koendrenthe8neb18_ESO wrote: »This. Everything on this! At the start this game was all about having the skills and abilities to win a match. Nowadays it's just a equipment fest. The ones with the most expensive outfit wins the match 9/10 times. Please nerf equipment to give them a less bigger impact, because it's frustrating for people who don't want to spend mills of money to get a good set.
koendrenthe8neb18_ESO wrote: »This. Everything on this! At the start this game was all about having the skills and abilities to win a match. Nowadays it's just a equipment fest. The ones with the most expensive outfit wins the match 9/10 times. Please nerf equipment to give them a less bigger impact, because it's frustrating for people who don't want to spend mills of money to get a good set.
way to serve the haters ZOS keep on keeping on, love to watch em whine and complain even when smacked down with facts, just proves that they were ignorant morons in the first place XD
ZOS_GinaBruno wrote: »Feedback from everyone is one very important part, but we also look at hard data and how a change would affect every other part of the game.
Honestly Gina, I've enjoyed many conversations with you and various Devs since Beta. But the claim that you're using "hard data" to determine the affects of various changes is laughable considering the current state of your game.
*****
What hard data did you examine when balancing the CP system? Do passives like unchained look balanced to you?
What hard data did you examine when implementing Battle Spirit, especially in relation to class defining skills like Dragon Blood?
What hard data did you use when implementing a no CP campaign? Did you adjust Streak / Dodge penalties to compensate for 0 CP PvP?
What hard data did you use when implementing crutch sets like Shield breaker? Did you adjust this set after nerfing sorc shields?
What hard data did you use when setting shield duration at 6 seconds? Are your matrices showing an acceptable number of MagSorcs in Cyrodiil?
What hard data did you use when implementing proc sets like Valendrith and Viper? Do you feel these sets increase or decrease the importance of player skill in ESO?
What hard data did you use when buffing heavy armor? If your data is reliable and / or your ability to interpret this data is satisfactory, why are HA sets like Black Rose so popular among damage dealers?
What hard data did you use when buffing Soul Assault? Is another long-range, undodgeable beam encouraging or discouraging smart counter-play in ESO's PvP?
What hard data did you use that allowed gap closers to exist in their current state? Has banning players for using a mechanic you developed helped to address the underlying mechanical issues?
What hard data did you use to balance Masters and Maelstrom weapons for Magicka and Stamina users? Do you feel that Magicka users benefit from their vMA weapons as much as Stamina users do from theirs?
What hard data did you use when deciding that multiple poisons should apply on one person? Do you feel zerglings need additional advantages to be successful in 20 v 2 situations?
What hard data did you use when implementing Rally and Vigour? Do you feel stam builds need a burst heal from their offensive weapon (Rally) and a passive heal (Vigour) whose ticks surpasses a DKs burst heal?
What hard data did you use when deciding that Bound Armor would remain a toggle? That Storm Atronach would be the only Atronach in the game that can be CC'd?
What hard data did you reference that led you to decide that Streak should be the only CLASS DEFINING SKILL in the game that punishes the user for casting it more than once? Why is the same not true for other class defining skills like cloak, BoL and Wings?
*****
I hope you understand why the community might have a tough time understanding your use of "hard data." The current state of ESO leads me to believe that either:
a) you don't use hard data, or
b) you do use hard data, but lack the competence to use it effectively, or
c) you do use hard data and have the competence to use it effectively, but lack the monetary incentive to do so
"Men are more important than tools. If you don't believe so, put a good tool into the hands of a poor workman."
- John J. Bernet
anitajoneb17_ESO wrote: »GrumpyDuckling wrote: »It is worth noting that players are not privy to all of the information that the dev has regarding the bar graphs that were posted, specifically the timeline in which the data was collected. If such information were to be shared with players, then players are more likely to arrive at the same conclusion that the dev did regarding this matter.
No. People "in distrust" would have accused Rich of manipulating, no matter how much information he'd have given. Because ALL DATA is biased, even the hardest, rawest data. 100% (or aiming at that) correct interpretation of data requires experience of the environment, and a lot more other data, and, at any given stage, a human (educated but biased) decision as to how to approach this data.
If for instance the time stamp was 9am two days ago, people would have (rightfully) complained that the population in PvP areas is significantly different between prime time and breakfast time. But breakfast time in Baltimore is prime time for other players in other locations. The time zones are a bigger issue on the US server than on EU. Then for correct reading you'd need data about server populations and time zones on the US server. Then based on that you'd probably need to repeat the data extraction several times, and proceed with some statistical adjustement to reach a somewhat reliable average.
As some people have mentioned also, what does "light armor" mean in that data and how were people wearing 5/1/1 or 3/3/1 calculated in that raw data ?
Etc etc. This is ENDLESS. Anyone who has the slightest experience in statistics and data processing knows that it is an "ALL-OR-NOTHING" kind of ideal thing, which you cannot reach and therefore at some stage the human behind it has to say "stop here. I think my results are reliable as they are now, even if I could check and cross-analyze my results with even more data". Which is why I doubt that some self-proclaimed "math and stats experts" in this thread are as experienced as they pretend to be.
So I insist that people were not asked to evaluate data, they were given an illustration on why ZOS makes such an such decisions. And no matter the obvious bias, (which Rich even mentioned in his post), I trust ZOS MUCH MORE than any particular player or group of players, because players want to suit their own desires, while ZOS is required to fulfill the needs and playing habits of an entire playerbase.
koendrenthe8neb18_ESO wrote: »This. Everything on this! At the start this game was all about having the skills and abilities to win a match. Nowadays it's just a equipment fest. The ones with the most expensive outfit wins the match 9/10 times. Please nerf equipment to give them a less bigger impact, because it's frustrating for people who don't want to spend mills of money to get a good set.
koendrenthe8neb18_ESO wrote: »This. Everything on this! At the start this game was all about having the skills and abilities to win a match. Nowadays it's just a equipment fest. The ones with the most expensive outfit wins the match 9/10 times. Please nerf equipment to give them a less bigger impact, because it's frustrating for people who don't want to spend mills of money to get a good set.
Lol. What? You're aware this game has a PVE element to it, right?
But on the other hand I see nothing wrong with asking for more information.
Fearmongering has Increased to Rank IVanitajoneb17_ESO wrote: »- More info could potentially lead to critical confidential information being leaked (like : how many players are currently active), which could impact ZOS tremendously (investors, shareholders, competition, etc.)
anitajoneb17_ESO wrote: »But on the other hand I see nothing wrong with asking for more information.
Just SOME of the problems involved with "more info" :
- More info calls for even more info
- More info could potentially lead to critical confidential information being leaked (like : how many players are currently active), which could impact ZOS tremendously (investors, shareholders, competition, etc.)
- More info could lead to more criticisms, assumptions, extrapolations, hypes, whatever.
While on the other hand "more info" does not necessarily lead to better understanding and quiet crowds.
Therefore I truly appreciate that Rich actually did provide some insight as to how they think and what they take into consideration when making decisions.
Hiero_Glyph wrote: »I feel ashamed of pretentious whiny players who think they know everything about the game, and better than developers too.Very few of these posts were polite, and leaning on the passive aggressive tone. That is not the kind of playerbase we want and such players should not be entertained. Polite requests are welcome but that also doesn't entitle a reply.
^ Thumbs up on these comments as they reflect my feelings about most of these posters.
These pretentious and entitled set of brats think they know everything. I'm happy to see ZoS give them get the smack down they deserve and doing so in a professional manner.
Data is objective and unbiased while player experience is subjective and biased.
It is good to get feedback from players regarding their experiences so that developers can target, pull and analyze the right data. However, objective data analysis needs to be the basis of any adjustments.
This is only half correct, which is part of the problem. Take a racecar for example. While technical data can be use to fine tune its performance, it takes driver feedback to make it optimal. Also, developers are notorious for being bad at playing games. I used to be a tester for what is now one of most well known AAA developers in the business and they were simply awful despite being able to program with the best.
anitajoneb17_ESO wrote: »But on the other hand I see nothing wrong with asking for more information.
Just SOME of the problems involved with "more info" :
- More info calls for even more info
- More info could potentially lead to critical confidential information being leaked (like : how many players are currently active), which could impact ZOS tremendously (investors, shareholders, competition, etc.)
- More info could lead to more criticisms, assumptions, extrapolations, hypes, whatever.
While on the other hand "more info" does not necessarily lead to better understanding and quiet crowds.
Therefore I truly appreciate that Rich actually did provide some insight as to how they think and what they take into consideration when making decisions.
I think they are just asking for step 1, a time stamp right?
ZOS_GinaBruno wrote: »Those numbers were pulled yesterday. I saw it happen.
ZOS_RichLambert wrote: »I probably shouldn't respond to such a post, but gotta jump in. We do use data and compare that to player feedback and our own experiences on live. Players always assume that what they see is what everyone is doing... that is a very dangerous assumption. Let's take a more detailed look at question #7... (even though its trolly)"What hard data did you use when buffing heavy armor? If your data is reliable and / or your ability to interpret this data is satisfactory, why are HA sets like Black Rose so popular among damage dealers?"
Note: I'm only using NA PC data for a quick example... I don't have the time to wait for the report to parse all 180+ GB of data for all platforms.
Current armor bias of ALL players on NA PC:
Current armor bias of ONLY PVP players on NA PC
.. and now just for fun, here's the bias of all PVP players on NA PC with 501+ CP.
So in general, heavy isn't as popular as everyone thinks in PVP, especially at the higher end CP. The changes to heavy armor have swung things much closer to what I would call overall parity than ever before. There is still room for improvement however, especially when we start digging into things like class armor bias breakdowns. (i.e. - DK generally prefer heavy over all other armor types...etc)
FearlessOne_2014 wrote: »I am willing to bet that anyone with extensive MMO experience as a player will tell you. If ZOS do not correct it's balance issues soon. And allow the balancing issues to get worst. It will also become a MMO who's servers are only being kept alive by. Huge Pay to Win micro transaction models. Because of the lack of players. That's best case scenario. Worst case is that, they just pull the plug.
koendrenthe8neb18_ESO wrote: »This. Everything on this! At the start this game was all about having the skills and abilities to win a match. Nowadays it's just a equipment fest. The ones with the most expensive outfit wins the match 9/10 times. Please nerf equipment to give them a less bigger impact, because it's frustrating for people who don't want to spend mills of money to get a good set.
CapuchinSeven wrote: »FearlessOne_2014 wrote: »I am willing to bet that anyone with extensive MMO experience as a player will tell you. If ZOS do not correct it's balance issues soon. And allow the balancing issues to get worst. It will also become a MMO who's servers are only being kept alive by. Huge Pay to Win micro transaction models. Because of the lack of players. That's best case scenario. Worst case is that, they just pull the plug.
I can't say about others, but I'm tired of the balance issues which are some of the worse I've seen in a large scale western MMO.
CapuchinSeven wrote: »FearlessOne_2014 wrote: »I am willing to bet that anyone with extensive MMO experience as a player will tell you. If ZOS do not correct it's balance issues soon. And allow the balancing issues to get worst. It will also become a MMO who's servers are only being kept alive by. Huge Pay to Win micro transaction models. Because of the lack of players. That's best case scenario. Worst case is that, they just pull the plug.
I can't say about others, but I'm tired of the balance issues which are some of the worse I've seen in a large scale western MMO.
I agree that there are balance issues but each patch has been a step in the right direction.
You are not a professional player and you are not paid for winning games. Why can't you just play with others and have fun?
ZOS_GinaBruno wrote: »Feedback from everyone is one very important part, but we also look at hard data and how a change would affect every other part of the game.
Honestly Gina, I've enjoyed many conversations with you and various Devs since Beta. But the claim that you're using "hard data" to determine the affects of various changes is laughable considering the current state of your game.
*****
What hard data did you examine when balancing the CP system? Do passives like unchained look balanced to you?
What hard data did you examine when implementing Battle Spirit, especially in relation to class defining skills like Dragon Blood?
What hard data did you use when implementing a no CP campaign? Did you adjust Streak / Dodge penalties to compensate for 0 CP PvP?
What hard data did you use when implementing crutch sets like Shield breaker? Did you adjust this set after nerfing sorc shields?
What hard data did you use when setting shield duration at 6 seconds? Are your matrices showing an acceptable number of MagSorcs in Cyrodiil?
What hard data did you use when implementing proc sets like Valendrith and Viper? Do you feel these sets increase or decrease the importance of player skill in ESO?
What hard data did you use when buffing heavy armor? If your data is reliable and / or your ability to interpret this data is satisfactory, why are HA sets like Black Rose so popular among damage dealers?
What hard data did you use when buffing Soul Assault? Is another long-range, undodgeable beam encouraging or discouraging smart counter-play in ESO's PvP?
What hard data did you use that allowed gap closers to exist in their current state? Has banning players for using a mechanic you developed helped to address the underlying mechanical issues?
What hard data did you use to balance Masters and Maelstrom weapons for Magicka and Stamina users? Do you feel that Magicka users benefit from their vMA weapons as much as Stamina users do from theirs?
What hard data did you use when deciding that multiple poisons should apply on one person? Do you feel zerglings need additional advantages to be successful in 20 v 2 situations?
What hard data did you use when implementing Rally and Vigour? Do you feel stam builds need a burst heal from their offensive weapon (Rally) and a passive heal (Vigour) whose ticks surpasses a DKs burst heal?
What hard data did you use when deciding that Bound Armor would remain a toggle? That Storm Atronach would be the only Atronach in the game that can be CC'd?
What hard data did you reference that led you to decide that Streak should be the only CLASS DEFINING SKILL in the game that punishes the user for casting it more than once? Why is the same not true for other class defining skills like cloak, BoL and Wings?
*****
I hope you understand why the community might have a tough time understanding your use of "hard data." The current state of ESO leads me to believe that either:
a) you don't use hard data, or
b) you do use hard data, but lack the competence to use it effectively, or
c) you do use hard data and have the competence to use it effectively, but lack the monetary incentive to do so
"Men are more important than tools. If you don't believe so, put a good tool into the hands of a poor workman."
- John J. Bernet
ZOS_RichLambert wrote: »I probably shouldn't respond to such a post, but gotta jump in. We do use data and compare that to player feedback and our own experiences on live. Players always assume that what they see is what everyone is doing... that is a very dangerous assumption. Let's take a more detailed look at question #7... (even though its trolly)"What hard data did you use when buffing heavy armor? If your data is reliable and / or your ability to interpret this data is satisfactory, why are HA sets like Black Rose so popular among damage dealers?"
Note: I'm only using NA PC data for a quick example... I don't have the time to wait for the report to parse all 180+ GB of data for all platforms.
Current armor bias of ALL players on NA PC:
Current armor bias of ONLY PVP players on NA PC
.. and now just for fun, here's the bias of all PVP players on NA PC with 501+ CP.
So in general, heavy isn't as popular as everyone thinks in PVP, especially at the higher end CP. The changes to heavy armor have swung things much closer to what I would call overall parity than ever before. There is still room for improvement however, especially when we start digging into things like class armor bias breakdowns. (i.e. - DK generally prefer heavy over all other armor types...etc)
Astanphaeus wrote: »ZOS_RichLambert wrote: »I probably shouldn't respond to such a post, but gotta jump in. We do use data and compare that to player feedback and our own experiences on live. Players always assume that what they see is what everyone is doing... that is a very dangerous assumption. Let's take a more detailed look at question #7... (even though its trolly)"What hard data did you use when buffing heavy armor? If your data is reliable and / or your ability to interpret this data is satisfactory, why are HA sets like Black Rose so popular among damage dealers?"
Note: I'm only using NA PC data for a quick example... I don't have the time to wait for the report to parse all 180+ GB of data for all platforms.
Current armor bias of ALL players on NA PC:
Current armor bias of ONLY PVP players on NA PC
.. and now just for fun, here's the bias of all PVP players on NA PC with 501+ CP.
So in general, heavy isn't as popular as everyone thinks in PVP, especially at the higher end CP. The changes to heavy armor have swung things much closer to what I would call overall parity than ever before. There is still room for improvement however, especially when we start digging into things like class armor bias breakdowns. (i.e. - DK generally prefer heavy over all other armor types...etc)
I'm sure someone has probably already said something along these lines, but I don't so much question that the developers are using hard data to make their changes. Where I see a problem is a severe lack in ability to interpret that data and do anything more than a bandaid fix.
Such as with what you referenced here with the heavy armor usage; of course heavy armor is under-used. You've designed a PvP meta where all classes (except mDKs, which is probably why you are seeing a heavy armor preference on DKs) can do high amount of burst damage and if they fail, they can just dodge roll or heal themselves out of trouble using their primary resource stat and don't need those raw defensive stats. So instead of thinking about how you can improve the meta, you decide, "Let's make it so stam users don't really have to sacrifice anything to get those raw defensive stats!" You simultaneously introduced some stam sets that are medium armor that do a stupid amount of burst damage, so yeah, not everyone is going to switch, but this is not how the problem should have been fixed.
And the light armor bias on 501+CP doesn't surprise me either. It's still the only way to play most magicka characters correctly and magicka used to just be more fun. 501+CP players are going to be your older base, and we are stuck with trying to use our characters who just can't compete on equal footing or starting over again which is something many of us find absolutely abhorrent to think about. Many PvPers absolutely hate the PvE grind that is required for new toon, plus we have to give up our alliance war ranking.
So like I said, I don't doubt that you look at hard data when you are making your decisions, I unfortunately just don't think you have any clue what you are doing with that data.
CapuchinSeven wrote: »CapuchinSeven wrote: »FearlessOne_2014 wrote: »I am willing to bet that anyone with extensive MMO experience as a player will tell you. If ZOS do not correct it's balance issues soon. And allow the balancing issues to get worst. It will also become a MMO who's servers are only being kept alive by. Huge Pay to Win micro transaction models. Because of the lack of players. That's best case scenario. Worst case is that, they just pull the plug.
I can't say about others, but I'm tired of the balance issues which are some of the worse I've seen in a large scale western MMO.
I agree that there are balance issues but each patch has been a step in the right direction.
How is, make stamina stronger, the right direction?
We can all play magic and stamina, it's not hard to swap. My stamina build has more damage, more sustain (thanks to sets like Vipers) and strong healing where I can be back to full health in the space of a single cloak.
My magic build has.. er.. a bubble.. which will maybe protect me, maybe not, who knows. Took me 7 attempts last night to get the damn thing on me.
HOW is balance moving in the right direction? When I play stamina I feel like I'm comical easy mode, when I play magic I feel like I'm pulling my own teeth out because I'm too stubborn to just play my easy mode stamina build.
So balance to you is everyone playing stamina expect Templar's?You are not a professional player and you are not paid for winning games. Why can't you just play with others and have fun?
I really don't know what your point is here...
If you expect some level of balance in a game with two sides of a coin then... what? You're not playing for fun? What?
My stamina build, thanks to crazy sets like Viper (which was trivial to buy) runs more regen, more burst and frankly on par healing than my magic build which as to give up yet more and more damage JUST to stay alive or run more regen.
Your strawman point is, "omg people don't have to have a respec every week".
Balance is not having stamina on top of the pile and THEN adding BRAND new, never before used weapon ultimates which feature stamina ultimates SO far out of whack with sensible thinking and then stating on the PTS that no, the magic ultimates won't be changed to put them better in line with the stamina ulitmates, that you honestly think the development team have gone mad.
ZOS_RichLambert wrote: »I probably shouldn't respond to such a post, but gotta jump in. We do use data and compare that to player feedback and our own experiences on live. Players always assume that what they see is what everyone is doing... that is a very dangerous assumption. Let's take a more detailed look at question #7... (even though its trolly)"What hard data did you use when buffing heavy armor? If your data is reliable and / or your ability to interpret this data is satisfactory, why are HA sets like Black Rose so popular among damage dealers?"
Note: I'm only using NA PC data for a quick example... I don't have the time to wait for the report to parse all 180+ GB of data for all platforms.
Current armor bias of ALL players on NA PC:
Current armor bias of ONLY PVP players on NA PC
.. and now just for fun, here's the bias of all PVP players on NA PC with 501+ CP.
So in general, heavy isn't as popular as everyone thinks in PVP, especially at the higher end CP. The changes to heavy armor have swung things much closer to what I would call overall parity than ever before. There is still room for improvement however, especially when we start digging into things like class armor bias breakdowns. (i.e. - DK generally prefer heavy over all other armor types...etc)
Let me remind you of the time sorcs were overpowered with shield stacking. If this is not a minor step in the right direction what is?
Anyway spell targeting sounds like a bug rather than a balance issue.