ZOS_BrianWheeler wrote: »
Play The Way You Want
We strive to provide freedom and flexibility that allow you to transform your character fantasy into a gameplay reality. We value diversity of choice and playstyle with abilities, weapons, and armor.
- Health, Magicka, and Stamina as attributes
- Class selection does not define or constrain role
- Skill lines are discovered, and leveled up by using them
- Many skill lines are staples from previous TES…
Keep an eye out next month for an overview of what to expect in Update 37 as it relates to combat. Again, thank you all for your continued passion and enjoyment of ESO. We'll see you on the field!
The_Titan_Tim wrote: »ZOS_BrianWheeler wrote: »
Play The Way You Want
We strive to provide freedom and flexibility that allow you to transform your character fantasy into a gameplay reality. We value diversity of choice and playstyle with abilities, weapons, and armor.
- Health, Magicka, and Stamina as attributes
- Class selection does not define or constrain role
- Skill lines are discovered, and leveled up by using them
- Many skill lines are staples from previous TES…
Keep an eye out next month for an overview of what to expect in Update 37 as it relates to combat. Again, thank you all for your continued passion and enjoyment of ESO. We'll see you on the field!
Love this, combat in ESO is the best part of it, and discovering skill lines in games is one of the most exciting things, mostly when they have active abilities, something missing from Thieves Guild and Dark Brotherhood.
Spellcrafting would follow this vision!
At the very least if we saw an update to the current guilds that were much more defined in prior TES games, next year, it would be a massive move in the right direction.
NettleCarrier wrote: »I have high hopes for U37 then, as recent changes have worried me a bit. I'm seeing a lot less diversity in builds than ever before. I admit part of that though is that rule that if given the opportunity, players will optimize the fun out of the game.
So, what is our vision for combat in ESO? In a nutshell, we want combat to feel fun and rewarding to all players.
AltanasAExcalibur wrote: »>Please add new skills, add new moprhs, add mastery skills to existing classes.
You should also add new weapons (spears, hand2hand melee, hand2hand spellcaster), and generally new skill lines. Magic in this game does not feel like Magic in Elder Scrolls. A lot of abilities and current magic feel more like Shouts in Skyrim rather than Magic in previous games. Can we have spellcrafting and have it not tied to weapons or classes. I started Oblivion wielding a fireball in my left hand a sword in my right hand. Let me do that?
I think someone at ZOS has finally raised their hand and announced to the class that the amount of questing content exceeds the average time a player spends in the game before moving on.
Billium813 wrote: »100% agree that Thieves Guild and Dark Brotherhood have been neglected FOR TOO LONG! I want to see them become the focus in a new DLC.
Nyxenwhite wrote: »I believe many others have shed light of pvp, hybridization, and other “veteran” player issues - so i’m going to steer another direction.
I think one core of the issue is that the game does not teach players how to combat.
THIS:
So, how is EVERY NORMAL GAMER supposed to keep up with this sort of playstyle?
Just the fact that we need 2 hands to move properly [1 handed movement = strafe, as there is no proper camera view / turning in the game]. Movement alone should not require 2 separate peripherals [mouse AND keyboard, or even 2 joysticks].
Then add to that movement the fighting skills, AND light attack weaving, AND bar swapping.
I am sure I am not alone in feeling this way. This might also be what is hindering most gamers from advancing in content. SO MUCH TO DO! And don't forget, you are standing in that AOE!
Yes, immersive action, feeling as though you control your character and your fight. This does go beyond the 'Auto Attack' of older MMOs. But this is WAY BEYOND. And frankly, I just cannot do it much longer. The actual pain is getting too great.
'Broken Hands E'
Finedaible wrote: »Ok... Thanks for sharing that I guess, but I'm pretty sure most players knew most of this high level statement already. I'm still not sure how any of this explains the wild changes and incomplete reworks we see every 3 months. I mean, if there has been any progress whatsoever over the last 8 years for implementing this vision, then surely you would not need to change so much every patch? I think what some players want to know is the following:
Where are we at on the rest of the hybridization changes? Has the remainder of hybridization been abandoned? Does the combat team deem the current state of U36 adequate?
Does the combat team see armor sets as expansions to player abilities? If so, how does the play-how-you-want philosophy tie in with the fact that the majority of sets in the game are useless for endgame and pvp?
[/quote]You're saying "normal" gamers can't play games that require two joysticks? So every FPS out there, with all the millions of players playing them, aren't playable by "normal" gamers? What would be your ideal, point and click to move to a spot? Preload a series of spells or combos?
ZOS_GinaBruno wrote: »Could you please define who "play the way you want" is meant for? Is it really meant for everyone, including the end-game raiding community?
Part of the reason raid teams are so critically optimised, with people forced to play certain roles and/or abilities is because of how overtuned the content is, especially recently.
Take Reef Guardian HM, a fight where a DK tank is king simply because of Magma Shell allowing you to ignore most of the damage. How would a Necro tank compare here, or a NB? I'm not even going to talk about how bottom-of-the-ladder Templar tank is, a class that is supposed to embody the paladin identity and one I would have thought should be second behind DK. Is this the "play the way you want" mantra in practice?
I get that each class should bring something to the table, to have some measure of class identity, a reason to go "Oh, I want to play that class because". But it seems recently you cannot balance that with "play the way you want" in the settings that test the player the most. If that's the way it's intended to be then so be it, but I'd prefer you to outright say that, instead of just repeating the same buzzwords.
As is mentioned above, we recognize that some combinations are going to be more effective than others, but our goal is to ensure every character can protect their group, mend allies, or devastate foes in some capacity. Completing Hard Mode content is going to require more skill and an optimized character, and that's where Mastery comes in.
I haven't commented on the subject in any of the forum posts yet, but since you mentioned it yourself, would you care to address the combat Q&A? I read your entire post but it's basically an early draft of the base game.ZOS_BrianWheeler wrote: »First, we’d like to address the combat Q&A we mentioned a few months ago.
ZOS_BrianWheeler wrote: »Over the course of ESO’s development, we've used these values as our guiding principles, along with feedback from the community and hard data metrics.
BlakMarket wrote: »I appreciate the communication tbh, it's repackaged information we already knew BUT its better than nothing & people need stay on topic while being constructive to encourage this dialog from ZOS.