JustAGoodPlayer wrote: »Skipping content is not some thing players need to learn )
Imnotsurewho wrote: »JustAGoodPlayer wrote: »Skipping content is not some thing players need to learn )
No one is advocating for that.
JustAGoodPlayer wrote: »Any content or achivment have to be possible to pass in your favorite builds.
Skjaldbjorn wrote: »I will say, I have helped teach a great deal of players a litany of things. Tank strats, specific fight mechanics, etc. But I have always found it surprising how many long-term players, even those with pretty high talent levels, either did not understand how to weave, or did so incorrectly.
JustAGoodPlayer wrote: »Skjaldbjorn wrote: »I will say, I have helped teach a great deal of players a litany of things. Tank strats, specific fight mechanics, etc. But I have always found it surprising how many long-term players, even those with pretty high talent levels, either did not understand how to weave, or did so incorrectly.
"Elit" players make to much that be that way.
When you come to player and say him - "Ratatue - wiwing - ratata lalala halala tratata ... "
If you just say - put LA between skills - they have no problem.
But with out - "Ratatue - wiwing - ratata lalala halala tratata ... " - they are no to elit
A lott of people do not like such game play. They are not interested in it - they can be exp in all other parts they are interested in.
So it is not looking strange for me. You can be the best player of the world - but it do not show that you need to thingth you are not interested in.
Skjaldbjorn wrote: »JustAGoodPlayer wrote: »Skjaldbjorn wrote: »I will say, I have helped teach a great deal of players a litany of things. Tank strats, specific fight mechanics, etc. But I have always found it surprising how many long-term players, even those with pretty high talent levels, either did not understand how to weave, or did so incorrectly.
"Elit" players make to much that be that way.
When you come to player and say him - "Ratatue - wiwing - ratata lalala halala tratata ... "
If you just say - put LA between skills - they have no problem.
But with out - "Ratatue - wiwing - ratata lalala halala tratata ... " - they are no to elit
A lott of people do not like such game play. They are not interested in it - they can be exp in all other parts they are interested in.
So it is not looking strange for me. You can be the best player of the world - but it do not show that you need to thingth you are not interested in.
I am not attempting to poke fun, but I legitimately understood about 50% of that. Could you word that a bit more clearly please?
Sandman929 wrote: »I would think ZoS could make a solo arena that instructs for all basic points of group content damage, healing, and tanking.
It could 3 portals, take over the players bars with a generic setup and teach some basics of each role, then give rewards for completing training exercises in all roles based on how well the player meets certain metrics or rotations.
They could take the time spent making broken sets and creating bad plans to revise combat yet again and simply teach combat effectively.
JustAGoodPlayer wrote: »The "self proclaimed elit players" in their text have about 90 % useless information.
Other 10% is not hard to do.
Thats why a lott of players are not interested to play with them.
Too "elit"
Skjaldbjorn wrote: »JustAGoodPlayer wrote: »The "self proclaimed elit players" in their text have about 90 % useless information.
Other 10% is not hard to do.
Thats why a lott of players are not interested to play with them.
Too "elit"
I mean, I agree with that to a point. I think I could make a list of end-game players who just love to hear themselves talk, make "hot take" points that are rooted in utter stupidity and just bring attention because they are "controversial", and generally don't know what the hell they're talking about or bring any value to serious discussion on matters of balance or long-term game health. There's a few I know who will leave a discord if they stop being deified by the "masses". It's gross, honestly. But most of us are absolutely not that way.
JustAGoodPlayer wrote: »Sandman929 wrote: »I would think ZoS could make a solo arena that instructs for all basic points of group content damage, healing, and tanking.
It could 3 portals, take over the players bars with a generic setup and teach some basics of each role, then give rewards for completing training exercises in all roles based on how well the player meets certain metrics or rotations.
They could take the time spent making broken sets and creating bad plans to revise combat yet again and simply teach combat effectively.
If player want to learn some thing he can go solo a dunguan. It is no need ZOS do some thing - you can even take companion with you now.
The same time - game already have 2 solo arenas and n/vAS
Sandman929 wrote: »JustAGoodPlayer wrote: »Sandman929 wrote: »I would think ZoS could make a solo arena that instructs for all basic points of group content damage, healing, and tanking.
It could 3 portals, take over the players bars with a generic setup and teach some basics of each role, then give rewards for completing training exercises in all roles based on how well the player meets certain metrics or rotations.
They could take the time spent making broken sets and creating bad plans to revise combat yet again and simply teach combat effectively.
If player want to learn some thing he can go solo a dunguan. It is no need ZOS do some thing - you can even take companion with you now.
The same time - game already have 2 solo arenas and n/vAS
Clearly the instructions and tools aren't sufficient right now or we wouldn't be lowering ceilings and raising floors every few months.
Imnotsurewho wrote: »I'd like to start off by saying I appreciate all the work the devs have put into this game. I understand its much more difficult to create/design something than it is to critique it. I also understand that when in the creative process, you sometimes miss the mark for whatever reason and criticism is hard to take, even if made in the best way. My encouragement to all on the development team is to take all of the suggestions from the players with an ocean of salt, step back, breath in deep, exhale slowly, and remember that its not personal. It's just a game, and the sensible players with sensible criticism know that. Now let's make it better together.
That being said I'd like to talk about your objective with these changes:
"The main focuses in Update 35 are twofold: improving accessibility to the game’s combat by increasing the duration of outgoing ability effects (such as damage over time, buffs, and debuffs) and a continuation of the attempt to quell some of the obscene damage production at the high end."
If improving accessibility to the game's combat is truly the goal, I can think of a very effective way to do that straight away: educate your players better.
This game in all its glory, relies very heavily on out-of-game resources for helping to train up players, most of it run by the [endgame] community. While there are tutorials, I think they could be expanded and developed in a way that players must prove they understand each mechanic before moving on to another. A player could, in theory, just light attack their way through the tutorial not reading any of it, just wanting to get to "the real game". Fine. Their prerogative. Play as you like and all that. (This actually just made me realize some players may have very little interest in improving in the combat so any attempts to lift them up would have diminishing returns)
But what about something optional post-tutorial that could help players improve if they wished to? Something like an instanced solo arena similar to Maelstrom or what have you that would help players understand how they're going wrong and how to fix it. This could very easily apply to PvP, PvE or even overland content. There are so many mechanics in the game and players who have been playing for a while take for granted just how much stuff is going on at any one time.
I have two friends who've joined ESO in the past month or two. Explaining the game to them is...interesting. It's made me realize just how little the game explains. Again, fine. If that's your design decision I understand to a point, but I'm going to question that hard. I heard from another player on the forums that on the live stream, training was mentioned multiple times and it was rejected multiple times. If in fact you don't want to expand the training of these lower skilled players, can you at least explain why?
I don't believe that even the term "lower skilled player" is a label that is forever. Its just a state of being that can easily be changed with experience, understanding of mechanics, and training. So yes, there is that power delta in the game. Yes, you could introduce item sets that are largely cheese and quick-fix shortcuts to actual mastery. But doing so will be like entering in a cheat code in a game 20 years ago: initially its fun because you've gained power for doing nothing, but over time it gets boring, the challenge fades, and gameplay loses its luster.
If I was being cynical, I'd say the devs don't want to have to pay whatever costs would be involved with training these newer/lower skilled players as I'm sure it would cost many hours of work on top of their already busy workload to develop meaningful training materials in-game. But you have to remember, that much of this educating of the player has been "outsourced" to the free labor of the endgame community and content creators. I wouldn't like to see how the game goes if these players get alienated to the point that they leave and their knowledge goes with them.
Imnotsurewho wrote: »I'd like to start off by saying I appreciate all the work the devs have put into this game. I understand its much more difficult to create/design something than it is to critique it. I also understand that when in the creative process, you sometimes miss the mark for whatever reason and criticism is hard to take, even if made in the best way. My encouragement to all on the development team is to take all of the suggestions from the players with an ocean of salt, step back, breath in deep, exhale slowly, and remember that its not personal. It's just a game, and the sensible players with sensible criticism know that. Now let's make it better together.
Imnotsurewho wrote: »But you have to remember, that much of this educating of the player has been "outsourced" to the free labor of the endgame community and content creators.
OolongSnakeTea wrote: »I'll harp this all day:
Go take a look at the Protogames from Wildstar.
They had a teaching-dungeon. It forced you to learn the mechanics, and the veteran version also taught you more. It was fun, whimsy, and actually effective in its education.
Video Example:
They should definitely be working more to teach players the game.
JustAGoodPlayer wrote: »
You speak like some eletist - because if think logickally:
1) - will such thing really help ? Nope
2) - You think that you are to much better from others that they really need this ? )))
And if such thing can be helpfull for you than just ... oh my god ... .
Imnotsurewho wrote: »JustAGoodPlayer wrote: »
You speak like some eletist - because if think logickally:
1) - will such thing really help ? Nope
2) - You think that you are to much better from others that they really need this ? )))
And if such thing can be helpfull for you than just ... oh my god ... .
So the massive irony here is that the entire nature of this post is that its meant to help the lower skilled/newer players. I want to help them get better at this game for their sake and for the sake of the overall health of the game. When there's more people skilled to lead and participate in trials, that's healthy. When there's more PvP players around at similar skill levels, that's healthy as it'll promote good competition.
None of us here are speaking like elitists. In fact, as I just pointed out, its the opposite of that. If we were elitist then we wouldn't care if the power gap widens and we would just let this patch go through with no comments.
To your points:
1. Saying "nope" isn't a valid form of evidence. Look at the evidence on this thread and others (code's in particular) that have well reasoned and carefully crafted arguments with evidence.
2. I don't think any of us think we're that much better than others. I think this feature sounds like something I also would need for certain hard mode dungeons with my mid-tier group. We clear certain mechanics for hard modes, but others, we just don't know where we're going wrong and have to consult with a more experienced PvE guild member who knows it.
And to your final point if such a thing can be helpful to me: well that's ironically elitist of you to say.
So I think either you need to refine your opinions or you're baiting. Neither look good.
JustAGoodPlayer wrote: »So to train people - is much better gather together and go somewhere as on my opinion with players who are interested in it.
There are many problems with implementing a “training” quest (or whatever) in eso.
When do you give it?
You can’t give it to new players. What are they weaving? Molten armor and LA’s? Surprise attacks and LA’s?
Is it mandatory?
Do I have to do it? What if a player does not want to? Can they still do dungeons if they don’t want to do it? If it’s optional, and the majority of players skip it, was it wasted development money?
If it’s not optional, and a player can’t do weaving, then what? Are they then excluded from content? What if they can but don’t like it, did zos just create an angry customer who may have had no internet in dungeons in the first place?
What if they change combat substantially?
Combat changes in the game all the time. Imagine all of the class abilities in U36 stayed the same. AND all the armor etc. what if the big combat change was the elimination of light attacks all together. So weaving is completely gone. Would a training quest be adaptable to this heavy of a change? Would it be even needed?