Taleof2Cities wrote: »Twohothardware wrote: »
This isn't an issue of whether the 1% have a way to go get Alchemy ingredients. It's an issue of the exact amount of time it takes for the average ESO player to farm Alchemy ingredients and whether Alchemy crafting is being for the most part ignored by the larger population due the grind and cost.
Interesting.
Of the items I listed, none of those take very long at all ... except maybe getting enough Tel Var for a few PvP bags.
The Dark Brotherhood Shadowy Supplier is simply a passive unlock. After that it's free mats once a day.
Writs are insanely easy as well and can be done at any level over level 6. Sometimes writ rewards are accompanied by a survey which generally yields 30+ mats per survey node ... can be higher with investment in the Plentiful Harvest passive in the Lover constellation.
What's that proverb again? 'You can lead a horse to water but you can't make him drink'
Twohothardware wrote: »The cost of Alchemy Potions is something that doesn't seem to get brought up here but I think keeps a lot of ESO players from taking advantage of crafted potions more and contributes to them being put at further disadvantage in both PVE and PVP.
For those probably reading this like myself who have a lot of gold or are master crafters doing daily writs on multiple characters the cost isn't really a problem but for the average player on ESO when you have just one stack of Corn Flower on console costing as much as 80K, or these new Summerset ingredients like Clam Gall that go for 1K each, it makes it so that you're only able to use the better potions sparingly.
When you look at especially PVP and the advantages of being higher CP or having all Gold gear you have to then also consider the guy that can afford to use Potion cooldown glyphs and chug the best pots in the game every 20-30 seconds giving him multiple buffs and loads of increased resources.
I realize that Alchemy farming is part of the grind and one of the gold sinks in the game but the time investment for Alchemy farming is excessive for the average player, which is why Regent prices are high, and I think if Alchemy Nodes gave a guaranteed 2-3 flowers every time, instead of typically only 1, it would at least make farming a little less of a grind and bring down the price some on the most expensive Regents.
Additionally can we please get some quality of life improvements to the Alchemy Station? As much fun as it is to stand at it pressing Square repeatedly for 15-20 minutes crafting 4 potions at a time I'd much rather craft in bulk.
@Mystrius_Archaion
I'm well aware that ZoS wants to lower the ceiling and raise the floor. But that doesn't mean make them the same. May as well just remove the levelling system and CP system and just unlock every passive and skill. The only time that potions really makes a difference i you're trying to compete with the top 1%. Most casuals won't even know there is a difference.
And do you want to know why most of the original players quit? It's because of poor balance. ZoS keeps catering to people that don't understand how to play and it creates all these imbalances. Sypher and Fengrush quit due to the poor balancing, based on too many proc sets and ez mode healing--accessibility to safeties that removed player skill from the game. By removing depth from an MMO you are killings its longevity. Top tier players feel that all their effort is wasted and leave whereas casuals come in thinking they are good, get bored because the game lacks depth and leave as well. The only difference is those casuals had minimal impact on the game whereas Sypher and Feng had a huge following and actively shaped the community. Leave instant accessibility to games like CoD.Twohothardware wrote: »
I wasn't trying to insult you, as I said I didn't even remember fighting you. I was simply talking about some of the ones I know you were referring to when you said the solo/small scale club. Dovetheangry is one of the few I'll give props to for solo'ing groups. He's the only one I've seen still playing the game that can take on sizeable numbers by himself. It takes a lot less skill to run in groups of 3-4+ because 3-4 timed Ults when you're communicating with each other will kill even a decent size zerg.
"small scale" groups of +4 is more a response to the increased zerg mentality. You just simply aren't going to consistently pull 4-6 players anymore. They come in droves or don't fight until their Crown and their whole zerg is there, and zergs tend to run in pairs in Vivec. Despite that most people don't like going over 4 in a group anyways and even in those groups, its mostly solo play up until you have a group of healer, defile and snare bots all zerging one person. 4 co-ordinated people killing a co-ordinated zerg is still impressive. Nobody cares about a 2v8 or a 2v12. Everyone's chasing that 2v22 ever since miami and abdi did it on eu.
Anyways, that was a pretty big tangent. My original point was--based on my experience I thought you lacked the necessary PvP experience to make that kind of statement.
Moving away from that, myself and many I know use alliance draughts quite extensively, both in duels and open world. They only make a difference in the extreme cases, i.e. a 1v+4. Even in duels against players of your same skill level, it is not necessary to chug BiS pots off cooldown. It really only makes a difference for the players that are min-maxing and those are the types of players that will put the time in to farm anyways.
That feeling of progression is a positive. Players should not enter cyrodil and expect to compete with top tier players. This isn't that type of game.
Twohothardware wrote: »
Alchemy has the same problem when you look at the time investment for the average player who's not going to spend hours getting Alchemy ingredients just to use potions that last only 45 seconds or until they die. That's why most players don't even level up the Alchemy skill line and just use trash pots.
I'll pose this final question. What is the argument against increasing Alchemy Nodes to give a guaranteed 2-3 flowers instead of 1 if it benefits the large percentage of the ESO player base? What is unbalanced about making farming for Alchemy in overland areas more efficient like the methods you proposed which you say are easy and don't take very long at all?
Mystrius_Archaion wrote: »@Mystrius_Archaion
The point of me pointing out my DPS is that if I can learn to do minimal Vet Trial DPS in a span of 5 minutes, more casual players should be able to run a normal dungeon no problem.
- As for the monster sets, yes I acknowledge it's poor design to lock them behind vet dungeons.
- Group finder is meant to help beginners get into trials. Unfortunately it simply doesn't work. That's on ZoS.
- Rock-Paper-Scissors balance only exists in PvP. Don't know why you're bringing up PvE
And you can't complain about cosmetics. You don't need those to play the game.
Your issue is that you want ESO to be a better version of DCUO. Those are 2 very different genres.
1) DCUO and ESO are very much the same. DCUO has block and interrupt and CC and they are both action MMOs. The difference being that DCUO actually has tab targeting that does lock the target and has done the rock/paper/scissors combat better. They even both have weapons attacks and then abilities that use a resource pool until it is empty which the weapon attacks regenerate. That's why I'm here; they are both fairly similar and both support gamepads.
2) Rock/paper/scissors combat is everywhere in PVE. You get stunned into silenced all the time in anything from Vvardenfell and Clockwork City and newer and it is spreading to old world enemies with sneaky updates. The old enemies also still always have had things you need to interrupt or block or take a lot more damage and/or get knocked back/stunned. Even regular enemies, which shouldn't so reliably stun some superhuman player that can solo worldbosses, can and do stun them.
I'm not sure what you thought I meant by "rock/paper/scissor mechanics", or what you meant by it. I'm talking about blocking and interrupting and breaking free.
3) The main reason I play this game is for cosmetics.
It's about the only reason I play any game since the old game Tibia which gave me a bigger thrill and challenge and sense of progression than any game since really because it has literally limitless levels and perpetually dangerous pve content and open world griefing pvp by walling in players with furniture or other players. We want nice graphics though so newer games that do less for mechanics are viable financially.
So yes, it upsets me when they lock nice cosmetics behind "smash your face into this wall a few dozen/hundred times before the wall gives up" types of "challenge". I'd gladly pay to avoid that challenge(especially since a lot of it is fake challenge), but those things say to me "we don't want your money" which is sad and arguably a dumb financial plan.
Edit:
FYI, DCUO does pvp a hell of a lot better also. Go try it, since it is completely F2P to try, no game purchase to start. It performs better and the combat actually is better designed to work well. I can even compete with the top tier pvpers because I actually am decent so long as technology isn't limiting me and the stats are meaningless, for the most part.
DCUO actually has that "equal skill results in gear difference providing that edge" that you talk about while ESO doesn't. ESO has too many different sets that set bonuses make the difference in PVP much more than how it really should be. If PVP were truly balanced here in ESO then any set combination, so long as they had the full bonuses and same quality level and same enchants, should be fully balanced against any other set, but that isn't true or people wouldn't be calling for nerfs to Sload's Semblance.
@Mystrius_Archaion
I'm well aware that ZoS wants to lower the ceiling and raise the floor. But that doesn't mean make them the same. May as well just remove the levelling system and CP system and just unlock every passive and skill. The only time that potions really makes a difference i you're trying to compete with the top 1%. Most casuals won't even know there is a difference.
And do you want to know why most of the original players quit? It's because of poor balance. ZoS keeps catering to people that don't understand how to play and it creates all these imbalances. Sypher and Fengrush quit due to the poor balancing, based on too many proc sets and ez mode healing--accessibility to safeties that removed player skill from the game. By removing depth from an MMO you are killings its longevity. Top tier players feel that all their effort is wasted and leave whereas casuals come in thinking they are good, get bored because the game lacks depth and leave as well. The only difference is those casuals had minimal impact on the game whereas Sypher and Feng had a huge following and actively shaped the community. Leave instant accessibility to games like CoD.Twohothardware wrote: »
I wasn't trying to insult you, as I said I didn't even remember fighting you. I was simply talking about some of the ones I know you were referring to when you said the solo/small scale club. Dovetheangry is one of the few I'll give props to for solo'ing groups. He's the only one I've seen still playing the game that can take on sizeable numbers by himself. It takes a lot less skill to run in groups of 3-4+ because 3-4 timed Ults when you're communicating with each other will kill even a decent size zerg.
"small scale" groups of +4 is more a response to the increased zerg mentality. You just simply aren't going to consistently pull 4-6 players anymore. They come in droves or don't fight until their Crown and their whole zerg is there, and zergs tend to run in pairs in Vivec. Despite that most people don't like going over 4 in a group anyways and even in those groups, its mostly solo play up until you have a group of healer, defile and snare bots all zerging one person. 4 co-ordinated people killing a co-ordinated zerg is still impressive. Nobody cares about a 2v8 or a 2v12. Everyone's chasing that 2v22 ever since miami and abdi did it on eu.
Anyways, that was a pretty big tangent. My original point was--based on my experience I thought you lacked the necessary PvP experience to make that kind of statement.
Moving away from that, myself and many I know use alliance draughts quite extensively, both in duels and open world. They only make a difference in the extreme cases, i.e. a 1v+4. Even in duels against players of your same skill level, it is not necessary to chug BiS pots off cooldown. It really only makes a difference for the players that are min-maxing and those are the types of players that will put the time in to farm anyways.
That feeling of progression is a positive. Players should not enter cyrodil and expect to compete with top tier players. This isn't that type of game.
But fengrush didn't quit he is now playing in zergs only now.
Twohothardware wrote: »
Alchemy has the same problem when you look at the time investment for the average player who's not going to spend hours getting Alchemy ingredients just to use potions that last only 45 seconds or until they die. That's why most players don't even level up the Alchemy skill line and just use trash pots.
I'll pose this final question. What is the argument against increasing Alchemy Nodes to give a guaranteed 2-3 flowers instead of 1 if it benefits the large percentage of the ESO player base? What is unbalanced about making farming for Alchemy in overland areas more efficient like the methods you proposed which you say are easy and don't take very long at all?
giving every player +100 to all stats benefits the entire player base and that would be a stupid idea. why should those people who cant/dont/wont play get given stuff for free? alchemy isnt that hard.
at a rough estimate, my craft bag has a total of 91k alchemy mats. not gold value, 91 thousand mats. and like a large amount of players, many of whom are the same you want to give stuff to for free, i walk past a stack of herbs because i quite simply cant be bothered looting them.
Mystrius_Archaion wrote: »@Mystrius_Archaion
The point of me pointing out my DPS is that if I can learn to do minimal Vet Trial DPS in a span of 5 minutes, more casual players should be able to run a normal dungeon no problem.
- As for the monster sets, yes I acknowledge it's poor design to lock them behind vet dungeons.
- Group finder is meant to help beginners get into trials. Unfortunately it simply doesn't work. That's on ZoS.
- Rock-Paper-Scissors balance only exists in PvP. Don't know why you're bringing up PvE
And you can't complain about cosmetics. You don't need those to play the game.
Your issue is that you want ESO to be a better version of DCUO. Those are 2 very different genres.
1) DCUO and ESO are very much the same. DCUO has block and interrupt and CC and they are both action MMOs. The difference being that DCUO actually has tab targeting that does lock the target and has done the rock/paper/scissors combat better. They even both have weapons attacks and then abilities that use a resource pool until it is empty which the weapon attacks regenerate. That's why I'm here; they are both fairly similar and both support gamepads.
2) Rock/paper/scissors combat is everywhere in PVE. You get stunned into silenced all the time in anything from Vvardenfell and Clockwork City and newer and it is spreading to old world enemies with sneaky updates. The old enemies also still always have had things you need to interrupt or block or take a lot more damage and/or get knocked back/stunned. Even regular enemies, which shouldn't so reliably stun some superhuman player that can solo worldbosses, can and do stun them.
I'm not sure what you thought I meant by "rock/paper/scissor mechanics", or what you meant by it. I'm talking about blocking and interrupting and breaking free.
3) The main reason I play this game is for cosmetics.
It's about the only reason I play any game since the old game Tibia which gave me a bigger thrill and challenge and sense of progression than any game since really because it has literally limitless levels and perpetually dangerous pve content and open world griefing pvp by walling in players with furniture or other players. We want nice graphics though so newer games that do less for mechanics are viable financially.
So yes, it upsets me when they lock nice cosmetics behind "smash your face into this wall a few dozen/hundred times before the wall gives up" types of "challenge". I'd gladly pay to avoid that challenge(especially since a lot of it is fake challenge), but those things say to me "we don't want your money" which is sad and arguably a dumb financial plan.
Edit:
FYI, DCUO does pvp a hell of a lot better also. Go try it, since it is completely F2P to try, no game purchase to start. It performs better and the combat actually is better designed to work well. I can even compete with the top tier pvpers because I actually am decent so long as technology isn't limiting me and the stats are meaningless, for the most part.
DCUO actually has that "equal skill results in gear difference providing that edge" that you talk about while ESO doesn't. ESO has too many different sets that set bonuses make the difference in PVP much more than how it really should be. If PVP were truly balanced here in ESO then any set combination, so long as they had the full bonuses and same quality level and same enchants, should be fully balanced against any other set, but that isn't true or people wouldn't be calling for nerfs to Sload's Semblance.
Ok please don''t comment about PvP because you just don't have a strong enough grasp of ESO PvP to actually comment. On any stamina class I can run several different setups that all come within Hunding+Agility performance range. Name any class (except magicka warden) and I can give you at least 5 PvP setups that all work within the same level of effectiveness.The list goes on and on. And that is just for general purpose set ups.
- Legion
- Shacklebreaker
- Bone Pirate
- Hulking Drauger
- Hunding's Rage
- Fury
- Ravager
- Veiled Heritance
- Spriggan
- Trainee
- Werewolf Hide
- Assault
- Automaton
ESO is not the same as DCUO. ESO comes from a long line of progression games-a la Skyrim. You're going to need to grind in any Elder Scrolls game. If you don't like that go play something else and stop complaining about 24 years of tradition. I've been playing Elder Scrolls games since I started gaming. Believe me, ESO has already been dumbed down significantly.
Mystrius_Archaion wrote: »ESO is not the same as DCUO. ESO comes from a long line of progression games-a la Skyrim. You're going to need to grind in any Elder Scrolls game. If you don't like that go play something else and stop complaining about 24 years of tradition. I've been playing Elder Scrolls games since I started gaming. Believe me, ESO has already been dumbed down significantly.
Actually, ESO has been "watered down", not "dumbed down". You're confusing the phrases and meanings.
Elder Scrolls games before ESO were actually "dumbing down" using fewer skill lines and less "fully mathematical" stats. They removed acrobatics and athletics going from Morrowind to Skyrim. They simplified the gameplay into better keybinds and button combos and to being primarily based on having a gamepad/controller instead of keyboard and mouse.
They were making Elder Scrolls games more accessible and easier to control and play, not less.
They "watered down" ESO by adding more skills that do the same things, adding classes which are just differences between ice and fire magic(for example) and adding more stats that control the same things like some skills being stamina or magicka so 2 resource pools for activating skills and those skills then being buffed by 4 damage controlling stats such as "spell damage and max magicka" that effectively do the exact same things so long as you don't have trouble running out of resources which "magicka recovery" could replace that part of the max magicka effects. It's all artificial complexity that is unnecessary.
ESO actually had to change drastically to be MORE LIKE Skyrim after it had been running a while with less success. One Tamriel was all about standardizing levels of enemies and player stats so anybody could go and play anywhere, which is how the single player Elder Scrolls games have been with level scaling getting more extreme since Morrowind. The progression in Skyrim is actually now arguably more heavy than ESO because of enemies that do require higher stats like "The Ebony Warrior" and "Kharstag". ESO is much more accessible everywhere in pve due to the stat leveling systems of One Tamriel.
And for the final nail in the coffin, ESO had a much smaller customer base until they went optional subscription and cash shop and even the One Tamriel update that brought everybody together instead of spread out across several different level tiers; they made it more accessible than ever by making everyone more equal in stats without those players doing any more work than just hitting a button to equip gear that is just thrown at them like clouds of candy flying from people with buckets of it at a parade.
FYI, ESO shares a lot more in common with DCUO than Skyrim because in DCUO you have 6 skills to use, one being a "Supercharge"(click Supercharge for link) which works almost exactly the same as our "ultimates" here with a meter that must be filled before using by weapon attacking, and weapon attacks that build back resources to use those skills and similar buff durations that are short and require constant monitoring. It even has similar aiming and definitely similar blocking and interrupting in combat, but definitely done better as to be easier and more fair to everyone in DCUO.
The only real difference is that DCUO embraced the fact that all abilities can be essentially boiled down to a simple equation and balanced everything much better because of it, while ESO still struggles badly with balance due to trying to "maintain uniqueness" for abilities that aren't actually unique in function compared to other abilities that do the exact same thing just with a different number. ESO is struggling with balance because of the fake complexity that DCUO has realized is fake and eliminated more.
Emma_Overload wrote: »You know why everything is more expensive on console, right? It's because of the lack of bots! Just something for PC players to think about before they report that bot...
ProbablePaul wrote: »Isn't this the ladder of progression? I've simply used ingredients, rather than sold them and because they pile up, I have a couple hundred of everything, including tempers and whatnot. On top of that I have 4 build sets of armor that are completely gold. Granted I've been playing since console launch, but still, I simply don't understand these hardships. Especially since I returned - I quit playing when morrowind launched, and came back for summerset
ProbablePaul wrote: »I think a much larger issue is with people not willing to harvest ingredients themselves. Like, for one, I NEVER see new players loot heavy sacks - how long does it take them to realize that these are great resources? Maybe it's an inventory concern, but that's why I trained my horse for inventory before speed. Maybe they should too? But so many guides online advise people to train speed.
Ultimately, I wonder, how is this complaint more than an issue of impatience? Because, once you learn more about the game and know how important harvesting is, I can't see how anyone could struggle to acquire ingredients. As it is, the game is too easy.
Anotherone773 wrote: »Argument: You dont need crafted potions to do X.
My Answer: That is true. Pretty much everything in this game can be done without crafted pots including pvp. But Pots add a significant advantage. In pvp, i use weapon power pots. Stam, power, crit. The power portion alone gives a significant advantage. I am a glass cannon. I need as much cannon as i can before i shatter or it just doesnt work especially in Crowd Control Online
Argument: Farm IC for TV stones, buy alchemy bags.
My Answer. I found that to be more work and less reward than collecting nodes. Unless you group farm or something where you can just mow through areas like an FG I speedrun. You also have the constant issue of losing TV for dying. IC was a failed experiment to try to get PVERs to go into PVP zones. It didnt work and hasnt in any game that tried it. For one thing its a pain to get too( and to get out of). And the rewards are just not worth the risk or time required....even for a person who pvps.
Argument: Farm nodes for what you need.
My Answer: I do. I have a regular plant run and a mushroom run. But to do a whole 80ish plant run takes about 10 minutes. I might get 30 or 40 plants running late when most people are in bed. I still have competition and often run across 1 or 2 other people every run also picking nodes. It takes me 2-3 hours to get a quarter stack of the ingredients i use for that pot. Each plant give 3 minutes worth. All said and done a quarter stack of each ingredient i need gives me about 2 hours of pot up time. So i farm for 3 hours to do what i really want for 2 hours. Thats not very fun. Some people enjoy picking nodes. Im not one of them.
Argument: Farm other stuff, sell it, buy pots/ingredients, profit???
My Answer: We are back to hours of farming to do what we want for less time. I do farm other stuff and i make a good amount on traders. But that gold is for other activities i enjoy.
I like crafting in this game. Its meaningful and in most( nearly all) other games ive played, it isnt that meaningful. But i think alchemy is the one craft they screwed up and yes im including jewelry crafting in the lot. Its ridiculous that pots are so short duration but also that ingredients to make them are so expensive in time or gold. It puts the average player off using them because they either cant afford them or they are so high valued they only want to use them in rare situations where they absolutely need them. For example i didnt start using crafted pots until months after i reached 160 and had maxed alchemy. In fact it was the better part of a year before i started using crafted pots and poisons and now i only use them in pvp and harder solo PVE such as soloing mobs that werent really designed to be soloed. Id use them more if i didnt have to spend so much time farming ingredients for them.
Having a consumable craft that the average player cant afford to use is just stupid. They either need to double the amount of pots, double the amount per node or nodes, or make the pots about 90 seconds( when skilled).
Anotherone773 wrote: »Argument: You dont need crafted potions to do X.
My Answer: That is true. Pretty much everything in this game can be done without crafted pots including pvp. But Pots add a significant advantage. In pvp, i use weapon power pots. Stam, power, crit. The power portion alone gives a significant advantage. I am a glass cannon. I need as much cannon as i can before i shatter or it just doesnt work especially in Crowd Control Online
Argument: Farm IC for TV stones, buy alchemy bags.
My Answer. I found that to be more work and less reward than collecting nodes. Unless you group farm or something where you can just mow through areas like an FG I speedrun. You also have the constant issue of losing TV for dying. IC was a failed experiment to try to get PVERs to go into PVP zones. It didnt work and hasnt in any game that tried it. For one thing its a pain to get too( and to get out of). And the rewards are just not worth the risk or time required....even for a person who pvps.
Argument: Farm nodes for what you need.
My Answer: I do. I have a regular plant run and a mushroom run. But to do a whole 80ish plant run takes about 10 minutes. I might get 30 or 40 plants running late when most people are in bed. I still have competition and often run across 1 or 2 other people every run also picking nodes. It takes me 2-3 hours to get a quarter stack of the ingredients i use for that pot. Each plant give 3 minutes worth. All said and done a quarter stack of each ingredient i need gives me about 2 hours of pot up time. So i farm for 3 hours to do what i really want for 2 hours. Thats not very fun. Some people enjoy picking nodes. Im not one of them.
Argument: Farm other stuff, sell it, buy pots/ingredients, profit???
My Answer: We are back to hours of farming to do what we want for less time. I do farm other stuff and i make a good amount on traders. But that gold is for other activities i enjoy.
I like crafting in this game. Its meaningful and in most( nearly all) other games ive played, it isnt that meaningful. But i think alchemy is the one craft they screwed up and yes im including jewelry crafting in the lot. Its ridiculous that pots are so short duration but also that ingredients to make them are so expensive in time or gold. It puts the average player off using them because they either cant afford them or they are so high valued they only want to use them in rare situations where they absolutely need them. For example i didnt start using crafted pots until months after i reached 160 and had maxed alchemy. In fact it was the better part of a year before i started using crafted pots and poisons and now i only use them in pvp and harder solo PVE such as soloing mobs that werent really designed to be soloed. Id use them more if i didnt have to spend so much time farming ingredients for them.
Having a consumable craft that the average player cant afford to use is just stupid. They either need to double the amount of pots, double the amount per node or nodes, or make the pots about 90 seconds( when skilled).
I seen you say this "So i farm for 3 hours to do what i really want for 2 hours" - Farming IC for 3 hours @ 100k P/30m would literally net you minimum 1200 of each plant - That's 4.8k sp pots for example. So you're actually farming for 3 hours to be able to drink pots on cooldown for 60 hours straight. That's a hell of a long time.
Even if you died once or twice and were making 100k an hour Telvar which is slow - You'd be making more than 2.4k pots in that 3 hours.
Worth noting that 4.8k & 2.4k pots are just of one type - You'd have stacks and stacks and stacks of Stamina mats that you could sell and buy even more for example - Or vice versa.
Not hard. Not risky.