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Not looking forward to this

  • jambam817_ESO
    jambam817_ESO
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    Mmmhmm. Won't really make much difference except everything is just.. BIGGER number wise. I'm still canceled and have game time till November. Not utilizing it, just quit all my guilds. Game blows, have fun yall
  • Teiji
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    Could be fun.
    A shame I'm not passionate about this, negatively or positively.

    I just want the drop rate for rare dark anchor bosses to not be 0.0001%, I also base this percentage on absolutely nothing else but consistent bad drop rates when it comes to RNG rolls. Tin foil hat willing, insane dark anchor loot drop rates will be looked at, I think someone forgot to push a button somewhere.
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  • LonePirate
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    This change is absurd and is incredibly insulting to anyone who understands math or who can count.
  • Gilvoth
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    "All your character’s stats, attributes, and damage values will be multiplied by 10 (for example, a Health of 2,500 would become a Health of 25,000). This will allow small percentage bonuses to realize a visible impact on your character’s stat lines."

    Please don't do this, I feel like you're WoWifing the game. I like the current values, and multiplying the values times 10 will only cause people to stress over negligible percent increases. I know I'm not the only one who hates the silly look of such large values, please please refrain from doing this.

    Edit: Quote from guild summit.

    i completely disagree with you and i can only see this change thier doing us a GOOD thing not a bad thing.
    Edited by Gilvoth on October 2, 2014 6:11PM
  • KenjiJU
    KenjiJU
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    I personally hate it.

    It's less meaningful when your 1,000 damage weapon does a sliver of damage to your enemy. It makes readability worse at a glance when you're looking at items.
    Edited by KenjiJU on October 2, 2014 6:27PM
  • Teiji
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    LonePirate wrote: »
    This change is absurd and is incredibly insulting to anyone who understands math or who can count.

    @LonePirate‌ I honestly don't understand the fuss for this, either way. So, how is this insulting to those that understand math or can count? A sincere question this is too.



    I've not got a problem the way the team behind this game is steering the ship. I've never been interested in 'theorycrafting' as I'm a 'the-only-way-is-forwards' person, which somehow works, for me at least.

    If this is a necessary change for a multitude of things which the team is changing, for the benefit of the game. Isn't it a good thing? Positive change for positive results?

    I'm all one for passion for facts and progress, calculated thought is grand. But groundless speculation inspires dread, no? From reading page 1, I can't see where anyone has said "This will be a negative change due to detailed and coherent reason X.", besides the "I don't like this change, so It's a negative change."

    Champion system is something I'm looking forward to, I guess I'm looking forward to this change as well then.
    "Serving Boethiah is Freedom, embracing heroism is Liberty, existing solely for noxiphilic sanguivoria is truth." - Martin Luther King, Jr.

    European megaserver Fallout 4

    Loyalist of Boethiah, heroism enthusiast, exposer of secrets, bless'ed of noxiphilic sanguivoria.

    Nerf one grind, two more take its place; hail Gryndra!


    I am a dank memer and satire enthusiast
  • thorntk421
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    This has to be the one of the dumbest ideas I've heard from the devs. There is NO good reasoning behind this.
    Is it just to make captain super über feel more über?
  • Gilvoth
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    im my opinion this will actually promote longer and more skilled and meaningfull pvp fights.
  • PBpsy
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    I have another better idea. Multiply everything by 1.0000001 and write all our stats in hex.
    im my opinion this will actually promote longer and more skilled and meaningfull pvp fights.
    The damage would be increased also. Imagine DKs with 36k health with the current damage numbers.

    Edited by PBpsy on October 2, 2014 6:40PM
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  • thorntk421
    thorntk421
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    im my opinion this will actually promote longer and more skilled and meaningfull pvp fights.

    How? Spell or Weapon skill damage isn't really gonna change. Just artificial 0's are going to be added to numbers. For example. That spell or skill that took 30% off someones health bar is still gonna take 30%. Nothing changes.
    Edited by thorntk421 on October 2, 2014 6:41PM
  • Gilvoth
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    i thought our health values and defences are the only thing going to recieve the multipliers and not the damage output.
    if thats the case then, that is kinda stupid.
    Edited by Gilvoth on October 2, 2014 6:42PM
  • Forestd16b14_ESO
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    How about this GO BACK TO SKYRIMS/OBLIVIONS STAT VALUES you know where it was base on 100s not 1000s.
  • brandon
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    All i can say is WoW literally
  • Nestor
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    i thought our health values and defences are the only thing going to recieve the multipliers and not the damage output.
    if thats the case then, that is kinda stupid.

    This would turn every fight into a Boss fight, at least in length of time to finish it. It would be like fighting Molag Bal everytime.

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  • Resueht
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    I've been trying to give them the benefit of the doubt here and there was some underlying principle that makes this reasonable.

    But I can't think of one without knowing their system of rounding and stat management. The only thing I can think of is integer math and issues with truncation. If the small percentages are too small, i.e. 1% of 20, then if number is truncated you get no real increase. If they use a ceiling function then it will round up and give much more than 1%. All of this is assuming they use an integer stat system which, which wouldn't make much sense for how things are anyway.

    Bottom line: I'm skeptical of this change having any real impact, but without knowing the exact number-keeping methods they use I'm hesitant to pass ultimate judgement on this plan.
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  • Shaun98ca2
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    I would like to comment I believe this has a lot to do with MINOR things in the game that A. Already exist versus B. Are coming.

    Lets take the champion system. If the integers are too small you place 9 points in say health but see no actual increase due to the fact your not increasing by a whole # based on the current system. So after placing 10 points in health you finally have your hit points increased by 1.

    This diminishes the Value of the Champion System. But shifting the value by 10 can simply help to see the change even if it is just simply a 1% incease value to your character.

    This change can have potential value to allow for better slight variations of increase. It would be wise for Devs to take a moment to show how and why this can improve the game and where.
  • ferzalrwb17_ESO
    ferzalrwb17_ESO
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    The change is so people can see the changes. This is dumb-dev at its finest. ZOS continue to take this game, which had great potential at launch, down the dumbest possible path at every turn.
  • pirate3
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    Ugh, that WoW stench. Molag Bal's most hellish cheesery could not produce a congealed fromage as vile and cloyingly pungent.
  • Erock25
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    People are over reacting hardcore to this bit of news. WHY DOES IT MATTER TO YOU? All this change does is make the unaware feel better about getting their 1% stat increase and for those of us that know it's just an extra ZERO big whoop, wanna fight about it?
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  • LonePirate
    LonePirate
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    Erock25 wrote: »
    People are over reacting hardcore to this bit of news. WHY DOES IT MATTER TO YOU? All this change does is make the unaware feel better about getting their 1% stat increase and for those of us that know it's just an extra ZERO big whoop, wanna fight about it?

    You are correct that his change is meaningless provided the proportionality is kept for everything. My concern is that we are going to find numerous bugs and issue once ZOS starts tinkering with things that did not need to be changed.
  • kitsinni
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    My guess is that the reasoning is because they want to have the Champion system add bonuses that appear to be bigger. So a passive that adds 100 stamina, when you have 25000 just seem more like something you would buy than a 10 stamina when you have 2500. Statistically there is no difference I know but people will feel like they are getting something even if it is no different. This will be even more the case with small number so if you have 125 spell power and get a passive that adds 1% spell power you now have 126.25, that doesn't seem like a but deal. Adding 1% to 1250 and ending at 1262.5, even though again statistically there is no difference bigger is better right?
  • kitsinni
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    Erock25 wrote: »
    People are over reacting hardcore to this bit of news. WHY DOES IT MATTER TO YOU? All this change does is make the unaware feel better about getting their 1% stat increase and for those of us that know it's just an extra ZERO big whoop, wanna fight about it?

    I think the goal is to have them work on meaningful changes instead of meaningless ones.
  • PBpsy
    PBpsy
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    Update 6 .All swords made twice as long and curvier so that you can enjoy their awesomeness more.
    Update 7. Sound effects and music all set to 11.
    Update 8.All numbers will be shown in scientific notation.

    Erock25 wrote: »
    People are over reacting hardcore to this bit of news. WHY DOES IT MATTER TO YOU? All this change does is make the unaware feel better about getting their 1% stat increase and for those of us that know it's just an extra ZERO big whoop, wanna fight about it?
    Yes I want to fight about it. All online games with periodic patches, thought me that for every change there is an average of 3 bugs. I predict that if this thing will be implemented for at least 3 months we will have a mess of skills that are either scaled or non-scaled a general mess on all tool tips for about a year and multiple whine and nerf big numbers threads on the forum forEVAH.
    Edited by PBpsy on October 2, 2014 8:22PM
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  • Emeliana
    Emeliana
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    This will only be eye-candy and a way to hide the miniscure changes the champion system is bringing. Proportions are the same. 1% is... 1%. In a way it sounds they regard players being gullible.

    Because of this, I get a feeling they don't really know the depth of their own game any more, don't know how to fix issues that have been around for some time now, like the stealth. Either they purchased the framework of the game from some korean grinder publisher and are prohibited by licence agreements to change certain things - or the codewriters that once built the core have been layed off and the ones left don't have the in depth knowledge.
  • Gilvoth
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    Nestor wrote: »
    i thought our health values and defences are the only thing going to recieve the multipliers and not the damage output.
    if thats the case then, that is kinda stupid.

    This would turn every fight into a Boss fight, at least in length of time to finish it. It would be like fighting Molag Bal everytime.
    how is that a bad thing?
    if i have more time to counter and perhaps change a fight so i don't die isn't that a GOOD thing?

  • Shaun98ca2
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    Well you got to remember it was stated that the champion system is going to at times give you a example .4% increase........currently that's 0 increase even thought it is .4%
  • Gythral
    Gythral
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    Why bother to change something this basic, when all it's for is to make nothing look like a tiny change

    But then when you use 'artists' rather than programmers, they will make design choices that create work and massive potential for errors rather than sensible ones.
    1% is 1% just 'cos 101 looks better to those that don't know better than 1.01,
    it's still 1% & a lot less work!!!
    Edited by Gythral on October 2, 2014 8:26PM
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  • Maverick827
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    Bigger numbers gives you more room to work with. Imagine a game where we had 10 health and attacks did 3 damage. There's not much room to create skills and talents that meaningfully affect your stats/damage.
    Shaun98ca2 wrote: »
    Well you got to remember it was stated that the champion system is going to at times give you a example .4% increase........currently that's 0 increase even thought it is .4%
    This is exactly why they are changing it.

    They want to be able to have the Champion system offer small bonuses, so that a player with max Champion Points isn't too much more powerful than a player with half. So they'll offer upgrades like 0.5% health that you can put 10 points into, netting you a total of 5% health. 5% health isn't too overpowering and they even managed to break it down into 10 points, which inflates the perceived depth of the system.

    The problem is that when it comes time to spend your points, getting 0.5% health when you only have 2,000 is underwhelming. But 0.5% of 20,000 "feels" more significant.
    Edited by Maverick827 on October 2, 2014 8:36PM
  • Gilvoth
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    Bigger numbers gives you more room to work with. Imagine a game where we had 10 health and attacks did 3 damage. There's not much room to create skills and talents that meaningfully affect your stats/damage.
    Shaun98ca2 wrote: »
    Well you got to remember it was stated that the champion system is going to at times give you a example .4% increase........currently that's 0 increase even thought it is .4%
    This is exactly why they are changing it.

    They want to be able to have the Champion system offer small bonuses, so that a player with max Champion Points isn't too much more powerful than a player with half. So they'll offer upgrades like 0.5% health that you can put 10 points into, netting you a total of 5% health. 5% health isn't too overpowering and they even managed to break it down into 10 points, which inflates the perceived depth of the system.

    The problem is that when it comes time to spend your points, getting 0.5% health when you only have 2,000 is underwhelming. But 0.5% of 20,000 "feels" more significant.

    well ok, that makes sence.

    Edited by Gilvoth on October 2, 2014 8:39PM
  • phreatophile
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    Our amps go up to 11
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