It's why I made it clear what I was referring to in the post. Textbook definition? Yeah, accessibility is meant for people who physically or mentally are incapable of doing something, typically due to disability.katanagirl1 wrote: »I believe the term “accessibility” means accommodating players with disabilities, like how the Oakensoul mythic ring enables some players who are unable to meet the high APM requirements of bar swapping and light weaving to participate in the game as it is designed. It does not require changing game mechanics at all.
If you want to talk about changing game mechanics to accommodate players who are not disabled, but are less experienced and less skilled, by reducing the difficulty of game content to help novice players, then that is another discussion, and one with which I would disagree.
spartaxoxo wrote: »Yes, absolutely it's important. The normal content is far too easy to challenge a veteran player, but a lot of the vet content is aimed at the top like 10% for a while now. This leaves mid-tier vet players with a lot of content that is really dull (overland, normal dungeons, normal trials) or too difficult (vet dlc trials) for them to even get invited. The requirements to hit higher require a VERY steep wall to overcome, and the vast majority of them cannot do it. So, they give up and just stick to dungeons and being bored out of their skull in overland. Due to these mid-tier players largely NOT moving up, the high-end vet players keep seeing their ability to fill rosters get worse and worse as time goes by because the rate of replacement is abysmally low. And their problems to fill their rosters are exacerbated by every time the devs release a really bad patch that causes a big chunk of them to leave.
The end result is an ever-shrinking vet population, resulting in less nice things catering move rewards behind normal content, resulting in even more vets leaving because there's nothing interesting to work towards. This creates a negative feedback loop that is an absolute disaster for vet content. It's super unhealthy. The devs know the break points of the playerbase where they run into these walls, they need to make them a bit easier to get over, whatever that might look like. Personally, I thought Oakensoul was a good answer to this issue. Because that ring was not very useful for leaderboards, and still made it so people had to understand the mechanics of all the content to be successful. But obviously they decided they didn't like that solution.
I actually quit playing ESO awhile back, but I took a group with 60k parses through every veteran trial at the time and some of the hardmodes. I want to say the newest content at the time was... rockgrove? I don't want to count that one since most players just naturally got better than 60k. Still, you could pull 60k with a one button parse back then. Not even exaggerating.
spartaxoxo wrote: »
The problem is that 60k is generally not enough to get invited to these things, because of how much harder it makes them. There are a few exceptions, and those people can get clears, but generally speaking you're not invited if you're pulling less than 75k. But, with some pretty narrow exceptions (like I think there's a stamblade build that can hit number with a heavy attack build iirc), the accessibility stuff tends to top out at 60k. If they made things a bit easier (not a ton) then you'd quite quickly get more people doing that content (which is what happened with Oakensoul). But, as I said, they didn't like that ring as a solution. I don't know what they want as the solution, but that's where the gap tends to lie.
I just don't think the solution here is to help your average player who wants to do a veteran trial reach 75k- we ought to convince endgamers that 75k isn't needed and they oughta stop shutting the gate for anyone below it.
Right, I agree. It's hard to get anyone to act against their best interest- especially if they're putting that express interest up front.spartaxoxo wrote: »
There's nothing devs can do to convince endagmers to stop gating people and act against their best interest. That's completely impossible. People are always going to act in their own self-interest and making things harder for themselves and increasing their risk of failure is not in their self-interest. The only thing they can do is either leave it be and let it be content that's just not generally used, make it easier to hit 75k, or nerf content.
spartaxoxo wrote: »
There's nothing devs can do to convince endagmers to stop gating people and act against their best interest. That's completely impossible. People are always going to act in their own self-interest and making things harder for themselves and increasing their risk of failure is not in their self-interest. The only thing they can do is either leave it be and let it be content that's just not generally used, make it easier to hit 75k, or nerf content.
spartaxoxo wrote: »Yes, absolutely it's important. The normal content is far too easy to challenge a veteran player, but a lot of the vet content is aimed at the top like 10% for a while now. This leaves mid-tier vet players with a lot of content that is really dull (overland, normal dungeons, normal trials) or too difficult (vet dlc trials) for them to even get invited. The requirements to hit higher require a VERY steep wall to overcome, and the vast majority of them cannot do it. So, they give up and just stick to dungeons and being bored out of their skull in overland. Due to these mid-tier players largely NOT moving up, the high-end vet players keep seeing their ability to fill rosters get worse and worse as time goes by because the rate of replacement is abysmally low. And their problems to fill their rosters are exacerbated by every time the devs release a really bad patch that causes a big chunk of them to leave.
The end result is an ever-shrinking vet population, resulting in less nice things catering move rewards behind normal content, resulting in even more vets leaving because there's nothing interesting to work towards. This creates a negative feedback loop that is an absolute disaster for vet content. It's super unhealthy. The devs know the break points of the playerbase where they run into these walls, they need to make them a bit easier to get over, whatever that might look like. Personally, I thought Oakensoul was a good answer to this issue. Because that ring was not very useful for leaderboards, and still made it so people had to understand the mechanics of all the content to be successful. But obviously they decided they didn't like that solution.
Better tutorial and content progression would be far better way to improve ability of the playerbase to clear vet content. You can nerf the celling as much as you want, make combat simplistic and boring or reduce mechanics of encounters where it’s just easy stack and burn but if average Joe don’t know how to block, bash or light attack weave while running mismatched gear and useless skills vet content would never be accessible and called “vet” at the same time. It’s on zos making the rest of the game so easy it can be completed naked without second thought what you doing right and what is wrong and in need of improvement.
I think a significant portion of the playerbase would be forced to get better at the game if ZOS introduced more aggressive instancing (perhaps only in delves/public dungeons). For too many players, it's a struggle to even tag the boss for quest credit/loot before a veteran player annihilates everything. Their lack of combat ability is never shown to them and thus they see no reason to improve/change.
.
Kingsindarkness wrote: »Sorry I disagree
Anytime you force anything on the customer base you lose customers.
The notion of the only way I can have fun is watching everyone else struggle will never work in todays gaming community. Blizzard has yet to learn this and they are failing hard...harder than anyone actually knows.
Games today succeed when there are multiple paths to fun...because your fun isn't my fun and vice versa.
Zos can’t keep spending a large part of their budget on an increasingly smaller and smaller subset of the players population. Either zos needs to get more people in those higher difficulty areas or they need to start making less of those areas.
Back to that little asterisk. Monster helms are not available unless you can beat the veteran version of a dungeon. There's also perfected versions. Stats wise they're not too important, but not every player knows that or necessarily believes that.
The monster helms can be important, but I don't really think the perfected sets are. Between drastically changing the challenge of how you play and how encounters play out and just letting players have them, though... I'd rather we just let players have them.
The same goes for skins/mounts/titles, to a lesser degree.
They're really just meant to be a nod to players who rise up to the challenge and to show off their experience, so I don't think novices *need* them, but if it prevents U36 from being like U35 that's what I'd prefer.
TheForFeeF wrote: »
Honestly, anyone who wants full accessibility just wants stuff handed to them on a plate, to put it bluntly. Its a harsh truth.