ZOS_Gilliam wrote: »Weaving
Currently, to be truly effective in ESO’s combat, you need to learn to manipulate something that is known as “weaving,” which refers to the act of squeezing multiple actions into the global cooldown window. Doing so drastically increases your agency and output, and it is a staple of the game that we’ve come to embrace, as it helps our combat feel different and exciting to participate in once you learn the ins and outs. However, the impact of weaving leads to a massive gap in performance where players who cannot interact with it as effectively are left miles behind those who can. While this is partially unavoidable and an important part of what makes the mastery of ESO or any activity utilizing a similar system particularly satisfying, we want to do what we can to shorten that delta. The closer the gap between the low and high end, the easier it is to create content that can accommodate a wider audience, while making more natural progression points for those looking to improve. To this end, we’ve started to look at the impact that one of the most common and important forms of weaving has in ESO: Light and Heavy Attack weaving.
DeathStalker wrote: »I don't think it's a skill gap in general but how wide the skill gap is and they just want to narrow it some. I could be wrong, My strong dislike for these changes on PTS is clouding my objectivity, to be honest with you.
Kiralyn2000 wrote: »It's hard to balance/produce content for your playerbase when you've got too wide a range of DPS.
Every MMO I've played has had times when they did a "narrow the DPS gap" attempt.
Frequently doesn't work. (both because most things done to nerf the high end, also effect the low end; and because the theorycrafters/min-maxerrs just figure out how to work the new system to gain more DPS.)
DeathStalker wrote: »I don't think it's a skill gap in general but how wide the skill gap is and they just want to narrow it some. I could be wrong, My strong dislike for these changes on PTS is clouding my objectivity, to be honest with you.
What's wrong with the wideness of the skill gap? At this point, the game has been out for over 7 years. Some people have had way more time to improve their skills than others. Pair this with the complexity of ESO's combat and you get a wide skill gap. In things like PvE which is cooperative, having this skill gap can be a very good thing. In PvP, BG's have a MMR system in place and Cyrodiil allows you to outnumber people above your skill level. There's really nothing wrong with the wideness of the gap.
BloodMagicLord wrote: »As I understand it, the "skill gap" is already addressed perfectly by having overland content, normal dungeons/trials, veteran difficulty, and hardmode. There is something for people of all skill levels.
The devs are trying to fix something that isn't broken and uprooting the entire game in the process.
Kiralyn2000 wrote: »It's hard to balance/produce content for your playerbase when you've got too wide a range of DPS.
Every MMO I've played has had times when they did a "narrow the DPS gap" attempt.
Frequently doesn't work. (both because most things done to nerf the high end, also effect the low end; and because the theorycrafters/min-maxerrs just figure out how to work the new system to gain more DPS.)
This is the same reason ZOS used to justify their actions, but it just doesn't hold. I would understand the reasoning behind this if Normal Mode didn't exist, but it does. Players aren't completely locked out of a piece of content because they could just choose to do it on Normal Mode. They may be unable to do the content at a higher level of difficulty, but that is the very point of the higher level of difficulty. Why does everyone need to be able to do Vet difficulty without putting in the time to improve their damage naturally?
chessalavakia_ESO wrote: »Content development isn't cheap.
For content to be successful, it needs to draw in enough people that are interested in it to pay for itself and generate profit.
As a result, having content that is only used by a small segment of the players only really works if it draws in lots of interest, draws in whales, or is part of a massive project so that drawing in a small % of players is still drawing in lots of people.
You also ram into the issue that players doing lots of damage can screw up content on normal. It's not really rare to have the mechanics for a fight on normal never actually fire. Then you can end up caught off guard when they actually do happen.
A more logical progression to harder content? Not sure what you even mean by this.spartaxoxo wrote: »They said they want to reduce it, not eliminate it. They said having one is natural and healthy for a game. But they want a more natural and logical progression to harder and harder content. So, this is a bit of a strawman.
spartaxoxo wrote: »Currently the endgame population is unsustainably low. Some guilds have trouble even filling prog rosters. And there's a wide mass of people that want to do that content, but can't, due to the power gap. You can't let everyone run in the Olympics, but the Olympics also can't be just be Usain Bolt running against random objects because there's not enough people for an actual race.
If players want to do content, then they will do the content.
spartaxoxo wrote: »If players want to do content, then they will do the content.
Untrue. Many players want to do content but can't because of their damage hitting a wall. And this has been a common complaint for years. ZOS has the data on this too and have talked about players trying a lot but hitting walls that most never overcome. They aren't invited to the progs because they don't have the damage.
Why ZOS decides to go about fixing this problem in that way is anyone's guess. Their idea to fix it baffles me. But, the problem they've identified and tried to fix is real.
spartaxoxo wrote: »If players want to do content, then they will do the content.
Untrue. Many players want to do content but can't because of their damage hitting a wall. And this has been a common complaint for years. ZOS has the data on this too and have talked about players trying a lot but hitting walls that most never overcome. They aren't invited to the progs because they don't have the damage.
Why ZOS decides to go about fixing this problem in that way is anyone's guess. Their idea to fix it baffles me. But, the problem they've identified and tried to fix is real.
I guess by "do" content I don't mean complete, I mean go into the content and try. So do you mean they want to COMPLETE content, but they can't? If they try and fail, sorry, but they just have to keep trying. But if they give up after hitting a wall and failing a few times, how bad do they really "want to do" the content?
DeathStalker wrote: »I don't think it's a skill gap in general but how wide the skill gap is and they just want to narrow it some. I could be wrong, My strong dislike for these changes on PTS is clouding my objectivity, to be honest with you.
What's wrong with the wideness of the skill gap? At this point, the game has been out for over 7 years. Some people have had way more time to improve their skills than others. Pair this with the complexity of ESO's combat and you get a wide skill gap. In things like PvE which is cooperative, having this skill gap can be a very good thing. In PvP, BG's have a MMR system in place and Cyrodiil allows you to outnumber people above your skill level. There's really nothing wrong with the wideness of the gap.
spartaxoxo wrote: »They said they want to reduce it, not eliminate it. They said having one is natural and healthy for a game. But they want a more natural and logical progression to harder and harder content. So, this is a bit of a strawman.
Currently the endgame population is unsustainably low. Some guilds have trouble even filling prog rosters. And there's a wide mass of people that want to do that content, but can't, due to the power gap. You can't let everyone run in the Olympics, but the Olympics also can't be just be Usain Bolt running against random objects because there's not enough people for an actual race.
spartaxoxo wrote: »It's got nothing to do with laziness. If it did it would have the same population as any other MMO. Games do this all the time so that they keep people in a grouping where skill is rewarded, but content is still played by enough people that groups can reasonably be formed.
No game or sport allows for a situation where they can't get new blood. And I don't get why you think this one should. That's how to kill a game 101.
LordDragonMara wrote: »It has everything to do. Because Weaving and managing your Dots is not so hard thing to do, comparing to aiming for example, in order to get a good mouse control, it takes a lot of time, years and a lot of hours.
In ESO everything comes naturally, if you actually want to improve and get to that level, instead of just complaining that is too hard.
And again i'm not an elitists. I call myself a casual gamer, that spend around 2-4 hours per day in gaming.
For example playing FPS games and trying to improve in there, will help my mouse control, keyboard control or i would say, APM, WPS, whatever you wanna call it, my hand-eye coordination, my micromanagement(like in Apex Legends), my reaction time, and even make my brain work faster, aka take faster decision. On top of that also things like positioning and many more.
Most of this skills is going to help you in pretty much every genre, every game you play.
I'm grinding on Kovaaks, which is aim trainer, and every single game that i decide to play, even on Console, comes super naturally, really fast.
Kiralyn2000 wrote: »LordDragonMara wrote: »It has everything to do. Because Weaving and managing your Dots is not so hard thing to do, comparing to aiming for example, in order to get a good mouse control, it takes a lot of time, years and a lot of hours.
In ESO everything comes naturally, if you actually want to improve and get to that level, instead of just complaining that is too hard.
Here's the thing - I'm just here to play a game for enjoyment. All this "you gotta study hard, perfect your <blah blah blah>, put in the hours, etc"... it's crazy to me. Even back when I was a highschool kid, with a million hours a week to play, I didn't care that hard. As a non-competitive 50-something, it's not remotely in my mind.
That said, I also don't care about "endgame" or leaderboards or competition, so I'm not the one complaining about things being "too hard" or cluttering up your dungeon groups.
But this expectation that playing games should be some life's work of constant improvement & studying? Weird. I play games for fun, not to do homework.
(I'm reminded of those "gamer personality tests" that people keep coming up with, from the original Killer/Socializer/Achiever/Explorer one, to the more complex ones. I'll never score high on competitiveness, aggression, or striving for perfection. I'm just there to explore & experience. Part of why I find "boss fights" to be one of the low points of single player RPGs - they're a roadblock to experiencing the story, something annoying & tedious to get past so I can get back to the game.)And again i'm not an elitists. I call myself a casual gamer, that spend around 2-4 hours per day in gaming.
I'm not sure I'd connect "casual gamer" and this, from your previous post:For example playing FPS games and trying to improve in there, will help my mouse control, keyboard control or i would say, APM, WPS, whatever you wanna call it, my hand-eye coordination, my micromanagement(like in Apex Legends), my reaction time, and even make my brain work faster, aka take faster decision. On top of that also things like positioning and many more.
Most of this skills is going to help you in pretty much every genre, every game you play.
I'm grinding on Kovaaks, which is aim trainer, and every single game that i decide to play, even on Console, comes super naturally, really fast.
That seems like super-hardcore dedication, to me. /shrug
---
question: if you practice & perfect & master the skills, and work your way up to the top 1% of DPS... does it matter if that's 100k DPS or 60k DPS? You're still top 1%, and you're still demonstrating your utter mastery of the game.
There's nothing wrong with a skill gap.
But it's easier to nerf people than to put in resources to help newer or less experienced players get better.
Kiralyn2000 wrote: »
Here's the thing - I'm just here to play a game for enjoyment. All this "you gotta study hard, perfect your <blah blah blah>, put in the hours, etc"... it's crazy to me. Even back when I was a highschool kid, with a million hours a week to play, I didn't care that hard. As a non-competitive 50-something, it's not remotely in my mind.
That said, I also don't care about "endgame" or leaderboards or competition, so I'm not the one complaining about things being "too hard" or cluttering up your dungeon groups.
But this expectation that playing games should be some life's work of constant improvement & studying? Weird. I play games for fun, not to do homework.
(I'm reminded of those "gamer personality tests" that people keep coming up with, from the original Killer/Socializer/Achiever/Explorer one, to the more complex ones. I'll never score high on competitiveness, aggression, or striving for perfection. I'm just there to explore & experience. Part of why I find "boss fights" to be one of the low points of single player RPGs - they're a roadblock to experiencing the story, something annoying & tedious to get past so I can get back to the game.)
That seems like super-hardcore dedication, to me. /shrug
question: if you practice & perfect & master the skills, and work your way up to the top 1% of DPS... does it matter if that's 100k DPS or 60k DPS? You're still top 1%, and you're still demonstrating your utter mastery of the game.
Suna_Ye_Sunnabe wrote: »One gaping problem with the skill gap is that content itself has a massive gap. Between normal and vet, the difference is vast. Content itself needs to be adjusted if there is ever to be any hope of a more healthy gap.