aurelius_fx wrote: »I need someone to explain in minuscule details to me. Are they purposefully trying to get people who care about end game to quit? It makes no sense, game design wise or even economically wise.
There are a multitude of players [snip] with hundreds if not thousands of hours in experience both in PvE and PvP who would go through all of those changes [snip] out of sole passion for the game they play. Yet they insist on changes no one asked for, save for the occasional minor helpful tidbit. Why?
aurelius_fx wrote: »I need someone to explain in minuscule details to me. Are they purposefully trying to get people who care about end game to quit? It makes no sense, game design wise or even economically wise.
There are a multitude of players [snip] with hundreds if not thousands of hours in experience both in PvE and PvP who would go through all of those changes [snip] out of sole passion for the game they play. Yet they insist on changes no one asked for, save for the occasional minor helpful tidbit. Why?
VaranisArano wrote: »They honestly think that this update either fits into their long-term plan that's good for the game or that they can fix the worst of the Live pain points in three-six months. They don't think they're ruining ESO.
Also, remember that most players in the Live playerbase aren't nearly as frustrated as the players paying attention to the PTS, and thus are much more likely to keep playing in hopes of getting those fixes instead of quitting outright.
Like, the Devs know that reception is going to be negative, but their gamble here is that the average player who's not paying attention to the PTS won't be frustrated enough to quit outright as long as they promise fixes and shiny new stuff in the next Updates.
And they're probably right to make that gamble.
Aardappelboom wrote: »I don't believe for a second anyone at ZOS hates their own game, I also don't believe they don't play their own game, I really think communicating just isn't their strongest point. They are probably working towards something but just struggle with how to communicate about it.
Dagoth_Rac wrote: »Aardappelboom wrote: »I don't believe for a second anyone at ZOS hates their own game, I also don't believe they don't play their own game, I really think communicating just isn't their strongest point. They are probably working towards something but just struggle with how to communicate about it.
I think ZOS are like a team designing a race car engine. They have all these spreadsheets about the necessary acceleration and momentum and torque needed. And they drive in circles on a test track and it feels good to them. But then a real pro race car driver comes along and tells them it feels like garbage and won't work in actual race conditions and so on. And that stinks to hear. And definitely bruises your ego. But it is just the case that you rarely find a mechanical engineer who is also a world class race driver. You need a good working relationship between both to get a solid final product.
In most industries, this back and forth creative iteration is done behind the scenes and not visible to the consumer. With ZOS, they literally use the consumer for this. Ideally, ZOS would have some players and groups, of various skill levels and focused on different parts of the game, that are part of the internal testing team. But that is probably more expensive and time-consuming than just dumping it on PTS, adjusting on the fly before live, accepting it will still be problematic on live, but hey we'll adjust again in next update in 3 months.
So I doubt ZOS devs hate the game or hate the players. They probably just have cheapskate executives who ask for large scale changes while providing small scale resources.
on the bolded part, its very likely that 40-60% of the player base doesnt even read the forums or even knows much about the upcoming changes outside of guild chatter through discord/in game
another 20% are the players who have paid attention and are still waiting to see what hits live and will adjust/adapt
the remaining 20% of players are ones who follow the PTS, but are actively saying they are no longer going to play anymore
I'd bet your closer to 70-80% that doesn't read the forums and less than 10% perhaps less than 5% that's disgruntled and ready to walk away.
I myself fall into the wait and see because I don't have time to get into the PTS. Keeping ESO+ is the question I will determine once I get a feel for the live version
VaranisArano wrote: »They honestly think that this update either fits into their long-term plan that's good for the game or that they can fix the worst of the Live pain points in three-six months. They don't think they're ruining ESO.
Also, remember that most players in the Live playerbase aren't nearly as frustrated as the players paying attention to the PTS, and thus are much more likely to keep playing in hopes of getting those fixes instead of quitting outright.
Like, the Devs know that reception is going to be negative, but their gamble here is that the average player who's not paying attention to the PTS won't be frustrated enough to quit outright as long as they promise fixes and shiny new stuff in the next Updates.
And they're probably right to make that gamble.
However, ZOS must recognize the problem that the 8.1.0 adjustments were too large and out of touch with the player base, including plenty of adjustments that were not requested and had no clear reason for modification. In fact, most of the work from 8.1.2 to 8.1.4 was spent on fixing the massive damage caused by 8.1.0. ZOS needs to explain in more detail what happened with 8.1.0, who led this part of the design, who was responsible for it, what his/her rationale was for making these changes, and whether it has changed since the end of this terrible public test, rather than being more vague. I believe this is the only way to regain player confidence. Losing player confidence is a disaster for any game.
However, ZOS must recognize the problem that the 8.1.0 adjustments were too large and out of touch with the player base, including plenty of adjustments that were not requested and had no clear reason for modification. In fact, most of the work from 8.1.2 to 8.1.4 was spent on fixing the massive damage caused by 8.1.0. ZOS needs to explain in more detail what happened with 8.1.0, who led this part of the design, who was responsible for it, what his/her rationale was for making these changes, and whether it has changed since the end of this terrible public test, rather than being more vague. I believe this is the only way to regain player confidence. Losing player confidence is a disaster for any game.
That's exactly what the PTS is for, no?
It's for releasing adjustments that ZOS themselves know aren't perfect. But they aren't sure which way to go about them.
I doubt anyone in the combat team felt 8.1.0 was perfect. Some devs probably thought removing the scaling of LA was over-nerfing. Some devs probably thought that having 2s ticks on ground AoE was not going to make a noticeable difference. They probably had the exact same arguments we forum users had.
It's why it was released for testing. It's why they asked for feedback.
And 8.1.2 , 8.1.3, and 8.1.4 are the answer to that feedback.
ZOS' answer was :
"You're right, oakensoul was overnerfed in mid to end-game PVE. We'll follow your suggestion and add slayer and aegis to it."
"You're right, light attacks not scaling is too much of a nerf for low-tier players. We'll make them scale again, but with different calculations."
"You're right. Making everything 30s makes the combat to slow. But we think having some things be 30s does help accessibility a lot. Plus, we think having some abilities be short and some long makes the game less repetitive."
"You're right, reducing damage of LA/HA makes HA builds too weak. Here's a reworked empower to help with that. But now it only works with HA, since we think the damage of LA on 8.1.3 is on a good spot."
You're saying "most of the work from 8.1.2 to 8.1.4 was spent on fixing the massive damage caused by 8.1.0." as if that's a bad thing. When that is exactly how the PTS is supposed to work.
VaranisArano wrote: »Kind of, sort of, not really?
Another way to look at it is that ZOS very quickly realized that their original patch notes were going to hit their goal of lowering DPS but weren't going to hit the mark of improving accessibility.
They made changes to improve accessibility, but the problem is that those were sweeping, nonstandardized, bandaid fixes. They are the sort of quick fixes that ZOS can ship on August 22nd to tide players over until Update 36.
Example: skills and sets that grant Empower were not rebalanced nor standardized to account for the new buff effect. PVPers just get zero buff vs other players, which is not taken into account in skill costs.
Example: a flat 10%(ish) health nerf to Vet bosses and bannermen in dungeons and trials, which does not take into account Arenas, hugely varying difficulty of Vet content i.e. Fungal Grotto vs DLC dungeons, or the feedback of end game players pointing out the real sticking points in some of these encounters.
These aren't thoughtful, standardized fixes that are "done right the first time." We can all see where these fixes leave skills, sets, and content in bad shape that's going to mean further fixes and more change fatigue in future updates. Update 35 needs more time in the oven, but the Devs are very likely to serve it up Live.
VaranisArano wrote: »Kind of, sort of, not really?
Another way to look at it is that ZOS very quickly realized that their original patch notes were going to hit their goal of lowering DPS but weren't going to hit the mark of improving accessibility.
They made changes to improve accessibility, but the problem is that those were sweeping, nonstandardized, bandaid fixes. They are the sort of quick fixes that ZOS can ship on August 22nd to tide players over until Update 36.
Example: skills and sets that grant Empower were not rebalanced nor standardized to account for the new buff effect. PVPers just get zero buff vs other players, which is not taken into account in skill costs.
Example: a flat 10%(ish) health nerf to Vet bosses and bannermen in dungeons and trials, which does not take into account Arenas, hugely varying difficulty of Vet content i.e. Fungal Grotto vs DLC dungeons, or the feedback of end game players pointing out the real sticking points in some of these encounters.
These aren't thoughtful, standardized fixes that are "done right the first time." We can all see where these fixes leave skills, sets, and content in bad shape that's going to mean further fixes and more change fatigue in future updates. Update 35 needs more time in the oven, but the Devs are very likely to serve it up Live.
Well, I'm not really arguing about whether a specific change or answer to feedback is good or not. The point of what I'm saying is that it's fine for 8.1.0 to be flawed, incomplete, and need of tweaks. Because what the PTS is for.
ZOS probably had many different drafts of what could have become 8.1.0. They had to choose which to release for testing. Does it make more sense for them to release what they believe is the "better" and "more complete" draft? Or the draft that's more internally more controversial and in need of changes? The latter, of course.
I'd be far more scared if ZOS released an 8.1.0 that in their mind was "perfect", and 8.1.1 - 8.1.4 changed nothing. That would actually be a sign of a developer who is unwilling or unable to respond to feedback.
On regards to things like Empower or the nerf to Bosses... Yes, I think those changes were definitely rushed, and needed more time.
The change to Empower is actually pretty dang smart, if you look at how it was implemented.
Here's the situation. I'm going to just use some rough numbers to make the math clearer.
Live:With empower (+40% LA and HA damage):
- Light attacks deal 100 damage
- Heavy attacks deal 200 damage
- Light attacks deal 140 damage
- Heavy attacks deal 280 damage
These are the numbers that ZOS has to deal with, and they find to be too strong. 8.1.0 makes all of these values not scale, which turns out to be too much of a nerf.
For the upcoming 8.1.3 patch, they decide to re-introduce scaling, and start to look at it internally. Let's call this internal version 8.1.2.9
8.1.2.9With Empower (+40% LA and HA damage):
- Light attacks deal 62 damage
- Heavy attacks deal 200 damage
- Light attacks deal 87 damage
- Heavy attacks deal 280 damage
Now here's the problem: 62 damage for the unbuffed LA is too low, but 200 damage for unbuffed HA is perfect.
87 damage for buffed LA is too much, and 280 damage for buffed HA is too little.
And here is the solution ZOS came up with.
8.1.3With New Empower (+80% HA damage)
- Light attacks deal 74 damage
- Heavy attacks deal 200 damage
- Light attacks deal 74 damage
- Heavy attacks deal 360 damage
ZOS essentially baked-in half of the damage of Empower into light attacks. Which improves accessibility by ensuring low-tier player with few buffs still have access to good LA damage, even if they can't reliably get empower, but ensures high-tier player don't get too much LA damage.
And this buffs HA damage builds (which ZOS thought were underperforming, even in Live).
But you are right. As smart as this change was, it was rushed. Sets and skills were not adjusted accordingly, and ZOS forgot to account for medium attacks, which really shouldn't be buffed, if they want the change to accomplish what was intended.
I think ZOS was in a bit of a predicament. They had two options.
A ) Release 8.1.2.9, and create a situation in which empower is still too strong, and HA builds are too weak. High-tier thrives. Low-tier suffers. HA builds suffer more. The game is less accessible. We'll have to wait until november to fix this.
B ) Release 8.1.3, and ensure that LA damage is well tuned for all tiers. High-tier is brought down. Low-tier is brought up. And HA builds are now strong. But a lot of item sets make no sense, and there's accidentally a weird interaction with medium attacks.
ZOS decided to go for path B. They considered that to be the lesser of two evils.
snip long post
People have been asking for harder overland for years. Well, this is ZOS’s answer. Tie one hand behind your back and get back in the fight.
You're saying "most of the work from 8.1.2 to 8.1.4 was spent on fixing the massive damage caused by 8.1.0." as if that's a bad thing. When that is exactly how the PTS is supposed to work.