Accessability and the there lack of: Issues no one is talking about:
So I have been seeing devs and the community talk about accessibility. So I wanted to take a moment and talk about things that are lacking in eso, that I feel are factors that no one is talking about. Most of this will be PVE focus and not PVP focus, as well as lengthy.
The huge skill gap between the player base, I feel, is there because of many different reasons but most importantly is lack of information or information presented in a way that hurts the player more than helps them. This is based on my experience in the nearly 2 years playing the game now but over 16+ years of playing mmos, interactions with other players, and from running a guild, recently, trying to get new players into trials, both in normal and vet version, as well as dungeons & pledges.
Lack of in game information, and the terminology used is one issue that new player have to deal with. Most of the information is there, in the help section for example, but it is buried deep into it that most players aren’t going to take the time to find, let alone know how to find it. Some don’t even know there is even a help section, let alone that it has information that explains most stuff. The second issue is the terminology that is used with nothing explaining what it is.
Problem:
Help section is there, but most don’t know about it, or the information is buried deep within it, that most aren’t going to take the time to find it.
Solution:
Help sections needs to be more present, and done in a better way that a player can find what they are looking for. Also making sure the information is there. If I do a quick search for armor, there is nothing that explains just what armor does. (see below)
Problem:
Armor - What is armor? There is nothing that explains this, but yet is on your gear, its in your cp system, but there is nothing unless you dig deep enough, have someone explain it to you, or figure it out yourself that explains this. If you have the mmo gamer experience from playing mmos long enough, you just know, but if you do not, then how are you to know?
Solution:
On your character sheet, between the area of spell/weapon dmg, critical, penetration and your spell & physical resistance, have it say armor then list your resistance. So that newer player at a glace can see that armor is made up of your spell and physical resistance.
The other solution, and I would prefer the above one as it’s visually better, is to have under the window that pops up when you click advanced stats, is for it to say Armor: Spell/Physical resistance before Resistances information.
(Dev note for the devs here) If you need me to make a mockup image to help better explain myself, contact me!Problem:
Critical Resistance- Most newer players don’t even know that this is a pvp related stat. I have seen so many newer players invest into it, thinking that mobs/bosses can crit. When explained that they cannot and it’s a pvp related stat, most common response is “well that’s stupid and pointless!:
Solution:
Just like I stated above about adding “armor” to your character sheet. Add “PVP” with critical resistance following it so new players can clearly see that it’s for pvp. Additional, adding in the mouse over tooltip, that this is related to pvp. “Decreases the damage you will take when you are the victim of a Critical Strike in PVP areas.”
Problem:
CP System- the lack of information when you need it is not there, and having to go to a website, build guide, content creator’s video, basely an external source that just tells you what to use versus information in game and available for you to understand how it effects your character. There is nothing in game that explains how a cp node effects your skills, abilities, or your character. Most new players that I interacted with, just slot stuff they think sounds good, with little information on if it’s good for them. The lack of information on your skills also is a factor. Is it single target, is it area of effect? The tooltip on a skill tells you the cast time, target, radius, duration and cost but does not tell you any additional information about the skill. This is problem, specially for newer players, to undersand how to get their dps up, better survival ability, or even better sustain.
Solution:
Add a “tag” system similar to what path of exile uses. That under the name of the skill, will have tags like “spell, weapon, duration, area of effect, single target, cold, etc.” While this will require a certain level of player knowledge, it would be a step in the right direction to help understand what the skill does and what effects the skill.
Problem:
Lack of information in the CP system to understand and clearly rely the information needed to the player how said node effects your character. Players either just slot whatever sounds good, have to go to external sources for information; build guides, content creators, websites, or just told to slot these nodes without the understanding and knowledge as to why.
Solution:
The CP system when you mouse over a node gives you a tooltip that explains what the node does but not which skills it effects. By simply adding “This node will effects the following skills:” with a list of what skills that node will effect will help newer players make informed decisions on what nodes to use and with this knowledge help bring their damage up. Knowledge is power, and there is no knowledge in the CP system. There is not that many skills in this game, that this cannot be done as most nodes don’t’ effect a lot of skills.
Problem:
Buffs/Debuffs - There are way too many specially if you turn on other player’s buffs/debuffs. The information here is overwhelming or not enough. It’s one or the other. For most players this is fine, but there are some that is vastly important and the fact that it gets hidden in a mountain of a hay stack makes it nearly impossible to know, example taunt. Taunt specially in situation when you are running with another tank or some new player has taunt on their bar is a hugely important information that either gets buried in the hay stack or you have to just figure out what is going on, which only comes with experience and game knowledge, something a new player does not have.
Solution:
Buffs and Debuffs need to be separated from the hay stack. The name and duration needs to be visual and not just an icon. I have to use an addon called S’rendarrs, and I know there are other addons that others use, to separate or track from the hay stack of buffs and debuffs so that on my screen the visual information is there and knowledge can be learned. Also the default Icons with timers, doesn’t help players understand, in situations, when they need to know a certain debuff or a buff and have to remove it, recast it, etc. The name needs to be present, so they know, “Oh, I have bleeding! I need to cleanse this.”
Problem:
Taunt- The hardest thing when dealing with newer tanks is the explaining, knowledge and mechs around taunt. Specially when it comes to overtaunt. Generally, yes you do not need to worry about this, but in the chaos of trials and in rare situations, dungeons, the there lack of taunt and overtaunted information is both annoying and frustrating. Let along, a target is doing a mech, but is taunting, the backlash of “why is this not taunted!?” when it is.
After doing some testing on a dummy, with another player on just taunt itself is surprising and I will explain. The other issue with taunt and overtaunted, is that the icon used for taunt doesn’t match with the skill that was used, which most skills do. So unless you know what that taunt icon looks like, then you will not know that the target is taunted. Again, this gets buried in the hay stack of buffs/debuffs on the target and can very easily get dropped off into the void of “Too many”. The icon is a shield icon by the way with a 15 second timer on it.
The other issue, is overtaunted. Since there is no way to know what the icon is for overtaunted, did testing with a buddy on a dummy, how are we to know it’s overtaunted, other than it’s running around killing everyone and I can’t seem to get it’s attention? You get a message pop up that the target is immuned, but again, lack of information in the chaos of battle this can very easily be missed, or just do not know what this message means because I am doing so many things at once.
Solution:
Taunt/Overtaunted needs to be it’s own thing, not a buff, not a debuff, but something visually EVERYONE can see. So any player can see that the target is taunted. This knowledge, visually, helps everyone, as well as helping when two tanks are doing what they do. Prehaps an Icon to the left of the target’s name box, just for taunt/overtaunted. So that it’s separated and visually you can see it. Also changing the message, from “target is immune” to target is “overtaunted” and have the message appear a little longer than what it currently does, might help newer players.
Problem:
Crowd Control and Immunity- What is this? Is the most common question that I hear, then when explained, a lot of players respond with “why would I invest in a CP slotables for this when I can just break free or avoid it by dodge rolling, etc.” Also, “I don’t’ even know when I get CCed!”
There are so many issues with the CC system. There are times, I get CCed and my character just stands there doing nothing. I think, am I DC’ed? Did I lose connection? What is going on, why can’t I do anything!?” I have to personally use addons to let me know when I get CC’d and even then it’s a little help in the right direction.”
Solution:
Clearly there are bugs in the system. Moments I get CC’d and my character does not show that I am CC’d (kneeling down). Taking the time to make sure these moments are fixed and bug free would really help.
The second, is adding a popup message that you have been CC’d would help, or if there already is, making sure that its working correctly and noticeable would help. Again, I have to use addons to help with this.
Lastly, I don’t know if the CC related nodes in the CP tree is more useful in PVP, but in PVE they do not seem worth the investment. Personally, I think certain nodes could be combined, and open the door for more interesting nodes in their place. Again, with dodge rolling, breaking free, etc, these nodes seem nearly pointless to invest in, at least for pve.
Problem:
Old non-dlc dungeons vs newer DLC dungeons. It surprises me how many players when I grab someone to do pledges with do not know there are hardmodes. They are use to the new standard of click this to enable hardmode. This is confusing to newer players, and the most common remarks are, “Why is it like this?” “There is a hardmode for this!? How do you know!?” Newer players have to remember when there is a hardmode, vs clicking on something to enable it. I have a guild member who has been playing ESO longer than I have, that never knew there was a hardmode to Crypt of Hearts 2 until she ran it with us. Leaving them the way they are, is causing too much confusions and issues. It’s too confusing for newer players and most don’t see the point why they haven’t been updated to the new standard, and like I said, there are even some players that have been playing this game longer than I have, that don’t even know there are hardmodes to old content. The new way is a HUGE QoL, and helps newer players understand basic mechanics that is widely used in a lot of different content.
Solution:
Take the time to add hardmode enable mechanics like in newer dungeons to the few that do not have it. This will help clear up some of the confusion. There doesn’t need to be a grand feat that you do all at once.You could take 1-2 dungeons per 3-month cycle, then do another 1-2 in the next cycle, so forth. Most of the content is already there, the dungeon is made, the mechs are there, the only thing that is missing is adding a hardmode clickable and design/balancing the hardmode. Hardmode is already there, achievements are already there, so majority of the work is already done. Making sure that the old content is using the new conent mechanics, means newer player coming into the game, learn the mechanics that is used widely and vastly across the game at critical points in their learning process.
Problem:
Attributes in general is an issue. When you mouse of an attribute there is nothing that tells you how this effects certain skills, but certain skills are then scaled off certain attributes. So when leveling, there is no knowledge or information that helps them. Most players that are newly 50, and starting to get into CP, have such a wide diversity of attributes, with again, without game knowledge and understanding how your skills and attributes works, isn’t helping.
A lot of newer players also think that investments into Magicka, Health, Stamina, effects your recovery. Bigger pools, must mean bigger recovery right? The tooltip, and the way it’s worded, doesn’t help.
Some skills scale based on your magicka, even thou they do not state that it does in the skill information as well. Some skills are based off the higher of your offensive stats, but there is nothing viusally that says these are your offensive stats, and that knowledge is gated behind either game knowledge, or just being told from another source.
Solution 1:
The tooltip when mousing over an attribute needs to be better worded, so players will know how it might effect certain skills and recovery. Some of the current information probably should be moved to the tooltip when mousing over recovery instead.
- Current tooltip: “Magicka: Determines how many Magicka Abilities you can cast. Magicka recovers over time. The rate of recovery is increased outside of combat. Full-charges Heavy Attacks with a staff will also restore Magicka.”
- Change to: “Magicka: Determines how many Magicka Abilities you can cast, and how potent your magicka based spells & abilities are.”
- Move to Magicka Recover tooltip: “When in combat, you recover X magicka every 2 seconds. The rate of recovery is increased outside of combat. Full-charges Heavy Attacks will also restore Magicka.”
And of course, changing the tooltop for health and stamina as well.
Solution 2:
In the character sheet screen, just like I explained above for armor, there needs to be something that visually tells a player that these are your offensive stats.
Solution 3:
Adding in the tooltip of skills, under cast time, target, radius, duration, cost, a new one that says “Scaling” then say what scales it. Like “Scaling: Magicka or Stamina, Highest.” For most skills, this isn’t an issues because it clearly stats in the description how it scales, but not always. This might be a better way to help newer players understand.
The last thing I am going to address is about combat. Currently on PC, we use addons to help in trials and certain situation out of trials; dungeons, etc. These addons use popup messages to help inform players about certain mechs. The base game does not do this. It uses pop up cast timers, visual effects and audio to inform the player. I recently learned of a player that I have been playing with for over a year, that had sounds disabled. By turning them on, there are now a ton of mechs that he has been able to do because of the audio, however, in the current state of gaming, when you have audio sounds, npcs talking, discord voices (groups/trials), ingame music, sound effects, all this audio noise, it’s hard to understand things at times. Also, we humans, each one of us, learn differently. Some can pickup a article and read about the mechs, get it and go in and do it. Others, can watch a youtube video and do the same. Myself, I have always learned by doing, no book, no video is going to help me. Some players learn via sounds, and some use addons for pop-up messages.
Problem:
Combat in general needs more information about mechs, PC players use addons for this, but those on consoles do not have access to addons.
Solution:
Take a look at the addons PC players are using for content. The pop-up messages about the mechanics, and maybe try to bring this into the base game. Even if starting out, is only for the most dangerous of mechs.
Problem:
Also, the visual noise in some if not most dungeons and trials can be an issue. Just too much going on. This makes it very hard for new players to understand what is going, what is killing them, all sorts of stuff. Not to mention in some areas, the FPS hit is being felt. For example: In cloudrest, 40fps before starting the fight with Z’Maja, and down to 15fps give or take during the fight. There are just so many animation and effects going on in that fight that it’s being felt on some players that don’t have the best pcs on the market.
You want to talk about accessibility, information overload, is generally the most common issues that I have been having when it comes with newer players in content, specially vet, hardmodes. Just way too much going off at the same times, all at once, with little to no time to understand what is going on, just pure chaos that makes some newer players feel like they have to play perfectly in order to clear the content. I know one person that is of age, and a pace maker, that I worry about putting her into a hospital or worst dued to certain mechanics and pure chaos is thrown at us. In some cases, it’s just a matter of beating yourself against a wall over and over, until it clicks and you get it. Looking at your cloudrest.
Solution:
Taking a beat, and check to see if there is too much visual noise is going on during combat. If certain mechs, can be “time” gated so that they aren't all going off at once at the same time, to help newer players in content. This type of play style is fine as you go up in challenging content, hardmode, trifects, etc. But for starting out, even when new mechs are introduced in vet content, maybe having them offset a little bit more, can help newer players learn and adjust, instead of information overload.
Reduce the information overload that is happening in a lot of different content. Layer mechs so you have time to understand what is going on. You have time to adjust, the higher up on difficultly you go, the less of a layering there is. Having everything going off at the same time, all at once, is fine in Vet/Hardmode/Trifect run, but for newer players just getting into normal and even vet trials. Having this happen generally leds to frustration, confusing, or just player quitting because they do not understand. Content needs to be layered in a way that players learn, understand, and adjust as they scaling themselves into harder content. This is something that currently, is not felt.
I understand, that I am talking about going back and adjusting content but it greater needs it. Like I said before, take a 3-month cycle, focus on a dungeon or two, even a trial. Looks at what most players are having to deal with related to the content level they are running it on (normal, vet, hardmode, etc) and seeing if there are adjustments and turning that can be done could go a long way to helping accessibility for newer players. No, I am not saying, make it easier, dumbing it down, or anything like that, but rather making sure the information that is being presented to the players is presented in a way that isn't information overload.
Also, do we need so many animaiton and stuff going off when it’s not related to combat itself? For example, in cloudrest, when you start the Z’Maja fight. Animated barriers go up on all the entrances to the area so you can’t leave. Do we need them animated? Can we just have a glass wall appear instead to help? How about the guys up on the top levels, do they need to be so animated? When we never really see them, or interact with them till they are in combat with us? Little things like this could help those players that are struggling in content dued to performance and fps issues.