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So it seems the Morrowind balance changes were not very popular afterall

  • PsychoROFLit
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    ROFL. When the op tries to use data to show that the Morrowind update was bad for ESO, but instead does the opposite. "A" for effort. And no, the changes to sustain were for the BETTER. L2P.

    its so cool when i see that someone saying "l2p", im instantly thinking about big fat gamer with chips in hand.
    Morrowind patch - ***, destroyed good PVE mechanics. PVP is PVP, if you want to make some balance there - change pvp, not pve. Easy to understand, and yes, ZO$ making game with every patch more and more worse. Well, i will see how it will be in next patch and maybe i will leave this game (hello openworld Warframe)
  • Zvorgin
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    Blanco wrote: »
    ZOS really dropped the ball with Morrowind. The changes to sustain were absolutely a step in the wrong direction.

    Those changes fixed a broken game so no idea what perspective you are applying to say they were the wrong direction. Overland content was a joke and vet dungeons and trials didn't require resource management while PvP players still had infinite sustain. How can a game modeled around resource management be working if no one has to manage resources?
  • PsychoROFLit
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    Zvorgin wrote: »
    Blanco wrote: »
    ZOS really dropped the ball with Morrowind. The changes to sustain were absolutely a step in the wrong direction.

    Those changes fixed a broken game so no idea what perspective you are applying to say they were the wrong direction. Overland content was a joke and vet dungeons and trials didn't require resource management while PvP players still had infinite sustain. How can a game modeled around resource management be working if no one has to manage resources?

    what was broken about sustain and game mechanics? For me its how was able to do lot of vDung solo, then its still. But this gameplay became...well...more casual...BOOOOOORING
  • CyrusArya
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    So it would seem someone never learned that correlation does not equal causation. What, did you not take high school statistics?
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  • Vizier
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    code65536 wrote: »
    Paulington wrote: »
    Now you just build around it and barely anything changes.
    That's true for you. That's mostly true for me. But I wouldn't presume that's the case for most other players. Trimming away the resource fat disproportionally affects people who use resources inefficiently. I.e., people who make mistakes. And then require resources to correct those mistakes. The resource changes affected the mid-tier far more than the ceiling.

    Shrug. Necessity is great motivation to get better. To say, lower skilled players are effected disproportionately isn't really a compelling argument. I like the changes overall. PvP (I play in Vivec CP campaign) seems a bit more balanced. I think they have a ways to go though. Hopefully the upcoming adjustments will have a greater impact on shaking things up.
  • Elsonso
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    Zvorgin wrote: »
    Blanco wrote: »
    ZOS really dropped the ball with Morrowind. The changes to sustain were absolutely a step in the wrong direction.

    Those changes fixed a broken game so no idea what perspective you are applying to say they were the wrong direction. Overland content was a joke and vet dungeons and trials didn't require resource management while PvP players still had infinite sustain. How can a game modeled around resource management be working if no one has to manage resources?

    what was broken about sustain and game mechanics? For me its how was able to do lot of vDung solo, then its still. But this gameplay became...well...more casual...BOOOOOORING

    It is debatable whether there were any real benefits to the change. It certainly did not hurt the game, but I am not sure it exactly fixed what they were trying to fix. A sub-50 with 550 CP can still solo those group dungeon bosses. Sustain really isn't an issue. Combat is not harder than it was before, nor is it easier. Until this thread popped up, I had really forgotten that they changed anything.
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  • PsychoROFLit
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    .
    Zvorgin wrote: »
    Blanco wrote: »
    ZOS really dropped the ball with Morrowind. The changes to sustain were absolutely a step in the wrong direction.

    Those changes fixed a broken game so no idea what perspective you are applying to say they were the wrong direction. Overland content was a joke and vet dungeons and trials didn't require resource management while PvP players still had infinite sustain. How can a game modeled around resource management be working if no one has to manage resources?

    what was broken about sustain and game mechanics? For me its how was able to do lot of vDung solo, then its still. But this gameplay became...well...more casual...BOOOOOORING

    It is debatable whether there were any real benefits to the change. It certainly did not hurt the game, but I am not sure it exactly fixed what they were trying to fix. A sub-50 with 550 CP can still solo those group dungeon bosses. Sustain really isn't an issue. Combat is not harder than it was before, nor is it easier. Until this thread popped up, I had really forgotten that they changed anything.

    well, my gameplay style as my sorc changed for saving my gear and right now its really boring - dots + heavy attacks. Its really boring
  • Araviel2
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    looks like any other steam chart during the summer
    Araviel -Professional Zerg surfing mutagen spammer [DC-EU]
  • Elsonso
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    Zvorgin wrote: »
    Blanco wrote: »
    ZOS really dropped the ball with Morrowind. The changes to sustain were absolutely a step in the wrong direction.

    Those changes fixed a broken game so no idea what perspective you are applying to say they were the wrong direction. Overland content was a joke and vet dungeons and trials didn't require resource management while PvP players still had infinite sustain. How can a game modeled around resource management be working if no one has to manage resources?

    what was broken about sustain and game mechanics? For me its how was able to do lot of vDung solo, then its still. But this gameplay became...well...more casual...BOOOOOORING

    It is debatable whether there were any real benefits to the change. It certainly did not hurt the game, but I am not sure it exactly fixed what they were trying to fix. A sub-50 with 550 CP can still solo those group dungeon bosses. Sustain really isn't an issue. Combat is not harder than it was before, nor is it easier. Until this thread popped up, I had really forgotten that they changed anything.

    well, my gameplay style as my sorc changed for saving my gear and right now its really boring - dots + heavy attacks. Its really boring

    DOT has always been a staple of ESO combat. I often forget, even today, that heavy attacks build resources.
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  • Wreuntzylla
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    Tandor wrote: »
    If I was concerned to see whether a game's population had changed I wouldn't be looking to assess the situation at the height of the Summer holiday season when game populations traditionally take a big dip. People have better things to do on hot Summer days whether at home or on vacation than sitting at the computer.

    In assessing the state of the ESO population at any time of the year I also wouldn't have any particular regard to Steam's numbers which represent a tiny and unrepresentative share of the overall playerbase.

    It's certainly possible that the game's population is falling (and for reasons other than seasonally), but I don't see any evidence of that either in the game or on the forum. Both seem extremely active all the time. I wouldn't be surprised, however, if the quarterly content release model meant that the population rose when new content was introduced and fell between the content releases.

    @Tandor, I have played quite a few MMOs and usually the trend over the summer is the opposite. The population increases and it's well correlated to schools being in and out of session.

    I would agree with in-game experience. Since one tamriel, ven in completely out of the way locations, I run into someone. Prior to one tamriel it was surprising to run into anyone outside of the starter zones. I just hesitate to use that as evidence because of how ZoS instances areas. Similarly, PvP pop is a suspect metric because of the pop cap slider.

    Frankly, I don't think there is a good way to judge the population, other than by the changes ZoS makes to the game. They have been pretty quick to revert changes where masses of people just stopped playing. The hard mode skeever period of time comes to mind.

  • SnubbS
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    I'm actually surprised that ESO may have more than 10k concurrent players. I'm on what's supposedly the most populated "Mega"server and I'd bet the farm that it doesn't see 100k unique users per month.
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    GB
  • Wreuntzylla
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    SnubbS wrote: »
    I'm actually surprised that ESO may have more than 10k concurrent players. I'm on what's supposedly the most populated "Mega"server and I'd bet the farm that it doesn't see 100k unique users per month.

    Outside of PvP, the game is instanced. It's fairly rare to see it in action but sometimes I get a prompt, when I join a group that is in the same zone as I am, saying that I am in a different instance. Happens most frequently in Craglorn.



  • Tonnopesce
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    Out of the guilds i was /am in, maybe 10 on 5-600 play via steam
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  • Elsonso
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    I have played quite a few MMOs and usually the trend over the summer is the opposite. The population increases and it's well correlated to schools being in and out of session.

    Elder Scrolls seems to attract the older players. That will dilute any "summer vacation" syndrome from school and college kids. There is a dip when school starts, but last time I looked it was not that big.
    SnubbS wrote: »
    I'm actually surprised that ESO may have more than 10k concurrent players. I'm on what's supposedly the most populated "Mega"server and I'd bet the farm that it doesn't see 100k unique users per month.

    We may never know. It is virtually impossible to tell from within the game how many "unique players" play per month. The megaserver ensures that we only see a few hundred.

    Believe me, I tried.



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