Mancombe_Nosehair wrote: »I guess the mods haven't closed this yet, as they are too busy laughing.
Comparing me, or any other developer giving feedback to the general player base is out right stupidity.
Mancombe_Nosehair wrote: »Just imagine if an actual developer was reading this thread...
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.
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...
EvilAutoTech 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'd make you a hat but I used all my tin foil for baking.
ESO is a wow clone. Guild wars 2, is a wow clone. Rift was highly successful until its team tanked it to Pay to win concepts. Btw, rift created "aoe looting" as a industry standard, one that was COPIED BY WOW.
If ESO is already a WOW clone then it doesn't need any of your changes to appeal to WOW players. Luckily it is not and it doesn't need to be. In fact it plays very different from WOW.
Ok, posts like this make me believe ZOS' team is not so bad after all. Not the brightest kind, but we've been too harsh to them. The state of the game might be much, much worse if there were "developers" like this.
Thank you, OP, I'm glad you're not the part of the ZOS' team, that gives me hope.
The_Camper wrote: »You keep calling yourself a developer and expect it to mean something?
for all we know you could be developing black and white films in your dark room and call yourself a developer.Comparing me, or any other developer giving feedback to the general player base is out right stupidity. that is not to say my "opinion" of problems or fixes are any less valid in the aspect of the "ux-phase" of the design cycle, in that case we are all the same, but that feedback is more like "I like what you did with this change" or "i did not like it because...." that is not equal to "VP/HP is bad because x, and we should remove it for the game because of x reason".
i am just saying that suggestions made by a developer are not even close to being equal to a player, developers have massive insight to.. well the development cycle for starters.
to clear things up, you are just a player here. not a developer and judging by your comments i doubt you have a massive insight to anything related to ESO development or how the basics of game work when it comes to that.
Weapon Balance
Light and heavy attacks have been redesigned.
- Weapons will now naively be counted as either a light or heavy attack. Light attacks will have only a GCC cool down but heavy attacks will have a 2 second cool down and will functionally work like current light attacks (having the charge mechanic removed)
REEEEEEEEEEEEEEEEEEEEEEEEEEEEE
SilverIce58 wrote: »
So because that's your IQ, it means you're better than us? No it doesn't. Sit down. You're not better than anybody here bc you're a dev or because of your IQ. That's such a pompous attitude thinking you're better than anyone because of some numbers.
No, it means i am smarter then you
SilverIce58 wrote: »
So because that's your IQ, it means you're better than us? No it doesn't. Sit down. You're not better than anybody here bc you're a dev or because of your IQ. That's such a pompous attitude thinking you're better than anyone because of some numbers.
No, it means i am smarter then you
Seems like everyone in here is smarter THAN** you.
Anyway it's not an auction house in eso since you don't bid you just buy...EvilAutoTech wrote: »I have searched for hours trying to find a list of industry standards for video games. I would like to know where the op learned that "auction house" is the standard term for a system where you sell items to other players.
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