No, the add-ons never gave a loot advantage. Yes, add-ons are convenient, but they do not make you harvest more, or get more loot, have you spend less on repairs, nor make you kill enemies faster. So as someone who does not use add-ons, I could easily keep up.Actually, ZOS wants what we pick to matter. Being able to switch them on the fly shouldn't happen, as that does no longer make it a choice. Which is exactly why I am for either a cooldown or only being able to swap in town.VaranisArano wrote: »Good, people shouldn't be able to switch CP on the fly.
Although it would have been better to only allow switching CP actives in town.
The entire idea behind slottables is that you can swap them around. You spend your CP, but you only slot 4 stars per tree.
I mean, stuff like Professional Upkeep is designed to be switched in on the fly. It literally only applies when you are repairing your armor. There's no reason to keep it on before or after.
The same is true for a number of the Craft tree slottables. Reel Technique and Angler's Instinct only needed when fishing. Infamous only needs to be equipped right when you sell your stolen goods to a fence. Shadowstrike is only useful if using the Blade of Woe. Cutpurse's Art only applies to pickpocketing. Meticulous Dissembly only needs to be equipped when refining, then unslotted, and so on.
Do you really want to argue that the green slottables weren't designed to be switched around on the fly?
Keep in mind, I voiced my opinion that the green tree should be passives. Even before the update went live. Which I still think should happen. But if they do not want to do that, a cooldown/townswap-only would be fair as well.
I am against micromanagement, and against players with an add-on having an in-game loot advantage over those who do not use add-ons.
Then why are you playing this game? Because addons gives major advantages to players who have them over those who don't and have since the beginning of the game. It's weird to continue to play a game where you hate that much of its base setup.
I know many players do not like my point of view on this cooldown thing, and that is fine. But for the gameplay, these actives either need to be passives, or they should not be able to be instantly switched on the fly.
No, the add-ons never gave a loot advantage. Yes, add-ons are convenient, but they do not make you harvest more, or get more loot, have you spend less on repairs, nor make you kill enemies faster. So as someone who does not use add-ons, I could easily keep up.Actually, ZOS wants what we pick to matter. Being able to switch them on the fly shouldn't happen, as that does no longer make it a choice. Which is exactly why I am for either a cooldown or only being able to swap in town.VaranisArano wrote: »Good, people shouldn't be able to switch CP on the fly.
Although it would have been better to only allow switching CP actives in town.
The entire idea behind slottables is that you can swap them around. You spend your CP, but you only slot 4 stars per tree.
I mean, stuff like Professional Upkeep is designed to be switched in on the fly. It literally only applies when you are repairing your armor. There's no reason to keep it on before or after.
The same is true for a number of the Craft tree slottables. Reel Technique and Angler's Instinct only needed when fishing. Infamous only needs to be equipped right when you sell your stolen goods to a fence. Shadowstrike is only useful if using the Blade of Woe. Cutpurse's Art only applies to pickpocketing. Meticulous Dissembly only needs to be equipped when refining, then unslotted, and so on.
Do you really want to argue that the green slottables weren't designed to be switched around on the fly?
Keep in mind, I voiced my opinion that the green tree should be passives. Even before the update went live. Which I still think should happen. But if they do not want to do that, a cooldown/townswap-only would be fair as well.
I am against micromanagement, and against players with an add-on having an in-game loot advantage over those who do not use add-ons.
Then why are you playing this game? Because addons gives major advantages to players who have them over those who don't and have since the beginning of the game. It's weird to continue to play a game where you hate that much of its base setup.
I know many players do not like my point of view on this cooldown thing, and that is fine. But for the gameplay, these actives either need to be passives, or they should not be able to be instantly switched on the fly.
No, the add-ons never gave a loot advantage. Yes, add-ons are convenient, but they do not make you harvest more, or get more loot, have you spend less on repairs, nor make you kill enemies faster. So as someone who does not use add-ons, I could easily keep up.Actually, ZOS wants what we pick to matter. Being able to switch them on the fly shouldn't happen, as that does no longer make it a choice. Which is exactly why I am for either a cooldown or only being able to swap in town.VaranisArano wrote: »Good, people shouldn't be able to switch CP on the fly.
Although it would have been better to only allow switching CP actives in town.
The entire idea behind slottables is that you can swap them around. You spend your CP, but you only slot 4 stars per tree.
I mean, stuff like Professional Upkeep is designed to be switched in on the fly. It literally only applies when you are repairing your armor. There's no reason to keep it on before or after.
The same is true for a number of the Craft tree slottables. Reel Technique and Angler's Instinct only needed when fishing. Infamous only needs to be equipped right when you sell your stolen goods to a fence. Shadowstrike is only useful if using the Blade of Woe. Cutpurse's Art only applies to pickpocketing. Meticulous Dissembly only needs to be equipped when refining, then unslotted, and so on.
Do you really want to argue that the green slottables weren't designed to be switched around on the fly?
Keep in mind, I voiced my opinion that the green tree should be passives. Even before the update went live. Which I still think should happen. But if they do not want to do that, a cooldown/townswap-only would be fair as well.
I am against micromanagement, and against players with an add-on having an in-game loot advantage over those who do not use add-ons.
Then why are you playing this game? Because addons gives major advantages to players who have them over those who don't and have since the beginning of the game. It's weird to continue to play a game where you hate that much of its base setup.
I know many players do not like my point of view on this cooldown thing, and that is fine. But for the gameplay, these actives either need to be passives, or they should not be able to be instantly switched on the fly.
Neither does this addon. It doesn't do anything different from all other addons. What you're describing is game mechanics available to everybody.
It is functionally impossible for an addon to give any kind of unintended advantage, addons exist to better customize and introduce UI functuionality that the base game doesn't want to waste resources implementing - same way WoW does it. The framework does not have an option to create an addon that is "unfair".
Following your logic, an addon that enables you to swap between presets of gear/skills is the only way for you to make use of those gear sets/skills, which they're not. They just make it more convenient.
This addon is the same, it just so happens it helped with something that's very badly desgined, and it stood out.
robertthebard wrote: »No, the add-ons never gave a loot advantage. Yes, add-ons are convenient, but they do not make you harvest more, or get more loot, have you spend less on repairs, nor make you kill enemies faster. So as someone who does not use add-ons, I could easily keep up.Actually, ZOS wants what we pick to matter. Being able to switch them on the fly shouldn't happen, as that does no longer make it a choice. Which is exactly why I am for either a cooldown or only being able to swap in town.VaranisArano wrote: »Good, people shouldn't be able to switch CP on the fly.
Although it would have been better to only allow switching CP actives in town.
The entire idea behind slottables is that you can swap them around. You spend your CP, but you only slot 4 stars per tree.
I mean, stuff like Professional Upkeep is designed to be switched in on the fly. It literally only applies when you are repairing your armor. There's no reason to keep it on before or after.
The same is true for a number of the Craft tree slottables. Reel Technique and Angler's Instinct only needed when fishing. Infamous only needs to be equipped right when you sell your stolen goods to a fence. Shadowstrike is only useful if using the Blade of Woe. Cutpurse's Art only applies to pickpocketing. Meticulous Dissembly only needs to be equipped when refining, then unslotted, and so on.
Do you really want to argue that the green slottables weren't designed to be switched around on the fly?
Keep in mind, I voiced my opinion that the green tree should be passives. Even before the update went live. Which I still think should happen. But if they do not want to do that, a cooldown/townswap-only would be fair as well.
I am against micromanagement, and against players with an add-on having an in-game loot advantage over those who do not use add-ons.
Then why are you playing this game? Because addons gives major advantages to players who have them over those who don't and have since the beginning of the game. It's weird to continue to play a game where you hate that much of its base setup.
I know many players do not like my point of view on this cooldown thing, and that is fine. But for the gameplay, these actives either need to be passives, or they should not be able to be instantly switched on the fly.
Neither does this addon. It doesn't do anything different from all other addons. What you're describing is game mechanics available to everybody.
It is functionally impossible for an addon to give any kind of unintended advantage, addons exist to better customize and introduce UI functuionality that the base game doesn't want to waste resources implementing - same way WoW does it. The framework does not have an option to create an addon that is "unfair".
Following your logic, an addon that enables you to swap between presets of gear/skills is the only way for you to make use of those gear sets/skills, which they're not. They just make it more convenient.
This addon is the same, it just so happens it helped with something that's very badly desgined, and it stood out.
Pro tip: If ZoS thought the add-on was a problem, they could simply disallow it. They are under no obligation to allow something that they see as exploitive to persist. They don't even need to give a reason, they can just remove it from their approved list.
Of note, however, is that this thread is more about having to wait than having to swap, which does raise some questions about the true motivation. I am not likely to have to open any chests, or do any fishing while I'm crafting, so swapping in crafting for one of those while I'm crafting is no big deal, unless, of course, you read the forums. Then, it's the end of the world as we know it, sort of like the vampire changes.
Anyone else still seeing "need a bite" spam, despite all the "I'm curing all my vampires" that went viral fairly recently? It's almost as if the in game community and forums are different games, isn't it? It's like that everywhere, because the disaffected flock to the forums, and the people that either don't mind, or enjoy the changes may not ever look at the forums, let alone post. Even if they did look, they might see the way someone with a view that varies from the current FotM complaint is treated by "everyone else", and decide they don't need the friction.
robertthebard wrote: »No, the add-ons never gave a loot advantage. Yes, add-ons are convenient, but they do not make you harvest more, or get more loot, have you spend less on repairs, nor make you kill enemies faster. So as someone who does not use add-ons, I could easily keep up.Actually, ZOS wants what we pick to matter. Being able to switch them on the fly shouldn't happen, as that does no longer make it a choice. Which is exactly why I am for either a cooldown or only being able to swap in town.VaranisArano wrote: »Good, people shouldn't be able to switch CP on the fly.
Although it would have been better to only allow switching CP actives in town.
The entire idea behind slottables is that you can swap them around. You spend your CP, but you only slot 4 stars per tree.
I mean, stuff like Professional Upkeep is designed to be switched in on the fly. It literally only applies when you are repairing your armor. There's no reason to keep it on before or after.
The same is true for a number of the Craft tree slottables. Reel Technique and Angler's Instinct only needed when fishing. Infamous only needs to be equipped right when you sell your stolen goods to a fence. Shadowstrike is only useful if using the Blade of Woe. Cutpurse's Art only applies to pickpocketing. Meticulous Dissembly only needs to be equipped when refining, then unslotted, and so on.
Do you really want to argue that the green slottables weren't designed to be switched around on the fly?
Keep in mind, I voiced my opinion that the green tree should be passives. Even before the update went live. Which I still think should happen. But if they do not want to do that, a cooldown/townswap-only would be fair as well.
I am against micromanagement, and against players with an add-on having an in-game loot advantage over those who do not use add-ons.
Then why are you playing this game? Because addons gives major advantages to players who have them over those who don't and have since the beginning of the game. It's weird to continue to play a game where you hate that much of its base setup.
I know many players do not like my point of view on this cooldown thing, and that is fine. But for the gameplay, these actives either need to be passives, or they should not be able to be instantly switched on the fly.
Neither does this addon. It doesn't do anything different from all other addons. What you're describing is game mechanics available to everybody.
It is functionally impossible for an addon to give any kind of unintended advantage, addons exist to better customize and introduce UI functuionality that the base game doesn't want to waste resources implementing - same way WoW does it. The framework does not have an option to create an addon that is "unfair".
Following your logic, an addon that enables you to swap between presets of gear/skills is the only way for you to make use of those gear sets/skills, which they're not. They just make it more convenient.
This addon is the same, it just so happens it helped with something that's very badly desgined, and it stood out.
Pro tip: If ZoS thought the add-on was a problem, they could simply disallow it. They are under no obligation to allow something that they see as exploitive to persist. They don't even need to give a reason, they can just remove it from their approved list.
Of note, however, is that this thread is more about having to wait than having to swap, which does raise some questions about the true motivation. I am not likely to have to open any chests, or do any fishing while I'm crafting, so swapping in crafting for one of those while I'm crafting is no big deal, unless, of course, you read the forums. Then, it's the end of the world as we know it, sort of like the vampire changes.
Anyone else still seeing "need a bite" spam, despite all the "I'm curing all my vampires" that went viral fairly recently? It's almost as if the in game community and forums are different games, isn't it? It's like that everywhere, because the disaffected flock to the forums, and the people that either don't mind, or enjoy the changes may not ever look at the forums, let alone post. Even if they did look, they might see the way someone with a view that varies from the current FotM complaint is treated by "everyone else", and decide they don't need the friction.
No, this thread is all about how all of the Craft constellation's stars should have been passive by default, and we wouldn't have had to have an addon that they break. The cooldown only makes a nasty issue even worse, addon aside.
Now, not ONLY do you have to juggle inventories to swap stars to do all kinds of menial tasks, you also have to wait 1 minute for each swap back and forth. Oh, you're on a fishing trip, or a mining spree, and spot a juicy chest? swap in, loot it, wait a while to swap back out, then continue - why the hell? that's not choice, that's not fun, that's not helping anybody or anything.
Pink_Pixie wrote: »and it's been shown that player input is ignored.
.
robertthebard wrote: »Wait, there's a cooldown on swapping? I thought it was just a bug when I suddenly couldn't change out my stars. I wonder why ZOS implemented such a thing, Craft stars especially looking like something you'd need an addon to swap out any time you transition between overland, crafting or gathering, and I don't recall if there was such a cooldown mentioned on the PTS. Maybe a stealth nerf to prevent people from changing too often while the event is in place? Either way, it needs to be removed or at the very least be reduced to a more reasonable cooldown.
So you do all your crafting in under 15 seconds? Let's see how inconvenient this really is for crafting in particular:
1. I pick up my writ(s) for the day, and swap in my crafting star.
2. I run to the crafting station(s) and produce my items required.
3. I run to the location where I turn them in, and swap back to whatever may have been slotted previously.
4. Profit.
Hmm, seems like the steps between swapping at the end of one, and swapping back at the end of 3 will take a lot longer than 15 seconds, yes? The odds are, if I'm dedicating some time to fishing, or gathering, etc. I'll have something I can do w/out while I take care of that business, and fishing can for sure take a lot longer than 15 seconds.
No, the add-ons never gave a loot advantage. Yes, add-ons are convenient, but they do not make you harvest more, or get more loot, have you spend less on repairs, nor make you kill enemies faster. So as someone who does not use add-ons, I could easily keep up.Actually, ZOS wants what we pick to matter. Being able to switch them on the fly shouldn't happen, as that does no longer make it a choice. Which is exactly why I am for either a cooldown or only being able to swap in town.VaranisArano wrote: »Good, people shouldn't be able to switch CP on the fly.
Although it would have been better to only allow switching CP actives in town.
The entire idea behind slottables is that you can swap them around. You spend your CP, but you only slot 4 stars per tree.
I mean, stuff like Professional Upkeep is designed to be switched in on the fly. It literally only applies when you are repairing your armor. There's no reason to keep it on before or after.
The same is true for a number of the Craft tree slottables. Reel Technique and Angler's Instinct only needed when fishing. Infamous only needs to be equipped right when you sell your stolen goods to a fence. Shadowstrike is only useful if using the Blade of Woe. Cutpurse's Art only applies to pickpocketing. Meticulous Dissembly only needs to be equipped when refining, then unslotted, and so on.
Do you really want to argue that the green slottables weren't designed to be switched around on the fly?
Keep in mind, I voiced my opinion that the green tree should be passives. Even before the update went live. Which I still think should happen. But if they do not want to do that, a cooldown/townswap-only would be fair as well.
I am against micromanagement, and against players with an add-on having an in-game loot advantage over those who do not use add-ons.
Then why are you playing this game? Because addons gives major advantages to players who have them over those who don't and have since the beginning of the game. It's weird to continue to play a game where you hate that much of its base setup.
I know many players do not like my point of view on this cooldown thing, and that is fine. But for the gameplay, these actives either need to be passives, or they should not be able to be instantly switched on the fly.
robertthebard wrote: »I think this thread is broken, every time I read it, my last post is showing up in the reply box, despite being displayed in the conversation...
VaranisArano wrote: »Edited: it seems clear this cooldown wasn't done as a gameplay decision, but rather for performance concerns.
VaranisArano wrote: »Edited: it seems clear this cooldown wasn't done as a gameplay decision, but rather for performance concerns.
We should know at this point that "performance concerns" is actually ZOS code for "behavioral modifications."
The various Cyrodiil "performance" tests should have made that unequivocally clear by now.
Because the blue and red trees deals with planned activities, we can set the stars and go do whatever we planned since we know what to expect in those instances.
Gathering, looting, stealing, fishing and killing OTOH are spontaneous activities that might or not happening depending on where things spawn and/or other players who are a few steps ahead of you.
Whole Green tree should be passives
Nothing about it should "be you need this now but cant do it"...
This ^
The active bar should just be like 8 or 10 abilities from whatever tree (instead of split in 3) and let you go all dpsy or all tanky and green should be passive (could have one or two actives that had a combat focus like potion ones).
FluffyDoom wrote: »So, I was watching a very popular ESO Stream Team streamer last night and Rich Lambert (ZOS creative director) was moderating and participating in the stream chat that had about 800 viewers.
The stream was something like 5 hours of the streamer updating his 18 character CP's, providing build information and a discussion about the 2.0 CP changes to the effect that Blue/Red trees were well liked and he tried to alleviate concerns over DPS loss and need for CP grinding, etc. When the discussion turned to the green tree there was a lot of comments about the lack of QOL, micromanaging, and the suggestion that many more of the green 'slottables' should have been passives and many had been passives in the past. Some viewers also chatted rather enthusiastic disapproval of the implementation of the green tree and this included both PC and console players.
Hopefully, since ZOS creative director was hearing from the streamer along with PC / console players directly, perhaps the green tree implementation will be improved. Anyway, we know at least he certainly has awareness of the issue and the pain points with the green tree in the event that he doesn't read the forums.
Although....I recall someone at ZOS saying they wanted the CP choices the players make to be "meaningful" and "have consequences" so I might be overly optimistic that any change is forthcoming.
I'm going to try to remain positive in the meantime and I've decided to take whatever penalty I'm missing out on because I'm simply not going to micromanage the green tree.....it's just not my idea of fun.
DaveMoeDee wrote: »Not sure it would be good to allow all 12 slots to be combat. But I would like to be able to put green QOL in the other slots. Right now I have someone collecting surveys but I'm not using speed because they might open chests along the way or get a furniture recipe from a mob.
if you want extra loot in the chest just give up your 10% mount speed, you can live without it.
if you want to find better fish just give up your 30 minutes on food, you don't use expensive food overland anyway.
you get the idea, you can live with just 4 slotted, you don't have to get all the possible bonuses at once. What's next, you ask for all spells passives just because you have skill points invested in them, why you need to slot the ability.
VaranisArano wrote: »if you want extra loot in the chest just give up your 10% mount speed, you can live without it.
if you want to find better fish just give up your 30 minutes on food, you don't use expensive food overland anyway.
you get the idea, you can live with just 4 slotted, you don't have to get all the possible bonuses at once. What's next, you ask for all spells passives just because you have skill points invested in them, why you need to slot the ability.
Sergykid, we know we only have 4 slots. It's design that we slot 4 stars at a time and swap out what we aren't using.
The issue is twofold:
A. It takes previously fluid gameplay and makes it into a swapping minigame. Meticulous Dissembly used to be a passive. Now, I have to slot/unslot it whenever I refine stuff. Did it and Plentiful Harvest really need to be active slottables when they've been passives for years?
B. There's a 30 second cooldown on swapping, which is just annoying. It takes about 2 seconds to repair my armor with Professional Upkeep, but I have to wait out the cooldown to swap it.
"Oh, but you don't need to use those slottables."
"Presumably, ZOS expected me to want to use them, or they wouldn't be in the game. Why, then, did they implement it in such a clunky fashion? Why turn some passives into active slottables? And then, why implement a cooldown on things that are obviously quick actions?"
"It's a slippery slope! You really want ALL the spells on your bar!"
"Um...excuse me? That came outta left field. Do you have a serious answer to our concerns or not?"
This repeated stating "you don't need to use these slottables" sounds more like "it's okay that these aren't user-friendly because you don't need to use them." Frankly, that's a bad excuse for bad design.