jelliedsoup wrote: »
You might think they're being incompetent, but take note that your complaints aren't original; they've been happening since the dawn of the MMO genre, so either all MMO developers are incompetent, or you simply don't understand the industry.
My guess is the latter.
Either way they'll sort these problems out sooner or later. Just be patient.
The "industry" is a little generic. They have the ability to analyse, test and implement changes within a reasonable period of time.My work includes the releasing of software, and I analyse, test issues myself so I do have an understanding of software development and release cycles, fixes etcin general. Labelling it an MMO thing is too easy.
I think the incompetence lies in the original design of stamina builds. Many people, not just myself, saw this during the beta stages.
If there's an International Standard which specifies how the design and releases of MMOs must be, point me to it.
nerevarine1138 wrote: »Man, there are a whole lot of people in this thread who fancy themselves to be game developers.
Believe it or not, balancing a game isn't done by pressing a button. It isn't done by repeatedly making a lot of fancy changes that don't actually address the problem. It's done by methodically looking at the root of the issue and addressing it in a way that doesn't destroy the core mechanics of the game while simultaneously making a major change to a large part of the combat system. Sound hard? That's because it is.
jelliedsoup wrote: »
You might think they're being incompetent, but take note that your complaints aren't original; they've been happening since the dawn of the MMO genre, so either all MMO developers are incompetent, or you simply don't understand the industry.
My guess is the latter.
Either way they'll sort these problems out sooner or later. Just be patient.
The "industry" is a little generic. They have the ability to analyse, test and implement changes within a reasonable period of time.My work includes the releasing of software, and I analyse, test issues myself so I do have an understanding of software development and release cycles, fixes etcin general. Labelling it an MMO thing is too easy.
I think the incompetence lies in the original design of stamina builds. Many people, not just myself, saw this during the beta stages.
If there's an International Standard which specifies how the design and releases of MMOs must be, point me to it.
Perhaps I should have worded my reply better, but either way I was simply defending the developers for issues that are typical in this industry.
It's easy to point a finger and claim incompetence, but at this level (a top game design company working on one of the most successful franchises in gaming history) mistakes are few and far between. I'm not claiming that it isn't a bumpy ride or that they don't make mistakes, I'm simply saying that these 'issues' are commonplace among games of this magnitude.
I can't really reply to your last comment. I don't remember eluding to any International Standard. My comments referring to 'the industry' could be put down to semantics; I'm merely referring to developers who work on large scale/popular MMO titles.
jelliedsoup wrote: »jelliedsoup wrote: »
You might think they're being incompetent, but take note that your complaints aren't original; they've been happening since the dawn of the MMO genre, so either all MMO developers are incompetent, or you simply don't understand the industry.
My guess is the latter.
Either way they'll sort these problems out sooner or later. Just be patient.
The "industry" is a little generic. They have the ability to analyse, test and implement changes within a reasonable period of time.My work includes the releasing of software, and I analyse, test issues myself so I do have an understanding of software development and release cycles, fixes etcin general. Labelling it an MMO thing is too easy.
I think the incompetence lies in the original design of stamina builds. Many people, not just myself, saw this during the beta stages.
If there's an International Standard which specifies how the design and releases of MMOs must be, point me to it.
Perhaps I should have worded my reply better, but either way I was simply defending the developers for issues that are typical in this industry.
It's easy to point a finger and claim incompetence, but at this level (a top game design company working on one of the most successful franchises in gaming history) mistakes are few and far between. I'm not claiming that it isn't a bumpy ride or that they don't make mistakes, I'm simply saying that these 'issues' are commonplace among games of this magnitude.
I can't really reply to your last comment. I don't remember eluding to any International Standard. My comments referring to 'the industry' could be put down to semantics; I'm merely referring to developers who work on large scale/popular MMO titles.
I'm not sure whether you're trying to be condescending and or knowledgeable. My guess is a bit of both.
Your input is of little value to me as I'm aware of the difficulties around software design, however when the fundamental premise of macgika being stronger was first shown it seemed like either a preference or incompetence. If you have a reason why the devs wanted stamina to be on par with magicka then fire away but could not achieve this due to limitations, otherwise it just appears that you're talking in generalities without offering much information.
Knootewoot wrote: »I keep my stamina build, but it gets frustating sometimes in PvP. I fight like a maniac, unleashing my stamina skills. Then i get rooted/stunned and i dont have stamina enough to escape and run. Sometimes i only use magicka and light attacks and it is easy to escape and run. So i understand people use magicka builds.
I'll just stick with it and see.
fromtesonlineb16_ESO wrote: »You're still working on a PLAN?
FFS that should have been completed weeks ago, you should be well on the way to completing the IMPLEMENTATION by now.
Unbelievable, just unbelievable.
It seems completely reasonable to me, from a software design perspective. This is not a 'fix', in the same terms of hey, there's a number wrong in the code and this ability isn't behaving correctly, what people want is essentially a total redesign of the way the ability system was originally designed; that comes with an enormous amount of risk, and requires a commensurate amount of planning.
One mistake doesn't equal incompetence, and If we were all held accountable for every single mistake we ever made, we'd all be considered incompetent in just about all aspects of our lives. You said yourself that you're aware of the difficulties surrounding software design, so you should know better than most that this isn't down to incompetence, but rather an oversight that can and most certainly will be remedied.
None of my replies were aimed at solving the stamina issue, as the team already seem to have a plan regarding that. I just wanted people to relax and have a little faith. This issue will be fixed and all will be forgotten.
ozmorgudduth wrote: »
The biggest problem for my stamina sorc at the moment is people on perma block and casting abilities at the same time. They are the hardest to kill because of the physical dmg mitigation. I have to chew through their whole stamina pool with light attacks first to start killing them. Once they fix this broken mechanic I have no issues with stamina builds...
xsorusb14_ESO wrote: »The main problem with stamina builds right now is every class is going to use their Class abilities, The problem with that is...Every single class ability scales off Magicka and usually spellpower.
Make Class abilities scale based on which stat is highest.
timidobserver wrote: »I can understand why it takes a while to make major changes to stamina skills. If they make a change to a class skills, the collateral damage is smaller. It is only going to effect that class. Changing stamina builds will impact every class because everyone has access to those skills.
demonlkojipub19_ESO wrote: »fromtesonlineb16_ESO wrote: »You're still working on a PLAN?
FFS that should have been completed weeks ago, you should be well on the way to completing the IMPLEMENTATION by now.
Unbelievable, just unbelievable.
It seems completely reasonable to me, from a software design perspective. This is not a 'fix', in the same terms of hey, there's a number wrong in the code and this ability isn't behaving correctly, what people want is essentially a total redesign of the way the ability system was originally designed; that comes with an enormous amount of risk, and requires a commensurate amount of planning.
Don't you think the games initial development stages would have been the best time to do that planning?
Shaun98ca2 wrote: »david.haypreub18_ESO wrote: »
This is actually NOT a problem.
People forget or simply don't care Magicka builds need to use Magicka for things OTHER than DPS just a Stamina builds need Stamina for things OTHER than just DPS.
See the REASON Magicka builds don't realize that is Magicka builds DONT run out of Magicka(unless your playing wrong).
A Magicka builds survivability relies solely on Magicka with slight uses for Stamina.
A Stamina build get much much much more out of Magicka (not necessarily TOP DPS) than a Magicka build gets out of Stamina.
When Booth builds are out of their respective resource Magicka builds have nothing to fall back on except a little bit a Stamina for some block/dodges.
Stamina builds get their increases Light/Heavy Attacks as well as Healing or CC from Magicka.
Problem is Magicka builds don't run out of Magicka.
jelliedsoup wrote: »trimsic_ESO wrote: »@ZOS_GinaBruno
Glad to read this statement. But please, hurry up.fromtesonlineb16_ESO wrote: »You're still working on a PLAN?
FFS that should have been completed weeks ago, you should be well on the way to completing the IMPLEMENTATION by now.
Unbelievable, just unbelievable.I would prefer not to have to wait until Update 17 for this.
Rushing is what got us into this mess in the first place. The game was rushed out and so as a result we had a plethora of bugs and balance issues, which are still plaguing the game at the moment.
Take as much time as you like guys, but get it right this time, please.
By not rushing I'm guessing that means years based on the current speed of progress.
You might think they're being incompetent, but take note that your complaints aren't original; they've been happening since the dawn of the MMO genre, so either all MMO developers are incompetent, or you simply don't understand the industry.
My guess is the latter.
Either way they'll sort these problems out sooner or later. Just be patient.
Actually, I think it's way simpler than you're making out .. people simply what Stamina to work like Magicka does so that Stamina-based skills are comparable to Magicka-based ones, no massive redesign required.fromtesonlineb16_ESO wrote: »You're still working on a PLAN?
FFS that should have been completed weeks ago, you should be well on the way to completing the IMPLEMENTATION by now.
Unbelievable, just unbelievable.
It seems completely reasonable to me, from a software design perspective. This is not a 'fix', in the same terms of hey, there's a number wrong in the code and this ability isn't behaving correctly, what people want is essentially a total redesign of the way the ability system was originally designed; that comes with an enormous amount of risk, and requires a commensurate amount of planning.
No.tordr86b16_ESO wrote: »fromtesonlineb16_ESO wrote: »You're still working on a PLAN?ZOS_GinaBruno wrote: »We are actively working on a plan
FFS that should have been completed weeks ago, you should be well on the way to completing the IMPLEMENTATION by now.
Unbelievable, just unbelievable.
stop being abusive.
I wondered when ZOS great defender would come charging in on his white horse.nerevarine1138 wrote: »Man, there are a whole lot of people in this thread who fancy themselves to be game developers.
Believe it or not, balancing a game isn't done by pressing a button. It isn't done by repeatedly making a lot of fancy changes that don't actually address the problem. It's done by methodically looking at the root of the issue and addressing it in a way that doesn't destroy the core mechanics of the game while simultaneously making a major change to a large part of the combat system. Sound hard? That's because it is.
xsorusb14_ESO wrote: »The main problem with stamina builds right now is every class is going to use their Class abilities, The problem with that is...Every single class ability scales off Magicka and usually spellpower.
Make Class abilities scale based on which stat is highest.
jelliedsoup wrote: »trimsic_ESO wrote: »@ZOS_GinaBruno
Glad to read this statement. But please, hurry up.fromtesonlineb16_ESO wrote: »You're still working on a PLAN?
FFS that should have been completed weeks ago, you should be well on the way to completing the IMPLEMENTATION by now.
Unbelievable, just unbelievable.I would prefer not to have to wait until Update 17 for this.
Rushing is what got us into this mess in the first place. The game was rushed out and so as a result we had a plethora of bugs and balance issues, which are still plaguing the game at the moment.
Take as much time as you like guys, but get it right this time, please.
By not rushing I'm guessing that means years based on the current speed of progress.
You might think they're being incompetent, but take note that your complaints aren't original; they've been happening since the dawn of the MMO genre, so either all MMO developers are incompetent, or you simply don't understand the industry.
My guess is the latter.
Either way they'll sort these problems out sooner or later. Just be patient.
The thing is they have already shown us they can make large adjustments and quickly. The changes to VR leveling were a significant change and it was done within about 2 weeks of them saying they were looking to make changes.
By the time the second stage of the champ system comes out, it will be 16 weeks after the first stage. When you realise the second stage is just changing VP to XP and letting you level via XP, you can see how quickly this could/should have been done.
16 weeks to change what should take a day to change for even half decent developers is crazy.
It's inconsistencies like this, that leave us exasperated about how long they take to make reasonably small changes.
fromtesonlineb16_ESO wrote: »I wondered when ZOS great defender would come charging in on his white horse.nerevarine1138 wrote: »Man, there are a whole lot of people in this thread who fancy themselves to be game developers.
Believe it or not, balancing a game isn't done by pressing a button. It isn't done by repeatedly making a lot of fancy changes that don't actually address the problem. It's done by methodically looking at the root of the issue and addressing it in a way that doesn't destroy the core mechanics of the game while simultaneously making a major change to a large part of the combat system. Sound hard? That's because it is.
fromtesonlineb16_ESO wrote: »Actually, I think it's way simpler than you're making out .. people simply what Stamina to work like Magicka does so that Stamina-based skills are comparable to Magicka-based ones, no massive redesign required.fromtesonlineb16_ESO wrote: »You're still working on a PLAN?
FFS that should have been completed weeks ago, you should be well on the way to completing the IMPLEMENTATION by now.
Unbelievable, just unbelievable.
It seems completely reasonable to me, from a software design perspective. This is not a 'fix', in the same terms of hey, there's a number wrong in the code and this ability isn't behaving correctly, what people want is essentially a total redesign of the way the ability system was originally designed; that comes with an enormous amount of risk, and requires a commensurate amount of planning.
nerevarine1138 wrote: »Man, there are a whole lot of people in this thread who fancy themselves to be game developers.
Believe it or not, balancing a game isn't done by pressing a button. It isn't done by repeatedly making a lot of fancy changes that don't actually address the problem. It's done by methodically looking at the root of the issue and addressing it in a way that doesn't destroy the core mechanics of the game while simultaneously making a major change to a large part of the combat system. Sound hard? That's because it is.