If all you were looking at was completion figures then I can understand why you might nerf. But when DPS are dying because they don't block untauntable attacks (eg, one of the bosses in vSpindle and DC) or stand in red without moving, or the tank runs out of stam because perma holding block + ransack is all they know), or the healer just spams BoL then it's not necessarily the content's fault.anitajoneb17_ESO wrote: »If it were up to you, you would have real completion figures which you would cross with your player demographics and your target audience. You would also have shareholders to report to.
You would probably end up making the same decision as ZOS.
^^ And that I think is the other half the problem. People don't want to run the easy version because it's considered the weaker choice but then blame the hard content's fault for being too hard?anitajoneb17_ESO wrote: »I often try to convince my guildies to run normal MoL for fun or try and work on vMoL downscaled to V1, to no avail. I personally don't get it why people want to try the hardest level or not at all.
If all you were looking at was completion figures then I can understand why you might nerf. But when DPS are dying because they don't block untauntable attacks (eg, one of the bosses in vSpindle and DC) or stand in red without moving, or the tank runs out of stam because perma holding block + ransack is all they know), or the healer just spams BoL then it's not necessarily the content's fault.anitajoneb17_ESO wrote: »If it were up to you, you would have real completion figures which you would cross with your player demographics and your target audience. You would also have shareholders to report to.
You would probably end up making the same decision as ZOS.
Even with low DPS compared to the 'elites', vCoA (except perhaps HM) and vWGT (again, except HM) are definitely doable assuming that people actually learn the mechanics. vICP should be doable as long as your group has enough DPS to take out the flesh atros before enrage. There are people around who are willing to teach these too - I saw someone advertising a training run for vWGT (today's pledge) in Deshaan an hour ago.
This same argument of mechanics holds for Wrothgar world bosses. Learn the mechanics and what a large percentage of the population wants a group of 8+ to complete is doable either solo or duo. You might say 'CP! Gold V16 gear!' but this includes my mag sorc who was V10 with a whopping 1.3k (in Wrothar) spell dmg, 26k mag and 1.8k regen has completed NB and EDU solo. Can't burn through the mechanics with those stats (from memory, just the boss wave/round of EDU took me 9 minutes).^^ And that I think is the other half the problem. People don't want to run the easy version because it's considered the weaker choice but then blame the hard content's fault for being too hard?anitajoneb17_ESO wrote: »I often try to convince my guildies to run normal MoL for fun or try and work on vMoL downscaled to V1, to no avail. I personally don't get it why people want to try the hardest level or not at all.
anitajoneb17_ESO wrote: »Regarding the two IC dungeons, it's not all a L2P issue. Look at me : I've learned the mechanics, I don't do the basic mistakes you're mentioning, I've completed them both, on normal as well as on "gold key" mode, but I don't run them anymore because they're for my taste a little bit too hard to be fun. I personally don't mind not running them and I would agree if they stayed at their current dificulty level, BUT if there are many players like me, that's a quite big part of repeatable endgame content that's basically not used at all for its ultimate purpose : provide ingame playtime for players. That's what ZOS is ultimately selling and needs to sell.
anitajoneb17_ESO wrote: »Regarding the two IC dungeons, it's not all a L2P issue. Look at me : I've learned the mechanics, I don't do the basic mistakes you're mentioning, I've completed them both, on normal as well as on "gold key" mode, but I don't run them anymore because they're for my taste a little bit too hard to be fun. I personally don't mind not running them and I would agree if they stayed at their current dificulty level, BUT if there are many players like me, that's a quite big part of repeatable endgame content that's basically not used at all for its ultimate purpose : provide ingame playtime for players. That's what ZOS is ultimately selling and needs to sell.
I guess you know those "vet-dungeons" spindleclutch, banished cells and so on. Lots of good players don't run them bc they are too easy to be fun. Where ist that anywhere different from your statement?
I know you say: ZOS is making the decissions and so on. But they also read the forum and will use constructive feedback/reasonable complaints.
anitajoneb17_ESO wrote: »Regarding the two IC dungeons, it's not all a L2P issue. Look at me : I've learned the mechanics, I don't do the basic mistakes you're mentioning, I've completed them both, on normal as well as on "gold key" mode, but I don't run them anymore because they're for my taste a little bit too hard to be fun. I personally don't mind not running them and I would agree if they stayed at their current dificulty level, BUT if there are many players like me, that's a quite big part of repeatable endgame content that's basically not used at all for its ultimate purpose : provide ingame playtime for players. That's what ZOS is ultimately selling and needs to sell.
I guess you know those "vet-dungeons" spindleclutch, banished cells and so on. Lots of good players don't run them bc they are too easy to be fun. Where ist that anywhere different from your statement?
I know you say: ZOS is making the decissions and so on. But they also read the forum and will use constructive feedback/reasonable complaints.
Yes, I don't do vet dungeons anymore unless it is with guild mates. they are too easy. At least with guild mates I can have fun.
anitajoneb17_ESO wrote: »anitajoneb17_ESO wrote: »Regarding the two IC dungeons, it's not all a L2P issue. Look at me : I've learned the mechanics, I don't do the basic mistakes you're mentioning, I've completed them both, on normal as well as on "gold key" mode, but I don't run them anymore because they're for my taste a little bit too hard to be fun. I personally don't mind not running them and I would agree if they stayed at their current dificulty level, BUT if there are many players like me, that's a quite big part of repeatable endgame content that's basically not used at all for its ultimate purpose : provide ingame playtime for players. That's what ZOS is ultimately selling and needs to sell.
I guess you know those "vet-dungeons" spindleclutch, banished cells and so on. Lots of good players don't run them bc they are too easy to be fun. Where ist that anywhere different from your statement?
I know you say: ZOS is making the decissions and so on. But they also read the forum and will use constructive feedback/reasonable complaints.
Yes, I don't do vet dungeons anymore unless it is with guild mates. they are too easy. At least with guild mates I can have fun.
^^ This.
Most good to excellent players that I know still run those dungeons for various reasons, even though they're boringly easy for them. Helm farming, XP farming for CP, fun with guildies, helping lowbies, rerolling, whatever. Or simply habit : dailies must be done, full stop.
They complain it's boring, but they still run this content. Besides, it's obviously easier to spend 10 minutes running boringly easy content than 2 hours of frustratingly difficult content. Also, there are plenty of ways to make easy runs fun - run naked, solo, duo, 4dps, 4tanks, beat the clock, whatever. Whereas there's no way to make difficult content easier.
And last but not least, there are more average/bad players than excellent/good players so it's more important that the former get what they need rather than the latter. Else all this wouldn't even be an issue.
You said: "Whereas there's no way to make difficult content easier." That's false, you can scale content down without that much impact on your gear. Helmets can be bought at the vendor, Shoulders scale to your level. Setitems from old dungeons are useless and the sets from vICP/vWGT can be obtained by opening the trophy vaults.
BTW: XP farming in dungeons???? WTF? XP is horrible in there
anitajoneb17_ESO wrote: »anitajoneb17_ESO wrote: »Regarding the two IC dungeons, it's not all a L2P issue. Look at me : I've learned the mechanics, I don't do the basic mistakes you're mentioning, I've completed them both, on normal as well as on "gold key" mode, but I don't run them anymore because they're for my taste a little bit too hard to be fun. I personally don't mind not running them and I would agree if they stayed at their current dificulty level, BUT if there are many players like me, that's a quite big part of repeatable endgame content that's basically not used at all for its ultimate purpose : provide ingame playtime for players. That's what ZOS is ultimately selling and needs to sell.
I guess you know those "vet-dungeons" spindleclutch, banished cells and so on. Lots of good players don't run them bc they are too easy to be fun. Where ist that anywhere different from your statement?
I know you say: ZOS is making the decissions and so on. But they also read the forum and will use constructive feedback/reasonable complaints.
Yes, I don't do vet dungeons anymore unless it is with guild mates. they are too easy. At least with guild mates I can have fun.
^^ This.
Most good to excellent players that I know still run those dungeons for various reasons, even though they're boringly easy for them. Helm farming, XP farming for CP, fun with guildies, helping lowbies, rerolling, whatever. Or simply habit : dailies must be done, full stop.
They complain it's boring, but they still run this content. Besides, it's obviously easier to spend 10 minutes running boringly easy content than 2 hours of frustratingly difficult content. Also, there are plenty of ways to make easy runs fun - run naked, solo, duo, 4dps, 4tanks, beat the clock, whatever. Whereas there's no way to make difficult content easier.
And last but not least, there are more average/bad players than excellent/good players so it's more important that the former get what they need rather than the latter. Else all this wouldn't even be an issue.
anitajoneb17_ESO wrote: »anitajoneb17_ESO wrote: »Regarding the two IC dungeons, it's not all a L2P issue. Look at me : I've learned the mechanics, I don't do the basic mistakes you're mentioning, I've completed them both, on normal as well as on "gold key" mode, but I don't run them anymore because they're for my taste a little bit too hard to be fun. I personally don't mind not running them and I would agree if they stayed at their current dificulty level, BUT if there are many players like me, that's a quite big part of repeatable endgame content that's basically not used at all for its ultimate purpose : provide ingame playtime for players. That's what ZOS is ultimately selling and needs to sell.
I guess you know those "vet-dungeons" spindleclutch, banished cells and so on. Lots of good players don't run them bc they are too easy to be fun. Where ist that anywhere different from your statement?
I know you say: ZOS is making the decissions and so on. But they also read the forum and will use constructive feedback/reasonable complaints.
Yes, I don't do vet dungeons anymore unless it is with guild mates. they are too easy. At least with guild mates I can have fun.
^^ This.
Most good to excellent players that I know still run those dungeons for various reasons, even though they're boringly easy for them. Helm farming, XP farming for CP, fun with guildies, helping lowbies, rerolling, whatever. Or simply habit : dailies must be done, full stop.
They complain it's boring, but they still run this content. Besides, it's obviously easier to spend 10 minutes running boringly easy content than 2 hours of frustratingly difficult content. Also, there are plenty of ways to make easy runs fun - run naked, solo, duo, 4dps, 4tanks, beat the clock, whatever. Whereas there's no way to make difficult content easier.
And last but not least, there are more average/bad players than excellent/good players so it's more important that the former get what they need rather than the latter. Else all this wouldn't even be an issue.
anitajoneb17_ESO wrote: »anitajoneb17_ESO wrote: »Regarding the two IC dungeons, it's not all a L2P issue. Look at me : I've learned the mechanics, I don't do the basic mistakes you're mentioning, I've completed them both, on normal as well as on "gold key" mode, but I don't run them anymore because they're for my taste a little bit too hard to be fun. I personally don't mind not running them and I would agree if they stayed at their current dificulty level, BUT if there are many players like me, that's a quite big part of repeatable endgame content that's basically not used at all for its ultimate purpose : provide ingame playtime for players. That's what ZOS is ultimately selling and needs to sell.
I guess you know those "vet-dungeons" spindleclutch, banished cells and so on. Lots of good players don't run them bc they are too easy to be fun. Where ist that anywhere different from your statement?
I know you say: ZOS is making the decissions and so on. But they also read the forum and will use constructive feedback/reasonable complaints.
Yes, I don't do vet dungeons anymore unless it is with guild mates. they are too easy. At least with guild mates I can have fun.
^^ This.
Most good to excellent players that I know still run those dungeons for various reasons, even though they're boringly easy for them. Helm farming, XP farming for CP, fun with guildies, helping lowbies, rerolling, whatever. Or simply habit : dailies must be done, full stop.
They complain it's boring, but they still run this content. Besides, it's obviously easier to spend 10 minutes running boringly easy content than 2 hours of frustratingly difficult content. Also, there are plenty of ways to make easy runs fun - run naked, solo, duo, 4dps, 4tanks, beat the clock, whatever. Whereas there's no way to make difficult content easier.
And last but not least, there are more average/bad players than excellent/good players so it's more important that the former get what they need rather than the latter. Else all this wouldn't even be an issue.
anitajoneb17_ESO wrote: »Blackleopardex wrote: »If it was up to me these 3 dungeons would be made harder and a group wipe would mean a reset of the dungeon. But hey, that would be insane ye?Death should be punishing, and a death in this game means nothing compared to other games.
If it were up to you, you would have real completion figures which you would cross with your player demographics and your target audience. You would also have shareholders to report to.
You would probably end up making the same decision as ZOS.
Remember it's not a decision based on players' requests. It's ZOS' decision based on completion rates.
anitajoneb17_ESO wrote: »anitajoneb17_ESO wrote: »Regarding the two IC dungeons, it's not all a L2P issue. Look at me : I've learned the mechanics, I don't do the basic mistakes you're mentioning, I've completed them both, on normal as well as on "gold key" mode, but I don't run them anymore because they're for my taste a little bit too hard to be fun. I personally don't mind not running them and I would agree if they stayed at their current dificulty level, BUT if there are many players like me, that's a quite big part of repeatable endgame content that's basically not used at all for its ultimate purpose : provide ingame playtime for players. That's what ZOS is ultimately selling and needs to sell.
I guess you know those "vet-dungeons" spindleclutch, banished cells and so on. Lots of good players don't run them bc they are too easy to be fun. Where ist that anywhere different from your statement?
I know you say: ZOS is making the decissions and so on. But they also read the forum and will use constructive feedback/reasonable complaints.
Yes, I don't do vet dungeons anymore unless it is with guild mates. they are too easy. At least with guild mates I can have fun.
^^ This.
Most good to excellent players that I know still run those dungeons for various reasons, even though they're boringly easy for them. Helm farming, XP farming for CP, fun with guildies, helping lowbies, rerolling, whatever. Or simply habit : dailies must be done, full stop.
They complain it's boring, but they still run this content. Besides, it's obviously easier to spend 10 minutes running boringly easy content than 2 hours of frustratingly difficult content. Also, there are plenty of ways to make easy runs fun - run naked, solo, duo, 4dps, 4tanks, beat the clock, whatever. Whereas there's no way to make difficult content easier.
And last but not least, there are more average/bad players than excellent/good players so it's more important that the former get what they need rather than the latter. Else all this wouldn't even be an issue.
Actually there is, by learning the content. People expecting to go into a dungeon and having the complete spoon fed to them is toxic. Everyone has the ability to complete this content, just only some actually put in the effort to do so.
@anitajoneb17_ESO wrote: »@KoshkaMurka :
Just count how many "if" there are in your post.
It's not difficult IF.... a hundred of conditions are fulfilled. Which aren't.
The primary condition being that people put effort into learning it.
But that's precisely what people don't want and you have no control over this.
Blackleopardex wrote: »Wow you really are that arrogant, I would never do this regardless of demographics... AGAIN remember this is not a discussion on the difficulty for the hole game, just a very small part of it and I would choose to make the elite players(as they are named on forums) happy with this small % of content intead of loosing it. How can you possibly be so arrogant to make a statement on what I would do? Your so called demographics of the game remain unknown as of now.
anitajoneb17_ESO wrote: »Blackleopardex wrote: »Wow you really are that arrogant, I would never do this regardless of demographics... AGAIN remember this is not a discussion on the difficulty for the hole game, just a very small part of it and I would choose to make the elite players(as they are named on forums) happy with this small % of content intead of loosing it. How can you possibly be so arrogant to make a statement on what I would do? Your so called demographics of the game remain unknown as of now.
It's not arrogant to specify that people at ZOS have A LOT more criteria and constraints to take into consideration than you have.
KoshkaMurka wrote: »
Yeah, but why do you think that all their decisions are wise and actually based on something?
What about the decision to no longer make female meshes for armor, is it also "Zos knows better" case?
anitajoneb17_ESO wrote: »Blackleopardex wrote: »Wow you really are that arrogant, I would never do this regardless of demographics... AGAIN remember this is not a discussion on the difficulty for the hole game, just a very small part of it and I would choose to make the elite players(as they are named on forums) happy with this small % of content intead of loosing it. How can you possibly be so arrogant to make a statement on what I would do? Your so called demographics of the game remain unknown as of now.
It's not arrogant to specify that people at ZOS have A LOT more criteria and constraints to take into consideration than you have. Including player demographics which is unknown to us but known to ZOS.
anitajoneb17_ESO wrote: »KoshkaMurka wrote: »
Yeah, but why do you think that all their decisions are wise and actually based on something?
What about the decision to no longer make female meshes for armor, is it also "Zos knows better" case?
Actually yes that's my assumption. Most decisions from ZOS sound consistent and clever to me, so I tend to trust them to know what they're doing. That's my feeling and of course it's up to you to feel differently.
There's only so far two design options from ZOS that I clearly don't understand and disagree with, and that's the no text chat for consoles (they've changed their mind on that one) and the no training dummies. Aside from these two, all other stuff makes sense in my opinion, regardless if it fits my own playstyle or not.
I can't answer your question about female armor, I think they look awesome as they are for most of them, I didn't notice the change you mention and frankly I don't have any opinion at all about it. Not that it doesn't matter, but I just have no opinion.
anitajoneb17_ESO wrote: »KoshkaMurka wrote: »
Yeah, but why do you think that all their decisions are wise and actually based on something?
What about the decision to no longer make female meshes for armor, is it also "Zos knows better" case?
Actually yes that's my assumption. Most decisions from ZOS sound consistent and clever to me, so I tend to trust them to know what they're doing. That's my feeling and of course it's up to you to feel differently.
There's only so far two design options from ZOS that I clearly don't understand and disagree with, and that's the no text chat for consoles (they've changed their mind on that one) and the no training dummies. Aside from these two, all other stuff makes sense in my opinion, regardless if it fits my own playstyle or not.
I can't answer your question about female armor, I think they look awesome as they are for most of them, I didn't notice the change you mention and frankly I don't have any opinion at all about it. Not that it doesn't matter, but I just have no opinion.
anitajoneb17_ESO wrote: »@KoshkaMurka :
Just count how many "if" there are in your post.
It's not difficult IF.... a hundred of conditions are fulfilled. Which aren't.
The primary condition being that people put effort into learning it.
But that's precisely what people don't want and you have no control over this.
anitajoneb17_ESO wrote: »@KoshkaMurka :
Just count how many "if" there are in your post.
It's not difficult IF.... a hundred of conditions are fulfilled. Which aren't.
The primary condition being that people put effort into learning it.
But that's precisely what people don't want and you have no control over this.
Well yes. IF people want to do it, then they should put effort into learning how to do it. If people don't want to put any effort, they should play graphical novels. There's nothing wrong with those, they can be really awesome too, and all you have to do is occasionally click "continue" or choose a conversation option - no effort included. But this is not a graphical novel. This is a game centered around fighting. Fighting means effort of some sort at least, don't you agree?
Do you seriously want this game to be like a graphical novel? Click click click dialogue, enter a room for the quest, mobs insta die, press a few "interact" buttons, click click click more dialogue?
anitajoneb17_ESO wrote: »@KoshkaMurka :
Just count how many "if" there are in your post.
It's not difficult IF.... a hundred of conditions are fulfilled. Which aren't.
The primary condition being that people put effort into learning it.
But that's precisely what people don't want and you have no control over this.
Well yes. IF people want to do it, then they should put effort into learning how to do it. If people don't want to put any effort, they should play graphical novels. There's nothing wrong with those, they can be really awesome too, and all you have to do is occasionally click "continue" or choose a conversation option - no effort included. But this is not a graphical novel. This is a game centered around fighting. Fighting means effort of some sort at least, don't you agree?
Do you seriously want this game to be like a graphical novel? Click click click dialogue, enter a room for the quest, mobs insta die, press a few "interact" buttons, click click click more dialogue?
This decision is actually a decision against those who provide testresults from PTS/live, report bugs, stream on twitch or publish videos on youtube. So it's against those who advertise the game for zero cost and help them to fix stuff. Sounds like a great decision to loose those.
@anitajoneb17_ESO wrote: »anitajoneb17_ESO wrote: »@KoshkaMurka :
Just count how many "if" there are in your post.
It's not difficult IF.... a hundred of conditions are fulfilled. Which aren't.
The primary condition being that people put effort into learning it.
But that's precisely what people don't want and you have no control over this.
Well yes. IF people want to do it, then they should put effort into learning how to do it. If people don't want to put any effort, they should play graphical novels. There's nothing wrong with those, they can be really awesome too, and all you have to do is occasionally click "continue" or choose a conversation option - no effort included. But this is not a graphical novel. This is a game centered around fighting. Fighting means effort of some sort at least, don't you agree?
Do you seriously want this game to be like a graphical novel? Click click click dialogue, enter a room for the quest, mobs insta die, press a few "interact" buttons, click click click more dialogue?
Personally I'd like that, (I'm happier farming, exploring, reading or solving puzzles than fighting) but I agree it's not what ESO is meant to be.
As to the question whether fighting should include effort, well you can agree or disagree, I think the answer is not *that* obvious. Some, and apparently many, people just like to kill stuff without challenge, easily and mechanically, that's a fact.
Look at how people are grinding... ok, they do that for levelling and CP, but they could also do that by actually playing and they choose to grind. If ZOS had set up an area with "aggro-AOE-cash XP-rinse-repeat" as basic mechanics, everyone would complain that it is stupidly easy and boring. However, many players play that way.