I am of the opinion that having a character that is so powerful that all content becomes trivial, while entertaining at first, fades rather quickly and has me looking elsewhere for entertainment. That is not a good formula for an MMO. Combat in an MMO needs to stay meaningful in order to retain players.
Or, would you rather they revert the sustain changes and add 2min-30min cooldown timers on skills? Personally, I've never found rigid rotations fun. I prefer combat to be dynamic.
Doctordarkspawn wrote: »I am of the opinion that having a character that is so powerful that all content becomes trivial, while entertaining at first, fades rather quickly and has me looking elsewhere for entertainment. That is not a good formula for an MMO. Combat in an MMO needs to stay meaningful in order to retain players.
Or, would you rather they revert the sustain changes and add 2min-30min cooldown timers on skills? Personally, I've never found rigid rotations fun. I prefer combat to be dynamic.
Okay.
Then accept your not the target audience for a MMO built on a series where characters become that powerfull. Plenty of other MMO's fit that description.
And no, rigid rotations never really were fun. Which is why the new update making everyone run extremely rigid builds to get by makes no sense.
Doctordarkspawn wrote: »I am of the opinion that having a character that is so powerful that all content becomes trivial, while entertaining at first, fades rather quickly and has me looking elsewhere for entertainment. That is not a good formula for an MMO. Combat in an MMO needs to stay meaningful in order to retain players.
Or, would you rather they revert the sustain changes and add 2min-30min cooldown timers on skills? Personally, I've never found rigid rotations fun. I prefer combat to be dynamic.
Okay.
Then accept your not the target audience for a MMO built on a series where characters become that powerfull. Plenty of other MMO's fit that description.
And no, rigid rotations never really were fun. Which is why the new update making everyone run extremely rigid builds to get by makes no sense.
Except I've been at MMOs since 1998/9. Which MMO had characters become that powerful and remained relevant?
Doctordarkspawn wrote: »Doctordarkspawn wrote: »I am of the opinion that having a character that is so powerful that all content becomes trivial, while entertaining at first, fades rather quickly and has me looking elsewhere for entertainment. That is not a good formula for an MMO. Combat in an MMO needs to stay meaningful in order to retain players.
Or, would you rather they revert the sustain changes and add 2min-30min cooldown timers on skills? Personally, I've never found rigid rotations fun. I prefer combat to be dynamic.
Okay.
Then accept your not the target audience for a MMO built on a series where characters become that powerfull. Plenty of other MMO's fit that description.
And no, rigid rotations never really were fun. Which is why the new update making everyone run extremely rigid builds to get by makes no sense.
Except I've been at MMOs since 1998/9. Which MMO had characters become that powerful and remained relevant?
"Built on the series".
The Elder Scrolls series is a game about growing strong and exploring, and it's been doing just fine. As for which MMO, WoW comes to mind. After all, their wielding in universe artifacts now, and their doing just fine.
IzakiBrotherSs wrote: »
The pro solution is to learn to manage your resources and in the process become a better player. Its as simple as working out a rotation with heavy attack weaving involved in some specific moments. Heavy Attacking everything just leads to a boring playstyle. Using heavy attacks strategically makes the whole resource management thing more interesting.
I mean its not even frustrating to learn new things.
Oh and those saying that changes were "nonesense" or "crap" I'm guessing you didn't realize that resource management was always a part of all TES games and that ESO is a TES game therefore should have a big focus on resource management. What fun is it to mash buttons for your skills all the time and repeat the same rotation for a whole boss fight? Now you actually have to think
Doctordarkspawn wrote: »Doctordarkspawn wrote: »I am of the opinion that having a character that is so powerful that all content becomes trivial, while entertaining at first, fades rather quickly and has me looking elsewhere for entertainment. That is not a good formula for an MMO. Combat in an MMO needs to stay meaningful in order to retain players.
Or, would you rather they revert the sustain changes and add 2min-30min cooldown timers on skills? Personally, I've never found rigid rotations fun. I prefer combat to be dynamic.
Okay.
Then accept your not the target audience for a MMO built on a series where characters become that powerfull. Plenty of other MMO's fit that description.
And no, rigid rotations never really were fun. Which is why the new update making everyone run extremely rigid builds to get by makes no sense.
Except I've been at MMOs since 1998/9. Which MMO had characters become that powerful and remained relevant?
"Built on the series".
The Elder Scrolls series is a game about growing strong and exploring, and it's been doing just fine. As for which MMO, WoW comes to mind. After all, their wielding in universe artifacts now, and their doing just fine.
WoW reset the power creep with each expansion. ZOS is going about it differently. That's all. You cannot take combat philosophy of a single player game and put it in an MMO. It can't work. Or at most, not well.
And ESO started exactly like this... but now suddenly went "LOL, nope, play Dark Souls". It's unexpected, unwanted and honestly cannot be justified with "spirit of franchise". If I wanted to play Dark Souls, I would.
S1ipperyJim wrote: »IzakiBrotherSs wrote: »
The pro solution is to learn to manage your resources and in the process become a better player. Its as simple as working out a rotation with heavy attack weaving involved in some specific moments. Heavy Attacking everything just leads to a boring playstyle. Using heavy attacks strategically makes the whole resource management thing more interesting.
I mean its not even frustrating to learn new things.
Oh and those saying that changes were "nonesense" or "crap" I'm guessing you didn't realize that resource management was always a part of all TES games and that ESO is a TES game therefore should have a big focus on resource management. What fun is it to mash buttons for your skills all the time and repeat the same rotation for a whole boss fight? Now you actually have to think
Lol, you don't 'have to think' you just have to do heavy attacks. Sustain is actually easier now then before the patch once you adopt a heavy attack rotation, it's just slower and more mind numbingly boring.
S1ipperyJim wrote: »IzakiBrotherSs wrote: »
The pro solution is to learn to manage your resources and in the process become a better player. Its as simple as working out a rotation with heavy attack weaving involved in some specific moments. Heavy Attacking everything just leads to a boring playstyle. Using heavy attacks strategically makes the whole resource management thing more interesting.
I mean its not even frustrating to learn new things.
Oh and those saying that changes were "nonesense" or "crap" I'm guessing you didn't realize that resource management was always a part of all TES games and that ESO is a TES game therefore should have a big focus on resource management. What fun is it to mash buttons for your skills all the time and repeat the same rotation for a whole boss fight? Now you actually have to think
Lol, you don't 'have to think' you just have to do heavy attacks. Sustain is actually easier now then before the patch once you adopt a heavy attack rotation, it's just slower and more mind numbingly boring.
How did you make it through the game the first time when CPs weren't a thing and you had to wear gear that dropped or from quest rewards? Was it mind numbingly boring then?
Right now, as a newer player, getting used to this combat system was weird. I love mages, always play them and always will. But the thought of using a staff (better than a wand, I would not be playing if I had to use a wand) to use along with my class skills bothered me quite a bit. Still does actually. But I find it is growing on me.
I never did like the TES games BECAUSE the combat was so utterly stupid, it detracted from everything else.
S1ipperyJim wrote: »IzakiBrotherSs wrote: »
The pro solution is to learn to manage your resources and in the process become a better player. Its as simple as working out a rotation with heavy attack weaving involved in some specific moments. Heavy Attacking everything just leads to a boring playstyle. Using heavy attacks strategically makes the whole resource management thing more interesting.
I mean its not even frustrating to learn new things.
Oh and those saying that changes were "nonesense" or "crap" I'm guessing you didn't realize that resource management was always a part of all TES games and that ESO is a TES game therefore should have a big focus on resource management. What fun is it to mash buttons for your skills all the time and repeat the same rotation for a whole boss fight? Now you actually have to think
Lol, you don't 'have to think' you just have to do heavy attacks. Sustain is actually easier now then before the patch once you adopt a heavy attack rotation, it's just slower and more mind numbingly boring.
How did you make it through the game the first time when CPs weren't a thing and you had to wear gear that dropped or from quest rewards? Was it mind numbingly boring then?
Right now, as a newer player, getting used to this combat system was weird. I love mages, always play them and always will. But the thought of using a staff (better than a wand, I would not be playing if I had to use a wand) to use along with my class skills bothered me quite a bit. Still does actually. But I find it is growing on me.
I never did like the TES games BECAUSE the combat was so utterly stupid, it detracted from everything else.
Personofsecrets wrote: »@Draxius82 ,
The financial motivation is what made me post.
I guess what it comes down to is trying to convince those dwelling on the 301st floor of the ivory tower that they may actually have made a bad monetary choice by their changes.
Of course, when people are that far up in the tower, it makes it hard to hear the people who are down below.
S1ipperyJim wrote: »And ESO started exactly like this... but now suddenly went "LOL, nope, play Dark Souls". It's unexpected, unwanted and honestly cannot be justified with "spirit of franchise". If I wanted to play Dark Souls, I would.
I disagree, as a continuous player from beta to now this game has gotten waaaay easier and more casual then how it started.
However I agree that TES games allowed ridiculous loopholes for resource management - for instance in Skyrim you could enchant legit for zero magicka cost spells, which is really broken. However normal TES games are not a good comparison since they are single player not an MMO where players need to be balanced between races/classes and PVP
Doctordarkspawn wrote: »But when they lowered the difficulty and put in the undaunted stuff, it was fun again. Why was it fun? Because for me, fun was the content. Not the difficulty.
If difficulty is what gets you off, if frustration is what you equate with fun, the Elder Scrolls series, MMO or single player format, is not a game you belong in. Period.
S1ipperyJim wrote: »Doctordarkspawn wrote: »But when they lowered the difficulty and put in the undaunted stuff, it was fun again. Why was it fun? Because for me, fun was the content. Not the difficulty.
If difficulty is what gets you off, if frustration is what you equate with fun, the Elder Scrolls series, MMO or single player format, is not a game you belong in. Period.
Ah, but a certain level of difficulty is required in order to get maximum satisfaction from a game.
Which is an essential part of game theory (a topic I'm quite enthusiastic about lol). You need a balance between player skill vs game difficulty to achieve a psychological 'flow state' which is essentially the state of maximum enjoyment (see link if interested).
http://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php
The problem is this balance differs between players at different parts of their in game journey, fortunately ESO caters pretty well for most levels of skill in allowing you to select the amount of challenge and difficulty you want to experience (if any).
S1ipperyJim wrote: »Doctordarkspawn wrote: »But when they lowered the difficulty and put in the undaunted stuff, it was fun again. Why was it fun? Because for me, fun was the content. Not the difficulty.
If difficulty is what gets you off, if frustration is what you equate with fun, the Elder Scrolls series, MMO or single player format, is not a game you belong in. Period.
Ah, but a certain level of difficulty is required in order to get maximum satisfaction from a game.
Which is an essential part of game theory (a topic I'm quite enthusiastic about lol). You need a balance between player skill vs game difficulty to achieve a psychological 'flow state' which is essentially the state of maximum enjoyment (see link if interested).
http://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php
The problem is this balance differs between players at different parts of their in game journey, fortunately ESO caters pretty well for most levels of skill in allowing you to select the amount of challenge and difficulty you want to experience (if any).
S1ipperyJim wrote: »Doctordarkspawn wrote: »But when they lowered the difficulty and put in the undaunted stuff, it was fun again. Why was it fun? Because for me, fun was the content. Not the difficulty.
If difficulty is what gets you off, if frustration is what you equate with fun, the Elder Scrolls series, MMO or single player format, is not a game you belong in. Period.
Ah, but a certain level of difficulty is required in order to get maximum satisfaction from a game.
Which is an essential part of game theory (a topic I'm quite enthusiastic about lol). You need a balance between player skill vs game difficulty to achieve a psychological 'flow state' which is essentially the state of maximum enjoyment (see link if interested).
http://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php
The problem is this balance differs between players at different parts of their in game journey, fortunately ESO caters pretty well for most levels of skill in allowing you to select the amount of challenge and difficulty you want to experience (if any).
Couldn't have said it better myself. That's what keeps MMOs going.
Doctordarkspawn wrote: »S1ipperyJim wrote: »Doctordarkspawn wrote: »But when they lowered the difficulty and put in the undaunted stuff, it was fun again. Why was it fun? Because for me, fun was the content. Not the difficulty.
If difficulty is what gets you off, if frustration is what you equate with fun, the Elder Scrolls series, MMO or single player format, is not a game you belong in. Period.
Ah, but a certain level of difficulty is required in order to get maximum satisfaction from a game.
Which is an essential part of game theory (a topic I'm quite enthusiastic about lol). You need a balance between player skill vs game difficulty to achieve a psychological 'flow state' which is essentially the state of maximum enjoyment (see link if interested).
http://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php
The problem is this balance differs between players at different parts of their in game journey, fortunately ESO caters pretty well for most levels of skill in allowing you to select the amount of challenge and difficulty you want to experience (if any).
Couldn't have said it better myself. That's what keeps MMOs going.
Exept what he said isn't really applicable to a game change that affects everyone and only appeases one part of the playerbase.
But then, you'd hate for the difficulty to get rebalanced, wouldn't you? It'd mean you couldn't lawd your achievements over people anymore.
Joy_Division wrote: »I don't think the Morrowind update made the game more interesting or skillful to play. Just more tedious.
Doctordarkspawn wrote: »S1ipperyJim wrote: »Doctordarkspawn wrote: »But when they lowered the difficulty and put in the undaunted stuff, it was fun again. Why was it fun? Because for me, fun was the content. Not the difficulty.
If difficulty is what gets you off, if frustration is what you equate with fun, the Elder Scrolls series, MMO or single player format, is not a game you belong in. Period.
Ah, but a certain level of difficulty is required in order to get maximum satisfaction from a game.
Which is an essential part of game theory (a topic I'm quite enthusiastic about lol). You need a balance between player skill vs game difficulty to achieve a psychological 'flow state' which is essentially the state of maximum enjoyment (see link if interested).
http://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php
The problem is this balance differs between players at different parts of their in game journey, fortunately ESO caters pretty well for most levels of skill in allowing you to select the amount of challenge and difficulty you want to experience (if any).
Couldn't have said it better myself. That's what keeps MMOs going.
Exept what he said isn't really applicable to a game change that affects everyone and only appeases one part of the playerbase.
But then, you'd hate for the difficulty to get rebalanced, wouldn't you? It'd mean you couldn't lawd your achievements over people anymore.
You can't use broad generalizations such as saying everyone. The forum is not representative of the overall population. I'm not trying to battle you at every corner, I know there are people that are frustrated. When game mechanics change like this, it is inevitable there will be unhappy people. Just remember, change isn't necessarily bad.
We don't have the mined data to make an accurate statement if these changes are good or bad for the overall longevity of the game yet. If ZOS caves in and they do revert the changes, it did hurt them, a lot. If not, it had the intended affect they wanted.
Again, super easy MMOs are not healthy for its longevity.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »S1ipperyJim wrote: »Doctordarkspawn wrote: »But when they lowered the difficulty and put in the undaunted stuff, it was fun again. Why was it fun? Because for me, fun was the content. Not the difficulty.
If difficulty is what gets you off, if frustration is what you equate with fun, the Elder Scrolls series, MMO or single player format, is not a game you belong in. Period.
Ah, but a certain level of difficulty is required in order to get maximum satisfaction from a game.
Which is an essential part of game theory (a topic I'm quite enthusiastic about lol). You need a balance between player skill vs game difficulty to achieve a psychological 'flow state' which is essentially the state of maximum enjoyment (see link if interested).
http://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php
The problem is this balance differs between players at different parts of their in game journey, fortunately ESO caters pretty well for most levels of skill in allowing you to select the amount of challenge and difficulty you want to experience (if any).
Couldn't have said it better myself. That's what keeps MMOs going.
Exept what he said isn't really applicable to a game change that affects everyone and only appeases one part of the playerbase.
But then, you'd hate for the difficulty to get rebalanced, wouldn't you? It'd mean you couldn't lawd your achievements over people anymore.
You can't use broad generalizations such as saying everyone. The forum is not representative of the overall population. I'm not trying to battle you at every corner, I know there are people that are frustrated. When game mechanics change like this, it is inevitable there will be unhappy people. Just remember, change isn't necessarily bad.
We don't have the mined data to make an accurate statement if these changes are good or bad for the overall longevity of the game yet. If ZOS caves in and they do revert the changes, it did hurt them, a lot. If not, it had the intended affect they wanted.
Again, super easy MMOs are not healthy for its longevity.
Even if you want to fall back on the 'we dont know' bit, are you seriously going to tell me that a difficulty rebalance with resource management emphasized is a bad thing?
Until that day comes, you -are- trying to fight me at every corner. Because your fun will allways come at the direct cost of mine. Your difficulty fix will allways come at the expense of people like me, who dont like it very much. Until we can have both, it's one or the other. With or against.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »S1ipperyJim wrote: »Doctordarkspawn wrote: »But when they lowered the difficulty and put in the undaunted stuff, it was fun again. Why was it fun? Because for me, fun was the content. Not the difficulty.
If difficulty is what gets you off, if frustration is what you equate with fun, the Elder Scrolls series, MMO or single player format, is not a game you belong in. Period.
Ah, but a certain level of difficulty is required in order to get maximum satisfaction from a game.
Which is an essential part of game theory (a topic I'm quite enthusiastic about lol). You need a balance between player skill vs game difficulty to achieve a psychological 'flow state' which is essentially the state of maximum enjoyment (see link if interested).
http://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php
The problem is this balance differs between players at different parts of their in game journey, fortunately ESO caters pretty well for most levels of skill in allowing you to select the amount of challenge and difficulty you want to experience (if any).
Couldn't have said it better myself. That's what keeps MMOs going.
Exept what he said isn't really applicable to a game change that affects everyone and only appeases one part of the playerbase.
But then, you'd hate for the difficulty to get rebalanced, wouldn't you? It'd mean you couldn't lawd your achievements over people anymore.
You can't use broad generalizations such as saying everyone. The forum is not representative of the overall population. I'm not trying to battle you at every corner, I know there are people that are frustrated. When game mechanics change like this, it is inevitable there will be unhappy people. Just remember, change isn't necessarily bad.
We don't have the mined data to make an accurate statement if these changes are good or bad for the overall longevity of the game yet. If ZOS caves in and they do revert the changes, it did hurt them, a lot. If not, it had the intended affect they wanted.
Again, super easy MMOs are not healthy for its longevity.
Even if you want to fall back on the 'we dont know' bit, are you seriously going to tell me that a difficulty rebalance with resource management emphasized is a bad thing?
Until that day comes, you -are- trying to fight me at every corner. Because your fun will allways come at the direct cost of mine. Your difficulty fix will allways come at the expense of people like me, who dont like it very much. Until we can have both, it's one or the other. With or against.
You're making this about me and you personally when it's not. The reality of it is, with change a company will lose people and gain people. ZOS is trying to make a profit first and that can't be done with a shoddy product. Time will tell though if they're on the right course.