Dragonnord wrote: »TESO became a kid's game because new and casual players asked for all kind of nerfs.
ZOS listened and nerfed every aspect of the game. Result? Endgamers left.
Can't complain because what TESO is now is the result of what people asked for.
Dragonnord wrote: »TESO became a kid's game because new and casual players asked for all kind of nerfs.
ZOS listened and nerfed every aspect of the game. Result? Endgamers left.
Can't complain because what TESO is now is the result of what people asked for.
At first I thought to dismiss your post because it sounded like an unsubstantiated claim. Then I saw the emboldened part and I thought: "These are bold letters, so it has to be right". I am not exactly sure what I should conclude now.
Do we need more buffs? Buff Streak, buff warden heals, buff the lags and Tripot-costs?
Or do we need less listening from ZOS?
Jokes aside, I also despise the oversimplification of games as we see it across many genres these days. If a game is developed with a clear concept and mechanics have been thoroughly play-tested by the designers themselves, this should not happen. Players who can not beat every challenge shouldn't clamour for nerfs, but rather consider themselves lucky that there are challenges left to be conquered. Such nerfs should not be conflated with important balancing tweaks. An even playing field is essential for the game to feel rewarding. If you beat others with overpowered tools you wont find long term satisfaction, just as the game will frustrate you if the odds are entirely stacked against you. If there is a verifiable and objective issue it should be pointed and discussed out by the community and improved by ZOS.
Labeling anyone as "endgamer" and using their departure or dissatisfaction as an argument is exactly the wrong way to make a point.
But I agree, if that was an intended part of your message, trivializing the most challenging parts of the game those who can't beat it is a complete waste, as it takes away from those who seek a challenge, while there is more than enough easy content available. It doesn't take a streamer or self-declared "endgamer" to realize this though.
Since when has 60k for DPS not been enough for most Vet mode Dungeons? People who can theorycraft a build that solidly sustains that aren't bad at doing so; that's a solid build.SeaGtGruff wrote: »I imagine this will be an unpopular opinion, but...
Maybe losing creators of "high-end" builds might not be such a bad thing? Maybe there's too much copying of other players' builds without understanding the whys and whynots? If someone understands the whys and whynots, shouldn't they be able to come up with their own "high-end" builds?
Not everyone wants to theorycraft and not everyone's good at it. Theorycrafting takes a lot of time, knowledge, and math. If you're starting from nothing and going in completely blind then you're going to end up with a whole lot of builds that do 60k or less dps as a damage dealer, or do not effectively buff/debuff as a support.
In order to be most effective you need to understand the build, yes. Personally, I found that making my own builds helped with my effectiveness a lot. But I still use a lot of information from other people to build.
Since when has 60k for DPS not been enough for most Vet mode Dungeons? People who can theorycraft a build that solidly sustains that aren't bad at doing so; that's a solid build.SeaGtGruff wrote: »I imagine this will be an unpopular opinion, but...
Maybe losing creators of "high-end" builds might not be such a bad thing? Maybe there's too much copying of other players' builds without understanding the whys and whynots? If someone understands the whys and whynots, shouldn't they be able to come up with their own "high-end" builds?
Not everyone wants to theorycraft and not everyone's good at it. Theorycrafting takes a lot of time, knowledge, and math. If you're starting from nothing and going in completely blind then you're going to end up with a whole lot of builds that do 60k or less dps as a damage dealer, or do not effectively buff/debuff as a support.
In order to be most effective you need to understand the build, yes. Personally, I found that making my own builds helped with my effectiveness a lot. But I still use a lot of information from other people to build.
I theorycraft builds a lot, because I don't like running metas typically. I've had builds that sit comfortably in the 50-60k range.
To answer OP's question, the only real thing we can do to counter experienced players leaving the game is to replace them ourselves. So many people will ignore someone asking a question in zone, or asking for help in general. We as a community need to be more willing to actually TEACH newer or less experienced players, instead of constantly expecting others to do it. We need to stop falling victim to the bystander effect. We need to share our own knowledge either in-game or on forums, social media, in videos or podcasts, and so on.
Dragonnord wrote: »TESO became a kid's game because new and casual players asked for all kind of nerfs.
ZOS listened and nerfed every aspect of the game. Result? Endgamers left.
Can't complain because what TESO is now is the result of what people asked for.
dk_dunkirk wrote: »Dragonnord wrote: »TESO became a kid's game because new and casual players asked for all kind of nerfs.
ZOS listened and nerfed every aspect of the game. Result? Endgamers left.
Can't complain because what TESO is now is the result of what people asked for.
What nerfs do you think ZOS implemented because of player feedback?
Renato90085 wrote: »Dragonnord wrote: »TESO became a kid's game because new and casual players asked for all kind of nerfs.
ZOS listened and nerfed every aspect of the game. Result? Endgamers left.
Can't complain because what TESO is now is the result of what people asked for.
i dont think so newplayer want nerf
The newplayer I've met in the past two years all think that the game is overly simple and boring
most leave within 3 months.....
Since when has 60k for DPS not been enough for most Vet mode Dungeons? People who can theorycraft a build that solidly sustains that aren't bad at doing so; that's a solid build.SeaGtGruff wrote: »I imagine this will be an unpopular opinion, but...
Maybe losing creators of "high-end" builds might not be such a bad thing? Maybe there's too much copying of other players' builds without understanding the whys and whynots? If someone understands the whys and whynots, shouldn't they be able to come up with their own "high-end" builds?
Not everyone wants to theorycraft and not everyone's good at it. Theorycrafting takes a lot of time, knowledge, and math. If you're starting from nothing and going in completely blind then you're going to end up with a whole lot of builds that do 60k or less dps as a damage dealer, or do not effectively buff/debuff as a support.
In order to be most effective you need to understand the build, yes. Personally, I found that making my own builds helped with my effectiveness a lot. But I still use a lot of information from other people to build.
I theorycraft builds a lot, because I don't like running metas typically. I've had builds that sit comfortably in the 50-60k range.
To answer OP's question, the only real thing we can do to counter experienced players leaving the game is to replace them ourselves. So many people will ignore someone asking a question in zone, or asking for help in general. We as a community need to be more willing to actually TEACH newer or less experienced players, instead of constantly expecting others to do it. We need to stop falling victim to the bystander effect. We need to share our own knowledge either in-game or on forums, social media, in videos or podcasts, and so on.
manukartofanu wrote: »DenverRalphy wrote: »Or, as is usually the case with every MMO or any online game ever in existence.. those very players/content creators just move on cuz life takes them in a different direction. Sometimes it's off to the next newest game/name in the industry. Sometimes it's other life events, like marriage, job promotion, children (college graduation is usually a biggie). And quite often, it's simply burnout/boredom.
In my experience, if it's due to lack of developer support, then those players/creators would have disappeared much much sooner.
The good news, is that quite often a new up and comer steps into the ring.
Content creators are people who spend thousands of hours studying a game. Yes, they study the game, not just play it. Viewers often don’t realize how much work actually goes on behind the scenes to create content, which leads to the false impression that switching to another game is something that can be done easily due to life circumstances—like changing jobs. But that’s not how it works. If such a change does happen due to life circumstances, it’s definitely not because of something like getting married or having a child. It would have to be something much more serious, like a catastrophic event resulting in a long and painful recovery or a battle for survival against a life-threatening illness.
And yes, out of boredom, someone might simply stop creating content. But if you see someone explaining why they’re leaving and giving their reasons, that’s a different story. For these people, this is a passion. They invest a huge amount of their time, and often money, into creating content for ESO. At some point, they may just become disillusioned with the state of things.
Creating content for ESO purely for money doesn’t make sense. People who create here do so out of a genuine passion for the game.
dk_dunkirk wrote: »Dragonnord wrote: »TESO became a kid's game because new and casual players asked for all kind of nerfs.
ZOS listened and nerfed every aspect of the game. Result? Endgamers left.
Can't complain because what TESO is now is the result of what people asked for.
What nerfs do you think ZOS implemented because of player feedback?
Renato90085 wrote: »Dragonnord wrote: »TESO became a kid's game because new and casual players asked for all kind of nerfs.
ZOS listened and nerfed every aspect of the game. Result? Endgamers left.
Can't complain because what TESO is now is the result of what people asked for.
i dont think so newplayer want nerf
The newplayer I've met in the past two years all think that the game is overly simple and boring
most leave within 3 months.....
When I started the game, my husband could not complete the main story because it was too hard.
Can bet your butt he wasn't the only one.
Renato90085 wrote: »Dragonnord wrote: »TESO became a kid's game because new and casual players asked for all kind of nerfs.
ZOS listened and nerfed every aspect of the game. Result? Endgamers left.
Can't complain because what TESO is now is the result of what people asked for.
i dont think so newplayer want nerf
The newplayer I've met in the past two years all think that the game is overly simple and boring
most leave within 3 months.....
When I started the game, my husband could not complete the main story because it was too hard.
Can bet your butt he wasn't the only one.
Since when has 60k for DPS not been enough for most Vet mode Dungeons? People who can theorycraft a build that solidly sustains that aren't bad at doing so; that's a solid build.SeaGtGruff wrote: »I imagine this will be an unpopular opinion, but...
Maybe losing creators of "high-end" builds might not be such a bad thing? Maybe there's too much copying of other players' builds without understanding the whys and whynots? If someone understands the whys and whynots, shouldn't they be able to come up with their own "high-end" builds?
Not everyone wants to theorycraft and not everyone's good at it. Theorycrafting takes a lot of time, knowledge, and math. If you're starting from nothing and going in completely blind then you're going to end up with a whole lot of builds that do 60k or less dps as a damage dealer, or do not effectively buff/debuff as a support.
In order to be most effective you need to understand the build, yes. Personally, I found that making my own builds helped with my effectiveness a lot. But I still use a lot of information from other people to build.
I theorycraft builds a lot, because I don't like running metas typically. I've had builds that sit comfortably in the 50-60k range.
To answer OP's question, the only real thing we can do to counter experienced players leaving the game is to replace them ourselves. So many people will ignore someone asking a question in zone, or asking for help in general. We as a community need to be more willing to actually TEACH newer or less experienced players, instead of constantly expecting others to do it. We need to stop falling victim to the bystander effect. We need to share our own knowledge either in-game or on forums, social media, in videos or podcasts, and so on.
In a game as ridiculously easy as 99.9% of the content is in eso, most players have absolutely no need for theorycrafters whatsoever.
It's very much play how you want.
We already know the pvp and trial communities have been pretty small for many years. Obviously they haven't been big enough to financially induce content creators to play eso.
Plus look at the gameplay. Flail flail beam. Not particularly entertaining to play, less entertaining to watch.
moderatelyfatman wrote: »ESO has lost a lot of content creators in the past three years, beginning with that infamous patch we will not name.
manukartofanu wrote: »DenverRalphy wrote: »Or, as is usually the case with every MMO or any online game ever in existence.. those very players/content creators just move on cuz life takes them in a different direction. Sometimes it's off to the next newest game/name in the industry. Sometimes it's other life events, like marriage, job promotion, children (college graduation is usually a biggie). And quite often, it's simply burnout/boredom.
In my experience, if it's due to lack of developer support, then those players/creators would have disappeared much much sooner.
The good news, is that quite often a new up and comer steps into the ring.
Content creators are people who spend thousands of hours studying a game. Yes, they study the game, not just play it. Viewers often don’t realize how much work actually goes on behind the scenes to create content, which leads to the false impression that switching to another game is something that can be done easily due to life circumstances—like changing jobs. But that’s not how it works. If such a change does happen due to life circumstances, it’s definitely not because of something like getting married or having a child. It would have to be something much more serious, like a catastrophic event resulting in a long and painful recovery or a battle for survival against a life-threatening illness.
And yes, out of boredom, someone might simply stop creating content. But if you see someone explaining why they’re leaving and giving their reasons, that’s a different story. For these people, this is a passion. They invest a huge amount of their time, and often money, into creating content for ESO. At some point, they may just become disillusioned with the state of things.
Creating content for ESO purely for money doesn’t make sense. People who create here do so out of a genuine passion for the game.
Anyone else remember the Nefas video about how U35 was resulting in their shutting down of the trials teaching guild he was part of? Anyone else remember how so many posters on this forum said it was no big loss, that streamers and content creators don't matter?
Now look where were at. Just as some of us pointed out at the time, now nobodies putting out how to's for the games toughest content. There are far fewer end game players to teach the newer players what to do and how to manage their builds.
We saw this coming before U35 dropped and we spoke out vociferously on this forum about what would happen over time if ZOS stayed on the path they're on.
If you're wondering how we got here, just go to youtube and search "nefas U35". This was a preventable situation.
Attorneyatlawl wrote: »Renato90085 wrote: »Dragonnord wrote: »TESO became a kid's game because new and casual players asked for all kind of nerfs.
ZOS listened and nerfed every aspect of the game. Result? Endgamers left.
Can't complain because what TESO is now is the result of what people asked for.
i dont think so newplayer want nerf
The newplayer I've met in the past two years all think that the game is overly simple and boring
most leave within 3 months.....
When I started the game, my husband could not complete the main story because it was too hard.
Can bet your butt he wasn't the only one.
You're talking about 2013 beta judging by your profile, while he's talking 2018. The 2013 beta that introduced the mannimarco fight was legitimately tough, I one shotted it at level 42 but many in my guild couldn't complete it at level 50 even. That was where he had 60k hp which was boss level at that time.
You're not going to find many people complaining about it nowadays after a million changes to it and general dumbing down of the game's solo difficulty. I can only imagine the brain drain at this point given it already began back when I left.
I'm still trying to figure out when 60k wasn't considered good for VET Dungeons. I'm not talking about HM Trial Trifectas and stuff people lol, even back then that wasn't enough for that sort of content. You can still be an experienced player who knows a lot of mechanics and other things about the game even if your own builds don't hit 100k+.
Speaking of dungeons, that's another thing I think the community could maybe help with more. A lot of people want to rush through a dungeon, without bothering to stop and explain mechanics to newer people or people who are just not familiar with a given dungeon's bosses and how they work.
And then that leads us to people complaining that newer people don't know how to play the game. Well heck, how are people SUPPOSED to learn if people just want to burn bosses as fast as possible and never take the time to actually TEACH players things? How are tanks or healers supposed to learn when bosses die within five seconds? How are DPS supposed to figure out how to tweak their builds and other things beyond the base stuff the game throws at you in the tutorial when others care only about how fast a boss goes down rather than explaining how the boss works so these newer people can know how to proceed better?
If we want experience to continue to be passed to others, we need to be willing to be the ones to pass it on and not just go "Oh well I don't have time for it let someone else do it". That leads to the issue we have now, where many people have the thought of it being someone else's problem. When enough people feel that way it eventually becomes everyone's problem.
It's funny because I've been playing MMOs my entire life and the only one that I can see this really applying to is ESO, yet people here claim it's just an industry problem.Rohamad_Ali wrote: »When they dropped the subscription model and created the loot boxes and store, that was the signal we would end up here. More dedication goes into cosmetics then gameplay because profit always wins. Happens to all modern AAA mmo's eventually.
It's funny because I've been playing MMOs my entire life and the only one that I can see this really applying to is ESO, yet people here claim it's just an industry problem.Rohamad_Ali wrote: »When they dropped the subscription model and created the loot boxes and store, that was the signal we would end up here. More dedication goes into cosmetics then gameplay because profit always wins. Happens to all modern AAA mmo's eventually.And while it's not necessarily AAA, I'd like to mention Albion Online. A game that had a box price and ended up getting rid of it to be f2p. This did end up resulting in a cash shop, but once again like with New World, does not ever feel like it's getting more "content" added to it than the actual game and the world within it.
- WoW: 20 years running with the sub model, and even with the addition of more cosmetics/collectibles that can be bought with cash, the game still sees far more in-game that are earnable and regular sizeable content releases (some could even argue that over the years, expansions in this game have actually gotten bigger -- not smaller).
- FFXIV: also has a mandatory sub along with a cash shop yet similar to WoW, has more things that are made earnable within game and gets regular sizeable content updates+new features.
- New World: outside of box price(s), it's a truly f2p MMO with a cash shop.... but there has never been an influx of new cosmetics in the store to the point of making the players feel like there are more cash items than content to get through or gameplay features being added.
- BDO: another title more accurate to being a f2p MMO than ESO, also is well-known for it's monetization like ESO, and has a unique endgame experience.... and because of that, while there is a focus on the cash shop cosmetics, this game at least also pumps out things like new classes (what some would say is the main feature of this game) as if it's nobody's business.
Honestly.... I would love for someone to actually give the name of a relatively successful MMO that saw a decrease in the amount and size of gameplay content updates and new features, but continuous amounts of cosmetics added to the cash shop -- because I know I have never seen one and for some reason with statements like the quote above, one is never named.
I tried listening to them for 10 years. Content creators leave all the time, and it's usually because they are burned out or don't see the changes they want, delivered in varying degrees from reasonable to whining. Because in the end, they are just players like you and me.manukartofanu wrote: »Erickson9610 wrote: »manukartofanu wrote: »DenverRalphy wrote: »Or, as is usually the case with every MMO or any online game ever in existence.. those very players/content creators just move on cuz life takes them in a different direction. Sometimes it's off to the next newest game/name in the industry. Sometimes it's other life events, like marriage, job promotion, children (college graduation is usually a biggie). And quite often, it's simply burnout/boredom.
In my experience, if it's due to lack of developer support, then those players/creators would have disappeared much much sooner.
The good news, is that quite often a new up and comer steps into the ring.
Content creators are people who spend thousands of hours studying a game. Yes, they study the game, not just play it. Viewers often don’t realize how much work actually goes on behind the scenes to create content, which leads to the false impression that switching to another game is something that can be done easily due to life circumstances—like changing jobs. But that’s not how it works. If such a change does happen due to life circumstances, it’s definitely not because of something like getting married or having a child. It would have to be something much more serious, like a catastrophic event resulting in a long and painful recovery or a battle for survival against a life-threatening illness.
And yes, out of boredom, someone might simply stop creating content. But if you see someone explaining why they’re leaving and giving their reasons, that’s a different story. For these people, this is a passion. They invest a huge amount of their time, and often money, into creating content for ESO. At some point, they may just become disillusioned with the state of things.
Creating content for ESO purely for money doesn’t make sense. People who create here do so out of a genuine passion for the game.
I don't see what is so dire about "the state of things" that people who have dedicated as much time as they have are leaving. What is so bad that a content creator switches to a new game, and why is it just now becoming a problem?
Don’t ask me. Maybe try listening to the creators who are leaving to hear what’s so bad about the state of things. Oh, wait—nobody’s listening to them, and that’s actually one of the reasons. Funny how that works. Why this is even a problem isn’t for me to answer. I wasn’t trying to judge the situation, just pointing out how the original message downplays what can really make a creator walk away from something they’ve poured so much into.
Well and why is that ? Because players like me who liked teaching mechanics and giving build advice to newer players were called "toxic elitists who push their playstyle on to others" we where told "dont pug if you dont want to carry." & "form your own premade group." So ofcourse egocentric speedrunners are the majority of experienced players left in pugs. This is exactly what the ESO community wanted and most players are apparently happier with speedrunners than with "being told what to do".A lot of people want to rush through a dungeon, without bothering to stop and explain mechanics to newer people or people who are just not familiar with a given dungeon's bosses and how they work.
Sadly we have to say "Oh well I don't have time for it let someone else do it" because our playtime is limited and we dont want to waste it trying to teach players who dont want to learn. Meanwhile: all the trainings groups in guilds are empty and when i invite players from PUG's they block me, why is that ?If we want experience to continue to be passed to others, we need to be willing to be the ones to pass it on and not just go "Oh well I don't have time for it let someone else do it".
Watching players play might be a enjoyable for a part of the populace but games like ESO do not have that, being extremely boring in the action segment. FPS games do draw the largest viewerbase as gameplay is comparatively visually enticing.
With a tiny niche audience it is no wonder that that smart streamers choose other paths that are maybe more lucrative. It's not a brain drain, this game is not conducive for streaming.