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Info on how each skill works should be more easily available to players

  • Dromede
    Dromede
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    Alagras wrote: »
    Can't agree more. An in-game interactive wiki would completely change the game for many players. Also good repeatable tutorials, like "master of arms" quests

    And it would be a very good deal for ZoS financially, i swear it

    Because there s a fracture in the player base between the people who make research, watch builds videos etc and those who don't.
    And it leads many players to leave the game as they get called noobs in every single pick up group they join, they feel it's over their head, that they're missing something, and it is bound to happen given how much "figure-it-yourself" the game is. Not saying it s always the game fault, but very little is done to avoid that.

    If the game doesn t show them they re doing some things wrong, players will. "lol m8 u n00b ur dps sucks lol" they're told, after it happened 3-4 times they're quite likely to cancel sub and uninstall game.
    For instance many players think for a long time that they can be hybrids stam/magic and still deal good damage. The memory of previous elder scrolls games is misleading them, and how could it be otherwise? Elder scrolls serie is single player, so many players lead here by say Skyrim don't have an MMO culture

    If the game doesn t show them they re doing some things wrong, players will. "lol m8 u n00b ur dps sucks lol" after they're told this 3-4 times they're quite likely to cancel sub and uninstall game.

    "Can't they google a bit to figure things out all info is out there on the web"? Sure, but for many people doing so feels like a job, it's not what they expect for the end of their day. If the info is inside the game it feels very different.

    Make a real in-game wiki with everything, with every text full of links leading to terms definition and explanation, a search box (that works), skill trees etc, and the level of the average player will seriously go up, and his fun will follow, and his money along.

    As OP said
    Problem Players in general will become more competent and as a direct result the playerbase as a whole will have more fun playing the game.

    also
    emily3989 wrote: »
    Respec scroll sales would plummet.

    that too



    Also tutorials would help a lot. They could take place in fighter and mages guilds halls, they re empty they can become training grounds. Put some "master of arms" or arcanes in each, giving challenges of ascending difficulty following the "level" of the zone, easiest in starting zones and so on.

    Take those players who never dodge roll out of red circles, or in 5 seconds. Well they re just lacking practice. Give them a challenge where they do nothing but dodge rollin gout of appearing circles for one minutes, with some stam feeding, and they will rock. In each new zone a harder challenge awaits in guild hall, and so on.

    Tanking, damage dealing and healing tutorials, as a guy who's playing his first MMO can perfectly miss what taunting is until he's explained properly, or the pros and cons between over time and burst abilities (speaking of... nevermind). Teaching basics of what a skill rotation is.

    I would see a little "narration problem" here though, as NPCs are never supposed to say he names of skills, or even the names of the 4 classes. Only Cyro quest boards do i think
    But, well, i think they should. Integrate the 4 classses to the lore for good, and give each player a quest where he comes to the source of his class martial style, learning who founded it etc. Classes are imo beautifully designed, with oppositions in their combat styles but also their aesthetic, their elements, it could become the matter of good quests

    Now that you mentioned integration of classes, I remember a quest zone in Reapers March with 3 arenas and different class/role mobs to compete against. The arenas even have spike aoe at the last stages ))

    The area is located on top of a big hill surrounded by mountains to the north of Rawl, so I assume not many people came across that area, but it's a great learning ground with mob difficulty slightly above average. It's a perfect introduction for DSA and MA that teaches you self sustain and different mini-bosses mechanics.

    What if zos made a similar quest obligatory before unlocking trials and/or dungeons?
    Skye Cloude - Sorc DPS, Master Crafter. Main, the bestest
    Lae Lenne - Templar Healer Trial grade.
    Dromede - Stamina Nightblade, she's a newb and doesn't know what she's doing
    V'oghatta - Stamplar pretending to be a tank
    Ulville Thonvella - aspiring Fire Mage, be careful around her fire sticks!
    Dromedaris - lost and not found. Named after a shoe, what else can you expect from her? A proper tank in her wildest dreams
    Swims-Naked - too pretty to grind, too silly to quest.
    Sun Flair - Dunmer Templar that can't spell for life. To bad she's too broke to afford a name change... Well, at least she's pretty...
  • Asherons_Call
    Asherons_Call
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    This was one of the things that popped out to me when I first started playing the game.

    1. No text chat
    2. No player names
    3. Vague tooltips
    4. Basic info in UI (XP gain, TNL, damage, etc)

    It looks like a lot of this is being addressed so I'm happy :)

  • Alagras
    Alagras
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    Dromede wrote: »

    Now that you mentioned integration of classes, I remember a quest zone in Reapers March with 3 arenas and different class/role mobs to compete against. The arenas even have spike aoe at the last stages ))

    The area is located on top of a big hill surrounded by mountains to the north of Rawl, so I assume not many people came across that area, but it's a great learning ground with mob difficulty slightly above average. It's a perfect introduction for DSA and MA that teaches you self sustain and different mini-bosses mechanics.

    What if zos made a similar quest obligatory before unlocking trials and/or dungeons?

    True, as I remember this quest it was really a step in the right direction. Just if it could be a bit more central in the game, and evolutive.

    About unlocking dungeons this way i remember someone proposing such basic tutos mandatory to be able to enlist for a specific role in grp finder. I can see why some people oppose to that, but it would have some good maybe
  • baratron
    baratron
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    Shunravi wrote: »
    Dromede wrote: »
    I don't insist on having mathematical formulas out, but please include something like "this skill scales of your max magicka and spell power"! Or maybe that part of skill description can be unlocked by toggling Combat hints in the settings or something...

    I feel really bad for console players who want to be competitive - I'm so used to rely on PC addons to help me with creating builds, I have no idea how they do that.

    This is what I'm asking for. Nothing specific, just a list of the stats that the ability uses to calculate effectiveness, and maybe a list of what affects each of those stats so you know how to get more in that stat.

    All you would need is colors and a guide to them. Say green for stamina, blue for magica, red for health, yellow for weapon damage, purple for spell damage. Have them somewhere somehow in the description.

    If only stamina were yellow then it would be easier to work with primary and secondary colors....

    But then, words may just do it better and be les confusing.

    Words are less confusing. There's no reason why you can't use words and colours together for extra clarity, e.g. the tooltips for the 2.4 patch currently on PTS where Magicka is coloured in blue and Stamina in green. But colour alone is useless for anyone with impaired colour vision.
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  • Kattemynte
    Kattemynte
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    I would love to have this. Though what I would really like is a description by the developers on if a skill is direct damage or considered to be damage over time. Too many times I go, "hmm.. is this skill affected by Thaumaturge or not?"
  • Shunravi
    Shunravi
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    baratron wrote: »
    Shunravi wrote: »
    Dromede wrote: »
    I don't insist on having mathematical formulas out, but please include something like "this skill scales of your max magicka and spell power"! Or maybe that part of skill description can be unlocked by toggling Combat hints in the settings or something...

    I feel really bad for console players who want to be competitive - I'm so used to rely on PC addons to help me with creating builds, I have no idea how they do that.

    This is what I'm asking for. Nothing specific, just a list of the stats that the ability uses to calculate effectiveness, and maybe a list of what affects each of those stats so you know how to get more in that stat.

    All you would need is colors and a guide to them. Say green for stamina, blue for magica, red for health, yellow for weapon damage, purple for spell damage. Have them somewhere somehow in the description.

    If only stamina were yellow then it would be easier to work with primary and secondary colors....

    But then, words may just do it better and be les confusing.

    Words are less confusing. There's no reason why you can't use words and colours together for extra clarity, e.g. the tooltips for the 2.4 patch currently on PTS where Magicka is coloured in blue and Stamina in green. But colour alone is useless for anyone with impaired colour vision.

    Or recognisable symbols....

    But words would probably do it best.
    This one has an eloquent and well thought out response to tha... Ooh sweetroll!
  • Rune_Relic
    Rune_Relic
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    Yes please.
    Thats why I put forward an enhanced concept of training dummies.

    Basically a staged training tutorial to confront you with every NPC imaginable.
    You learn about their immunities, strengths and weaknesses.
    You learn about your own immunities, strengths and weaknesses.
    You learn about all the underlying system mechanics.
    You can question friends about specific NPC or mechanics you struggle with and better ways to accomplish something.
    Edited by Rune_Relic on May 10, 2016 10:37AM
    Anything that can be exploited will be exploited
  • Nermy
    Nermy
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    I never understood why weapon/spell damage doesn't just go off the damage on your weapon and any other enchantments you maybe using and magica/stamona is just how many resources you have. Why make it so complicated and for some, like lil'ol'me, so hard to fathom.
    @Nermy
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