This probably won't ring a bell if you aren't familiar with the Destiny series. Destiny 2 crashed and burned because Bungie went overboard with nerfs in an attempt to cater to the casual audience. They didn’t consider that the casual audience will only play the game a short time before moving on, no matter what they did. Both Destiny (1) and ESO both experienced a shaky release with many issues. Over the life of the games and DLC’s they slowly become polished experiences. Since there is no ESO 2, we can start at the Morrowind era as the beginning of the current game there is today.
Morrowind saw a nerf to sustain, Destiny 2 also saw a nerf to sustain with the hidden juggler effect (ammo does not drop for equipped weapon)
PvP was never “balanced” in either game, because in PvP meta setups are just more effective. Destiny 1 had a lot of powerful weapons and abilities, but they rewarded a skilled player since by everyone being OP, it was an even playing field. Destiny 2 went the opposite direction, making pvp bland and slow paced, focusing on a team shot meta because 1v1’s aren’t feasible when your opponent could just disengage. See the heavy armor meta in high MMR bg’s now.
Locking item types previously earned through gameplay activities behind the crown store (new mounts, motifs) is similar to Destiny 2’s decision to lock sparrows and ships behind Eververse (obtainable by gameplay in D1)
Mobility is one of the things that saved D1 from obscurity. The game felt fluid and fast, and had hands down some of the best and most rewarding movement in an FPS. Destiny 2 saw a full on nerf to mobility and the character movement is painfully slow. ZOS’s next target after shields is none other than mobility.
High gunskill was rewarded in Destiny 1 with hand cannons being a crisp 3 tap precision kill in PvP and snipier rifles being the highest DPS against bosses. Magblades in ESO reward a skilled player by having the highest DPS ceiling for those who are skilled enough to weave the bow. Guess what was nerfed in Destiny 2? Gunskill (bloom mechanic, no special weapon slot, slower TTK and gameplay) The only thing other than being one of very few MMO’s on console that makes ESO successful is the faster paced combat, yet the nerf hammer is coming down on it.
The more of Bungie’s failures with Destiny 2 that you are aware of, the more apparent it is that ZOS is making the same mistakes today. I still play ESO because I enjoy the game, but I also stuck with D2 for longer than I should have hoping Bungie would turn it around into the game that D1 was.
Zeni's player stats indicate that most of their players are casuals who play for a week or two, then move on, then come back for the next update. These players also spend the most on cosmetics. This is who they are designing content and combat for. Their "hard-core" players who log in daily are given nods, and vet and HM versions of group content, but we're not their targeted customers. Matt Firor has openly gone on record with that.
And it's a strategy that's working for them.
ZOS stated that the Morrowind nerfs were supposed to "raise the floor and lower the ceiling". It lowered the ceiling, slightly lowered the floor, and devastated the midlevels.
NewBlacksmurf wrote: »The Elder Scrolls Online seeks to draw from TES series but instead of the game being TES with options to co-op with friends, it’s really DAoC I’m another skin which is a game that failed and has moved to EA to milk it’s traditional customer base.
...Wait, wasn't Bungie "forgiven" and Destiny 2 now considered a "good" game?
At least, that seems to be the general consensus from talking to players I know.
Why the hell do people feel like making things about casuals-vs-hardcore?
ZOS stated that the Morrowind nerfs were supposed to "raise the floor and lower the ceiling". It lowered the ceiling, slightly lowered the floor, and devastated the midlevels.
These nerfs? Same thing again. It will lower the ceiling a little. Not by that much. Won't really affect the floor. And it will again devastate the middle.
ZOS doesn't cater to the hardcore or the casuals. If you paid any attention at all to the feedback and grievances, you'll see that they come from players of all levels of skill.
The problem is a dev team that is wildly out of touch with how the game is played. That's the problem. They don't play their game enough to understand their game. They push for cast-time abilities and heavy attacks. Nobody like that stuff. They blame shields for making healers useless. If they did their own content, they'd see why healers feel useless (hint: it has nothing to do with shields). They claim that shields mean a player can just stack damage. If they actually PvP as sorcs, they'll see that with the sorc's poor sustain and poor self-healing, every good PvP sorc runs at least one--often two--sustain sets. Stacking damage? What damage?
The game suffers from a combat team that has no vision (or at the very least fails to demonstrate that they have a vision). Magblades in PvP generally rely on stacking heals. Sorcs stack shields. DKs have a lot of CC. I wouldn't want to play a magblade like a sorc and I wouldn't want to play a sorc like a magblade. Each class has--or had--an identity. ZOS doesn't seem to realize this and instead push through change that force classes to play more and more similarly. E.g., introducing a too-good-to-pass-up Ele Weapon in Summerset and nerfing class abilities, pushing everyone to use the same ability.
To claim that this is about casuals-vs-hardcore demonstrates your own lack of understanding of this game--which is no better than that of the dev team's.
rfennell_ESO wrote: »NewBlacksmurf wrote: »The Elder Scrolls Online seeks to draw from TES series but instead of the game being TES with options to co-op with friends, it’s really DAoC I’m another skin which is a game that failed and has moved to EA to milk it’s traditional customer base.
DAoC didn't fail. It was quite good and the pvp was some of the best ever.
It just ran into the WOW launch which bled away their subscriber base and a really bad expansion (Atlantis, where they tried to do pve crap) and with WOW taking off... well, there was very few MMO's that survived that period with a vibrant sub base.
In many ways Cyrodiil is the spiritual successor to the Pvp frontiers of DAOC.
The Rest of the game is very very different.
This, and its pretty simple the expert players adapt fast, mid level to mediocre far slower.ResTandRespeC wrote: »spartaxoxo wrote: »Casuals pull in more money, not the 1% because they are the bulk of a playerbase.
I am not talking about those people who come and go quickly.
I'm talking about the ones that play for years, pay lots of money for cosmetics, *** around for a couple of hours, and then log off. They don't have the best gear. There is loads of content they haven't done. And they don't care too much about what is or isn't balanced. Many of them don't even read the patch notes and just learn important changes through the grapevine.
As long as those people always have something to do (and they go through content very slowly) they will spend money and play.
Hardcore people are good to have because they tend to provide feedback, make videos and other fan content, and spread word of mouth. This all attracts more casual audiences.
But it isn't the casual player coming here for buffs and nerfs. It is the hardcore player.
And the gap has to be wide enough that hardcore people feel their effort is worth it, but not so wide that their tendency to exclude anyone who isn't perfect at the game doesn't completely kill casual progression.
That is what tends to cause PvE nerfs. The casual being unable to progress to a hardcore if they so choose because every group has demands that are completely ludicrous unless you were hardcore from the beginning.
If thats why theyve been doing pve nerfs then zos is pretty bad at it lol. Every single PvE nerf, while aimed at the top tier player has made the game harder for middle tier players to progress. The nerfs make hard content harder, by making the highest dps numbers harder to achieve and survivability harder to maintain making groups even more stringent.
NewBlacksmurf wrote: »rfennell_ESO wrote: »NewBlacksmurf wrote: »The Elder Scrolls Online seeks to draw from TES series but instead of the game being TES with options to co-op with friends, it’s really DAoC I’m another skin which is a game that failed and has moved to EA to milk it’s traditional customer base.
DAoC didn't fail. It was quite good and the pvp was some of the best ever.
It just ran into the WOW launch which bled away their subscriber base and a really bad expansion (Atlantis, where they tried to do pve crap) and with WOW taking off... well, there was very few MMO's that survived that period with a vibrant sub base.
In many ways Cyrodiil is the spiritual successor to the Pvp frontiers of DAOC.
The Rest of the game is very very different.
@rfennell_ESO
The game itself did fail...which is why the originating studio is no more and their game was acquired by EA.
More proof as such...
This dev team lead by one of the same lead devs from DAoC….and the other whose trying to finish DAoC Unchained have tried to keep that dream going.
DAoC didn't have good PvP...it offered unbalanced PvP with constant changes that further damaged PvE or the reverse for PvP. What people remember is the first massive PvP experience along with destructible environments and as a result "think or feel" it was good overall.
While I did enjoy parts of the game the PvP portion of that game was no better than what we have here. Each just have their different issues and opportunities spanning from a very eerily similar design flaw.
rfennell_ESO wrote: »NewBlacksmurf wrote: »rfennell_ESO wrote: »NewBlacksmurf wrote: »The Elder Scrolls Online seeks to draw from TES series but instead of the game being TES with options to co-op with friends, it’s really DAoC I’m another skin which is a game that failed and has moved to EA to milk it’s traditional customer base.
DAoC didn't fail. It was quite good and the pvp was some of the best ever.
It just ran into the WOW launch which bled away their subscriber base and a really bad expansion (Atlantis, where they tried to do pve crap) and with WOW taking off... well, there was very few MMO's that survived that period with a vibrant sub base.
In many ways Cyrodiil is the spiritual successor to the Pvp frontiers of DAOC.
The Rest of the game is very very different.
@rfennell_ESO
The game itself did fail...which is why the originating studio is no more and their game was acquired by EA.
More proof as such...
This dev team lead by one of the same lead devs from DAoC….and the other whose trying to finish DAoC Unchained have tried to keep that dream going.
DAoC didn't have good PvP...it offered unbalanced PvP with constant changes that further damaged PvE or the reverse for PvP. What people remember is the first massive PvP experience along with destructible environments and as a result "think or feel" it was good overall.
While I did enjoy parts of the game the PvP portion of that game was no better than what we have here. Each just have their different issues and opportunities spanning from a very eerily similar design flaw.
For it's run it did fine.
As for Mythic Entertainment... it's demise was at the hands of the disaster that was Warhammer Online... My guess is you didn't play either game...
NewBlacksmurf wrote: »rfennell_ESO wrote: »NewBlacksmurf wrote: »rfennell_ESO wrote: »NewBlacksmurf wrote: »The Elder Scrolls Online seeks to draw from TES series but instead of the game being TES with options to co-op with friends, it’s really DAoC I’m another skin which is a game that failed and has moved to EA to milk it’s traditional customer base.
DAoC didn't fail. It was quite good and the pvp was some of the best ever.
It just ran into the WOW launch which bled away their subscriber base and a really bad expansion (Atlantis, where they tried to do pve crap) and with WOW taking off... well, there was very few MMO's that survived that period with a vibrant sub base.
In many ways Cyrodiil is the spiritual successor to the Pvp frontiers of DAOC.
The Rest of the game is very very different.
@rfennell_ESO
The game itself did fail...which is why the originating studio is no more and their game was acquired by EA.
More proof as such...
This dev team lead by one of the same lead devs from DAoC….and the other whose trying to finish DAoC Unchained have tried to keep that dream going.
DAoC didn't have good PvP...it offered unbalanced PvP with constant changes that further damaged PvE or the reverse for PvP. What people remember is the first massive PvP experience along with destructible environments and as a result "think or feel" it was good overall.
While I did enjoy parts of the game the PvP portion of that game was no better than what we have here. Each just have their different issues and opportunities spanning from a very eerily similar design flaw.
For it's run it did fine.
As for Mythic Entertainment... it's demise was at the hands of the disaster that was Warhammer Online... My guess is you didn't play either game...
@rfennell_ESO
I know you mean no harm....
I actually played both and was in the closed betas of each waaay back similar this this game.