Im sure everyone in this thread knows already what Rich said, after you repeat it countless times. With the difference that he didn't get the feedback from the players themselves, but from the data in the game that shows who has quested and who not. And that changed drastic after people played through the content with their main characters and were too lazy to get more characters through it once again. Of course he said that to answer that question. Especially with no plan on that in the future. He also said fixing lag in cyrodiil for 7 years. so that's left undecided, but how convenient for you to cling to it xD
You cant prove that this experience is far from everyone. The only people i know are you and few others that i can count on one hand, have the opinion about overland content is to easy and nobody else. The the overwhelming majority had no problem with the dificulty itself.
The reason for the dislike, was to get all their classes/chars fast and easy to max level for the endgame, after they did it with their mainchars. And the Mainreason for the people against cadwells silver/gold were empty zones because of factions were instanced.
SilverBride wrote: »Im sure everyone in this thread knows already what Rich said, after you repeat it countless times. With the difference that he didn't get the feedback from the players themselves, but from the data in the game that shows who has quested and who not. And that changed drastic after people played through the content with their main characters and were too lazy to get more characters through it once again. Of course he said that to answer that question. Especially with no plan on that in the future. He also said fixing lag in cyrodiil for 7 years. so that's left undecided, but how convenient for you to cling to it xD
You cant prove that this experience is far from everyone. The only people i know are you and few others that i can count on one hand, have the opinion about overland content is to easy and nobody else. The the overwhelming majority had no problem with the dificulty itself.
The reason for the dislike, was to get all their classes/chars fast and easy to max level for the endgame, after they did it with their mainchars. And the Mainreason for the people against cadwells silver/gold were empty zones because of factions were instanced.
The data is way more accurate than the posts of the very small minority of the player base that participates on the forums.
There are many that play through the content again on their alts, which is evident by how upset we were that Account Wide Achievements removed our way of tracking individual character progress through the zone map.
You and I have very different perspectives and ways of playing and neither of us is right or wrong. It comes down to what is best for the game.
Agenericname wrote: »I believe the 2nd paragraph lessens the credibility of the first. If ZOS used their "data", why didnt they devise a better system rather than risk upsetting so many?
spartaxoxo wrote: »They did not just change their game based off data then or now. They actually collected feedback from a tons and tons of players back then and addressed all the most common paint points, including difficulty.
SilverBride wrote: »Agenericname wrote: »I believe the 2nd paragraph lessens the credibility of the first. If ZOS used their "data", why didnt they devise a better system rather than risk upsetting so many?
There was no data for Account Wide Achievements because it had never been implemented before.
spartaxoxo wrote: »They did not just change their game based off data then or now. They actually collected feedback from a tons and tons of players back then and addressed all the most common paint points, including difficulty.
spartaxoxo wrote: »They did not just change their game based off data then or now. They actually collected feedback from a tons and tons of players back then and addressed all the most common paint points, including difficulty.
The Majority of changes are based and the Data .
SilverBride wrote: »Im sure everyone in this thread knows already what Rich said, after you repeat it countless times. With the difference that he didn't get the feedback from the players themselves, but from the data in the game that shows who has quested and who not. And that changed drastic after people played through the content with their main characters and were too lazy to get more characters through it once again. Of course he said that to answer that question. Especially with no plan on that in the future. He also said fixing lag in cyrodiil for 7 years. so that's left undecided, but how convenient for you to cling to it xD
You cant prove that this experience is far from everyone. The only people i know are you and few others that i can count on one hand, have the opinion about overland content is to easy and nobody else. The the overwhelming majority had no problem with the dificulty itself.
The reason for the dislike, was to get all their classes/chars fast and easy to max level for the endgame, after they did it with their mainchars. And the Mainreason for the people against cadwells silver/gold were empty zones because of factions were instanced.
The data is way more accurate than the posts of the very small minority of the player base that participates on the forums.
There are many that play through the content again on their alts, which is evident by how upset we were that Account Wide Achievements removed our way of tracking individual character progress through the zone map.
You and I have very different perspectives and ways of playing and neither of us is right or wrong. It comes down to what is best for the game.
spartaxoxo wrote: »spartaxoxo wrote: »They did not just change their game based off data then or now. They actually collected feedback from a tons and tons of players back then and addressed all the most common paint points, including difficulty.
The Majority of changes are based and the Data .
They use both. Feedback can help contextualize data. When you see the majority of feedback left on the forums is people hate the difficulty, you see 2/3rds of your game not being played, and see people actually avoiding fights..... it's pretty obvious what that all means. That the majority of players did not like the old difficulty.
That's just a fact. It's inconvenient fact to be sure but this game has actively sought and attracted a more casual playerbase. The majority do not like harder content and are fine with the current difficulty. We know this because they have the data and feedback that backs this up.
We can't expect them to do options that threatens that. We can expect them to give to at least some reasonable changes in scale that don't.
Nice that we have the same opinion, about how ZOS values feedback from the data over feedback from the forums
yes, our perspectives are as different as they could be. with the difference that I follow what people really thought about the downtuned difficulty and what the reason for the people was to complain about cadwells silver/gold, while you keep repeating over and your line about what rich said.
SilverBride wrote: »Nice that we have the same opinion, about how ZOS values feedback from the data over feedback from the forums
I never once said that ZoS values data more than feedback from players. As @spartaxoxo pointed out "They use both. Feedback can help contextualize data. When you see the majority of feedback left on the forums is people hate the difficulty, you see 2/3rds of your game not being played, and see people actually avoiding fights..... it's pretty obvious what that all means. That the majority of players did not like the old difficulty."
Feedback is subjective whereas data is concrete evidence, and that has to be taken into account.yes, our perspectives are as different as they could be. with the difference that I follow what people really thought about the downtuned difficulty and what the reason for the people was to complain about cadwells silver/gold, while you keep repeating over and your line about what rich said.
I have shared my own personal experience that Cadwell's Silver and Gold were too hard to be enjoyable and many others agreed. I quote Rich because his statement keeps being refuted, but he has the data to back it up.
People didnt hate the difficulty itself. People hated it to go through the whole content "again'' with all their chars, with the aim for just max lvl, after they enjoyed the content once already on their main chars. The other People hated the empty cadwell silver/gold overland zones, because its instances between alliances. And thats the Data Rich got to back him up. And thats what the majority of whiners complained about and nothing else. You and the ''many people'' you like to describe it every time are the little minority wich didnt enjoy the experience at all. Still the Majority did enjoy it, the first time.
SilverBride wrote: »People didnt hate the difficulty itself. People hated it to go through the whole content "again'' with all their chars, with the aim for just max lvl, after they enjoyed the content once already on their main chars. The other People hated the empty cadwell silver/gold overland zones, because its instances between alliances. And thats the Data Rich got to back him up. And thats what the majority of whiners complained about and nothing else. You and the ''many people'' you like to describe it every time are the little minority wich didnt enjoy the experience at all. Still the Majority did enjoy it, the first time.
A lot of players hated the difficulty as Rich said in his Twitch stream from a few months ago.
"Can we get a vet mode for delves and quests? Uh, so we had that ... at launch. It was called Cadwell's Silver and Cadwell's Gold. Nobody did it and everybody hated it, so we took it out. We put the challenge into World Bosses, and into solo Arenas, and into Dungeons and Trials.
People didn't do it because they had to go through their own alliance first? That's not actually true. A ton of people completed their own alliance storylines to get to silver and gold. A ton of people did. People just did not like the extra difficulty in the story stuff.
I get there’s a lot of people that do like the harder difficulty, but a HUGE portion of our player base just wants to do story, and they don’t want to have to struggle with difficult things."
SilverBride wrote: »People didnt hate the difficulty itself. People hated it to go through the whole content "again'' with all their chars, with the aim for just max lvl, after they enjoyed the content once already on their main chars. The other People hated the empty cadwell silver/gold overland zones, because its instances between alliances. And thats the Data Rich got to back him up. And thats what the majority of whiners complained about and nothing else. You and the ''many people'' you like to describe it every time are the little minority wich didnt enjoy the experience at all. Still the Majority did enjoy it, the first time.
A lot of players hated the difficulty as Rich said in his Twitch stream from a few months ago.
"Can we get a vet mode for delves and quests? Uh, so we had that ... at launch. It was called Cadwell's Silver and Cadwell's Gold. Nobody did it and everybody hated it, so we took it out. We put the challenge into World Bosses, and into solo Arenas, and into Dungeons and Trials.
People didn't do it because they had to go through their own alliance first? That's not actually true. A ton of people completed their own alliance storylines to get to silver and gold. A ton of people did. People just did not like the extra difficulty in the story stuff.
I get there’s a lot of people that do like the harder difficulty, but a HUGE portion of our player base just wants to do story, and they don’t want to have to struggle with difficult things."
...yet it was very painful and exhausting. It was not fun at all. It's no wonder people hated the VR content because it was far more difficult and unenjoyable than any game should be.
"Obviously, there was a ton of feedback from the PC launch," Elder Scrolls Online game director Matt Firor tells USG. "That was the core of what we then used over the next year to make changes in the game. Even during that period, there was a pretty large group of people that were playing the game every day and a lot of the changes that we made were just as much looking at what those players were doing. That and the player feedback is what we used to create the roadmap that went all the way through One Tamriel."
Balance is obviously a tricky thing. What is too easy for one player is impossible for another," he tells us. "We try to balance so that the average player can have a good experience, especially with the main story content. That's our critical path. If they want to challenge themselves, they can go and do Public Dungeons, or Trials with 12 of their friends. We do make that conscious choice with the crit path to make it playable for as many people as possible."
"As for the extra difficulty, that's something our playerbase has talked about for a long time. A lot of our original players forget that we had that with [Cadwell's Gold and Silver] way back when. The feedback that we got about that was they didn't like it. It wasn't fun. The extra difficulty wasn't what they wanted. They wanted to enjoy the story. It's a catch-22.
spartaxoxo wrote: »
......yet it was very painful and exhausting. It was not fun at all. It's no wonder people hated the VR content because it was far more difficult and unenjoyable than any game should be.
People DID hate the difficulty itself. This kind of feedback was very common and they explicitly stated it was one reason for the change.
Again they took player feedback AND data to make these decisions. When explaining how they did One Tamriel."Obviously, there was a ton of feedback from the PC launch," Elder Scrolls Online game director Matt Firor tells USG. "That was the core of what we then used over the next year to make changes in the game. Even during that period, there was a pretty large group of people that were playing the game every day and a lot of the changes that we made were just as much looking at what those players were doing. That and the player feedback is what we used to create the roadmap that went all the way through One Tamriel."
Later in interview when asked about difficulty.Balance is obviously a tricky thing. What is too easy for one player is impossible for another," he tells us. "We try to balance so that the average player can have a good experience, especially with the main story content. That's our critical path. If they want to challenge themselves, they can go and do Public Dungeons, or Trials with 12 of their friends. We do make that conscious choice with the crit path to make it playable for as many people as possible."
"As for the extra difficulty, that's something our playerbase has talked about for a long time. A lot of our original players forget that we had that with [Cadwell's Gold and Silver] way back when. The feedback that we got about that was they didn't like it. It wasn't fun. The extra difficulty wasn't what they wanted. They wanted to enjoy the story. It's a catch-22.
At this point, I would not be against the idea of removing battle spirit and simultaneously halfing all skill tooltips effectively having battle spirit be for everyone everywhere. Dps overall skyrocketed in the past 4 or so years and this seeps into trivializing overland
@Blackhand
You can't get on someone's case for quoting what the main guy running the game has said about their stance on difficulty and then keep posting the same video about a subjective thing like difficulty. It's also funny how you claim the people who didn't like the difficulty back then were just complaining and in the minority, when Rich and the others have data to clearly show the opposite.
It's fine if you want harder overland but don't try to trivialize what the main guy overseeing the game, who has access to data you don't, has said as recently as a few months ago because it doesn't line up with the answer you want.
Sylvermynx wrote: »@Vulkunne - you'll probably laugh at me.... I have 7 CP 160 characters. I have 53 lower level alts. Guess what I play most?
Yeah, the 53 alts from level 10 to level 38....
Hexnibbler wrote: »I made an Orsimer Sorcerer. Named him "Gruk The Challenged".
I don't use weapon. Bare fists. Nor armors. Or skill points. Or skills. Or Stats. Or anything.
So I go around, punching mobs in the face with light attacks, blocking theirs.
And it works. It works surprinsingly well.
I hear Rocky's theme song in my head when I punch my way through "sneaking" missions. Gruk doesn't sneak.
When there are traps to avoid, I run through them. Gruk doesn't avoid.
I one shot wolves "adds" (the ones spawning from the "Howling" attack) with a single light attack of my mighty fists.
I killed the "bone dude" boss in the first Molag Bal quest with my fists too. It's labelled as "hard". Gruk is harder.
New players seeing me playing try to "E" me because they think Gruk is an NPC in their quest.
The best challenge I had was a fight against 3 mobs. Nearly depleted my stamina bar and lost 1/4 of my health.
I'm now level 10, way past the tutorial phase and still "Rocking".
Can't wait to strangle Mannimarco with my hands.
Even I, who is actually doing it myself and witnessing it firsthand, am under the impression that this description above is a huge trolling exageration of the truth when writing it.
And it is not.
Gruk doesn't exagerate.
Althought It's a bit of a provocative post from my part, It is factual. Anyone can check it in his own account. There is no interpretation about it.
I certainly will have to put some of those level up point in stamina or health at some points in Gruk's improbable story. I can see that my light attacking fists are now dealing below 2K damage, and the the mobs attacks are going above 1k unblocked. So maybe in a few level I will need to put a few points. Or wear equipement.
What matters in that experiment is that the game current balance isn't about being too easy, because this Gruk way of life isn't even hard (try it ! don't just imagine or judge, try it.).
Can't say that it is hard to right click while a mob attack and left click twice after that. (hint: they attack, then they idle so you can attack. then they attack. Sometimes instead of idling they charge a telegraph)
A telegraph that lasts between 1 to more than 2 seconds,
meaning you have between 500ms up to 1500 ms to react on a 500 ping connection.
Human reaction is 200 to 250ms.
So someone would need to be two time slower than what is scientifically measured to be the average of human reaction to be physically unable to meet the required motor skills to play this game on an internet connection that has a 500 ms delay in the very worst case scenario of a 1 sec telegraph that can still be anticipated through watching the mob....
No, this is not about difficulty or accessibiility.
The game current balance is allowing players to just randomly place points and randomly use skills and gear so that they cannot, mathematically, put themselves in a situation where the combat can be lost unless there are many concurrent mobs.
Again, this is pure facts : You still win fights without any equipement (armor AND weapons), without any points in any skills, without any "attribute allocation" and just spam light attack in the face of monsters at level 10. And without blocking or dodging any of his attacks including the heavy ones. So, if you can still beat it that way, you can certainly beat it with uninformed or very bad allocations.
You start to need "block" against "Hard" monsters such as boss (purple healthbar) :
I'll take note of the level at which it becomes necessary to use armor and/or weapon to win this way. And how long the game (not "me" : the game.) allow to win this way onward.
So while it's all fun to try to decipher the will and intent of a majority of player across differents cultures, ages, countries and equipements, we can go the other way around and try to understand if it is likely that the majority of players consider the current state of balance preferable.
If it does it would imply that the majority of players are asking to protect the rocky balboa gameplay where mobs are simply loot container of the exact same nature as resources nodes at the expense of a normal fantasy mmorpg gameplay that includes weapons, skills, armor, stats, etc to win fights overland.
I don't belive so.
What the current balance allow is, as far as overland content is concerned, for people to wipe entire delves without stopping, blocking, dodging or interrupting while spamming skills. So much that in most cases when you have to go through a delve because of a quest you won't have to fight 90% of its content because someone else has already wiped it.
This is again a factual description of what is happening in game.
What probably happend, If I need to guess, is that some people had difficulty with the game -maybe- because as usual when stats are meaningful in a mmorpg, some people just don't know how to use the system to keep their character in-line with the game expectations.
So their mistakes in allocating points makes the game more challenging as they progress in level (in the sense that it makes the amount of hits to win higher and/or the amount of mistakes required to lose lower).
It's a classic issue in mmorpgs.
Those who knows "how to", and don't need less difficulty, makes the game easier for themselves.
Those who don't know "how to", and don't need more difficulty, makes the game harder for themselves.
Just as if they were playing Gruk without knowing they can put a weapon, attribute point and armor in those slots, they play and at some point it becomes too difficult. Just my guess.
Keeping the balance as it is right now is the equivalent of saying "ok Gruk is a valid gameplay." over "Ok we need to help people put their points and understand the game mechanics so that they don't end up in a situation where the game becomes too challenging or impossible".
Even IF somehow this radically change above level 35+ (that's my highest character, who is a normal character) it still is the experience new players go through and that is what they will judge the game to be.
Saying if they want challenge they should go towards hard level content is the exact same thing as saying to those who felt the game was too hard should have limit themselves to mudcrab farming.
I don't find either of those to be relevant answers, and frankly it isn't respectful either.
The goal of my post here is to show some undisputable facts alongside what simply is my opinion.
And just to anticipate : my opinion is not shared to be changed or marginalized through forum quote wars, and facts are facts.
If ZOS wants the game to stay this way that's under their responsability.
At the end of the day it is a commercial product so if it leads to more customers rather than less then it's a good thing for them.
But I would be surprised that the retention rate of new players is better this way than it would be with a serious balancing pass.
Nope.If you are CP 160 with no armor and skills and no Cp you will die to Mudcrab just punching them cause of the level scaling just wanted to chime that in.
SilverBride wrote: »Overland is for the story, not for a challenge. No one should have to struggle with these mobs and as it is now they don't have to.