MAybe instead of waiting for end gamers to fall from the sky try and help recruit and train some newer players that wanna learn. Its very rewarding and doable.
starkerealm wrote: »starkerealm wrote: »LadyNalcarya wrote: »starkerealm wrote: »It’s almost as if the “endgame” “community” hasn’t yet figured out how to engage these very challenging endgame encounters the way the devs actually designed/intended them and instead obsessively focus on attaining and then “requiring” absurdly high DPS numbers that sidestep that design/intention.
I’m reminded of how, for instance, vMOL HM was beaten way back in the day when 30k DPS was considered godly...but now the “endgame” “community” insists you “can’t” beat that HM with less than 50k (or whatever ridiculously inflated number gets pulled out of someone’s nether regions this week).
...when since the trial was released, nothing has actually changed.
¯\_(ツ)_/¯
Good luck doing godslayer with 30k dps
Didn't know you earned Godslayer in vMoL... oh, wait, that's right, it's because you don't.
If you're trying to earn Godslayer in vMoL, that might be why you're having such a hard time getting it.
Why do people keep bringing up vMoL and Craglorn trials? It doesn't prove anything, it's old content. In many other mmos old content often becomes obsolete. vMoL and Craglorn are not completely useless at least.
Can we talk about more relevant stuff like vCR and vSS?
In many other MMOs, the level cap increases with each release, rendering old content irrelevant.
In many other MMOs, older content is completely abandoned.
In many other MMOs, gear is bound to character, rather than account.
In many other MMOs, open world PvP is enabled, and you can be ganked by hostile players almost as soon as you start a new character.
In many other MMOs, you're asked to pick from a massive list of severs and can only interact with other players who selected the same one. If you know someone IRL, and they picked a different server, you're SoL for playing with them.
Can we talk about more relevant stuff like ESO, and not what "many other MMOs" do?
In ESO, content isn't rendered irrelevant the instant a new zone hits. The early trials are still very relevant because of IA, VO, Alkosh, and a number of other sets which still see some use.
So, yes, let's stick to the relevant part of the discussion, which is to say, vMoL and Crag are still relevant. And, while we're on that subject, the DPS checks in vAS, vCR, and vHoF aren't nearly as brutal as a lot of people seem to think.
Old content is irrelevant if you've done it too many times.
The PVE content in this game is generally blah. PVP was the really, really good part of the game, almost the successor to Dark Age of Camelot in terms of AvA. They's messed that up though with lag, bugs and whatnot. The first two years though, just amazing, fast, fluid and fun.
Might want to tell that to all the people who went back to HRC for their Advancing gear.
Gear does not make content interesting.
In other MMOs, this combination of power and content creep is made explicit, in the form of new level caps. In this game, it's implicit, hidden behind the fig leaf that every enemy is just "CP 160", but a "CP 160" trial from 2016 is not the same as a "CP 160" trial from 2019. The three bosses in vMoL have a combined total health of 182M (that's with Hard Mode) and the speed-run is 40 minutes. In Sunspire, we're looking at 398M combined total health (with HM) and the speed-run is 30 minutes. 10 fewer minutes. And well over twice as much health to slog through. That's why DPS levels that were fine in 2016 when vMoL came out are not fine in 2019 for vSS. That's what people mean by relevance.
The same goes for dungeons. Molag Kena in vWGT HM has, IIRC, around 3M health. The two latest DLC dungeons feature final bosses that have 15M and 17M health on HM. Content in this game creeps as much as power creeps. You can't cut one without consideration of the other.
General direction, or better to say lack of direction where combat is going during Scalebreaker and Dragonhold destroyed end-game pve population.
It's increasingly hard to find trial groups and guolds lately due to the fact that players just left the game and do not want to play anymore.
Scalebreaker healer and geiund dots nerfs were padded by single target dot buffs, so we were able to keep up the dps in trial groups. Once 5.2 patch notes were released I can't fill a trial roster in the last active trial guild I had.
Is that what developers want the game to be? Drive away players who were loyal to the game for years?
I honestly don't care if the salty veterans outright leave the game. Some of them are really nice but most?
They're all like grumpy old farts that have a problem with everything, all cynical doomsayers that refuse to adjust and man up to the changes. All that while also being hypocrites for they're the ones I heard the most calling for new refreshing changes to keep the game interesting.
Now they all cry and try to treathen ZOS that they'll leave just because they won't be able to hit ridiculous DPS numbers anymore that shouldn't have existed in the first place.
Let them go, they will be replaced by new players eventually.
I've been around for many years myself and I love the changes cause it forces me to switch up, experiment, find something new and re-learn the game that was already getting boring. If I can do it why not them?
Probably a mix of both. WoW classic and a patch that people overly didn´t enjoy too much.
If I were a game dev, I'd want to make the most bad ace game I could think of. That means developing something that casuals probably couldn't or wouldn't be able to do. Something like darksouls.nafensoriel wrote: »Question.
You have a product that 1% use at a professional level...
and
99% use at a casual level.
Who do you develop for?
Yes, for reasons I stated. What kinda scrub dev wants to put their stamp of approval on a game like cafe world? Who makes that and is proud? They're probably just happy to have a job, but that's not what I expect from people who work for big game devs that have built success on passion and not penny pinching.Is it really surprising that most MMOs are moving away from raiding as primary content consumption and design source?
starkerealm wrote: »As player's DPS has gone up, it's trivialized even new content.
b.bredfeldtub17_ESO wrote: »If I were a game dev, I'd want to make the most bad ace game I could think of. That means developing something that casuals probably couldn't or wouldn't be able to do. Something like darksouls.nafensoriel wrote: »Question.
You have a product that 1% use at a professional level...
and
99% use at a casual level.
Who do you develop for?
I have a sneaking suspicion you're talking about wildstar. You're wrong about why the game went up, but I digress.starkerealm wrote: »In fact, the first MMO I remember playing that explicitly cited Dark Souls as a reference point was already falling apart before their first anniversary.
Only reason primarily single player games have incredible attrition rates is they have definitive endings and stories and eventually stop delivering new content patches. Keep developing new content people want and things stay peachy. Take your sweet time, run out of ideas, or just flat out stop, and you hemmorhage players. Seems fair to me, though not like the best business model. I'd play an infinite number of souls games if they released them FWIW. I'd also consider souls to be as much an MMO as the casual content of ESO. I can see players, but don't need to interact with them, for instance. Exactly what 99% of modern MMO players do. Group up with your one IRL friend? I can do that, too!The problem is, games like Dark Souls have incredible attrition rates, which works against the idea of keeping people coming back, and works against the MMO as a business model, and as a design.
All good things if your primary reason for development is printing money instead of building something you're proud and passionate about. Don't get me wrong, i get why finance, corporate, and CEOs want to out raiders or good gamers in general from their MMOs. Normal MMOs are dying while whale games like fortnite are making bank. Just sucks to be a game dev for a big company now I guess.The casuals cost less, are easier to develop for, and return more money than the hard core sweaty bois.
b.bredfeldtub17_ESO wrote: »I have a sneaking suspicion you're talking about wildstar. You're wrong about why the game went up, but I digress.starkerealm wrote: »In fact, the first MMO I remember playing that explicitly cited Dark Souls as a reference point was already falling apart before their first anniversary.
b.bredfeldtub17_ESO wrote: »Only reason primarily single player games have incredible attrition rates is they have definitive endings and stories and eventually stop delivering new content patches.The problem is, games like Dark Souls have incredible attrition rates, which works against the idea of keeping people coming back, and works against the MMO as a business model, and as a design.
b.bredfeldtub17_ESO wrote: »Keep developing new content people want and things stay peachy. Take your sweet time, run out of ideas, or just flat out stop, and you hemmorhage players. Seems fair to me, though not like the best business model.
b.bredfeldtub17_ESO wrote: »I'd play an infinite number of souls games if they released them FWIW. I'd also consider souls to be as much an MMO as the casual content of ESO. I can see players, but don't need to interact with them, for instance. Exactly what 99% of modern MMO players do. Group up with your one IRL friend? I can do that, too!
b.bredfeldtub17_ESO wrote: »Dark souls also has servers still running, despite having a finite income from the game, so explain that?
b.bredfeldtub17_ESO wrote: »Servers aren't actually that expensive to keep turned on is the answer. Ask me how I know.
The casuals cost less, are easier to develop for, and return more money than the hard core sweaty bois.
b.bredfeldtub17_ESO wrote: »All good things if your primary reason for development is printing money instead of building something you're proud and passionate about. Don't get me wrong, i get why finance, corporate, and CEOs want to out raiders or good gamers in general from their MMOs. Normal MMOs are dying while whale games like fortnite are making bank. Just sucks to be a game dev for a big company now I guess.
LadyNalcarya wrote: »starkerealm wrote: »As player's DPS has gone up, it's trivialized even new content.
Sooo if everything is so easy and trivial then why do you keep ignoring questions about your achievements?
You're making some bold claims, so please go ahead and prove that you actually have experience and know what you're talking about. It's easy, right?
starkerealm wrote: »Gear does not make content interesting.
Honestly, if we're talking about Craglorn, that entire zone only ever ran on the novelty factor of it being an open air dungeon zone. Some of the spectacle was nice.
This isn't even really something that aged out with the zone. I mean, I'm sitting here thinking about the Crag Trials, and aside from a few enemy types that were, at the time, unique to them, the only thing they had going for them was the scale of Craglorn.
When we'd never seen a stone attro anywhere else in the game (except as ruins in one of the Crag delves), that was an amazing moment. But, you're not wrong, that content isn't interesting.
Maw of Lorkhaj is, kinda, a turning point, because it got into some legitimately interesting mechanics.In other MMOs, this combination of power and content creep is made explicit, in the form of new level caps. In this game, it's implicit, hidden behind the fig leaf that every enemy is just "CP 160", but a "CP 160" trial from 2016 is not the same as a "CP 160" trial from 2019. The three bosses in vMoL have a combined total health of 182M (that's with Hard Mode) and the speed-run is 40 minutes. In Sunspire, we're looking at 398M combined total health (with HM) and the speed-run is 30 minutes. 10 fewer minutes. And well over twice as much health to slog through. That's why DPS levels that were fine in 2016 when vMoL came out are not fine in 2019 for vSS. That's what people mean by relevance.
The same goes for dungeons. Molag Kena in vWGT HM has, IIRC, around 3M health. The two latest DLC dungeons feature final bosses that have 15M and 17M health on HM. Content in this game creeps as much as power creeps. You can't cut one without consideration of the other.
And, this is, actually, a problem. It rests squarely on Finn's shoulders.
IIRC, dungeon bosses were running around 6m. I mean, that's up to Za'an. There was one anomaly with the boss right before her who had 10m, but that was a gimmick fight. I think Molag Kena is 6mil, but I could be mistaken.
Can't remember what the Wolfhunter or Wrathstone did for boss health. But, there seems to have been a decision with the dragons, "because they're dragons," to give them a **** ton of health. Which, like you said, has turned the, "it's all 160" into a lie.
EDIT: Even the overland dragons in Elsweyr. Who are these for? If you know what you're doing, and clearing endgame content, they're cool, but ultimately pointless. If you don't know what you're doing, and aren't ready for endgame, they'll smear you, and you won't even know what happened.
I had a unique experience at the press event, where Bert found a dragon, and pulled a couple of us in, with some guys from the press contingent who weren't familiar with the game. The frequency of deaths, for those guys really does kinda underline that this is not content that's open to new players, in spite of being in the zone they start the game in.
Vet Trial bosses were at 52m... but these are dragons. So, off we go to stat inflation town.
It's not a good situation to be in, because, like you said, it does invalidate older content. If the intention is for older content to remain relevant, that shouldn't happen.
Unfortunately, there is a real problem here that dovetails together hilariously. As player's DPS has gone up, it's trivialized even new content. Finn's response with Dragonbones and Wolfhunter was to introduce mechanics that punished overburn, which would have been fine by themselves, but now the burn is getting past those. With DPS unchecked, it's lead to stat inflation on more recent dungeons and trials, rather than addressing damage output first. Of course, when it does come time to address damage output, everyone loses their minds.
BloodMagicLord wrote: »General direction, or better to say lack of direction where combat is going during Scalebreaker and Dragonhold destroyed end-game pve population.
It's increasingly hard to find trial groups and guolds lately due to the fact that players just left the game and do not want to play anymore.
Scalebreaker healer and geiund dots nerfs were padded by single target dot buffs, so we were able to keep up the dps in trial groups. Once 5.2 patch notes were released I can't fill a trial roster in the last active trial guild I had.
Is that what developers want the game to be? Drive away players who were loyal to the game for years?
You know, once upon a time trials were actually hard, right? DDs had to run defensive ultimates and weren't pulling 100k DPS. This situation is ridiculous and it's good that ZOS is finally addressing it. Some players may dislike this and quit rather than adapt to the change, but if that's the case then they probably weren't too far from quitting anyways.
If Trials are so easy why is everyone not running around with the "godslayer" title?. Trials are easy when you know what to do and are able to leave it to muscle memory. at any rate, they are making all classes and all skills exactly the same, the only way they differ is visually - this is stupid and is what is killing the game faster than anything.
Its WoW classic, it broke over a million views when it launched on Twitch....its got at least 2 million players playing it alone..
MAybe instead of waiting for end gamers to fall from the sky try and help recruit and train some newer players that wanna learn. Its very rewarding and doable.
LadyNalcarya wrote: »starkerealm wrote: »LadyNalcarya wrote: »starkerealm wrote: »It’s almost as if the “endgame” “community” hasn’t yet figured out how to engage these very challenging endgame encounters the way the devs actually designed/intended them and instead obsessively focus on attaining and then “requiring” absurdly high DPS numbers that sidestep that design/intention.
I’m reminded of how, for instance, vMOL HM was beaten way back in the day when 30k DPS was considered godly...but now the “endgame” “community” insists you “can’t” beat that HM with less than 50k (or whatever ridiculously inflated number gets pulled out of someone’s nether regions this week).
...when since the trial was released, nothing has actually changed.
¯\_(ツ)_/¯
Good luck doing godslayer with 30k dps
Didn't know you earned Godslayer in vMoL... oh, wait, that's right, it's because you don't.
If you're trying to earn Godslayer in vMoL, that might be why you're having such a hard time getting it.
Why do people keep bringing up vMoL and Craglorn trials? It doesn't prove anything, it's old content. In many other mmos old content often becomes obsolete. vMoL and Craglorn are not completely useless at least.
Can we talk about more relevant stuff like vCR and vSS?
In many other MMOs, the level cap increases with each release, rendering old content irrelevant.
In many other MMOs, older content is completely abandoned.
In many other MMOs, gear is bound to character, rather than account.
In many other MMOs, open world PvP is enabled, and you can be ganked by hostile players almost as soon as you start a new character.
In many other MMOs, you're asked to pick from a massive list of severs and can only interact with other players who selected the same one. If you know someone IRL, and they picked a different server, you're SoL for playing with them.
Can we talk about more relevant stuff like ESO, and not what "many other MMOs" do?
In ESO, content isn't rendered irrelevant the instant a new zone hits. The early trials are still very relevant because of IA, VO, Alkosh, and a number of other sets which still see some use.
So, yes, let's stick to the relevant part of the discussion, which is to say, vMoL and Crag are still relevant. And, while we're on that subject, the DPS checks in vAS, vCR, and vHoF aren't nearly as brutal as a lot of people seem to think.
...And you've completely missed the point. Though at this point I'm pretty sure you do this on purpose.
Craglorn trials and vMoL were designed for dds with significantly lower dps. Newer trials aren't. You cannot use years old content as a benchmark, it doesn't make any sense. 30k was very high back in TG patch, and it's enough for vMoL achievements, but newer trials require much more. You simply can't claim that 30-40k is enough for everything, because it isn't from a pure technical standpoint. Have you seen how much health vSS bosses have?
Basically, if your dps is good enough to clear vSS hardmode, it means that you have enough dps for any other trial (because they require less). Having enough dps for vMoL and Craglorn trials, however, only means that you can do Craglorn trials and vMoL (newer trials have higher requirements). Full picture is more important than just one piece, that's why vSS is much more relevant than old content.
You make it sound like power+content creep is a bad thing. It's not.
General direction, or better to say lack of direction where combat is going during Scalebreaker and Dragonhold destroyed end-game pve population.
It's increasingly hard to find trial groups and guolds lately due to the fact that players just left the game and do not want to play anymore.
Scalebreaker healer and geiund dots nerfs were padded by single target dot buffs, so we were able to keep up the dps in trial groups. Once 5.2 patch notes were released I can't fill a trial roster in the last active trial guild I had.
Is that what developers want the game to be? Drive away players who were loyal to the game for years?
I honestly don't care if the salty veterans outright leave the game. Some of them are really nice but most?
They're all like grumpy old farts that have a problem with everything, all cynical doomsayers that refuse to adjust and man up to the changes. All that while also being hypocrites for they're the ones I heard the most calling for new refreshing changes to keep the game interesting.
Now they all cry and try to treathen ZOS that they'll leave just because they won't be able to hit ridiculous DPS numbers anymore that shouldn't have existed in the first place.
Let them go, they will be replaced by new players eventually.
I've been around for many years myself and I love the changes cause it forces me to switch up, experiment, find something new and re-learn the game that was already getting boring. If I can do it why not them?
Imo, they can nerf the damage down (not so much tho, but a bit) but also adjusting and nerf the trials (incl. their achievements) which were created for such high dps. Which actually would mean that they would need to re-balance ALL content and we all know, before that happens, their servers will break down first.
There could have been another way to make "old" content also interesting for tryhards or even for mid tier progression guilds but again it would require work from ZOS. Why not create a third difficulty? Why not have normal, vet and "heroic"? With new titles and a new skin or so? I get that is again work to do but swinging the nerf hammer in such a brutal way doesnt make old content more tempting. More challenging maybe, but why would you go back in there again except for weekly? There is no new achievement, there is no new title, etc... It just makes it harder for those peeps who would want to start with trials.
Removed. Removed. Removed[/b]. All for what? To cater to LAZY (not casual, LAZY) guys who wanted to play WoW with 1 hand and 1 eye closed, while alt-tabbing to watch "juicy girls online".!
Removed. Removed. Removed[/b]. All for what? To cater to LAZY (not casual, LAZY) guys who wanted to play WoW with 1 hand and 1 eye closed, while alt-tabbing to watch "juicy girls online".!
Agreed with some of your post but this.
Ehhhhh, I think its far far FAR easier to watch netflix and do a mage rotation <And lets not forget how many raids stack mages> in classic than do a comparable Mythic BFA Jaina or Queen Azshara.
To put it into perspective people split raid <Do the content as 20 man in a 40 man instance> stuff like Onyxia which is considered relevant content in Classic. I can't see them doing that in current WoW assuming you run at the highest difficulty level.
This is change fatigue. This isn't an issue of adapting anymore. It is an issue of everyone being too exhausted to care.
starkerealm wrote: »starkerealm wrote: »LadyNalcarya wrote: »starkerealm wrote: »It’s almost as if the “endgame” “community” hasn’t yet figured out how to engage these very challenging endgame encounters the way the devs actually designed/intended them and instead obsessively focus on attaining and then “requiring” absurdly high DPS numbers that sidestep that design/intention.
I’m reminded of how, for instance, vMOL HM was beaten way back in the day when 30k DPS was considered godly...but now the “endgame” “community” insists you “can’t” beat that HM with less than 50k (or whatever ridiculously inflated number gets pulled out of someone’s nether regions this week).
...when since the trial was released, nothing has actually changed.
¯\_(ツ)_/¯
Good luck doing godslayer with 30k dps
Didn't know you earned Godslayer in vMoL... oh, wait, that's right, it's because you don't.
If you're trying to earn Godslayer in vMoL, that might be why you're having such a hard time getting it.
Why do people keep bringing up vMoL and Craglorn trials? It doesn't prove anything, it's old content. In many other mmos old content often becomes obsolete. vMoL and Craglorn are not completely useless at least.
Can we talk about more relevant stuff like vCR and vSS?
In many other MMOs, the level cap increases with each release, rendering old content irrelevant.
In many other MMOs, older content is completely abandoned.
In many other MMOs, gear is bound to character, rather than account.
In many other MMOs, open world PvP is enabled, and you can be ganked by hostile players almost as soon as you start a new character.
In many other MMOs, you're asked to pick from a massive list of severs and can only interact with other players who selected the same one. If you know someone IRL, and they picked a different server, you're SoL for playing with them.
Can we talk about more relevant stuff like ESO, and not what "many other MMOs" do?
In ESO, content isn't rendered irrelevant the instant a new zone hits. The early trials are still very relevant because of IA, VO, Alkosh, and a number of other sets which still see some use.
So, yes, let's stick to the relevant part of the discussion, which is to say, vMoL and Crag are still relevant. And, while we're on that subject, the DPS checks in vAS, vCR, and vHoF aren't nearly as brutal as a lot of people seem to think.
Old content is irrelevant if you've done it too many times.
The PVE content in this game is generally blah. PVP was the really, really good part of the game, almost the successor to Dark Age of Camelot in terms of AvA. They's messed that up though with lag, bugs and whatnot. The first two years though, just amazing, fast, fluid and fun.
Might want to tell that to all the people who went back to HRC for their Advancing gear.
Gear does not make content interesting. When they undid the nerf to the Shadow mundus, Mother's Sorrow suddenly became the best set for magicka DDs in PvE. Did that make Deshaan relevant? Stop being obtuse: there is content creep in this game. Each new dungeon, each new trial, is more challenging than the previous and requires more out of players than the previous.
In other MMOs, this combination of power and content creep is made explicit, in the form of new level caps. In this game, it's implicit, hidden behind the fig leaf that every enemy is just "CP 160", but a "CP 160" trial from 2016 is not the same as a "CP 160" trial from 2019. The three bosses in vMoL have a combined total health of 182M (that's with Hard Mode) and the speed-run is 40 minutes. In Sunspire, we're looking at 398M combined total health (with HM) and the speed-run is 30 minutes. 10 fewer minutes. And well over twice as much health to slog through. That's why DPS levels that were fine in 2016 when vMoL came out are not fine in 2019 for vSS. That's what people mean by relevance.
The same goes for dungeons. Molag Kena in vWGT HM has, IIRC, around 3M health. The two latest DLC dungeons feature final bosses that have 15M and 17M health on HM. Content in this game creeps as much as power creeps. You can't cut one without consideration of the other.
Joy_Division wrote: »This is change fatigue. This isn't an issue of adapting anymore. It is an issue of everyone being too exhausted to care.
It's more than that. Yes, I am sick and tired of the wild swings in balance from patch to patch. Yes, I am tired of being told by ESO apologists to just "adapt" to highly questionable changes that unequivocally lack direction and focus.
But I *do* care. Very much so. I love(d) ESO. I've had many fond memories over the past 5 1/2 playing it despite the many, many changes ZOS made which I think were bad ideas. I very much want that to continue. Not just because there isn't anything else to play. But I love(d) this game.
I have hardly played this game since June. Much of this has to do with many of my friends leaving. But I've always had friends leaving ESO. And it's not just the latest changes. I have consistently dreaded every single patch notes release since Summer 2015 because they pretty much have all been the same thing: we're nerfing this and we're taking away this once unique aspect of your class.
What's different now is ZOS is basically asking me to play a different untested game every three months and the combat team's only sense of direction is to strip away whatever distinctiveness a class has such that all their skills do the exact same damage but just have different colored graphics. I'm still trying to figure out why the devs would implement such a radical change like increasing all DoT damage by 100%, ignore the multitude of voices who told them these changes were too far reaching, and then the next patch then decide it wasn't a good idea after all.
Why is the MO of the dev team to introduce crazy radical change every patch just to shake up the meta? If it's not completely redoing how healing is done, it's reworking how shields are done, or turning siege into virtual nuclear weapons, wholesale changes to tanking to make it more "fun", auditing every sill in the game so they all do the same thing, completely gutting sustain as in Morrowind, or reworking the entire NB class that completely changes how it plays? This is not having a direction. This is just throwing spaghetti against a wall and hoping something sticks. The end result of all of this are nerfs and the outright removal of the soul of a class or character that I used to have a lot of fun playing.
It's like the devs don't realize that patches and development are supposed to build upon and augment the parts of the game the player base like. I have zero idea what my character and this game will play like in six months - other than that it will be different, nerfed, and less interesting - so it's hard to invest ESO when the expectation is eventual disappointment.