Fuzzylumpkins wrote: »@ OP, Zos does listen to it's player base. It just does not seem to hear or take anything useful from it.
Think of it in terms of the safety director for Whitestar Line that stated under no circumstance was the Titantic equipped with nearly enough life boats in case of an incident. Harlend & Wolf listened to this plea but failed to hear, stating they knew better and as all know, the Titantic would never sink.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
@wafcatb14_ESO
I was in EQ from START, 1999 and went with it 7 years I think. Expansion after planes of power? You are BAM right away EQs amazing skill do to dungeons.
Also, EQ raiding is still something no MMO been able to beat.
ZOS_GinaBruno wrote: »It looks like this will be fixed once we release our next major content update, which we're still planning to do next week.
nerevarine1138 wrote: »
Most companies don't give their paying customers that much, leave alone the F2P MMO´s where you sometimes wait a half year for a new action bar ...
Still waiting on a fully operational action bar here. 1) 10 buttons per bar. 2) each of those buttons actually executes the ability you expect it to, immediately upon that key being depressed.
They have a long way to go.
That's not an "operational" action bar. That's a different game design.
Sorry my computer has a fully functional keyboard. And I expect to be able to bind ALL the keys to something, like any other COMPUTER game worthy of the name.
Limiting me so you can more easily port your client to Consoles is quite frankly INSULTING.
nerevarine1138 wrote: »nerevarine1138 wrote: »
Most companies don't give their paying customers that much, leave alone the F2P MMO´s where you sometimes wait a half year for a new action bar ...
Still waiting on a fully operational action bar here. 1) 10 buttons per bar. 2) each of those buttons actually executes the ability you expect it to, immediately upon that key being depressed.
They have a long way to go.
That's not an "operational" action bar. That's a different game design.
Sorry my computer has a fully functional keyboard. And I expect to be able to bind ALL the keys to something, like any other COMPUTER game worthy of the name.
Limiting me so you can more easily port your client to Consoles is quite frankly INSULTING.
It has nothing to do with consoles, and everything to do with design choice (unless you thing GW2 was also designed for console porting). A limited action bar forces variety in builds and demands that the player use strategy when loading out their bar.
You may not like it. But plenty of people do. And that still doesn't make it an issue that needs to be "fixed." It just means that you need to adjust your playstyle or find another game that has 100s of buttons on your screen (4 of which you will use with any regularity).
nerevarine1138 wrote: »nerevarine1138 wrote: »
Most companies don't give their paying customers that much, leave alone the F2P MMO´s where you sometimes wait a half year for a new action bar ...
Still waiting on a fully operational action bar here. 1) 10 buttons per bar. 2) each of those buttons actually executes the ability you expect it to, immediately upon that key being depressed.
They have a long way to go.
That's not an "operational" action bar. That's a different game design.
Sorry my computer has a fully functional keyboard. And I expect to be able to bind ALL the keys to something, like any other COMPUTER game worthy of the name.
Limiting me so you can more easily port your client to Consoles is quite frankly INSULTING.
It has nothing to do with consoles, and everything to do with design choice (unless you thing GW2 was also designed for console porting). A limited action bar forces variety in builds and demands that the player use strategy when loading out their bar.
You may not like it. But plenty of people do. And that still doesn't make it an issue that needs to be "fixed." It just means that you need to adjust your playstyle or find another game that has 100s of buttons on your screen (4 of which you will use with any regularity).
Plenty of people think that the mechanic of, If only I had ability X slotted, I would have OWNED that, is fun?
And that 'dying' and doing it again with that ability slotted instead is preferable to doing it, the first time, with that ability, without ever 'dying' because you are a bad ass hero and not the ever dying ***?
nerevarine1138 wrote: »nerevarine1138 wrote: »nerevarine1138 wrote: »
Most companies don't give their paying customers that much, leave alone the F2P MMO´s where you sometimes wait a half year for a new action bar ...
Still waiting on a fully operational action bar here. 1) 10 buttons per bar. 2) each of those buttons actually executes the ability you expect it to, immediately upon that key being depressed.
They have a long way to go.
That's not an "operational" action bar. That's a different game design.
Sorry my computer has a fully functional keyboard. And I expect to be able to bind ALL the keys to something, like any other COMPUTER game worthy of the name.
Limiting me so you can more easily port your client to Consoles is quite frankly INSULTING.
It has nothing to do with consoles, and everything to do with design choice (unless you thing GW2 was also designed for console porting). A limited action bar forces variety in builds and demands that the player use strategy when loading out their bar.
You may not like it. But plenty of people do. And that still doesn't make it an issue that needs to be "fixed." It just means that you need to adjust your playstyle or find another game that has 100s of buttons on your screen (4 of which you will use with any regularity).
Plenty of people think that the mechanic of, If only I had ability X slotted, I would have OWNED that, is fun?
And that 'dying' and doing it again with that ability slotted instead is preferable to doing it, the first time, with that ability, without ever 'dying' because you are a bad ass hero and not the ever dying ***?
Well, if you go into a boss fight with, say, a bunch of CC abilities slotted, you'll learn very quickly that many bosses can't be CC'd. And I'd wager that while the experience of dying may not be fun, many people (myself included) enjoy figuring out how they can change their bar to be better able to take out that particular boss.
And dying is how you learn in an MMO. This isn't Skyrim. You're supposed to die in order to learn what techniques are/aren't working. If you could steamroll through all the content, the game would be boring.
And in the best of all possible worlds you switch to a different bar with different skills (mind you, you already know these skills) And find what does work, ON THE FLY.
I know the tiny minds out there need to take extra time to consider what does work in a given situation, but those that possess a realistic view and quick wit, don't fancy being slack witted because of game mechanics.
Sorry, Jerry Rice I couldn't throw that post pattern to you I had my quick slant bar and my hand the ball to Roger Craig bar slotted up - Joe Montana.
nerevarine1138 wrote: »And dying is how you learn in an MMO. This isn't Skyrim. You're supposed to die in order to learn what techniques are/aren't working. If you could steamroll through all the content, the game would be boring.
LonePirate wrote: »nerevarine1138 wrote: »And dying is how you learn in an MMO. This isn't Skyrim. You're supposed to die in order to learn what techniques are/aren't working. If you could steamroll through all the content, the game would be boring.
Please remember that what you find interesting and fun, someone els may find boring and a chore. The opposite may be true as well.
I am not saying they people should be three shorting bosses. I just don't think learning curves should be so extreme that only one obscure skill or technique is effective against a boss. I also don't think a 20 minute war of attrition is a good mechanic for a boss fight, either. And under almost no circumstances should mobs cause more pain and death than bosses.
nerevarine1138 wrote: »LonePirate wrote: »nerevarine1138 wrote: »And dying is how you learn in an MMO. This isn't Skyrim. You're supposed to die in order to learn what techniques are/aren't working. If you could steamroll through all the content, the game would be boring.
Please remember that what you find interesting and fun, someone els may find boring and a chore. The opposite may be true as well.
I am not saying they people should be three shorting bosses. I just don't think learning curves should be so extreme that only one obscure skill or technique is effective against a boss. I also don't think a 20 minute war of attrition is a good mechanic for a boss fight, either. And under almost no circumstances should mobs cause more pain and death than bosses.
That's a separate issue that has nothing to do with limited actionbars.
I happen to not be having problems in VR content, but that isn't the discussion at hand. It also doesn't change the fact that MMO learning curves revolve around dying. How do you learn that you should stay out of the big red circles? By standing in them one time and discovering that you die pretty fast. How do you learn when to use CC abilities effectively? By using them at the wrong time and dying for it. You are supposed to die in an MMO. That's why death isn't permanent.
ZOS_JessicaFolsom wrote: »We will have at least one more set of patch notes to add to 1.2 before it goes live next week. We are also working on a status update on other game content and systems (such as our plans for stamina/weapon ability builds, Templars, and Heavy and Medium armor) that we hope to share with you this week.
LonePirate wrote: »nerevarine1138 wrote: »LonePirate wrote: »nerevarine1138 wrote: »And dying is how you learn in an MMO. This isn't Skyrim. You're supposed to die in order to learn what techniques are/aren't working. If you could steamroll through all the content, the game would be boring.
Please remember that what you find interesting and fun, someone els may find boring and a chore. The opposite may be true as well.
I am not saying they people should be three shorting bosses. I just don't think learning curves should be so extreme that only one obscure skill or technique is effective against a boss. I also don't think a 20 minute war of attrition is a good mechanic for a boss fight, either. And under almost no circumstances should mobs cause more pain and death than bosses.
That's a separate issue that has nothing to do with limited actionbars.
I happen to not be having problems in VR content, but that isn't the discussion at hand. It also doesn't change the fact that MMO learning curves revolve around dying. How do you learn that you should stay out of the big red circles? By standing in them one time and discovering that you die pretty fast. How do you learn when to use CC abilities effectively? By using them at the wrong time and dying for it. You are supposed to die in an MMO. That's why death isn't permanent.
I am not advocating the removal of obvious and common learning situations like the red zone of pain and death. I simply think boss fights should not be limited to extreme situations where only one obscure technique is the key to success. I have a problem with the game when a player goes through 10-15 abilities on their bar and none of them work. That's not a learning experience for the player. That's the game rigging itself against the player, which is wrong.
I personally love the dual bars with five slots each. I don't want that changed. I just want more (not all just more) reasonable tactics to be effective.
LonePirate wrote: »While I am glad some fixes and love are being shown for Nightblades in 1.2.x, the actual content update part of the patch is a complete insult to players. Adding a new veteran dungeon is the absolute bare minimum that could be done to include new content in the patch. All the devs need to do is take an existing dungeon, turn on the Veteran flag and populate it with existing NPC creations, perhaps giving them new names, a new paint job, a new size and maybe a new ability in their new VR level. Voila! You now have a veteran dungeon. I just watched that 1.2 Crypt of Hearts video and it is an insult to players that this is the new content we are receiving with this patch. It really is the least work they could do to consider this patch a content update and I expect them to play this card again in future updates because it is so cheap and easy.
Besides, didn't we just receive a dozen or so veteran group dungeons and delves with the 1.1 patch? Were people really clamoring for another group dungeon even though a growing number of players is exhausting the solo/duo content with each passing day? This question is rhetorical because I already know the answer but does ZOS actually listen to its players and subscribers?
LonePirate wrote: »While I am glad some fixes and love are being shown for Nightblades in 1.2.x, the actual content update part of the patch is a complete insult to players. Adding a new veteran dungeon is the absolute bare minimum that could be done to include new content in the patch. All the devs need to do is take an existing dungeon, turn on the Veteran flag and populate it with existing NPC creations, perhaps giving them new names, a new paint job, a new size and maybe a new ability in their new VR level. Voila! You now have a veteran dungeon. I just watched that 1.2 Crypt of Hearts video and it is an insult to players that this is the new content we are receiving with this patch. It really is the least work they could do to consider this patch a content update and I expect them to play this card again in future updates because it is so cheap and easy.
Besides, didn't we just receive a dozen or so veteran group dungeons and delves with the 1.1 patch? Were people really clamoring for another group dungeon even though a growing number of players is exhausting the solo/duo content with each passing day? This question is rhetorical because I already know the answer but does ZOS actually listen to its players and subscribers?
where did you get that info?
I'm trying to find out what will be in next week's content but can't find the posts
thanks
LonePirate wrote: »While I am glad some fixes and love are being shown for Nightblades in 1.2.x, the actual content update part of the patch is a complete insult to players. Adding a new veteran dungeon is the absolute bare minimum that could be done to include new content in the patch. All the devs need to do is take an existing dungeon, turn on the Veteran flag and populate it with existing NPC creations, perhaps giving them new names, a new paint job, a new size and maybe a new ability in their new VR level. Voila! You now have a veteran dungeon. I just watched that 1.2 Crypt of Hearts video and it is an insult to players that this is the new content we are receiving with this patch. It really is the least work they could do to consider this patch a content update and I expect them to play this card again in future updates because it is so cheap and easy.
Besides, didn't we just receive a dozen or so veteran group dungeons and delves with the 1.1 patch? Were people really clamoring for another group dungeon even though a growing number of players is exhausting the solo/duo content with each passing day? This question is rhetorical because I already know the answer but does ZOS actually listen to its players and subscribers?
where did you get that info?
I'm trying to find out what will be in next week's content but can't find the posts
thanks
Check out the PTS section. It's got the relevant patch notes, although they have stated the patch will be 1.2.3, so we aren't entirely sure what's going to be included in that over the current 1.2.2.
ZOS_JessicaFolsom wrote: »stamina/weapon ability builds, Templars
LonePirate wrote: »ZOS_JessicaFolsom wrote: »We are also working on a status update on other game content and systems (such as our plans for stamina/weapon ability builds, Templars, and Heavy and Medium armor) that we hope to share with you this week.
Thank you as this is most appreciated. This sort of information is exactly what needs to be communicated to the player base. I probably am speaking for a lot of players when I say I wish fixes and items of this nature would take priority over another new (and unwanted) veteran group dungeon.
I can answer that. You see ESO is a hybrid MMO that doesn't follow any set rules. You might not do well at all thinking you are a DPS when you really are tanking and just don't know it... Just like my NB thinking she should be able sneak up and whack good some forced solo boss for some serious health but repeated gets no satisfaction because it ISN'T IN THE SCRIPT 'STUPID'.SinisterJoint wrote: »
Wow, think about how much pressure is on just that one statement about stam builds/Templars. Hopefully it will be a wonderful change but so much could be riding on it as people are practically foaming at the mouth for some type of improvement. I know I will be eagerly waiting to see what comes of this.
ZOS_GinaBruno wrote: »It looks like this will be fixed once we release our next major content update, which we're still planning to do next week.ZOS_JessicaFolsom wrote: »it focuses more on fixes [...] We will have at least one more set of patch notes to add to 1.2 before it goes live next week.
@ZOS_JessicaFolsom please tell me that the group fixes are finally making it in! Us PvP players have been weathering it since launch. Last night after the 10th or 11th group DC due to a large group I saw the majority of 2 guilds rage quit.
PvP players have a harder skin when it comes to bugs, I think that that skin may finally be wearing thin. It's killing us (quite literally, actually, it has a knack for catching us before a fight) and we really need to just hear something about it. Pretty please.
To re-iterate, it's two (possibly related) issues.
- Main issue: Large groups have become "unstable" since 2-3 patches ago. 1-2 members will DC occasionally, after ~1hr the more members will start DCing and eventually it quickly cascades to the whole group.
- Main issue: Large groups have always (possibly not in beta, but certainly during early access) crashed if members are in different zones. Different zones can mean maps or even people in a dungeon (e.g. a group in Cyrodiil with a member in one of the Cyrodiil dungeons).
- Sometimes members will DC the group no matter where they are. We had a player crash a group no less than 5 times last night even though he was in Cyrodiil.
- Similarly, some members will always crash the very instant they join the group. This was me last night, one specific group was instantly crashing me (I suspect a player in the group was causing it). Everyone else in the group was fine. I'm not the only one in my guild to experience this - it seems to randomly select a victim.
- I usually (80%) DC when I am in any type of group near a large fight. When I am solo this is not a problem (meaning it's not my internet connection or something environmental).