And still you can team up with random strangers without exchanging a single Hi, do the dungeon and go straight to do youir thing without any socialization, so, basicly, a solo with benefits...SilverBride wrote: »
https://medium.com/@ywang419/rise-and-fall-of-a-genre-mmorpg-de5a646284cc
And still you can team up with random strangers without exchanging a single Hi, do the dungeon and go straight to do youir thing without any socialization, so, basicly, a solo with benefits...
SilverBride wrote: »And still you can team up with random strangers without exchanging a single Hi, do the dungeon and go straight to do youir thing without any socialization, so, basicly, a solo with benefits...
I see nothing wrong with that. I don't want to become friends with every player I ever find myself grouped with. I don't want to chit chat with a group of strangers through every pug dungeon I run. Even when friends group up for dungeons they rarely talk through the whole run.
As far as the articles you linked, they are opinions, not fact.
The bottom line is we all enjoy different aspects of ESO and MMOs in general. There is no right or wrong playstyle, so let's just accept our differences and have fun.
<snipped>
So Yeah, I must stand with my statement. TESO is not a MMO, it's a single player game with some online features
SilverBride wrote: »And still you can team up with random strangers without exchanging a single Hi, do the dungeon and go straight to do youir thing without any socialization, so, basicly, a solo with benefits...
I see nothing wrong with that. I don't want to become friends with every player I ever find myself grouped with. I don't want to chit chat with a group of strangers through every pug dungeon I run. Even when friends group up for dungeons they rarely talk through the whole run.
As far as the articles you linked, they are opinions, not fact.
The bottom line is we all enjoy different aspects of ESO and MMOs in general. There is no right or wrong playstyle, so let's just accept our differences and have fun.
Really? you're calling a resarch analysis of the subject and the common observation of the current start of the genre by overall gamers a opinion?
Talk about not wanting to be wrong...
Clearly it's useless to discuss anymore
You may even Call the causes of the downfall as an opinion, but the current state of popularity of the genre among the gaming comunity is not, it's a fact.
For the sake of being safe and try to please everyone, MMOs are really losing their Idendity as a MASSIVE MULTIPLAYER online game.
The Idea behind the gender is have you team up with thousands of people to do some quests, explore the world, beating dungeons trials, go PVP etc, thats what people looking to play MMOs will look after, I'll be honest, if you want to play solo, that's not your gender, by basic definition.
Grandchamp1989 wrote: »It is not fun for the people who do the 90% of the easy content, and want to progress into the unforgiven 10%
And it's not fun being in the 10% group and have 90% of the content being so easy, to the point of boredom.
SilverBride wrote: »For the sake of being safe and try to please everyone, MMOs are really losing their Idendity as a MASSIVE MULTIPLAYER online game.
The Idea behind the gender is have you team up with thousands of people to do some quests, explore the world, beating dungeons trials, go PVP etc, thats what people looking to play MMOs will look after, I'll be honest, if you want to play solo, that's not your gender, by basic definition.
If a lot of players can be logged on at the same time, it is a MMO. The fact that they may not be grouping for everything does not change that fact.
I've been playing MMOs for a couple of decades now, and in every single one I've been able to play solo as well as in a group. I used to spend a lot of time in dungeons and raids but the community became too toxic for my taste, and in more than one game. It's a universal problem that drove me away from group content, so in my opinion the toxicity is a big cause of players not wanting to group. But it's not the only reason. A lot of players just enjoy having some relaxing me time, and there is nothing wrong with that.
MMOs are the genre for me, because there is so much more to them than just groups, and it's my choice what or how I play.
and that actually consolidade my argumentSylvermynx wrote: »<snipped>
So Yeah, I must stand with my statement. TESO is not a MMO, it's a single player game with some online features
And I for one am completely happy with that. I'd venture to guess I'm not alone - but that's all it is, a guess because a huge percentage of players don't ever bother with the forum, so there's no real info (outside of the few of us who post and have done so for years).
Actually, no, what the guy is looking for is what actual MMO players are looking for in an MMO, and sadly they don't find. about the expected marked growth, is mostly due the launch of new world and other Titles that gamers have a lot of expectations of bringing back the core experience of an MMO. And I hope it does[
<snip>
According to ResearchAndMarkets.com the MMORPG gaming market is expected to grow at a CAGR of about 9.5% during the forecast period of 2020-2025.
many modern Single Player game are going this way with expansion Packs that go over and over again keeping a game in the market for decades... so no, its not unique no mmos, neither what defines them.Sylvermynx wrote: »What makes MMOs special for me is the fact that unlike SPMR games, they are not static. Sure Skyrim has a bajillion player quest mods, but eventually you run out of stuff to play. ESO isn't static - it gets added content on a regular basis, just as the other MMOs I played did (and in fact, ESO has a much better faster schedule for that added content than the others did when I played, or do now). The game world evolves. THAT is what an MMO is to me.
I don't do group content - the only connection I have available is satellite, and believe me, I've heard every bit of toxic there is when trying to do group content on satellite. So I'm not accepting that sort of denigration ever again - AND I am not moving into a city just to have "real broadband" so I can do group content with toxic people in any case.
I played my first MMO nearly 20 years ago. I'm old (74 before the end of the year) and I have ZERO interest in the sort of things you seem to think are important to an MMO. I hope you find one that works for you, since this one obviously doesn't.
many modern Single Player game are going this way with expansion Packs that go over and over again keeping a game in the market for decades... so no, its not unique no mmos, neither what defines them.Sylvermynx wrote: »What makes MMOs special for me is the fact that unlike SPMR games, they are not static. Sure Skyrim has a bajillion player quest mods, but eventually you run out of stuff to play. ESO isn't static - it gets added content on a regular basis, just as the other MMOs I played did (and in fact, ESO has a much better faster schedule for that added content than the others did when I played, or do now). The game world evolves. THAT is what an MMO is to me.
I don't do group content - the only connection I have available is satellite, and believe me, I've heard every bit of toxic there is when trying to do group content on satellite. So I'm not accepting that sort of denigration ever again - AND I am not moving into a city just to have "real broadband" so I can do group content with toxic people in any case.
I played my first MMO nearly 20 years ago. I'm old (74 before the end of the year) and I have ZERO interest in the sort of things you seem to think are important to an MMO. I hope you find one that works for you, since this one obviously doesn't.
Sylvermynx wrote: »<snipped>
So Yeah, I must stand with my statement. TESO is not a MMO, it's a single player game with some online features
And I for one am completely happy with that. I'd venture to guess I'm not alone - but that's all it is, a guess because a huge percentage of players don't ever bother with the forum, so there's no real info (outside of the few of us who post and have done so for years).
I stand here with the position, seeing the arguments, that people here actually don't like and don't want to play an MMORPG, they want something else
And still you can team up with random strangers without exchanging a single Hi, do the dungeon and go straight to do youir thing without any socialization, so, basicly, a solo with benefits...SilverBride wrote: »https://medium.com/@ywang419/rise-and-fall-of-a-genre-mmorpg-de5a646284cc
https://www.reddit.com/r/MMORPG/comments/arsebb/why_mmos_are_dying/
https://www.researchgate.net/publication/313590215_The_Decline_of_MMOs
It's clear to common media that MMO genre is Dying, and many people already believe that the genre will never recover it's former glory
It's also Obvious from the perpective of anyone who played the golden age of MMO: Tibia, ragnarock, Mu Online etc, The Genre is pretty much Dead.
(Wich makes me really sad...)
Grandchamp1989 wrote: »It is not fun for the people who do the 90% of the easy content, and want to progress into the unforgiven 10%
And it's not fun being in the 10% group and have 90% of the content being so easy, to the point of boredom.
This is exactly my problem with the game right now.
There is near zero gray area in the game play and no real choice. Only very easy Story or very hard endgame.
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Also I have to say at this point; I am totally confused why anyone is arguing against a separate harder instance of overland. After all this time.
Because there’s no “keeping the players together“ if everybody just plays alone anyway.
What’s the point of saying that “we cannot separate the player base” then if they don’t even play together?
Is the goal to have everyone play alone ...together?
At that point I think I can conclusively say that there is no way that a separate harder instance would really affect those opposing if the majority of these people are just playing by themselves anyway and aren’t looking for any reason to play with others.
If you’re just playing by yourself 95% of the time, or more, then a separate overland instance isn’t going to affect you.
You would still get to play your way and we would get to play our way.
Grandchamp1989 wrote: »It is not fun for the people who do the 90% of the easy content, and want to progress into the unforgiven 10%
And it's not fun being in the 10% group and have 90% of the content being so easy, to the point of boredom.
This is exactly my problem with the game right now.
There is near zero gray area in the game play and no real choice. Only very easy Story or very hard endgame.
———————————————————
Also I have to say at this point; I am totally confused why anyone is arguing against a separate harder instance of overland. After all this time.
Because there’s no “keeping the players together“ if everybody just plays alone anyway.
What’s the point of saying that “we cannot separate the player base” then if they don’t even play together?
Is the goal to have everyone play alone ...together?
At that point I think I can conclusively say that there is no way that a separate harder instance would really affect those opposing if the majority of these people are just playing by themselves anyway and aren’t looking for any reason to play with others.
If you’re just playing by yourself 95% of the time, or more, then a separate overland instance isn’t going to affect you.
You would still get to play your way and we would get to play our way.
I think the 90% easy content is being addressed slowly, but not in the way you expect.
The biggest problem with ESO stems from how badly you get punished for running terrible builds and there is no indication of what is good or bad. Tanks in PUG's complain all the time about how they are doing 50% of the group dps, which on a proper tank setup is what, between 2k and 10k dps. This means that 2 "dps" are doing less than 5k dps each.
That takes real skill. If you put medium armour hundings rage on a stam build and 64 attributes in stam you'll do more dps than that just light attacking.
the proc's on most proc sets do 2k to 4k dps alone. The only way you can get numbers that low is if you're balancing your attributes and using class (mag) skills with a medium armour stam setup.
The really casual crowd actually have no idea how the game works and there is no indication anywhere that you should be stacking all your attributes into 1 stat and using only skills that match that stat and so on. If you don't look things up you will be terrible at this game.
So, why do I say this is being addressed? Firstly you no longer need 5+ of 1 armour type for the strongest bonuses. Secondly on PTS both light and medium armour will buff magicka and stamina skills. I bet over the next few patches we see more and more moves down this path.
I bet they remove the effect of max resource pool on damage skills, exactly how they have for proc sets.
This is so that no matter what gear you wear, if it's damage focused it'll be fine. The "casual" build will do significantly more damage.
THEN you can buff overland.
You can't buff overland and then "fix" the casual build, it has to be done the other way around.
The "casual" build will do significantly more damage.
THEN you can buff overland.
You can't buff overland and then "fix" the casual build, it has to be done the other way around.
SilverBride wrote: »The "casual" build will do significantly more damage.
THEN you can buff overland.
You can't buff overland and then "fix" the casual build, it has to be done the other way around.
If players are doing more damage, then overland is buffed to meet that, what has really been accomplished? We would just be right back where we started. Not that overland needs a buff anyway, because in my opinion it's fine just as it is.
SilverBride wrote: »If players are doing more damage, then overland is buffed to meet that, what has really been accomplished? We would just be right back where we started. Not that overland needs a buff anyway, because in my opinion it's fine just as it is.
the gap between dungeons / group content and overland is closed somewhat. when people start doing dungeons they won't feel like they are completely rubbish and supports will be happier to pug because when things are bad they won't be as abysmally bad as they are now.
overland is clearly balanced around a certain demographic of the game which makes it too easy to be interesting for other demographics. I'm not talking about the end game people here, i'm just talking about people who build "correctly" by current standards. 64 attributes in 1 resource, medium armour and stam skills or light armour and mag skills. the sets themselves are irrelevant.
we want the game difficulty to stay the same for the first group, while improving the experience for the second group.
Also from all these contents, only Trials are Really something That you Can't do without a group. Even veteran dungeaon are soloable if you are good enough.SilverBride wrote: »Care to explain to Me how an ONLIne game, should not Focus on Group Content?
"Oh he should focus on all kinds"
And become mediocre in all of them...>
ESO does focus on group content. There is PvP, and World Bosses and Harrowstorms and Dragons in the open world, as well as Normal and Veteran dungeons, trials and arenas. But it also focuses on solo content, such as questing and crafting and housing. And I feel it does both quite well.
Also The Dungeon Finder feature creates the possibility that you just run around, do the dungeon, and be done with It, not as something i would call a real group experience, Becouse it kills the social aspect of it.MMOs have evolved over the years as their playerbase changed. They strive to appeal to the casual player as well as the hard core end game players, and I think ESO is doing a pretty good job of it.
And in the end, you see the results, they Fail to excel in both, as the downfall of the genre shows.
SilverBride wrote: »SilverBride wrote: »If players are doing more damage, then overland is buffed to meet that, what has really been accomplished? We would just be right back where we started. Not that overland needs a buff anyway, because in my opinion it's fine just as it is.
the gap between dungeons / group content and overland is closed somewhat. when people start doing dungeons they won't feel like they are completely rubbish and supports will be happier to pug because when things are bad they won't be as abysmally bad as they are now.
overland is clearly balanced around a certain demographic of the game which makes it too easy to be interesting for other demographics. I'm not talking about the end game people here, i'm just talking about people who build "correctly" by current standards. 64 attributes in 1 resource, medium armour and stam skills or light armour and mag skills. the sets themselves are irrelevant.
we want the game difficulty to stay the same for the first group, while improving the experience for the second group.
Making a lot of players stronger then buffing overland enemies seems like a lot of trouble when they could just introduce a debuff for the few players who find overland too easy.
SilverBride wrote: »SilverBride wrote: »If players are doing more damage, then overland is buffed to meet that, what has really been accomplished? We would just be right back where we started. Not that overland needs a buff anyway, because in my opinion it's fine just as it is.
the gap between dungeons / group content and overland is closed somewhat. when people start doing dungeons they won't feel like they are completely rubbish and supports will be happier to pug because when things are bad they won't be as abysmally bad as they are now.
overland is clearly balanced around a certain demographic of the game which makes it too easy to be interesting for other demographics. I'm not talking about the end game people here, i'm just talking about people who build "correctly" by current standards. 64 attributes in 1 resource, medium armour and stam skills or light armour and mag skills. the sets themselves are irrelevant.
we want the game difficulty to stay the same for the first group, while improving the experience for the second group.
Making a lot of players stronger then buffing overland enemies seems like a lot of trouble when they could just introduce a debuff for the few players who find overland too easy.
SilverBride wrote: »Making a lot of players stronger then buffing overland enemies seems like a lot of trouble when they could just introduce a debuff for the few players who find overland too easy.
but that's the point, their goal is to "bring up the floor". it has been for a long time.
The things i've noticed over the last few updates all work towards this goal, and connecting the dots, once the floor rises, it's probably time to also bring up the lowest tier of content to match.
think of it this way. you've got 4 tiers of content each with their levels of difficulty. If you can buff the easiest tier of players without changing anything about how they play the game then you can merge the lowest tier of content into the next tier making more content enjoyable for more people without nerfing anyone.
it's a win win win.