Darkenarlol wrote: »in places where i'm from people says that when someone start bragging
by their IQ numbers it only means that the person don't have any arguments left
but cannot brag by the size of his...let's say body part... due to insufficient and unimpressive numbers
Many of your suggestions would be a step back in a lot of areas. As said by others, it is more a personal "wish" list.
Ironic how i am "demanded to explain myself, yet you guys do not do it".
What is a step back?
Why?
I did. I gave you 2 strong examples. You just ignored me (you talked about one saying it can be adjusted, and I answered why it can't be done, then ignored again). I even asked you if I should continue. Ignored again.
Trolling?
You might have missed it. I specifically pointed at why making dungeon content 3 people is bad (too many dds too little support roles). And why you can't adjust house prices to gold to crown (huge differences between 100g/c and 400g/c).
A lot of the other ideas have strong arguments against them. A lot of your "facts" (especially your answers back) are just straight out wrong (strongest example is scrapping cp and guild stores). Serious question. Do you want me to point a lot of them out?
Invalid Argument, try again.
People always do what is efficient. If they get bonus gear and/or gold, they will que any role.
Actually if we just take a step back from the suggestions and look at what happens now we can use an example of what happened to me two nights ago. I qued tank on my sorc, got in to NOT ONE, BUT TWO DPS QUEUING AS HEALS NEITHER HEALING, leaving me to TANK AND HEAL the group. not the first time, by the way that has happened.
So your argument in the current design has no validity in this regards.A lot of the other ideas have strong arguments against them. A lot of your "facts" (especially your answers back) are just straight out wrong (strongest example is scrapping cp and guild stores). Serious question. Do you want me to point a lot of them out?
Do you speak english as your primary language? It seems like you don't. Im confused on where you get that i want to scrap guild stores, or where i ever said anything remotely close to that.
It seems your one of those "lesser races", you know, the ones with big teeth, what are they called again? Orcs? Humans? I forget. Since your race is suffering from intelligence issues i'll hold your hand.
I DID NOT SAY SCRAP GUILD STORES, I SAID CHANGE THE TEXT "GUILD STORES" TO "AUCTION HOUSE".
If you need translation to orc, or what ever language you speak we can get google on it.
Darkenarlol wrote: »in places where i'm from people says that when someone start bragging
by their IQ numbers it only means that the person don't have any arguments left
but cannot brag by the size of his...let's say body part... due to insufficient and unimpressive numbers
Listen bro, i don't have a wand, i have a staff. That should of been clear by my confidence.
It's "should have"
He has 136 IQ, how dare you?
Various Things about dungeons
Charon_on_Vacation wrote: »Darkenarlol wrote: »in places where i'm from people says that when someone start bragging
by their IQ numbers it only means that the person don't have any arguments left
but cannot brag by the size of his...let's say body part... due to insufficient and unimpressive numbers
Listen bro, i don't have a wand, i have a staff. That should of been clear by my confidence.
It's "should have"
He has 136 IQ, how dare you?
he also did beat king kong in a wrestling match. he is just too modest to mention it.
Charon_on_Vacation wrote: »Darkenarlol wrote: »in places where i'm from people says that when someone start bragging
by their IQ numbers it only means that the person don't have any arguments left
but cannot brag by the size of his...let's say body part... due to insufficient and unimpressive numbers
Listen bro, i don't have a wand, i have a staff. That should of been clear by my confidence.
It's "should have"
He has 136 IQ, how dare you?
he also did beat king kong in a wrestling match. he is just too modest to mention it.
Not just him but also all the other dyno's.... BLIND FOLDED.
Various Things about dungeons
Now that we are on track here is where my thinking is...
Group Size
First i have noticed that some dungeons and/or battlegrounds are "three" players, and others "four". I am not exactly sure what is the cause of them, but it may be population related issues that i just have not caught on yet. I was under the impression however that it was simply just how some content was designed, some having three players, others four.
So my point here was to just stream-line it all and make it three man content.
Some by-products to this is that 1) queues are faster with less people, 2) there may be some balance tweaking needed for Vet dungeons. 3) with only one damage, one tank and one heals, each role is equally valued and skill is equally important. In the situation where two damage are present in group (in a four man) you have one dps potentially carrying the other.
From a design perspective because there is generally more dps a fourth dps role makes sense but would be even better is if we could design the classes in the way where they can be dps and still fill the roles of tanks or healers, at least enough to carry through a dungeon / vet dungeon.
The problem of only having "damage"roles
One thing we learn as designers all to well is that players are "super efficient". This efficiency drives players to kill the same mods 1000 times over for "faster leveling rates" or " better income", and it is also the chief mechanic for why we can never perfectly balance a game (we balance, they break it after)
I use this as an example because it is one of the single most powerful things that we can depending on as designers. You players (or rather we players) will also do what is believed to be the most efficient 99.9% of the time. That perception may change but in general its a constant thing.
So by adding a "bonus item" on the end of each dungeon run (you know those consumable boxes you open with random quality of gear in it), or some extra gold people will que as tanks or heals. If we require / put in some "conditions" (like having so many healing skills on a bar, and then locking the skills after entering the dungeon) this solves the problem of not having heals or tanks in que. Faster gearing, or more income is powerful enough to shift atleast some of the population, especially if it was a controlled form of reward (Like gain Dungeon points (as opposed to alliance points) that allows you to buy a SPECIFIC gear set for example "king slayer") then players would absolutely queue for tank or heals.
These are "napkin" idea's but they show the potential of fixing this part of the game.
Just FYI, there are no "3 man" content in ESO. There are solo instanced, public, 4 man and 12 man. Not sure where you got this...First i have noticed that some dungeons and/or battlegrounds are "three" players, and others "four"
FatherDelve wrote: »Various Things about dungeons
Now that we are on track here is where my thinking is...
Group Size
First i have noticed that some dungeons and/or battlegrounds are "three" players, and others "four". I am not exactly sure what is the cause of them, but it may be population related issues that i just have not caught on yet. I was under the impression however that it was simply just how some content was designed, some having three players, others four.
So my point here was to just stream-line it all and make it three man content.
Some by-products to this is that 1) queues are faster with less people, 2) there may be some balance tweaking needed for Vet dungeons. 3) with only one damage, one tank and one heals, each role is equally valued and skill is equally important. In the situation where two damage are present in group (in a four man) you have one dps potentially carrying the other.
From a design perspective because there is generally more dps a fourth dps role makes sense but would be even better is if we could design the classes in the way where they can be dps and still fill the roles of tanks or healers, at least enough to carry through a dungeon / vet dungeon.
The problem of only having "damage"roles
One thing we learn as designers all to well is that players are "super efficient". This efficiency drives players to kill the same mods 1000 times over for "faster leveling rates" or " better income", and it is also the chief mechanic for why we can never perfectly balance a game (we balance, they break it after)
I use this as an example because it is one of the single most powerful things that we can depending on as designers. You players (or rather we players) will also do what is believed to be the most efficient 99.9% of the time. That perception may change but in general its a constant thing.
So by adding a "bonus item" on the end of each dungeon run (you know those consumable boxes you open with random quality of gear in it), or some extra gold people will que as tanks or heals. If we require / put in some "conditions" (like having so many healing skills on a bar, and then locking the skills after entering the dungeon) this solves the problem of not having heals or tanks in que. Faster gearing, or more income is powerful enough to shift atleast some of the population, especially if it was a controlled form of reward (Like gain Dungeon points (as opposed to alliance points) that allows you to buy a SPECIFIC gear set for example "king slayer") then players would absolutely queue for tank or heals.
These are "napkin" idea's but they show the potential of fixing this part of the game.
To be fair, the game was great at a time where you WoW Bois still where sitting in Retail WoW, with your from Insta Gratification sticky fingers. ESO does not need more Insta Gratification, it does not need to be "easier", because there is no pressure like in your beloved Blizzard Game, you dont need to hurry in some kind of "endcontent", that is outdated in 1-2 months.
But who am I, with my IQ 89, to questioning the Great Cornholio
wenchmore420b14_ESO wrote: »"Just FYI, there are no "3 man" content in ESO. There are solo instanced, public, 4 man and 12 man. Not sure where you got this...First i have noticed that some dungeons and/or battlegrounds are "three" players, and others "four"
Huzzah!
wenchmore420b14_ESO wrote: »"Just FYI, there are no "3 man" content in ESO. There are solo instanced, public, 4 man and 12 man. Not sure where you got this...First i have noticed that some dungeons and/or battlegrounds are "three" players, and others "four"
Huzzah!
as i said "it may of just been lack of population", but i have done some dungeons with 3 people (full clear), which probably means its to easy to start with.
Various Things about dungeons
One thing we learn as designers all to well is that players are "super efficient". This efficiency drives players to kill the same mods 1000 times over for "faster leveling rates" or " better income", and it is also the chief mechanic for why we can never perfectly balance a game (we balance, they break it after)
What are you a developer of and how did that experience inform these recommendations?
Don't mean to be rude but my first reaction is "no" on pretty much every suggestion. Seems like it's mostly trying to mimic other MMOs out there, and I like the ESO system. Also since they're all game design choices not IT related, I don't see what being a Dev has to do with it.
Hello Worrallj, Welcome to the conversation.
I am not attempting to make ESO into WoW. I am making suggestions to correct problems in eso. Champion points are abusive because they add a large amount of instability (power creep) to the game, as well as potentially influence the performance of the game.
Many of the other corrections were to fix problems in a similar capacity. if you would like to talk to about them let me know what one you'd like to chat about specific.
Have you tried, I don't know, read an instruction? The one that is under the HELP button. There is nothing difficult for those who came from ES. Auction house has nothing to do with ES. It would be confusing for all ES players. If your experience is not good enough then maybe you should widen your experience instead of insisting on changing things when you are not the main target audience?As a new player, I am telling you I DID NOT KNOW WHERE TO SELL THINGS. I LOOKED IN THE GUILD STORE MANY TIMES AND HAD TO BE TOLD THAT THE COIN IS NOT DECORATIVE ART, ITS A BUTTON.
Mancombe_Nosehair wrote: »I'm impressed that this thread is still running.
I would have thought that a professional developer in the gaming industry wanting to convey professional feedback would have done so through another channel. Creating a new, anonymous (unless perhaps you connected you registered with your work email?), titling a new thread "Feedback from a Developer" on the forum and posting a list of what you would like changed in the game doesn't really seem like the best avenue for having your feedback taken seriously by the developers.
I post on the forums to understand the mindset of you trolls, and with some hope (how ever small it is) tailor it for my submission to the development team directly. it's not my intent to upset the community, its my intent to make the game better and fix problems.
That being said, when people come at me like "i am a player and my opinion means equal or more to you", i just smile and say "ok kid, what ever you say".
CassandraGemini wrote: »Mancombe_Nosehair wrote: »I'm impressed that this thread is still running.
The complete lack of moderation in this thread and the fact that OP has only created their account today is giving me some weird conspiratorial ideas...
wenchmore420b14_ESO wrote: »CassandraGemini wrote: »Mancombe_Nosehair wrote: »I'm impressed that this thread is still running.
The complete lack of moderation in this thread and the fact that OP has only created their account today is giving me some weird conspiratorial ideas...
I blame the Worm Cult.....