trackdemon5512 wrote: »I really don't understand the grief with the craft tree. Let's be honest in that 95% of the time you will have four specific abilities slotted.
These are
Homemaker
Treasure Hunter
Master Gatherer
Plentiful Harvest
Lets look at the others:
Gifted Rider - Most useful in Cyrodiil where players aren't farming. Also useful in overworld but not so much seeing as Major Gallop is a passive assault ability. Replace Homemaker with it and then slot it back later if needed but c'mon you were fast enough without it before this patch.
Shadowstrike - this is a glorified version of the same exact skill in the Dark Brotherhood skill line which only has a 15 percent chance. It's really unnecessary and unless you're specifically looting and killing you don't need it on always (or ever really).
Infamous - Are you going to fence a bunch of items? Ok slot this. Are you done fencing? Take it off. You lost maybe 3 seconds max for some more gold. Fair trade off.
Meticulous Disassembly - Are you going to refine a bunch of items? Ok slot this. Are you done refining? Take it off. You lost maybe 3 seconds max for some more mats. Fair trade off.
Reel Technique/Angler's Instinct - Are you fishing? Slot em. Not like you're looting nodes or treasure chests. Seriously you're standing in one place, pressing a button, and watching Netflix at the same time. It's an intensive time sink in the first place.
War Mount - Are you in Cyrodiil? Are you somehow a high CP without investing anything into the stamina from stables? Slot it. You don't need Homemaker in Cyrodiil.
Liquid Efficiency - Using potions and poisons eh? Guess you must be in battle a lot. If that's the case what do you need Plentiful Harvest, Master Gatherer, or Homemaker for?
These are all fine compromises, esp if it takes stress off the system. The green tree is fine and I can't wait to see it expanded in more detail with future updates.
The only proposed change I'd be interested in is seeing them all as always enabled passives with zero micromanagement.
If you have the cp to have them all (I don't) then you should be able to use them all (green tree, quality of life - I dont take so much issue with the other trees).
The only proposed change I'd be interested in is seeing them all as always enabled passives with zero micromanagement.
If you have the cp to have them all (I don't) then you should be able to use them all (green tree, quality of life - I dont take so much issue with the other trees).
This. Sure we each slot the 4 that are most useful most often for our particular activities, and yes, most of the skills weren't even created prior to CP2, so it's not like we miss them specifically, but it's just infuriating that something you've earned the points for and which doesn't give you any combat advantage, needs to be micro-managed. It's a chore, regardless of how little time/effort it might take.
Really? Angler's Instinct is about increasing chances. Treasure Hunter is about interacting with loot. Homemaker is about increasing the odds.spartaxoxo wrote: »First off is that all active slots that increase odds, resource loot speed, item values or flat chances are now passive.
This means the following active skills are now passive
Master Gatherer
Treasure Hunter
Plentiful Harvest
Reel Technique
Skills that buff your speed, give new abilites, or enhance the way we interact with loot in unique ways remain active
These are
Homemaker
Angler's Instinct
CyberOnEso wrote: »trackdemon5512 wrote: »I really don't understand the grief with the craft tree. Let's be honest in that 95% of the time you will have four specific abilities slotted.
These are
Homemaker
Treasure Hunter
Master Gatherer
Plentiful Harvest
Lets look at the others:
Gifted Rider - Most useful in Cyrodiil where players aren't farming. Also useful in overworld but not so much seeing as Major Gallop is a passive assault ability. Replace Homemaker with it and then slot it back later if needed but c'mon you were fast enough without it before this patch.
Shadowstrike - this is a glorified version of the same exact skill in the Dark Brotherhood skill line which only has a 15 percent chance. It's really unnecessary and unless you're specifically looting and killing you don't need it on always (or ever really).
Infamous - Are you going to fence a bunch of items? Ok slot this. Are you done fencing? Take it off. You lost maybe 3 seconds max for some more gold. Fair trade off.
Meticulous Disassembly - Are you going to refine a bunch of items? Ok slot this. Are you done refining? Take it off. You lost maybe 3 seconds max for some more mats. Fair trade off.
Reel Technique/Angler's Instinct - Are you fishing? Slot em. Not like you're looting nodes or treasure chests. Seriously you're standing in one place, pressing a button, and watching Netflix at the same time. It's an intensive time sink in the first place.
War Mount - Are you in Cyrodiil? Are you somehow a high CP without investing anything into the stamina from stables? Slot it. You don't need Homemaker in Cyrodiil.
Liquid Efficiency - Using potions and poisons eh? Guess you must be in battle a lot. If that's the case what do you need Plentiful Harvest, Master Gatherer, or Homemaker for?
These are all fine compromises, esp if it takes stress off the system. The green tree is fine and I can't wait to see it expanded in more detail with future updates.
Sadly this list doesn't include Steed's Blessing which I personally do not want to live without.
Also, whilst I am not saying this is exactly how it works. I have been told that Meticulous Dissaembly affects deconstructing, which I personally do multiple times per day.
Really? Angler's Instinct is about increasing chances. Treasure Hunter is about interacting with loot. Homemaker is about increasing the odds.spartaxoxo wrote: »First off is that all active slots that increase odds, resource loot speed, item values or flat chances are now passive.
This means the following active skills are now passive
Master Gatherer
Treasure Hunter
Plentiful Harvest
Reel Technique
Skills that buff your speed, give new abilites, or enhance the way we interact with loot in unique ways remain active
These are
Homemaker
Angler's Instinct
Overall I disagree. Vertical progression (passives) in green tree should end on the same CP level as in blue and red trees. Any rework should decrease the false horizontal progression and increase meaningful horizontal progression.
Homemaker is the same as Plentiful harvest, it gives you a chance to get 2nd draw of the loot. The only difference is you always have the 1st draw with 100% chance for resources, but it is less than 100% chance to get 1st furnishing plan. This, however, is the difference not of the CP star, this is the difference of base action. Both stars work the same.spartaxoxo wrote: »They increase odds but in a unique way. Angler's is like fishing with an extra person and homemaker gives you an additional plan rather than just a flat chance. I can see maybe the argument for Angler's but homemaker works very different to other increases, it's not a flat increase.
Homemaker is something unique and different and the first time it worked on something nice for me I got so excited I ran to show my guild the cool new passive. That to me is worth a slot. Slots shouldn't only be boring stuff imo, but it should be stuff that means we don't need to micromanage everything.
Micromanagement is not good, but macromanagement should remain. There should be a choice whatever activity you do.
trackdemon5512 wrote: »CyberOnEso wrote: »trackdemon5512 wrote: »I really don't understand the grief with the craft tree. Let's be honest in that 95% of the time you will have four specific abilities slotted.
These are
Homemaker
Treasure Hunter
Master Gatherer
Plentiful Harvest
Lets look at the others:
Gifted Rider - Most useful in Cyrodiil where players aren't farming. Also useful in overworld but not so much seeing as Major Gallop is a passive assault ability. Replace Homemaker with it and then slot it back later if needed but c'mon you were fast enough without it before this patch.
Shadowstrike - this is a glorified version of the same exact skill in the Dark Brotherhood skill line which only has a 15 percent chance. It's really unnecessary and unless you're specifically looting and killing you don't need it on always (or ever really).
Infamous - Are you going to fence a bunch of items? Ok slot this. Are you done fencing? Take it off. You lost maybe 3 seconds max for some more gold. Fair trade off.
Meticulous Disassembly - Are you going to refine a bunch of items? Ok slot this. Are you done refining? Take it off. You lost maybe 3 seconds max for some more mats. Fair trade off.
Reel Technique/Angler's Instinct - Are you fishing? Slot em. Not like you're looting nodes or treasure chests. Seriously you're standing in one place, pressing a button, and watching Netflix at the same time. It's an intensive time sink in the first place.
War Mount - Are you in Cyrodiil? Are you somehow a high CP without investing anything into the stamina from stables? Slot it. You don't need Homemaker in Cyrodiil.
Liquid Efficiency - Using potions and poisons eh? Guess you must be in battle a lot. If that's the case what do you need Plentiful Harvest, Master Gatherer, or Homemaker for?
These are all fine compromises, esp if it takes stress off the system. The green tree is fine and I can't wait to see it expanded in more detail with future updates.
Sadly this list doesn't include Steed's Blessing which I personally do not want to live without.
Also, whilst I am not saying this is exactly how it works. I have been told that Meticulous Dissaembly affects deconstructing, which I personally do multiple times per day.
All of the good bonuses, including Steed’s Blessing and Meticulous Disassembly, are brand new to the game. Great boons but they’re on top of what we had from the previous system.
Also as for meticulous I’ll just start banking all of my items. Once the bank is full it’s decon time all at once.
spartaxoxo wrote: »Micromanagement is not good, but macromanagement should remain. There should be a choice whatever activity you do.
No. There shouldn't be a choice for every activity we do. Some things should just work or you end up spending more time in menus than you do actually playing, which is neither good nor healthy.
This game is about story, adventure, and exploration. In fact, one of the largest parts of the Elder Scrolls franchise has always been it's fantastic approach to exploration. Things just work and the choices come from what you DO with the things you explored, not from micromanaging every little thing.
It's just garbage design and the game does NOT have to make everything frustrating.
Having the passives that don't feel like active powers become things that require activation doesn't enhance immersion nor exploration, it breaks them.
spartaxoxo wrote: »Micromanagement is not good, but macromanagement should remain. There should be a choice whatever activity you do.
No. There shouldn't be a choice for every activity we do. Some things should just work or you end up spending more time in menus than you do actually playing, which is neither good nor healthy.
This game is about story, adventure, and exploration. In fact, one of the largest parts of the Elder Scrolls franchise has always been it's fantastic approach to exploration. Things just work and the choices come from what you DO with the things you explored, not from micromanaging every little thing.
It's just garbage design and the game does NOT have to make everything frustrating.
Having the passives that don't feel like active powers become things that require activation doesn't enhance immersion nor exploration, it breaks them.
Then there should be no choice between healing and damaging stars, between direct damage and aoe stars, between block and break free stars. But there is this choice, this is the soul of horizontal progression, and the same horizontal progression should be for all non-combat activities. The only question is how to make changing the green slottables with same frequency as blue and red slottables.
spartaxoxo wrote: »spartaxoxo wrote: »Micromanagement is not good, but macromanagement should remain. There should be a choice whatever activity you do.
No. There shouldn't be a choice for every activity we do. Some things should just work or you end up spending more time in menus than you do actually playing, which is neither good nor healthy.
This game is about story, adventure, and exploration. In fact, one of the largest parts of the Elder Scrolls franchise has always been it's fantastic approach to exploration. Things just work and the choices come from what you DO with the things you explored, not from micromanaging every little thing.
It's just garbage design and the game does NOT have to make everything frustrating.
Having the passives that don't feel like active powers become things that require activation doesn't enhance immersion nor exploration, it breaks them.
Then there should be no choice between healing and damaging stars, between direct damage and aoe stars, between block and break free stars. But there is this choice, this is the soul of horizontal progression, and the same horizontal progression should be for all non-combat activities. The only question is how to make changing the green slottables with same frequency as blue and red slottables.
There is a massive gulf, as big as the Illiad Bay between "no choices at all" and "the game should not make you micromanage".
The answer is very easy as to how you make the swapping as infrequent as the other trees, you get rid of all the micromanagement passives, like I suggested.
Stuff that is just a boring flat increase to gather speed or percent chance have no business being actives.
spartaxoxo wrote: »spartaxoxo wrote: »Micromanagement is not good, but macromanagement should remain. There should be a choice whatever activity you do.
No. There shouldn't be a choice for every activity we do. Some things should just work or you end up spending more time in menus than you do actually playing, which is neither good nor healthy.
This game is about story, adventure, and exploration. In fact, one of the largest parts of the Elder Scrolls franchise has always been it's fantastic approach to exploration. Things just work and the choices come from what you DO with the things you explored, not from micromanaging every little thing.
It's just garbage design and the game does NOT have to make everything frustrating.
Having the passives that don't feel like active powers become things that require activation doesn't enhance immersion nor exploration, it breaks them.
Then there should be no choice between healing and damaging stars, between direct damage and aoe stars, between block and break free stars. But there is this choice, this is the soul of horizontal progression, and the same horizontal progression should be for all non-combat activities. The only question is how to make changing the green slottables with same frequency as blue and red slottables.
There is a massive gulf, as big as the Illiad Bay between "no choices at all" and "the game should not make you micromanage".
The answer is very easy as to how you make the swapping as infrequent as the other trees, you get rid of all the micromanagement passives, like I suggested.
Stuff that is just a boring flat increase to gather speed or percent chance have no business being actives.
Stuff that is just a boring flat increase to movement speed or mount speed have no business being actives.
Stuff that is just a boring flat increase to magicka or spell damage have no business being actives.
There is zero difference with your statement.
The point is if you make all the "boring" (for you) and with too much micromanagement stuff into passives, you will make vertical progression extremely high and give high CP players too much at the same time.
I can say the much easier way to remove micromanagement is to increase the cooldown to something like 20 or 24 hours (like horse feeding or daily activities). There, you don't need to micromanage every activity anymore. The CP bonus is not that high that you can't do the activity without it, so you will have to play with the choice you have made (macromanagement) for the next 20 or 24 hours.
Stuff that is just a boring flat increase to movement speed or mount speed have no business being actives.
Stuff that is just a boring flat increase to magicka or spell damage have no business being actives.
There is zero difference with your statement.
The point is if you make all the "boring" (for you) and with too much micromanagement stuff into passives, you will make vertical progression extremely high and give high CP players too much at the same time.
I can say the much easier way to remove micromanagement is to increase the cooldown to something like 20 or 24 hours (like horse feeding or daily activities). There, you don't need to micromanage every activity anymore. The CP bonus is not that high that you can't do the activity without it, so you will have to play with the choice you have made (macromanagement) for the next 20 or 24 hours.
The slot passives should be the ones that are great for long term use.
spartaxoxo wrote: »spartaxoxo wrote: »Micromanagement is not good, but macromanagement should remain. There should be a choice whatever activity you do.
No. There shouldn't be a choice for every activity we do. Some things should just work or you end up spending more time in menus than you do actually playing, which is neither good nor healthy.
This game is about story, adventure, and exploration. In fact, one of the largest parts of the Elder Scrolls franchise has always been it's fantastic approach to exploration. Things just work and the choices come from what you DO with the things you explored, not from micromanaging every little thing.
It's just garbage design and the game does NOT have to make everything frustrating.
Having the passives that don't feel like active powers become things that require activation doesn't enhance immersion nor exploration, it breaks them.
Then there should be no choice between healing and damaging stars, between direct damage and aoe stars, between block and break free stars. But there is this choice, this is the soul of horizontal progression, and the same horizontal progression should be for all non-combat activities. The only question is how to make changing the green slottables with same frequency as blue and red slottables.
There is a massive gulf, as big as the Illiad Bay between "no choices at all" and "the game should not make you micromanage".
The answer is very easy as to how you make the swapping as infrequent as the other trees, you get rid of all the micromanagement passives, like I suggested.
Stuff that is just a boring flat increase to gather speed or percent chance have no business being actives.
Stuff that is just a boring flat increase to movement speed or mount speed have no business being actives.
Stuff that is just a boring flat increase to magicka or spell damage have no business being actives.
There is zero difference with your statement.
The point is if you make all the "boring" (for you) and with too much micromanagement stuff into passives, you will make vertical progression extremely high and give high CP players too much at the same time.
I can say the much easier way to remove micromanagement is to increase the cooldown to something like 20 or 24 hours (like horse feeding or daily activities). There, you don't need to micromanage every activity anymore. The CP bonus is not that high that you can't do the activity without it, so you will have to play with the choice you have made (macromanagement) for the next 20 or 24 hours.
This is the worst idea I have heard so far. I am not sure if are just exaggerating to make a point or not, but the idea of such a long cool down is just awful.
I don’t want to be stuck with a passive I may not actually use that day. There is a passive already on a one day cool down, why do I need it slotted if I used it? Or if I am not stealing anything that day?
“Sorry trial team, I just slotted my passives to decon some items, guess I can’t heal for you today as I cannot change my passives again.”
There are too many slot passives that are for specific use only. Why do I need to have reduced repair costs turned on if I am not repairing? Why do I need a passive for fishing or stealing if I am in a trial?
The slot passives should be the ones that are great for long term use. Like increasing the chance to get furniture plans, motifs, or antiquity leads. Or how about having armor degrade slower if a passive is slotted? Or a way to detect heavy sacks, if the right passive is slotted?
If I am not repairing, I don’t need a decrease in repair costs. If I am not selling stolen loot, I don’t need a passive slotted that increases the gold I get for them. It’s just pointless micro management.
spartaxoxo wrote: »Stuff that is just a boring flat increase to movement speed or mount speed have no business being actives.
Stuff that is just a boring flat increase to magicka or spell damage have no business being actives.
There is zero difference with your statement.
Untrue. One is just materials, which are cheaply and easily available to all. The other is POWER which has a large impact on people's abilities to form groups. The greater difference in power between low and high cp, the less desirable the low cp player is to group up with. The greater the difference in mats between low and high players, the more likely the higher cp player is willing to share their wealth with the lower one whether through affordable trade or gifts.
Just because they share surface similarities does not make them equivalent.The point is if you make all the "boring" (for you) and with too much micromanagement stuff into passives, you will make vertical progression extremely high and give high CP players too much at the same time.
How is vertical progression extremely high because at the end of this month I'll have 11k mats instead of 13k mats depending on my passive? How is vertical progression extremely high if one person has to take an extra .5 seconds to harvest a node and the other doesn't? These are quality of life features, not power..
spartaxoxo wrote: »spartaxoxo wrote: »Micromanagement is not good, but macromanagement should remain. There should be a choice whatever activity you do.
No. There shouldn't be a choice for every activity we do. Some things should just work or you end up spending more time in menus than you do actually playing, which is neither good nor healthy.
This game is about story, adventure, and exploration. In fact, one of the largest parts of the Elder Scrolls franchise has always been it's fantastic approach to exploration. Things just work and the choices come from what you DO with the things you explored, not from micromanaging every little thing.
It's just garbage design and the game does NOT have to make everything frustrating.
Having the passives that don't feel like active powers become things that require activation doesn't enhance immersion nor exploration, it breaks them.
Then there should be no choice between healing and damaging stars, between direct damage and aoe stars, between block and break free stars. But there is this choice, this is the soul of horizontal progression, and the same horizontal progression should be for all non-combat activities. The only question is how to make changing the green slottables with same frequency as blue and red slottables.
There is a massive gulf, as big as the Illiad Bay between "no choices at all" and "the game should not make you micromanage".
The answer is very easy as to how you make the swapping as infrequent as the other trees, you get rid of all the micromanagement passives, like I suggested.
Stuff that is just a boring flat increase to gather speed or percent chance have no business being actives.
Stuff that is just a boring flat increase to movement speed or mount speed have no business being actives.
Stuff that is just a boring flat increase to magicka or spell damage have no business being actives.
There is zero difference with your statement.
The point is if you make all the "boring" (for you) and with too much micromanagement stuff into passives, you will make vertical progression extremely high and give high CP players too much at the same time.
I can say the much easier way to remove micromanagement is to increase the cooldown to something like 20 or 24 hours (like horse feeding or daily activities). There, you don't need to micromanage every activity anymore. The CP bonus is not that high that you can't do the activity without it, so you will have to play with the choice you have made (macromanagement) for the next 20 or 24 hours.
This is the worst idea I have heard so far. I am not sure if are just exaggerating to make a point or not, but the idea of such a long cool down is just awful.
I don’t want to be stuck with a passive I may not actually use that day. There is a passive already on a one day cool down, why do I need it slotted if I used it? Or if I am not stealing anything that day?
“Sorry trial team, I just slotted my passives to decon some items, guess I can’t heal for you today as I cannot change my passives again.”
There are too many slot passives that are for specific use only. Why do I need to have reduced repair costs turned on if I am not repairing? Why do I need a passive for fishing or stealing if I am in a trial?
The slot passives should be the ones that are great for long term use. Like increasing the chance to get furniture plans, motifs, or antiquity leads. Or how about having armor degrade slower if a passive is slotted? Or a way to detect heavy sacks, if the right passive is slotted?
If I am not repairing, I don’t need a decrease in repair costs. If I am not selling stolen loot, I don’t need a passive slotted that increases the gold I get for them. It’s just pointless micro management.
The point is
1) horizontal progression should be the same for every constellation;
2) the choice of slottable should matter.
Repair cost reduce as a slottable doesn't work, because it is false horizontal progression. It is vertical progression, because player can simply change it for the activity. Making it passive will change nothing. Yes, players will get their whole 100 gold without micromanaging a slot, but the main problem - that it is part of vertical progression instead of horizontal progression - will remain.
Current slottables (and passives) don't work as part of the horizontal progression, because they are not conflicting, and they are not conflicting, because there are activities completely distinct. Obviously, you don't care about movement, when you stand near merchant of near crafting station. The only good way to change slottables is to make them conflicting. There is choice between conflicting things, there is no choice between not conflicting things. You can make them conflicting by a) changing the effects, making those effects more applicable to different activities; b) splitting constellation into different constellations (with decreasing an individual number of slots, of course). I doubt that ZOS will make such a huge change, to be honest.spartaxoxo wrote: »Stuff that is just a boring flat increase to movement speed or mount speed have no business being actives.
Stuff that is just a boring flat increase to magicka or spell damage have no business being actives.
There is zero difference with your statement.
Untrue. One is just materials, which are cheaply and easily available to all. The other is POWER which has a large impact on people's abilities to form groups. The greater difference in power between low and high cp, the less desirable the low cp player is to group up with. The greater the difference in mats between low and high players, the more likely the higher cp player is willing to share their wealth with the lower one whether through affordable trade or gifts.
Just because they share surface similarities does not make them equivalent.The point is if you make all the "boring" (for you) and with too much micromanagement stuff into passives, you will make vertical progression extremely high and give high CP players too much at the same time.
How is vertical progression extremely high because at the end of this month I'll have 11k mats instead of 13k mats depending on my passive? How is vertical progression extremely high if one person has to take an extra .5 seconds to harvest a node and the other doesn't? These are quality of life features, not power..
You are wrong thinking of it as QoL features. Those are effectiveness features, the same as for combat.
Yes, that is exactly how they compete directly. But to activate the node first you need a) maximum speed to get to this node; b) minimum time to spend on picking previous node; c) maximum loot (including chance to loot) in this node. And here is where the choice is: you can't have all. Here is where horizontal progression works. That's why those stars should never be passive. You must choose what do you need more: quantity of contents, quality of contents, speed getting from one contents to another, speed taking these contents to faster be at the next contents.spartaxoxo wrote: »activate a resource node first, etc. That's how they compete.
spartaxoxo wrote: »spartaxoxo wrote: »Micromanagement is not good, but macromanagement should remain. There should be a choice whatever activity you do.
No. There shouldn't be a choice for every activity we do. Some things should just work or you end up spending more time in menus than you do actually playing, which is neither good nor healthy.
This game is about story, adventure, and exploration. In fact, one of the largest parts of the Elder Scrolls franchise has always been it's fantastic approach to exploration. Things just work and the choices come from what you DO with the things you explored, not from micromanaging every little thing.
It's just garbage design and the game does NOT have to make everything frustrating.
Having the passives that don't feel like active powers become things that require activation doesn't enhance immersion nor exploration, it breaks them.
Then there should be no choice between healing and damaging stars, between direct damage and aoe stars, between block and break free stars. But there is this choice, this is the soul of horizontal progression, and the same horizontal progression should be for all non-combat activities. The only question is how to make changing the green slottables with same frequency as blue and red slottables.
There is a massive gulf, as big as the Illiad Bay between "no choices at all" and "the game should not make you micromanage".
The answer is very easy as to how you make the swapping as infrequent as the other trees, you get rid of all the micromanagement passives, like I suggested.
Stuff that is just a boring flat increase to gather speed or percent chance have no business being actives.
Stuff that is just a boring flat increase to movement speed or mount speed have no business being actives.
Stuff that is just a boring flat increase to magicka or spell damage have no business being actives.
There is zero difference with your statement.
The point is if you make all the "boring" (for you) and with too much micromanagement stuff into passives, you will make vertical progression extremely high and give high CP players too much at the same time.
I can say the much easier way to remove micromanagement is to increase the cooldown to something like 20 or 24 hours (like horse feeding or daily activities). There, you don't need to micromanage every activity anymore. The CP bonus is not that high that you can't do the activity without it, so you will have to play with the choice you have made (macromanagement) for the next 20 or 24 hours.
This is the worst idea I have heard so far. I am not sure if are just exaggerating to make a point or not, but the idea of such a long cool down is just awful.
I don’t want to be stuck with a passive I may not actually use that day. There is a passive already on a one day cool down, why do I need it slotted if I used it? Or if I am not stealing anything that day?
“Sorry trial team, I just slotted my passives to decon some items, guess I can’t heal for you today as I cannot change my passives again.”
There are too many slot passives that are for specific use only. Why do I need to have reduced repair costs turned on if I am not repairing? Why do I need a passive for fishing or stealing if I am in a trial?
The slot passives should be the ones that are great for long term use. Like increasing the chance to get furniture plans, motifs, or antiquity leads. Or how about having armor degrade slower if a passive is slotted? Or a way to detect heavy sacks, if the right passive is slotted?
If I am not repairing, I don’t need a decrease in repair costs. If I am not selling stolen loot, I don’t need a passive slotted that increases the gold I get for them. It’s just pointless micro management.
The point is
1) horizontal progression should be the same for every constellation;
2) the choice of slottable should matter.
Repair cost reduce as a slottable doesn't work, because it is false horizontal progression. It is vertical progression, because player can simply change it for the activity. Making it passive will change nothing. Yes, players will get their whole 100 gold without micromanaging a slot, but the main problem - that it is part of vertical progression instead of horizontal progression - will remain.
Current slottables (and passives) don't work as part of the horizontal progression, because they are not conflicting, and they are not conflicting, because there are activities completely distinct. Obviously, you don't care about movement, when you stand near merchant of near crafting station. The only good way to change slottables is to make them conflicting. There is choice between conflicting things, there is no choice between not conflicting things. You can make them conflicting by a) changing the effects, making those effects more applicable to different activities; b) splitting constellation into different constellations (with decreasing an individual number of slots, of course). I doubt that ZOS will make such a huge change, to be honest.spartaxoxo wrote: »Stuff that is just a boring flat increase to movement speed or mount speed have no business being actives.
Stuff that is just a boring flat increase to magicka or spell damage have no business being actives.
There is zero difference with your statement.
Untrue. One is just materials, which are cheaply and easily available to all. The other is POWER which has a large impact on people's abilities to form groups. The greater difference in power between low and high cp, the less desirable the low cp player is to group up with. The greater the difference in mats between low and high players, the more likely the higher cp player is willing to share their wealth with the lower one whether through affordable trade or gifts.
Just because they share surface similarities does not make them equivalent.The point is if you make all the "boring" (for you) and with too much micromanagement stuff into passives, you will make vertical progression extremely high and give high CP players too much at the same time.
How is vertical progression extremely high because at the end of this month I'll have 11k mats instead of 13k mats depending on my passive? How is vertical progression extremely high if one person has to take an extra .5 seconds to harvest a node and the other doesn't? These are quality of life features, not power..
You are wrong thinking of it as QoL features. Those are effectiveness features, the same as for combat. You are competing with other players for resources (directly, for resource nodes, and indirectly by selling or not buying from guild stores mats, tempers, stones). You are competing with other players for chests and loot (directly, for opening a chest, and indirectly by selling or not buying contents of the chest). You are competing with other players for gold you get from stealing, for gold or items themselves when searching furnishing plans, fish/roe (the better your gold per time effectiveness, the more economic power you have).
Yes, that is exactly how they compete directly. But to activate the node first you need a) maximum speed to get to this node; b) minimum time to spend on picking previous node; c) maximum loot (including chance to loot) in this node. And here is where the choice is: you can't have all. Here is where horizontal progression works. That's why those stars should never be passive. You must choose what do you need more: quantity of contents, quality of contents, speed getting from one contents to another, speed taking these contents to faster be at the next contents.spartaxoxo wrote: »activate a resource node first, etc. That's how they compete.
And the same applies to chests, etc.
Yes, that is exactly how they compete directly. But to activate the node first you need a) maximum speed to get to this node; b) minimum time to spend on picking previous node; c) maximum loot (including chance to loot) in this node. And here is where the choice is: you can't have all. Here is where horizontal progression works. That's why those stars should never be passive. You must choose what do you need more: quantity of contents, quality of contents, speed getting from one contents to another, speed taking these contents to faster be at the next contents.spartaxoxo wrote: »activate a resource node first, etc. That's how they compete.
And the same applies to chests, etc.
Yes, that is exactly how they compete directly. But to activate the node first you need a) maximum speed to get to this node; b) minimum time to spend on picking previous node; c) maximum loot (including chance to loot) in this node. And here is where the choice is: you can't have all. Here is where horizontal progression works. That's why those stars should never be passive. You must choose what do you need more: quantity of contents, quality of contents, speed getting from one contents to another, speed taking these contents to faster be at the next contents.spartaxoxo wrote: »activate a resource node first, etc. That's how they compete.
And the same applies to chests, etc.
What about the competition that has maximum speed slotted, and doesn't care about the extra return slots, so they clear the whole field ahead of players of nodes and treasure chests while harvesting it all except they leave all the worms and junk items in nodes and treasure chests behind for the slower players who slotted for maximum yield?
Thats just one small example of what is going to be the topic in forums over the next few weeks/months.
Leaving worms and junk in chests is already an issue, now it's going to be a bigger issue when thats all that the slower players find anywhere a fast player has stripped.
Lets not even bring up the topic of harvest bots doing it faster 24/7.
spartaxoxo wrote: »spartaxoxo wrote: »Micromanagement is not good, but macromanagement should remain. There should be a choice whatever activity you do.
No. There shouldn't be a choice for every activity we do. Some things should just work or you end up spending more time in menus than you do actually playing, which is neither good nor healthy.
This game is about story, adventure, and exploration. In fact, one of the largest parts of the Elder Scrolls franchise has always been it's fantastic approach to exploration. Things just work and the choices come from what you DO with the things you explored, not from micromanaging every little thing.
It's just garbage design and the game does NOT have to make everything frustrating.
Having the passives that don't feel like active powers become things that require activation doesn't enhance immersion nor exploration, it breaks them.
Then there should be no choice between healing and damaging stars, between direct damage and aoe stars, between block and break free stars. But there is this choice, this is the soul of horizontal progression, and the same horizontal progression should be for all non-combat activities. The only question is how to make changing the green slottables with same frequency as blue and red slottables.
There is a massive gulf, as big as the Illiad Bay between "no choices at all" and "the game should not make you micromanage".
The answer is very easy as to how you make the swapping as infrequent as the other trees, you get rid of all the micromanagement passives, like I suggested.
Stuff that is just a boring flat increase to gather speed or percent chance have no business being actives.
Stuff that is just a boring flat increase to movement speed or mount speed have no business being actives.
Stuff that is just a boring flat increase to magicka or spell damage have no business being actives.
There is zero difference with your statement.
The point is if you make all the "boring" (for you) and with too much micromanagement stuff into passives, you will make vertical progression extremely high and give high CP players too much at the same time.
I can say the much easier way to remove micromanagement is to increase the cooldown to something like 20 or 24 hours (like horse feeding or daily activities). There, you don't need to micromanage every activity anymore. The CP bonus is not that high that you can't do the activity without it, so you will have to play with the choice you have made (macromanagement) for the next 20 or 24 hours.
This is the worst idea I have heard so far. I am not sure if are just exaggerating to make a point or not, but the idea of such a long cool down is just awful.
I don’t want to be stuck with a passive I may not actually use that day. There is a passive already on a one day cool down, why do I need it slotted if I used it? Or if I am not stealing anything that day?
“Sorry trial team, I just slotted my passives to decon some items, guess I can’t heal for you today as I cannot change my passives again.”
There are too many slot passives that are for specific use only. Why do I need to have reduced repair costs turned on if I am not repairing? Why do I need a passive for fishing or stealing if I am in a trial?
The slot passives should be the ones that are great for long term use. Like increasing the chance to get furniture plans, motifs, or antiquity leads. Or how about having armor degrade slower if a passive is slotted? Or a way to detect heavy sacks, if the right passive is slotted?
If I am not repairing, I don’t need a decrease in repair costs. If I am not selling stolen loot, I don’t need a passive slotted that increases the gold I get for them. It’s just pointless micro management.
The point is
1) horizontal progression should be the same for every constellation;
2) the choice of slottable should matter.
Repair cost reduce as a slottable doesn't work, because it is false horizontal progression. It is vertical progression, because player can simply change it for the activity. Making it passive will change nothing. Yes, players will get their whole 100 gold without micromanaging a slot, but the main problem - that it is part of vertical progression instead of horizontal progression - will remain.
Current slottables (and passives) don't work as part of the horizontal progression, because they are not conflicting, and they are not conflicting, because there are activities completely distinct. Obviously, you don't care about movement, when you stand near merchant of near crafting station. The only good way to change slottables is to make them conflicting. There is choice between conflicting things, there is no choice between not conflicting things. You can make them conflicting by a) changing the effects, making those effects more applicable to different activities; b) splitting constellation into different constellations (with decreasing an individual number of slots, of course). I doubt that ZOS will make such a huge change, to be honest.spartaxoxo wrote: »Stuff that is just a boring flat increase to movement speed or mount speed have no business being actives.
Stuff that is just a boring flat increase to magicka or spell damage have no business being actives.
There is zero difference with your statement.
Untrue. One is just materials, which are cheaply and easily available to all. The other is POWER which has a large impact on people's abilities to form groups. The greater difference in power between low and high cp, the less desirable the low cp player is to group up with. The greater the difference in mats between low and high players, the more likely the higher cp player is willing to share their wealth with the lower one whether through affordable trade or gifts.
Just because they share surface similarities does not make them equivalent.The point is if you make all the "boring" (for you) and with too much micromanagement stuff into passives, you will make vertical progression extremely high and give high CP players too much at the same time.
How is vertical progression extremely high because at the end of this month I'll have 11k mats instead of 13k mats depending on my passive? How is vertical progression extremely high if one person has to take an extra .5 seconds to harvest a node and the other doesn't? These are quality of life features, not power..
You are wrong thinking of it as QoL features. Those are effectiveness features, the same as for combat. You are competing with other players for resources (directly, for resource nodes, and indirectly by selling or not buying from guild stores mats, tempers, stones). You are competing with other players for chests and loot (directly, for opening a chest, and indirectly by selling or not buying contents of the chest). You are competing with other players for gold you get from stealing, for gold or items themselves when searching furnishing plans, fish/roe (the better your gold per time effectiveness, the more economic power you have).
And my point is passive that is used for 5 seconds once per day should not be a slot passive.
I refine mats maybe once every two weeks. Why should this be a slot passive? So I can remember to turn it on and turn it off again? My character does not live nor adventure at a craft table. Having to load a specific set of passives just for being at one is bad game play.
I may fish once a month, did my character “Forget” how to fish well if I don’t turn the passive on? Is turning this passive on and off, “fun”?
I repair at a vendor once every three days, why do I need it on for the rest of that time? There are actions that are too specific or mundane of a task to deserve a slot.
Increasing the chance to find some item, is a good thing to have on all time. I can choose what to look for so THAT is a good passive to make as a slot choice. I am CHOOSING to look for more furniture patterns, at the expense of finding more motifs or heavy sacks, for example. That is a real player choice.
Decreasing the cost of repair, if I need to repair, and if I happen to be doing it at a vendor, is something I need under very specific circumstances. It does not need to be on all the time. This is a bad passive to make a slot choice. Because you are just hurting yourself when it’s on and not repairing, which on balance is fairly rare. All it becomes is repairing with extra steps. Not fun nor fluid gameplay.
So you are trying to tell me that farmers don't use Plentiful harvest? They don't look for max loot, then they don't need this star. Well, this is news to me. Then, however, they can simply not slot it at all and clearly don't need it as a passive, since max loot is not what they are looking for.spartaxoxo wrote: »Yes, that is exactly how they compete directly. But to activate the node first you need a) maximum speed to get to this node; b) minimum time to spend on picking previous node; c) maximum loot (including chance to loot) in this node. And here is where the choice is: you can't have all. Here is where horizontal progression works. That's why those stars should never be passive. You must choose what do you need more: quantity of contents, quality of contents, speed getting from one contents to another, speed taking these contents to faster be at the next contents.spartaxoxo wrote: »activate a resource node first, etc. That's how they compete.
And the same applies to chests, etc.
This is ridiculous. You don't need the latter two at all. Max loot has no improvement at all on competing for someone for a node. Any serious farmer isn't gonna be picking mats in a spot with high competition for the same resource. It's a collosal waste of time. They are gonna have a somewhat secluded spot and passersby by are gonna get only a couple of nodes off them in a small amount of time, which isn't gonna change passives or not. And all serious farmers actively getting lots of loot will have those skills slotted. So them being active or not creates no change to real farming competition.
Also I don't want to hear your fake concern about vertical progression blocking newbies if this is how you're looking at it. We must all micromanage these things because some newbie might beat me to one columbine or treasure chest!
The proposed suggestion includes movement speed as an active.
There are always trolls in any activity, but they are not the majority. But if there are so many trolls, then a farmer has to decide, what to do: equip the ring of wild hunt or respec slottables to be faster for a price of something else.Yes, that is exactly how they compete directly. But to activate the node first you need a) maximum speed to get to this node; b) minimum time to spend on picking previous node; c) maximum loot (including chance to loot) in this node. And here is where the choice is: you can't have all. Here is where horizontal progression works. That's why those stars should never be passive. You must choose what do you need more: quantity of contents, quality of contents, speed getting from one contents to another, speed taking these contents to faster be at the next contents.spartaxoxo wrote: »activate a resource node first, etc. That's how they compete.
And the same applies to chests, etc.
What about the competition that has maximum speed slotted, and doesn't care about the extra return slots, so they clear the whole field ahead of players of nodes and treasure chests while harvesting it all except they leave all the worms and junk items in treasure chests behind for the slower players who slotted for maximum yield?
Thats just one small example of what is going to be the topic in forums over the next few weeks/months.
So you are trying to tell me that farmers don't use Plentiful harvest? They don't look for max loot, then they don't need this star. Well, this is news to me. Then, however, they can simply not slot it at all and clearly don't need it as a passive, since max loot is not what they are looking for.