iPeriphery wrote: »Constructive Feedback for ZoS Only people. Let's not Derail this thread and get it deleted. ZoS Asked for Constructive Feedback, and we should give it to them.
ZoS Determines the Fate of this Game. We only have a limited chance to get them to listen, and time is of the essence boi's.
iPeriphery wrote: »Constructive Feedback for ZoS Only people. Let's not Derail this thread and get it deleted. ZoS Asked for Constructive Feedback, and we should give it to them.
ZoS Determines the Fate of this Game. We only have a limited chance to get them to listen, and time is of the essence boi's.
Well now you've done it, you've assumed people would come in and derail your post and argue, which is fair, it's like asking them to come in with the most baseless nonsense possible.
But you make good points, you don't make players better by reducing their damage by 25% in the name of Accessibility.
You make players better by providing a ramp of both content and mechanical teachers to give people the tools.
If someone needs to watch a YouTube video on how to do a Rotation, the Ramp has Failed, Full Stop.
I think part of the reason things don't ramp well is there isn't a set progression, with either skills or with content and I'm sick of using FF14 as an example but they have the quintessential experience for teaching people their roles and class in general. Not only that but by the time the game REALLY opens up, the players have been introduced to Dungeon and Raid Mechanics to basically have them set for the rest of the game.
Now don't get me wrong the ESO Onboarding experience as it is, is probably the best it's been. But it's doesn't nearly prepare players for end-game roles as it should.
RedFireDisco wrote: »Ironically, by reducing net damage the tank meta becomes more tanky.
Spammables should have had a increase commensurate with the decrease in light attack damage.
I just find it hilarious that they don't want to create a tutorial because they know they keep changing the game so much that it'll be a hassle to keep the tutorial relevant.
Toxic_Hemlock wrote: »I just find it hilarious that they don't want to create a tutorial because they know they keep changing the game so much that it'll be a hassle to keep the tutorial relevant.
This is what taking a "bug" and making it into a feature will get you...
You never know what bug you may want to keep next!
iPeriphery wrote: »Toxic_Hemlock wrote: »I just find it hilarious that they don't want to create a tutorial because they know they keep changing the game so much that it'll be a hassle to keep the tutorial relevant.
This is what taking a "bug" and making it into a feature will get you...
You never know what bug you may want to keep next!
[snip] The game wouldn't be as fun combat wise without the "Bug".
Also it wouldn't be hard to make a tutorial that stays relevant the whole time. Ani canceling never really changes as far as technique goes so it would be a one and done deal.
Or they could just get rid of a broken, glitchy system that is counterintuitive, difficult to master, and outright inaccessible for some players with disabilities.
It might also be helpful to realize that a vast majority of ESO's players don't give a hoot about the "endgame." ZOS cannot, and should not, focus the majority of their development efforts on a minority of the playerbase.
Now that I've got that out of the way, let's proceed.
One of the most egregious misconceptions being perpetrated about the changes to U35 is that they are being implemented to get more players to participate in group content. That is not ZOS's goal here. Instead, their goal is to make group content more accessible for those players who DO wish to participate.
What I mean by that is that as endgame player damage and healing have continued to creep upward over the last 4-5 years, ZOS has had to design their trials and vet DLC bosses with that in mind. In order to keep, say, vDSR fun and challenging, they have to design the encounters so that they will feel fulfilling and interesting to players who are all parsing over 100k on 21m trial dummies. However, while the performance of endgame players has steadily grown by leaps and bounds, the performance of non-endgame players has not grown at all. The end result is that current group content is becoming more and more inaccessible to players who might wish to participate.
In other words, a player who is not weaving, using only the most basic skills and random gear, will not usually parse above 10-20k on a 21m dummy. That has been constant for many years. However, a fully optimized player minmaxing and fully set up for their current DPS meta can hit 120-130k, but 4 years ago that number was 60-80k. If ZOS kept on building trial encounters based on that 60-80k maximum 21m parse, many of the encounters could have mechanics skipped entirely by simply out-damaging or out-healing them. This is also one reason why new trials such as vDSR are very mechanics heavy -- it is an attempt to solve a deep-rooted problem (DPS gap and power creep) by simply making encounter mechanics where players literally cannot DPS for periods of time. (A great example is last boss in Shipwright.)
If that gap can be narrowed -- if we can make it so that our most basic player can do 30-40k, but our top player can only do 60-80k -- then it becomes much easier to design trials so that players at all levels can join in and experience the content.
Now, I do not know how successful ZOS will be at achieving this goal. But it's better that they are at least making an attempt to solve it, instead of simply making every new update's trial and dungeon bosses "bigger, badder, and more powerful" so that upper echelon endgame players won't just come in and destroy everything on Day One without any sort of a challenge, while effectively barring a large chunk of the playerbase from ever experiencing the content, even if they wanted to.
Of course, we know what they say about good intentions and the paving of a certain road. There are still many other barriers to endgame content -- skill selection, gear sets, optimal CP and attribute distribution, positioning, awareness, an understanding of what each role brings to an encounter -- that have not been addressed. To that point I agree that there is a ton of room for improvement both in onboarding and player tutorials. That being said, ZOS also wants to encourage players to join guilds and such for grouping, and so they operate under the assumption that players who want to do Trials and other group content will engage with those guilds to learn how things work.
U35 is not about making the game easier or dumbing things down. It is about being a tentative first step towards removing some arbitrary, artificial and wholly unintended barriers to entry that have widely and unfairly blocked off large portions of the game for large portions of its playerbase.
Or they could just get rid of a broken, glitchy system that is counterintuitive, difficult to master, and outright inaccessible for some players with disabilities.
It might also be helpful to realize that a vast majority of ESO's players don't give a hoot about the "endgame." ZOS cannot, and should not, focus the majority of their development efforts on a minority of the playerbase.
Now that I've got that out of the way, let's proceed.
One of the most egregious misconceptions being perpetrated about the changes to U35 is that they are being implemented to get more players to participate in group content. That is not ZOS's goal here. Instead, their goal is to make group content more accessible for those players who DO wish to participate.
What I mean by that is that as endgame player damage and healing have continued to creep upward over the last 4-5 years, ZOS has had to design their trials and vet DLC bosses with that in mind. In order to keep, say, vDSR fun and challenging, they have to design the encounters so that they will feel fulfilling and interesting to players who are all parsing over 100k on 21m trial dummies. However, while the performance of endgame players has steadily grown by leaps and bounds, the performance of non-endgame players has not grown at all. The end result is that current group content is becoming more and more inaccessible to players who might wish to participate.
In other words, a player who is not weaving, using only the most basic skills and random gear, will not usually parse above 10-20k on a 21m dummy. That has been constant for many years. However, a fully optimized player minmaxing and fully set up for their current DPS meta can hit 120-130k, but 4 years ago that number was 60-80k. If ZOS kept on building trial encounters based on that 60-80k maximum 21m parse, many of the encounters could have mechanics skipped entirely by simply out-damaging or out-healing them. This is also one reason why new trials such as vDSR are very mechanics heavy -- it is an attempt to solve a deep-rooted problem (DPS gap and power creep) by simply making encounter mechanics where players literally cannot DPS for periods of time. (A great example is last boss in Shipwright.)
If that gap can be narrowed -- if we can make it so that our most basic player can do 30-40k, but our top player can only do 60-80k -- then it becomes much easier to design trials so that players at all levels can join in and experience the content.
Now, I do not know how successful ZOS will be at achieving this goal. But it's better that they are at least making an attempt to solve it, instead of simply making every new update's trial and dungeon bosses "bigger, badder, and more powerful" so that upper echelon endgame players won't just come in and destroy everything on Day One without any sort of a challenge, while effectively barring a large chunk of the playerbase from ever experiencing the content, even if they wanted to.
Of course, we know what they say about good intentions and the paving of a certain road. There are still many other barriers to endgame content -- skill selection, gear sets, optimal CP and attribute distribution, positioning, awareness, an understanding of what each role brings to an encounter -- that have not been addressed. To that point I agree that there is a ton of room for improvement both in onboarding and player tutorials. That being said, ZOS also wants to encourage players to join guilds and such for grouping, and so they operate under the assumption that players who want to do Trials and other group content will engage with those guilds to learn how things work.
U35 is not about making the game easier or dumbing things down. It is about being a tentative first step towards removing some arbitrary, artificial and wholly unintended barriers to entry that have widely and unfairly blocked off large portions of the game for large portions of its playerbase.
shadyjane62 wrote: »Cancel the new jabs animation and give Templars back everything you did to them.
But it is glitchy. There are games that handle animation cancelling incredibly well (For Honor, New World for an MMO example), there are games that don't have it at all which is a problem imo (Souls games), and then there's ESO which has an accidental animation cancelling system.iPeriphery wrote: »Animation canceling isn't a glitchy unnecessary system at all. The combat would feel like *** without it.
iPeriphery wrote: »Lets start with what we can do to fix the game we all love.
First you start with Reverting the changes
Secondly what you do is make A Tutorial
Making the game into a Hello Kitty Online braindead simplified Easiness isn't going to be fun .
People aren't all the same,
Stop trying to get rid of the Skill Gap
It gets boring really quick playing any game with cheat codes on. Sure it's amusing at first, but it gets stale really quickly.
You know what to do now.
Or they could just get rid of a broken, glitchy system that is counterintuitive, difficult to master, and outright inaccessible for some players with disabilities.
It might also be helpful to realize that a vast majority of ESO's players don't give a hoot about the "endgame." ZOS cannot, and should not, focus the majority of their development efforts on a minority of the playerbase.
Now that I've got that out of the way, let's proceed.
One of the most egregious misconceptions being perpetrated about the changes to U35 is that they are being implemented to get more players to participate in group content. That is not ZOS's goal here. Instead, their goal is to make group content more accessible for those players who DO wish to participate.
What I mean by that is that as endgame player damage and healing have continued to creep upward over the last 4-5 years, ZOS has had to design their trials and vet DLC bosses with that in mind. In order to keep, say, vDSR fun and challenging, they have to design the encounters so that they will feel fulfilling and interesting to players who are all parsing over 100k on 21m trial dummies. However, while the performance of endgame players has steadily grown by leaps and bounds, the performance of non-endgame players has not grown at all. The end result is that current group content is becoming more and more inaccessible to players who might wish to participate.
In other words, a player who is not weaving, using only the most basic skills and random gear, will not usually parse above 10-20k on a 21m dummy. That has been constant for many years. However, a fully optimized player minmaxing and fully set up for their current DPS meta can hit 120-130k, but 4 years ago that number was 60-80k. If ZOS kept on building trial encounters based on that 60-80k maximum 21m parse, many of the encounters could have mechanics skipped entirely by simply out-damaging or out-healing them. This is also one reason why new trials such as vDSR are very mechanics heavy -- it is an attempt to solve a deep-rooted problem (DPS gap and power creep) by simply making encounter mechanics where players literally cannot DPS for periods of time. (A great example is last boss in Shipwright.)
If that gap can be narrowed -- if we can make it so that our most basic player can do 30-40k, but our top player can only do 60-80k -- then it becomes much easier to design trials so that players at all levels can join in and experience the content.
Now, I do not know how successful ZOS will be at achieving this goal. But it's better that they are at least making an attempt to solve it, instead of simply making every new update's trial and dungeon bosses "bigger, badder, and more powerful" so that upper echelon endgame players won't just come in and destroy everything on Day One without any sort of a challenge, while effectively barring a large chunk of the playerbase from ever experiencing the content, even if they wanted to.
Of course, we know what they say about good intentions and the paving of a certain road. There are still many other barriers to endgame content -- skill selection, gear sets, optimal CP and attribute distribution, positioning, awareness, an understanding of what each role brings to an encounter -- that have not been addressed. To that point I agree that there is a ton of room for improvement both in onboarding and player tutorials. That being said, ZOS also wants to encourage players to join guilds and such for grouping, and so they operate under the assumption that players who want to do Trials and other group content will engage with those guilds to learn how things work.
U35 is not about making the game easier or dumbing things down. It is about being a tentative first step towards removing some arbitrary, artificial and wholly unintended barriers to entry that have widely and unfairly blocked off large portions of the game for large portions of its playerbase.
iPeriphery wrote: »*I'll keep this civil and straight to the point. There is no intention of bashing ZoS within this post just to make myself clear.
Lets start with what we can do to fix the game we all love.
Instead of gutting the game completely, the solution is very VERY simple.
So simple, that I don't understand why they HAVENT done it already????? It shouldn't take 8 years to figure this out.
First you start with Reverting the changes that made Animation Canceling Ultimates not possible, and then you add Bash Canceling viability back. Because those changes just Gutted the core combat mechanics that actually make the game fun and different from other MMO's out there.
You don't just take the CORE MECHANICS that make this game unique and differentiated from other MMO's (which is the only thing you've got going for your game) and just throw it in the trash. Whether they were intentionally supposed to be there or not is IRRELEVANT, they've been here for 8 years and made the game better than it would have been without them.
I mean... unless you're intentionally trying to kill your game; then by all means go ahead, that's your decision.
Secondly what you do is make A Tutorial that properly teaches new players how to Animation Cancel/Weave/Bash Cancel/Block Cancel/Dodge Cancel/Weapon Swap Cancel.
The ONLY SOLUTION to lowering the "Skill Gap", is by Players Learning how to, in MMO terms they say... "GIT GUD".
Making the game into a Hello Kitty Online braindead simplified Easiness isn't going to be fun for anyone in the Long or Short Term. If we wanted to play "spam the same skill while applying 50 DoT's Simulator", we could just go bash our heads against a tree IRL instead; because that would be way more entertaining.
No matter how "Hip" and "Inclusive" You want to be, you have to accept the reality that there is always going to be someone who excels at a skill over others. Save your virtue signaling for someone who cares, because that isn't going to make the game "better".
People aren't all the same, they have different levels of comprehension and that is totally fine. If we were all the same, the world would never get anything innovative done. Being stuck inside a vacuum of only the same few thoughts never accomplishes anything except a self-perpetuating cycle of delusion.
Stop trying to get rid of the Skill Gap, and try and provide the player base with the resources and tools they need to actually improve. What's the point of a game if you have 0 challenge and have everything handed to you?
It gets boring really quick playing any game with cheat codes on. Sure it's amusing at first, but it gets stale really quickly.
You know what to do now. The rest is in your hands ZoS. I can only hope you make the correct decision, because it would be a shame to see this game and all the work put into it be for naught when it inevitably dies from changes like what U35 proposes, alongside already awful unasked for changes in past updates.
Everything is cumulating to a boiling point, and it wont be long before the water boils over the pot into the burner.
Remathilis wrote: »The irony of adding "together" on your title and then telling a large chunk of the playerbase to "get gud" is Alanis Morrisette worthy. I guess by "together" you mean the tryhards, score-pushers and Twitch streamers, right?
Fwiw, I dislike the current changes proposed on the pts, but if the alternative is "add more invisible mechanics and dummy hump until you learn to play", I'll take U35 AS IS.
Agenericname wrote: »Remathilis wrote: »The irony of adding "together" on your title and then telling a large chunk of the playerbase to "get gud" is Alanis Morrisette worthy. I guess by "together" you mean the tryhards, score-pushers and Twitch streamers, right?
Fwiw, I dislike the current changes proposed on the pts, but if the alternative is "add more invisible mechanics and dummy hump until you learn to play", I'll take U35 AS IS.
I always wondered if it was intentional or not, but, a black fly in your chardonnay isn't ironic, its unfortunate. Unless the irony was in fact irony itself. Thats a high bar. I dont think this meets thats standard.
I dont think that tutorials would really matter. The reason why the gap has grown, as Paralyze noted, is because the power in the sets, especially those depedent on weaving, have grown faster than the characters power. In some cases they replace that power.
Remathilis wrote: »Agenericname wrote: »Remathilis wrote: »The irony of adding "together" on your title and then telling a large chunk of the playerbase to "get gud" is Alanis Morrisette worthy. I guess by "together" you mean the tryhards, score-pushers and Twitch streamers, right?
Fwiw, I dislike the current changes proposed on the pts, but if the alternative is "add more invisible mechanics and dummy hump until you learn to play", I'll take U35 AS IS.
I always wondered if it was intentional or not, but, a black fly in your chardonnay isn't ironic, its unfortunate. Unless the irony was in fact irony itself. Thats a high bar. I dont think this meets thats standard.
I dont think that tutorials would really matter. The reason why the gap has grown, as Paralyze noted, is because the power in the sets, especially those depedent on weaving, have grown faster than the characters power. In some cases they replace that power.
I always felt it was intentional none of Alanis's examples are actually ironic.
That said, ZoS has been all over the map regarding weaving. All the best sets now (Relequin, Kinras, etc) are "light weave" triggered and limiting for those who can't reliability hit that weave due to lag, medical issues, or similar. I'd like to see more sets that just do things rather then jump though hoops to get Major Berserk.
Remathilis wrote: »Agenericname wrote: »Remathilis wrote: »The irony of adding "together" on your title and then telling a large chunk of the playerbase to "get gud" is Alanis Morrisette worthy. I guess by "together" you mean the tryhards, score-pushers and Twitch streamers, right?
Fwiw, I dislike the current changes proposed on the pts, but if the alternative is "add more invisible mechanics and dummy hump until you learn to play", I'll take U35 AS IS.
I always wondered if it was intentional or not, but, a black fly in your chardonnay isn't ironic, its unfortunate. Unless the irony was in fact irony itself. Thats a high bar. I dont think this meets thats standard.
I dont think that tutorials would really matter. The reason why the gap has grown, as Paralyze noted, is because the power in the sets, especially those depedent on weaving, have grown faster than the characters power. In some cases they replace that power.
I always felt it was intentional none of Alanis's examples are actually ironic.
That said, ZoS has been all over the map regarding weaving. All the best sets now (Relequin, Kinras, etc) are "light weave" triggered and limiting for those who can't reliability hit that weave due to lag, medical issues, or similar. I'd like to see more sets that just do things rather then jump though hoops to get Major Berserk.
boi_anachronism_ wrote: »I've made this comparison before and I'll say it again:
If a school is underfunded and folks do not have good opportunities as a result you don't defund all other schools, you fund the lower performing ones more thereby giving students more chances to excell. Then they can make the decision as to whether they want to take advantage of those new opportunities or not.