tomofhyrule wrote: »I feel like the idea behind this was not to micromanage it, it was to make you decide what you want to focus on.
It's really the game designers saying "Hey, we'll make it easy for you to get good fish or you can have it easy to get high quality stuff in chests! Which would you choose for your gameplay?" They have it set so you can switch whenever you want, depending on which direction you want to go.
It's the players that hear that and are saying "I need the fishing passive only when I'm fishing and the chest passive only when I'm looting chests and the..."
It just feel like it's designed that you need to make some sacrifices in your gameplay if you want certain passives, but the fact that it allows you to swap at will makes it so you can either play the 'let me swap my CP every three seconds' or the 'meh, I'm not fussed if I sacrifice a gold mat when refining' game.
I feel like the idea to just give all fo the green slots to red and blue isn't solving anything. Would I like to slot more power CPs? Yes. But then I don't need to make choices anymore since I can just get everything. And the devs' entire presentation about this was making choices. I still think we should have to make sacrifices in one place to get somewhere in another.
After all, if the game was only about getting everything and sacrificing nothing, why even bother giving us characters? Just open the game, there's a maxed-stats blank slate, and then we're all on the same level, right?
(PC player) I do not care. I will not micromanage everything, it is not required to play, OP. The poll is based on very high lvl perfectionism.
(Console player) As a console player I am really dreading the massively negative QoL impact this is going to have on my play time. Having to remember to swap out things I never used to BECAUSE they were passives and now I have to have slotted in order to not be gimped just playing the game the way I normally do, is going to be SO PAINFUL.
tomofhyrule wrote: »I feel like the idea behind this was not to micromanage it, it was to make you decide what you want to focus on.
It's really the game designers saying "Hey, we'll make it easy for you to get good fish or you can have it easy to get high quality stuff in chests! Which would you choose for your gameplay?" They have it set so you can switch whenever you want, depending on which direction you want to go.
It's the players that hear that and are saying "I need the fishing passive only when I'm fishing and the chest passive only when I'm looting chests and the..."
It just feel like it's designed that you need to make some sacrifices in your gameplay if you want certain passives, but the fact that it allows you to swap at will makes it so you can either play the 'let me swap my CP every three seconds' or the 'meh, I'm not fussed if I sacrifice a gold mat when refining' game.
I feel like the idea to just give all fo the green slots to red and blue isn't solving anything. Would I like to slot more power CPs? Yes. But then I don't need to make choices anymore since I can just get everything. And the devs' entire presentation about this was making choices. I still think we should have to make sacrifices in one place to get somewhere in another.
After all, if the game was only about getting everything and sacrificing nothing, why even bother giving us characters? Just open the game, there's a maxed-stats blank slate, and then we're all on the same level, right?
Which makes sense for combat because balancing among other things. How in the name of all Deadric Princes does this remotely make sense for chest picking and fishing! They'll have to do a lot of fast talking to convince players that this is in any way logical for "overland and chill", instead they've just said nothing so I can only assume you're wrong.
Edit: Also if this was to be a true choice and not a pretend one they should bar us from getting it altogether. Like you can only buy X amount of slottables so you have to choose. Instead they introduce false choices which tends to *** people off. If they want players to choose then that is what they should do. Like with the current system where you only have X number of points that you can slot so you can't get everything and people are fine with that because that's a true choice. In CP 2.0 at least insofar crafting et al goes, it's solely fake choices, and that tend to make people angry. Either make us actually choose or let us have it all, stop with the fakeouts.
This sounds like you must be incredibly rich (or ignorant, sorry).tomofhyrule wrote: »I can so easily adapt my gameplay around it
[...]If I miss out on some things, c'est la vie.
BalticBlues wrote: »This sounds like you must be incredibly rich (or ignorant, sorry).tomofhyrule wrote: »I can so easily adapt my gameplay around it
[...]If I miss out on some things, c'est la vie.
However, most Average Joes are not.
tomofhyrule wrote: »They probably could have made better choices (if they had one that gave increased chances of leads dropping, maybe I'd finally be able to find some Ancestral Reach motifs...), but I'm not really concerned with needing to reslot if I'm only going to be saving myself about 100 gold on repairs.
RogueShark wrote: »This is actually the only part of the new CP system I'm not a huge fan of. I wish, mostly/especially with the green tree, that there were more things set passively rather than needing to be slotted. God help me the day I forget to slot meticulous disassembly or whatever and go on a huge survey refining + decon spree with my fishing crap slotted on accident. xD
BalticBlues wrote: »This sounds like you must be incredibly rich (or ignorant, sorry).tomofhyrule wrote: »I can so easily adapt my gameplay around it
[...]If I miss out on some things, c'est la vie.
However, most Average Joes are not.
Example: There is an active for refining. Refining is giving you gold materials.
For most people getting these gold materials is essential for their gameplay.
However, how often do you refine? Once per week, fortnight or month?
Answer: You refine so rarely, you certainly do not pick this active for regular gameplay.
Result: This active is not any adding any meaningful gameplay option. It is just adding another layer of micromanagement where you must not forget to activate this active once per week/fortnight/month, or you will bite into your chair when you do.
Wow... What a useful, unbiased poll.
I'm sure ZOS will look at this, and think "This is great feedback, we must definitely listen to these players!"
starkerealm wrote: »RogueShark wrote: »This is actually the only part of the new CP system I'm not a huge fan of. I wish, mostly/especially with the green tree, that there were more things set passively rather than needing to be slotted. God help me the day I forget to slot meticulous disassembly or whatever and go on a huge survey refining + decon spree with my fishing crap slotted on accident. xD
On the, "bright," side... meticulous disassembly currently does nothing if you already have extraction maxed out. (It appears to add a hidden +1 to the refinement/decon passives, but if you already have 3/3 extraction it does nothing.
RogueShark wrote: »starkerealm wrote: »RogueShark wrote: »This is actually the only part of the new CP system I'm not a huge fan of. I wish, mostly/especially with the green tree, that there were more things set passively rather than needing to be slotted. God help me the day I forget to slot meticulous disassembly or whatever and go on a huge survey refining + decon spree with my fishing crap slotted on accident. xD
On the, "bright," side... meticulous disassembly currently does nothing if you already have extraction maxed out. (It appears to add a hidden +1 to the refinement/decon passives, but if you already have 3/3 extraction it does nothing.
Well now I'm just sad.
The "micromanagement" is deceptive wording. There are several useful stars with limited active slots; Sure you could get into micro managed state to *** active slots every detail of your gameplay.
ESO is a graphical combat system with mini games under the umbrella of the entire game. The CP 2.0 system does offer several options to enhance your primary gameplay with the character.
It's a system where you can't always have your icing on your cake i.e. limiting being able to deal great damage, soak damage and heal awesome. The want to do all the above under the phase let's not micromanage our CPS resists the want to adapt into the CP 2.0 system. I anticipate those who allocate to their primary gameplay won't notice this micromanagement terminology, as a hindrance.
BalticBlues wrote: »Q&A of what is coming to consoles:(PC player) I do not care. I will not micromanage everything, it is not required to play, OP. The poll is based on very high lvl perfectionism.(Console player) As a console player I am really dreading the massively negative QoL impact this is going to have on my play time. Having to remember to swap out things I never used to BECAUSE they were passives and now I have to have slotted in order to not be gimped just playing the game the way I normally do, is going to be SO PAINFUL.
BalticBlues wrote: »This sounds like you must be incredibly rich (or ignorant, sorry).tomofhyrule wrote: »I can so easily adapt my gameplay around it
[...]If I miss out on some things, c'est la vie.
However, most Average Joes are not.
Example: There is an active for refining. Refining is giving you gold materials.
For most people getting these gold materials is essential for their gameplay.
However, how often do you refine? Once per week, fortnight or month?
Answer: You refine so rarely, you certainly do not pick this active for regular gameplay.
Result: This active is not any adding any meaningful gameplay option. It is just adding another layer of micromanagement where you must not forget to activate this active once per week/fortnight/month, or you will bite into your chair when you do.
BalticBlues wrote: »This sounds like you must be incredibly rich (or ignorant, sorry).tomofhyrule wrote: »I can so easily adapt my gameplay around it
[...]If I miss out on some things, c'est la vie.
However, most Average Joes are not.
Example: There is an active for refining. Refining is giving you gold materials.
For most people getting these gold materials is essential for their gameplay.
However, how often do you refine? Once per week, fortnight or month?
Answer: You refine so rarely, you certainly do not pick this active for regular gameplay.
Result: This active is not any adding any meaningful gameplay option. It is just adding another layer of micromanagement where you must not forget to activate this active once per week/fortnight/month, or you will bite into your chair when you do.
Nope, he must not. This passive works well for somebody who does it very often in large quantities, he will full profit from it. Somebody who refines mats 1 time in month will not see a difference. It is not worth to micromanage for him. Calculate the chances, you will see it too.
The "micromanagement" is deceptive wording. There are several useful stars with limited active slots; Sure you could get into micro managed state to *** active slots every detail of your gameplay.
ESO is a graphical combat system with mini games under the umbrella of the entire game. The CP 2.0 system does offer several options to enhance your primary gameplay with the character.
It's a system where you can't always have your icing on your cake i.e. limiting being able to deal great damage, soak damage and heal awesome. The want to do all the above under the phase let's not micromanage our CPS resists the want to adapt into the CP 2.0 system. I anticipate those who allocate to their primary gameplay won't notice this micromanagement terminology, as a hindrance.
you havent much looked at the green tree i venture.
The "micromanagement" is deceptive wording. There are several useful stars with limited active slots; Sure you could get into micro managed state to *** active slots every detail of your gameplay.
ESO is a graphical combat system with mini games under the umbrella of the entire game. The CP 2.0 system does offer several options to enhance your primary gameplay with the character.
It's a system where you can't always have your icing on your cake i.e. limiting being able to deal great damage, soak damage and heal awesome. The want to do all the above under the phase let's not micromanage our CPS resists the want to adapt into the CP 2.0 system. I anticipate those who allocate to their primary gameplay won't notice this micromanagement terminology, as a hindrance.
you havent much looked at the green tree i venture.
https://github.com/CyberOnEso/JackOfAllTrades
Green tree is no longer a problem.
It's really only the green tree....
walking around while waiting in dungeon queue...
-sees a flower: oh let me change cp slots so I can pick it up!
-finds a fishing pond: hmm I'm missing a fish in this area, let me change cp slots, maybe I'll get it!
-finds a chest: gotta change cp slots, so it's worth it!
-finds lots of materials: ah yes, change cp slots.
-inventory full: I should change cp slots, so I can get to the next wayshrine quick.
-back in town: need to change cp slots to sell my stuff
-still in town: I could change cp slots and process some of the materials I gathered....
-finally found a group for dungeon: one sec guys, gotta change my cp slots....
-tank quits, healer quits:......... Guess I change cp slots again and go back gathering?
Sounds like fun?
Really ZOS?......
RogueShark wrote: »starkerealm wrote: »RogueShark wrote: »This is actually the only part of the new CP system I'm not a huge fan of. I wish, mostly/especially with the green tree, that there were more things set passively rather than needing to be slotted. God help me the day I forget to slot meticulous disassembly or whatever and go on a huge survey refining + decon spree with my fishing crap slotted on accident. xD
On the, "bright," side... meticulous disassembly currently does nothing if you already have extraction maxed out. (It appears to add a hidden +1 to the refinement/decon passives, but if you already have 3/3 extraction it does nothing.
Well now I'm just sad.
be happy. it was fixed in 6.3.4 and niw gives an rstimated 12.5% boost to temper drop rate from refinement.