"Why you keep doing this changes?" To keep the game alive. If you like the content, you just adapt and hunt for new sets, study new rotations etc. But if you are already bored and fed up with the problems in the game, you just take a break and see what happens after the patch.
Sustain - heavy attack gamestyle received a negative feedback during Morrowind phase. I would not say it almost killed the game but it was close. Well, we will have to wait and see I guess.
jainiadral wrote: »AcadianPaladin wrote: »Been playing for awhile now (8 chars ~CP1200) as primarily a solo PvE player. All I know is that it seems each and every patch seems to make my game less fun. Rather than look forward to updates/patches/new content I have learned to dread them.
I've had pretty much a gut full of 'evolving'. To me that typically means moving in directions I don't want to go. For example, a review of the proposed PTS patch changes and my healer first cut on my 'evolve' response is to change her from a healer with a bit of dps into a dps with a bit of class only heals (dump resto staff completely). She would go from a pug healer to a solo dps. Is that the kind of 'evolve and adapt' that is the 'objective/vision' here? My dps characters will 'evolve and adapt' by cutting a number of dungeons from the list of dungeons they are willing to enter. Previous patches have already 'evolved' me to totally ignore all DLC dungeons and all DLC WBs. My 'evolution' path is toward more and more solo only play, and my dungeon progression is moving toward delves instead of DLC dungeons.
Since each update seems to make my game less fun, I am concerned about the logical consequences of that; my ongoing search for a replacement game that is Single Player (no 'balance' drama) open world, massive scale, medieval fantasy rpg intensifies.
Despite a not-so-fun combat system, I've been enjoying myself here. Once you make it past CP 160, there are so many ways you can offset a lot of the kludge, annoyance, and clunkiness either with CP allocation or by easily crafting and upgrading sets the way you like them. A 40% nerf to lightning splash and my pets is going to undo every offset I've made to my sorc. When other classes annoy me, I hop back to her because she's relaxing and fun to explore Tamriel with when I need some down time.
I'll probably survive this pass by the Fun Police, but the CP stuff that's being hinted at might be the end for me in this game.
Other than the short conversations with Rob and Rich at the London event I don't think I have more info than most. The link you have is the one I was thinking of in what I said regarding the long term plan.From what I understood they were taking some heavy swings at things this year (and going forward) to rebuild the base levels of things, however without context of final vision some of the changes seem radical and out of nowhere without any reason.
I would expect heavy changes based on what they said last year and I am pretty sure I get less information that you do.
The link below is where Rob says they are "codifying our vision and long-term strategy for combat." What we are seeing now is the implementation of that. If they actually did a good job and thought all this through then we should see less heavy handed changes with each update as we have for years now.
https://forums.elderscrollsonline.com/en/discussion/445615/combat-update-in-u21-a-new-approach/p1
This is something a good manager, president of Zos, should have done before the game launched. Not 5 years later. We can all hope they thought things through for a change.
The only other game where I actively followed game balance was EVE Online and that was better communication (Dev blogs, threads for feedback where devs engaged and debated, earlier/longer testing for some changes) however the community response on some issues was about the same as on here. It was just less rude/offensive because the CCP mods where very hardcore.anitajoneb17_ESO wrote: »From what I understood they were taking some heavy swings at things this year (and going forward) to rebuild the base levels of things, however without context of final vision some of the changes seem radical and out of nowhere without any reason.
I've never played any other online game but ESO and one of the motivation I had for trying ESO was to find out how a "neverending game" could work. It's clear to me that constant changing of combat system is just as part of the "neverending aspect" and player retention as expansions are.
How do other games deal with combat changes ? And how do their communities react to them ?
I agree transparency is sorely missing, along with communication and active engagement - - ball gagging class reps with NDA. All this serves to put player's backs up with every change as the distance grows wider between player expectation and experience vs developer vision of the game. Motivations behind each change with real reasoning reflective of in game experience would be welcome, instead of seemingly wild swipes at this or that with vague semi-sensical contradictory meandering comments and corny jokes.
@AcadianPaladinAcadianPaladin wrote: »Since each update seems to make my game less fun, I am concerned about the logical consequences of that; my ongoing search for a replacement game that is Single Player (no 'balance' drama) open world, massive scale, medieval fantasy rpg intensifies.
LadyLethalla wrote: »I basically play this game for VMA. If both trash mobs and bosses are going to be effectively 30% harder to kill, all other nerfs aside - and I'm most certainly not an elite player - that will take 30% longer, and be at minimum 100% more frustrating than it currently is.
And if I'm not playing for VMA, what's left for me? Trials, PVP? Nope, too much lag, too many disconnects. Grinding for gear? What's the point, now? Crafting, repeatable quests and housing? Nope.
As I said in another thread... I want more from this game than those three things. Doing the same **** every day loses its appeal very quickly.
LadyLethalla wrote: »I basically play this game for VMA. If both trash mobs and bosses are going to be effectively 30% harder to kill, all other nerfs aside - and I'm most certainly not an elite player - that will take 30% longer, and be at minimum 100% more frustrating than it currently is.
And if I'm not playing for VMA, what's left for me? Trials, PVP? Nope, too much lag, too many disconnects. Grinding for gear? What's the point, now? Crafting, repeatable quests and housing? Nope.
As I said in another thread... I want more from this game than those three things. Doing the same **** every day loses its appeal very quickly.
Tbh, pvp is the only way to go right now. Its always different situations where you need to use braincells. PvE is dead since CwC, when dps went too high to skip 80% of trials mechanics and just stay and cosplay target dummy. VMa is same, you just rush thrue the arenas with no damage taking, burning adds as mad. All the changes we have right now do not impsct on dps in pve tremendously
KoultouraS wrote: »KoultouraS wrote: »Eso has an equivalent within it's community though . The thing is that they are never heard, or rather frequently they are censored.I thought I would never say this, but I miss Elitist Jerks from my WoW days. Those folks used to invest enormous amounts of time with math, spreadsheets, and college level analysis of Blizzards game mechanics, much to the constant embarrassment of the developers. Always proving them wrong, incompetent, or inept, simply by doing the science and calling then on their BS.
Eventually, the developers had no choice but to admit their "oversight" and adjust their game accordingly.
A pity ESO has no equivalent within it's community.
Or they are hired and assimilated.
OH yeah that too
I agree transparency is sorely missing, along with communication and active engagement - - ball gagging class reps with NDA. All this serves to put player's backs up with every change as the distance grows wider between player expectation and experience vs developer vision of the game. Motivations behind each change with real reasoning reflective of in game experience would be welcome, instead of seemingly wild swipes at this or that with vague semi-sensical contradictory meandering comments and corny jokes.
I don't think they can coherently give voice to their expectations, because I think they don't have a coherent plan to voice.
It always feels more like they just throw a deck of cards(skills) in the air and then change the first 5 they randomly pick up.
AcadianPaladin wrote: »Been playing for awhile now (8 chars ~CP1200) as primarily a solo PvE player. All I know is that it seems each and every patch seems to make my game less fun. Rather than look forward to updates/patches/new content I have learned to dread them.
I've had pretty much a gut full of 'evolving'. To me that typically means moving in directions I don't want to go. For example, a review of the proposed PTS patch changes and my healer first cut on my 'evolve' response is to change her from a healer with a bit of dps into a dps with a bit of class only heals (dump resto staff completely). She would go from a pug healer to a solo dps. Is that the kind of 'evolve and adapt' that is the 'objective/vision' here? My dps characters will 'evolve and adapt' by cutting a number of dungeons from the list of dungeons they are willing to enter. Previous patches have already 'evolved' me to totally ignore all DLC dungeons and all DLC WBs. My 'evolution' path is toward more and more solo only play, and my dungeon progression is moving toward delves instead of DLC dungeons.
Since each update seems to make my game less fun, I am concerned about the logical consequences of that; my ongoing search for a replacement game that is Single Player (no 'balance' drama) open world, massive scale, medieval fantasy rpg intensifies.
Simplee answer: Endless moaning about 'OPness' from PVPers.So after reading netch potes, 15ish discords, 3 forums i have (and i guess 90% of players) only 1 question: "Why you keep doing this changes?".
Seriously, if you look back at most of the large-scale changes they've ALL been attempts to lolbalance PVP .. which no MMO has ever done as far as I know .. by nerfing to Oblivion skill after another, to the huge detriment of the PVE game: prime example being removal of CC such as stuns from Shards, nerfing to the grouund of Rune Cage, etc.
Very, very few 'balance' changes have been driven by PVE considerations .. this game would be hugely better off without PVP.
anitajoneb17_ESO wrote: »From what I understood they were taking some heavy swings at things this year (and going forward) to rebuild the base levels of things, however without context of final vision some of the changes seem radical and out of nowhere without any reason.
I've never played any other online game but ESO and one of the motivation I had for trying ESO was to find out how a "neverending game" could work. It's clear to me that constant changing of combat system is just as part of the "neverending aspect" and player retention as expansions are.
How do other games deal with combat changes ? And how do their communities react to them ?
corpseblade wrote: »Correct me if I'm wrong, but didn't WoW start having difficulties when they tried to "streamline" classes. The classes began to lose individuality and players were NOT happy (especially shaman and hunters).
Also, sometime as far back as perhaps Cataclysm didn't they enrage healers by telling them they were healing wrong and should do it according to the developers' vision instead of what healers found fun? I remember healers quitting our raiding group. (That is also when I started playing other mmos and soon after left WoW completely.)
I mention this because I felt some deja vu when ESO homogenized the races recently and broke lore -- in a game where lore and story is very important (at least to some) and based on a series of single-player games with a huge numbers of fans WHO KNOW THAT LORE. It was dismaying when our lore god left his position. Cue queasy feeling in my stomach.
WoW also constantly adjusted pve values for pvp reasons (annoying), making many pve players feel like their gaming experience was less important and valued. ESO's massive adjustments that affect pve play in favor of pvp are unsettling as well.
I would find it helpful if ESO could tell us for whom they are designing this game. The community is divided at least three or four ways: pvp, end-game pve (maybe include traders here?), and casual pve/rp/housing (my playstyle). It would be really helpful if they could give us the percentages regarding how this is divided numerically.
Then if ESO tells me that pvp numbers are the justification for the way they adjust skills, I could manage my expectations. Otherwise I am getting less secure that I am valued as a customer. I am having problems determining the future of this game or my place in it.
Alienoutlaw wrote: »From what I understood they were taking some heavy swings at things this year (and going forward) to rebuild the base levels of things, however without context of final vision some of the changes seem radical and out of nowhere without any reason.
so to say that these changes harsh as they seem now will be balanced with a new "CP" model would not be to far of the mark?
They just want to keep changing stuff periodically, in an attempt to make the game look "fresh" on the outside, while it's still raw on the inside.
As soon as the players will find the new meta, they will start complaining about it, and the cycle of tail chasing continues...
corpseblade wrote: »Correct me if I'm wrong, but didn't WoW start having difficulties when they tried to "streamline" classes. The classes began to lose individuality and players were NOT happy (especially shaman and hunters).
Also, sometime as far back as perhaps Cataclysm didn't they enrage healers by telling them they were healing wrong and should do it according to the developers' vision instead of what healers found fun? I remember healers quitting our raiding group. (That is also when I started playing other mmos and soon after left WoW completely.)
I mention this because I felt some deja vu when ESO homogenized the races recently and broke lore -- in a game where lore and story is very important (at least to some) and based on a series of single-player games with a huge numbers of fans WHO KNOW THAT LORE. It was dismaying when our lore god left his position. Cue queasy feeling in my stomach.
WoW also constantly adjusted pve values for pvp reasons (annoying), making many pve players feel like their gaming experience was less important and valued. ESO's massive adjustments that affect pve play in favor of pvp are unsettling as well.
I would find it helpful if ESO could tell us for whom they are designing this game. The community is divided at least three or four ways: pvp, end-game pve (maybe include traders here?), and casual pve/rp/housing (my playstyle). It would be really helpful if they could give us the percentages regarding how this is divided numerically.
Then if ESO tells me that pvp numbers are the justification for the way they adjust skills, I could manage my expectations. Otherwise I am getting less secure that I am valued as a customer. I am having problems determining the future of this game or my place in it.
corpseblade wrote: »Correct me if I'm wrong, but didn't WoW start having difficulties when they tried to "streamline" classes. The classes began to lose individuality and players were NOT happy (especially shaman and hunters).
Also, sometime as far back as perhaps Cataclysm didn't they enrage healers by telling them they were healing wrong and should do it according to the developers' vision instead of what healers found fun? I remember healers quitting our raiding group. (That is also when I started playing other mmos and soon after left WoW completely.)
I mention this because I felt some deja vu when ESO homogenized the races recently and broke lore -- in a game where lore and story is very important (at least to some) and based on a series of single-player games with a huge numbers of fans WHO KNOW THAT LORE. It was dismaying when our lore god left his position. Cue queasy feeling in my stomach.
WoW also constantly adjusted pve values for pvp reasons (annoying), making many pve players feel like their gaming experience was less important and valued. ESO's massive adjustments that affect pve play in favor of pvp are unsettling as well.
I would find it helpful if ESO could tell us for whom they are designing this game. The community is divided at least three or four ways: pvp, end-game pve (maybe include traders here?), and casual pve/rp/housing (my playstyle). It would be really helpful if they could give us the percentages regarding how this is divided numerically.
Then if ESO tells me that pvp numbers are the justification for the way they adjust skills, I could manage my expectations. Otherwise I am getting less secure that I am valued as a customer. I am having problems determining the future of this game or my place in it.
tahol10069 wrote: »anitajoneb17_ESO wrote: »From what I understood they were taking some heavy swings at things this year (and going forward) to rebuild the base levels of things, however without context of final vision some of the changes seem radical and out of nowhere without any reason.
I've never played any other online game but ESO and one of the motivation I had for trying ESO was to find out how a "neverending game" could work. It's clear to me that constant changing of combat system is just as part of the "neverending aspect" and player retention as expansions are.
How do other games deal with combat changes ? And how do their communities react to them ?
It is the same with other games. I've played TERA and SWTOR too, both for years so I have some experience of what happens in MMORPG. I've also spent lots of time in two instance-based variants of MMORPG, Skyforge and C9. It is just the same in all these games. Developers make changes trying to balance the game, and players scream and make threats or beg. This is nothing I haven't seen 50 times before, so I'm totally unmoved by it.
Of course developers can make changes that make me leave, and TERA and Skyforge are good ecxamples. They simply casualised the game to the level I couldn't take anymore, and I'm a casual player myself, or something you could call "hard casual" (not a term I invented but fitting I guess). TERA used to be an awesome game at 2014. Now it is a total joke where you can autoattack through the whole levelling process (that is now designed to be steamrolled through as fast as possible), and I'm not exaggerating here. Skyforge went through a total overhaul so they could move the game to consoles. Doing that they probably lost all their old players, and game is now untolerable mobile-game wannabe. Both companies probably knew or at least guessed they will lose most of the hardcore crowd, but counted that the monetary gains from new, very casual players were worth it. I suppose they were right because those games are still alive, not that anyone takes them seriously. You almost never hear anyone even mentioning TERA anymore.
Those were just example of how MUCH the game can change because it is neverending. ESO has done that too, with one Tamriel. Which was for the better imho.
Combat changes are a never ending cycle in MMO's. You have to come to them with the attitude that it WILL happen, and nothing you can do to stop them frm happening. You won't always like them. In every game I've played PVE people blaim PVP for the nerfs. In every game players act like world will end and game is doomed and servers will close during next three months and developers better ready their cardbord boxes as a new life as a hobo awaits.
Combat changes are NOTHING. Be afraid of a total overhaul of the game. One that leaves your former favorite game to be a shell of itself. I have left THREE games because of it. SWTOR is only one I came back to and only because it finally got a new lead who is sane and understands what is best for the game (and people still scream about combat changes and rarely mentions the plethora of awesome changes that have been done resently).
All happening now is normal and expected and will happen again and again. And I don't say it is good, I just say it is what happens in every game.
I agree with you except
The Elder Scrolls is not their IP.