In the discussion, they did not want to offend, humiliate, or something similar. The discussion is in the nature of reasoning for ideas (for zos) so that there will be improvements with this in the future. Everyone plays as they want and can, but people MUST calculate their strength before going into group content. And the game, in addition, should be fun and possibly a pleasant surprise all.
This discussion is aimed at help fixing it and convey this message to zos. For now is a SOLO game, but not an MMO, and not even a co-op with friends where you can have fun cos if it's too easy to play and you dont need any help in open world (quest enemies, dungeon bosses, public dungeons, open world mobs, etc) Oh yes, of course you cannot kill a dragon alone, you are not a dragonborn! (Haha, no, it can be done, but u need some brain)
Another serious problem of which a solution must be urgently found. The last thing that epitomized the whole community about the "unwillingness to think" is the boss in markarth. People just go to content en masse and do not understand at all that they are NOT ready for it.
They DO NOT understand that walking in "white" clothes and giving 15k dps for anyone, even in standard VET.DUNGEONS, which is passed by an ordinary group in 20 minutes, is passed with them IN 1.30 HOURS.
PEOPLE DO NOT UNDERSTAND WHAT IS SETS AND WHY THEY ARE NEEDED AT ALL. PEOPLE DO NOT UNDERSTAND WHAT ARE MECHANICS AND WHAT TO DO WITH THEM.
This situation was better before, and I remember that. What could be the reasons for this chaos?
1) SOLO-orientation of the game. The game is created for beginners to such an extent that they feel no boundaries. There is no limit to the difficulty where the player will understand that his ass beaten, and that now he will have to think about how to kill this unfortunate "boss" or big mob, and not plug him to death with HA attacks with white or green 2H weapon. Or just dps zergling it with another casual ppl.
2) Large Descriptions: Large descriptions of items confuse the beginner and make it difficult to understand what it does and how it works. It's the same with skills, for example, if you take the same werewolf, you will simply be stunned by how much text there is on each skill. The only solution to this is to create an in-game assistant that will in a simplified form tell and prompt "what is this" and "what can be done about it" in battle. And yes, it’s time to make it so that it would be possible to see morphs of skills when you hover it in the skill menu, and not when distributing points at the altar. Of course, the addon solves this problem, but this is one of the reasons why people cannot often compare the benefits of this or that skill.
3) The standard setting of the game offers the player a very pale look of AOE, so people often don't notice it and die in them. It is clear that there is a setting for adjusting this, but many people do not know this, and as a standard for good they should be made bright red and light green FOR EVERYONE, and only then everyone, as they want, will change the intensity and color for themselves. Oh yes, and the player must be reminded of this the same. There is a fairly extensive selection of settings here, and I still either get confused about them, or generally learn something new from other people until now))
4) Significance of DPS and identification of the cause (lack of competitive effect). The standard rotation of skills does not show the casting time of each skill and how long it lasts, this can be confusing and greatly complicate the support of buffs / debuffs with this addon ActionDurationReminder helps a lot. In addition, no one sees DPS without Addons (LuiExtended, CombatMetrics, etc). Maybe it's time to make this main of the game?
Edited by Inaya1 on November 10, 2020 7:52PM