills, you will be instagibbed. (Let alone the mechnical difficulties of having to reload your skill bars and gear every time you want to pvp.. its a collosal mess.)
As a result of the performace gap in PVP, most people group up in a zerg ball. When you are fighting people, its lots of AOE and random snipes from people who aren't even in your view. Its a junk PVP game. If they can bridge the performance gap between noobs and experts, they can start to improve the game.
Some people just wait to long to START PvP. The invite to Cyro is at level 10. I started full CP then, with 3 pieces of twin sisters jewelry and NO IDEA what CP even was.
Further, I had no illusions about being good at the game at all. I knew I had much to learn and set about learning it.
Many, get good at some form of PvE, enter Cyro, get mopped and instead of seeking to get better, they give up (or lately) ask ZOS for some kind of help. When ZOS made ESO, they seemed to assume PvP was just another part of the game. What they overlooked was the fact that DYING is frowned upon in ESO.
Dying is how you learn. Or more importantly dying SHOULD motivate you to learn. To enter this game and expect instant mastery is silly. One must dedicate oneself to improving. There are no shortcuts.
JumpmanLane wrote: »
Dying is how you learn. Or more importantly dying SHOULD motivate you to learn. To enter this game and expect instant mastery is silly. One must dedicate oneself to improving. There are no shortcuts.
ImmortalCX wrote: »JumpmanLane wrote: »
Dying is how you learn. Or more importantly dying SHOULD motivate you to learn. To enter this game and expect instant mastery is silly. One must dedicate oneself to improving. There are no shortcuts.
This isn't Dark Souls.
The goal is to increase the player base, not cater to elitists who invested 2500 hours into learning to play. Not everyone was here since beta.
If elite players are so good, they will still rise to the top.
JumpmanLane wrote: »ImmortalCX wrote: »
Good changes in the game should take into account PvE and PvP, all three major roles, stamina and magicka-based builds, and beginners, intermediate, and advanced players. It's when feedback from only one or some of these areas is addressed without thought for the others (accidentally or due to some kind of internal priority system, probably $$$) that we see end results where it would have been better if ZOS ignored the feedback altogether.
There are alot of people who are not hardcore ESO players who have an extensive background in gaming. Thus, while we are not invested in testing out the latest changes, we can anticipate how they might improve the game. And we have a perspective on what is "wrong" with the game.
I am CP600+ with 1.5 years of playing. What I can say is that the LA/HA changes were well intentioned, and I would have liked to see them, or perhaps with some changes.
If they can narrow the skill gap / performance gap between beginning and advanced players, then they can better tune the content for everyone. This is the part that everyone is overlooking.
It would be great if they could amp up the difficulty level of dungeons, but with the current disparity between weavers and button mashers, we all know what would happen. Button mashers / beginners would stop queuing for dungeons, and then they would quit.
I have played many games PVP and have mastered some of them, but the times I've tried BGs and Cyrodil was completely unsatisfying (around CP160-300 was when I last tried it). Without specific gear setups and finely honed skills, you will be instagibbed. (Let alone the mechnical difficulties of having to reload your skill bars and gear every time you want to pvp.. its a collosal mess.)
As a result of the performace gap in PVP, most people group up in a zerg ball. When you are fighting people, its lots of AOE and random snipes from people who aren't even in your view. Its a junk PVP game. If they can bridge the performance gap between noobs and experts, they can start to improve the game.
Some people just wait to long to START PvP. The invite to Cyro is at level 10. I started full CP then, with 3 pieces of twin sisters jewelry and NO IDEA what CP even was.
Further, I had no illusions about being good at the game at all. I knew I had much to learn and set about learning it.
Many, get good at some form of PvE, enter Cyro, get mopped and instead of seeking to get better, they give up (or lately) ask ZOS for some kind of help. When ZOS made ESO, they seemed to assume PvP was just another part of the game. What they overlooked was the fact that DYING is frowned upon in ESO.
Dying is how you learn. Or more importantly dying SHOULD motivate you to learn. To enter this game and expect instant mastery is silly. One must dedicate oneself to improving. There are no shortcuts.
Hahahaha wat haha mr. miyagi ok 😀
JumpmanLane wrote: »ImmortalCX wrote: »JumpmanLane wrote: »
Dying is how you learn. Or more importantly dying SHOULD motivate you to learn. To enter this game and expect instant mastery is silly. One must dedicate oneself to improving. There are no shortcuts.
This isn't Dark Souls.
The goal is to increase the player base, not cater to elitists who invested 2500 hours into learning to play. Not everyone was here since beta.
If elite players are so good, they will still rise to the top.
Well look, what do you want to do. Login day one and be insta-good?
That’s not exactly realistic. I mean you can still out, participate. You don’t have to dropping fools left and right. Just do what you can do.
I mean, ya REALLY want ZOS to dumb down the game so folks who aren’t good at it can FEEL good about themselves? Well Zenimax doesn’t have to because the Elder Scrolls is a hot enough intellectual property for them to make money regardless.
ImmortalCX wrote: »JumpmanLane wrote: »ImmortalCX wrote: »JumpmanLane wrote: »
Dying is how you learn. Or more importantly dying SHOULD motivate you to learn. To enter this game and expect instant mastery is silly. One must dedicate oneself to improving. There are no shortcuts.
This isn't Dark Souls.
The goal is to increase the player base, not cater to elitists who invested 2500 hours into learning to play. Not everyone was here since beta.
If elite players are so good, they will still rise to the top.
Well look, what do you want to do. Login day one and be insta-good?
That’s not exactly realistic. I mean you can still out, participate. You don’t have to dropping fools left and right. Just do what you can do.
I mean, ya REALLY want ZOS to dumb down the game so folks who aren’t good at it can FEEL good about themselves? Well Zenimax doesn’t have to because the Elder Scrolls is a hot enough intellectual property for them to make money regardless.
Its not black or white. They can narrow the gap between experts and noobs without giving noobs easy wins. They will still lose badly, they just won't feel like its insurmountable.
ImmortalCX wrote: »JumpmanLane wrote: »
Dying is how you learn. Or more importantly dying SHOULD motivate you to learn. To enter this game and expect instant mastery is silly. One must dedicate oneself to improving. There are no shortcuts.
This isn't Dark Souls.
The goal is to increase the player base, not cater to elitists who invested 2500 hours into learning to play. Not everyone was here since beta.
If elite players are so good, they will still rise to the top.
That's a pretty big "if", and I would say that was the biggest problem with the changes--that it doesn't actually offer a clear path for closing that power gap.For instance, the latest proposed changes to light and heavy attacks. Now honestly, I didn't test it and I don't know what the actual effects are but the general idea they had for it would have been an improvement for the majority of players (if it had the intended effect)...
A large power gap causes problems for players at the top, too. Every time we get content that seems too easy (e.g., Icereach), every time something that we find challenging gets nerfed (e.g., Halls of Fabrication), we are suffering the consequences of a power gap that has grown too wide. An excessively large power gap is good for nobody. These changes were opposed by the endgame not because it would've closed the power gap (because, well, it wouldn't actually do that), but because they were just poorly-thought-out changes that would've been bad for players of all stripes.I do feel like decisions based on player feedback are from the very top tier players and given from their perspective rather than what would truly benefit the majority.
And here, we have another fine specimen of a person who didn't read past the preface of the PTS patch notes.justaquickword wrote: »Self-interest conquers all.
I am sure that ZOS has been influenced by players in ways that have made the game combat worse.
I am sure that ZOS has been influenced by players in ways that have made the game combat worse.
Yes. A good example is that light attacks ended up being strong simply because of the number of Skyrim bow light attack spammers in the game. ZOS thought to raise the ceiling they’d buff light attack damage, yes this was ZOS and not end gamers who could already weave. It helped the dps floor marginally and raised the ceiling further because those who could weave did even better.
Now to reverse a ZOS buff they thought they’d nerf light attacks and buff heavy attacks. Classic ZOS move there. They do often buff something just to nerf it later, think DoTs, Nightblades, Stamdens, Rune Cage. The list goes on. So often things swing between OP and useless without even pausing to be in between.