Joy_Division wrote: »Is it characteristic for MMOs to become less fun to play over time? It's an honest question, I haven't played one before. It doesn't strike me as a very sound business philosophy.
Ever since WOW it´s become somewhat of an inevitable fact for almost all major mmo releases (atleast the ones i played).
WOW over time has massively decreased the games difficulty in every form or shape and other MMO devs have followed suit - because it´s the most successful game on the market and they must do something right in that regard - or not?
This decrease in difficulty and complexity is done in an attempt to increase the potential playerbase - most gamers aren´t core gamers but rather casuals that spend only a few hours a week with no time to really get into mechanics or grindy systems and complex skilltrees.
From my perspective virtually every mmo developer has missed the mark with this philosophy so far bc instead of allowing for easier access but still retaining a learning curve and keeping their original skill ceiling and providing rewarding content for all players along the way they´ve chose to lower the skill ceiling along with the entry point.
This alienates their core playerbase over time and ironically also the "lower skilled" players they originally hooked with this because those also improve over time invested (just at a slower pace or from a lower starting point than core players) and get turned off by dumbed down gameplay.
The gravest mistake that now follows in compensating for the loss of those alienated players is reducing the ceiling even further in an attempt to make the game accessible for even more players at the lower end of the spectrum and a vicious cycle of self destruction is started.
Have seen this happen in too many games since wow came out sadly.
It's going to be fine. Sorcs have some new things to play with
Joy_Division wrote: »This is the only game I have ever played where patches make it less enjoyable to play
Makes me wonder why wow classic is such a huge success then... Or old school RuneScape. Just to stick to popular MMOs.
luen79rwb17_ESO wrote: »The season of the dragon + cats thing got me hooked earlier this year. It really did. Too bad it was tainted with all this combat mess.
Now I just have a bitter taste in my mouth. First time I feel this way towards ESO, I've been playing since beta and went through all of past changes.
Joy_Division wrote: »Is it characteristic for MMOs to become less fun to play over time? It's an honest question, I haven't played one before. It doesn't strike me as a very sound business philosophy.
Ever since WOW it´s become somewhat of an inevitable fact for almost all major mmo releases (atleast the ones i played).
WOW over time has massively decreased the games difficulty in every form or shape and other MMO devs have followed suit - because it´s the most successful game on the market and they must do something right in that regard - or not?
This decrease in difficulty and complexity is done in an attempt to increase the potential playerbase - most gamers aren´t core gamers but rather casuals that spend only a few hours a week with no time to really get into mechanics or grindy systems and complex skilltrees.
From my perspective virtually every mmo developer has missed the mark with this philosophy so far bc instead of allowing for easier access but still retaining a learning curve and keeping their original skill ceiling and providing rewarding content for all players along the way they´ve chose to lower the skill ceiling along with the entry point..
Joy_Division wrote: »Is it characteristic for MMOs to become less fun to play over time? It's an honest question, I haven't played one before. It doesn't strike me as a very sound business philosophy.
Ever since WOW it´s become somewhat of an inevitable fact for almost all major mmo releases (atleast the ones i played).
WOW over time has massively decreased the games difficulty in every form or shape and other MMO devs have followed suit - because it´s the most successful game on the market and they must do something right in that regard - or not?
This decrease in difficulty and complexity is done in an attempt to increase the potential playerbase - most gamers aren´t core gamers but rather casuals that spend only a few hours a week with no time to really get into mechanics or grindy systems and complex skilltrees.
From my perspective virtually every mmo developer has missed the mark with this philosophy so far bc instead of allowing for easier access but still retaining a learning curve and keeping their original skill ceiling and providing rewarding content for all players along the way they´ve chose to lower the skill ceiling along with the entry point..
I was one of the top players on WoW. I quit because the learning curve was gone, I was mythic raiding within the first week mythic was out, I did my mythic keys daily, and the loot system was utter crap. I'd see people who had good RNG pass me, but be bad players who are basically carried by gear and don't know their class because the game has held their hand, their gear holds their DPS
Games destroying the learning curve, nerfing to make grind, and holding hands to newbs definitely does alienate the skilled players
There's a reason why almost all pvpers from 1.4+ that are still around don't compliment the game, we watched thousands quit over the years, we watched Cyrodiil become a ghost town because of the awful lag. We just know that ZOS focus isn't the right focus.
I'd love for them to leave the game as is for a year and focus purely on performance, but they won't do that.
Joy_Division wrote: »Is it characteristic for MMOs to become less fun to play over time? It's an honest question, I haven't played one before. It doesn't strike me as a very sound business philosophy.
Ever since WOW it´s become somewhat of an inevitable fact for almost all major mmo releases (atleast the ones i played).
WOW over time has massively decreased the games difficulty in every form or shape and other MMO devs have followed suit - because it´s the most successful game on the market and they must do something right in that regard - or not?
This decrease in difficulty and complexity is done in an attempt to increase the potential playerbase - most gamers aren´t core gamers but rather casuals that spend only a few hours a week with no time to really get into mechanics or grindy systems and complex skilltrees.
From my perspective virtually every mmo developer has missed the mark with this philosophy so far bc instead of allowing for easier access but still retaining a learning curve and keeping their original skill ceiling and providing rewarding content for all players along the way they´ve chose to lower the skill ceiling along with the entry point..
I was one of the top players on WoW. I quit because the learning curve was gone, I was mythic raiding within the first week mythic was out, I did my mythic keys daily, and the loot system was utter crap. I'd see people who had good RNG pass me, but be bad players who are basically carried by gear and don't know their class because the game has held their hand, their gear holds their DPS
Games destroying the learning curve, nerfing to make grind, and holding hands to newbs definitely does alienate the skilled players
There's a reason why almost all pvpers from 1.4+ that are still around don't compliment the game, we watched thousands quit over the years, we watched Cyrodiil become a ghost town because of the awful lag. We just know that ZOS focus isn't the right focus.
I'd love for them to leave the game as is for a year and focus purely on performance, but they won't do that.
You can’t blame these changes on casuals when;
A ) Zos has clearly stated they don’t consider casual players in their combat changes.
And B ) Casual players are going to lose the most dps.
Zos is not making these changes for the benefit of casuals, these changes are a detriment to them.
Joy_Division wrote: »Is it characteristic for MMOs to become less fun to play over time? It's an honest question, I haven't played one before. It doesn't strike me as a very sound business philosophy.
Ever since WOW it´s become somewhat of an inevitable fact for almost all major mmo releases (atleast the ones i played).
WOW over time has massively decreased the games difficulty in every form or shape and other MMO devs have followed suit - because it´s the most successful game on the market and they must do something right in that regard - or not?
This decrease in difficulty and complexity is done in an attempt to increase the potential playerbase - most gamers aren´t core gamers but rather casuals that spend only a few hours a week with no time to really get into mechanics or grindy systems and complex skilltrees.
From my perspective virtually every mmo developer has missed the mark with this philosophy so far bc instead of allowing for easier access but still retaining a learning curve and keeping their original skill ceiling and providing rewarding content for all players along the way they´ve chose to lower the skill ceiling along with the entry point..
I was one of the top players on WoW. I quit because the learning curve was gone, I was mythic raiding within the first week mythic was out, I did my mythic keys daily, and the loot system was utter crap. I'd see people who had good RNG pass me, but be bad players who are basically carried by gear and don't know their class because the game has held their hand, their gear holds their DPS
Games destroying the learning curve, nerfing to make grind, and holding hands to newbs definitely does alienate the skilled players
There's a reason why almost all pvpers from 1.4+ that are still around don't compliment the game, we watched thousands quit over the years, we watched Cyrodiil become a ghost town because of the awful lag. We just know that ZOS focus isn't the right focus.
I'd love for them to leave the game as is for a year and focus purely on performance, but they won't do that.
You can’t blame these changes on casuals when;
A ) Zos has clearly stated they don’t consider casual players in their combat changes.
And B ) Casual players are going to lose the most dps.
Zos is not making these changes for the benefit of casuals, these changes are a detriment to them.
It's not balming casuals, ZOS is lowering the skill ceiling is all. This all started the moment heavy attacks became unBashable, from there it went to bashing sharing CC immunity, then continued onward.
By lowering the skill ceiling they're making it so casuals and top tier don't have as big of a gap.
Joy_Division wrote: »Is it characteristic for MMOs to become less fun to play over time? It's an honest question, I haven't played one before. It doesn't strike me as a very sound business philosophy.
Ever since WOW it´s become somewhat of an inevitable fact for almost all major mmo releases (atleast the ones i played).
WOW over time has massively decreased the games difficulty in every form or shape and other MMO devs have followed suit - because it´s the most successful game on the market and they must do something right in that regard - or not?
This decrease in difficulty and complexity is done in an attempt to increase the potential playerbase - most gamers aren´t core gamers but rather casuals that spend only a few hours a week with no time to really get into mechanics or grindy systems and complex skilltrees.
From my perspective virtually every mmo developer has missed the mark with this philosophy so far bc instead of allowing for easier access but still retaining a learning curve and keeping their original skill ceiling and providing rewarding content for all players along the way they´ve chose to lower the skill ceiling along with the entry point..
I was one of the top players on WoW. I quit because the learning curve was gone, I was mythic raiding within the first week mythic was out, I did my mythic keys daily, and the loot system was utter crap. I'd see people who had good RNG pass me, but be bad players who are basically carried by gear and don't know their class because the game has held their hand, their gear holds their DPS
Games destroying the learning curve, nerfing to make grind, and holding hands to newbs definitely does alienate the skilled players
There's a reason why almost all pvpers from 1.4+ that are still around don't compliment the game, we watched thousands quit over the years, we watched Cyrodiil become a ghost town because of the awful lag. We just know that ZOS focus isn't the right focus.
I'd love for them to leave the game as is for a year and focus purely on performance, but they won't do that.
You can’t blame these changes on casuals when;
A ) Zos has clearly stated they don’t consider casual players in their combat changes.
And B ) Casual players are going to lose the most dps.
Zos is not making these changes for the benefit of casuals, these changes are a detriment to them.
It's not balming casuals, ZOS is lowering the skill ceiling is all. This all started the moment heavy attacks became unBashable, from there it went to bashing sharing CC immunity, then continued onward.
By lowering the skill ceiling they're making it so casuals and top tier don't have as big of a gap.
Nerftheforums wrote: »Nerftheforums wrote: »Dude this is one of the least controversial patches ever. Murkmire, 1t, homestead, morrowind, elsweyr, summerset are just the first one to come to my head when I think about a totally *** patch that went 100% against the players' will in terms of combat. Don't expect the dev team to consider a postponement of the patch, nor to make such fundamental changes in the last week for the better.
About half of those previous patches was with the old combat team. This patch may not be as controversial but it’s at a pivotal point in the games life where this patch is putting eso at a very real risk of losing a large amount of the playerbase that still plays
Dude, if they haven't left after the patches I mentioned (or even just last patch), they won't leave for this one. Guaranteed. It's just a sustain nerf, and it's WAAAAAAAY smaller than what happened in morrowind.
GilliamtheRogue 1:01:50 min: "..what kind of players experience the game in different ways, and what is our target audience with some these changes. So like in some of these cases it's a numbers game which not everyone really cares about. The average player who's going to come on and just kill some dragons or stuff like that, they don't care if they're spammable is doing a billion damage..." (Emphasis mine.)
Joy_Division wrote: »Joy_Division wrote: »This is the only game I have ever played where patches make it less enjoyable to play
Makes me wonder why wow classic is such a huge success then... Or old school RuneScape. Just to stick to popular MMOs.
I could bring gta online here too, that's going FAST towards becoming saints row online...
Whether I like the patches or not, that's irrelevant here, but saying this is the only game where patches make the game worse is a stretch that renders your argument null.
Also, worse/better is a pov. I'm of the opinion that reducing DPS is great, but also that sucky sustain is bad for casual average players. To me, is this patch good or bad?
Answer? Both. Just like all the other patches ever in every game ever. Some people like it, some don't, most don't care or even hear about the changes.
And I'll go even further to say that after sustain gets figured out, metawise, no one will be too upset. Just like Morrowind. Remember that patch? I do. It sucked.
Null? I'll repeat myself.Joy_Division wrote: »This is the only game I have ever played where patches make it less enjoyable to play
Is it characteristic for MMOs to become less fun to play over time? It's an honest question, I haven't played one before. It doesn't strike me as a very sound business philosophy.
Joy_Division wrote: »GilliamtheRogue 1:01:50 min: "..what kind of players experience the game in different ways, and what is our target audience with some these changes. So like in some of these cases it's a numbers game which not everyone really cares about. The average player who's going to come on and just kill some dragons or stuff like that, they don't care if they're spammable is doing a billion damage..." (Emphasis mine.)
This attitude bothers me. How does he know? He doesn't. He's just assuming. Just because a person isn't an "elitist" doesn't mean they don't care about how or how well their characters play and they very much do care when they can't complete content.
I remember when I used to que up for dungeons, I hated doing so on Sundays because there definitely is a "Sunday driver" phenomenon here on ESO, which basically means a lot of folks Gilliam is referring to play on Sundays. I can still remember doing a Crypt of Hearts pledge (when this dungeon was legit challenging) and hopping into Teamspeak (yes, that long ago) because we kept wiping in the second [!] boss. Although these players were "average," to use Gilliam's phrase, they talked about ZOS changes, being frustrated not being able to do this dungeon which they were capable of doing before, and caring that their attacks weren't doing a billion damage. Just because a player is "average" doesn't mean they are totally cool with nerfing their characters or that they have no interest in doing the instanced content the game provides.
Joy_Division wrote: »Joy_Division wrote: »Joy_Division wrote: »This is the only game I have ever played where patches make it less enjoyable to play
Makes me wonder why wow classic is such a huge success then... Or old school RuneScape. Just to stick to popular MMOs.
I could bring gta online here too, that's going FAST towards becoming saints row online...
Whether I like the patches or not, that's irrelevant here, but saying this is the only game where patches make the game worse is a stretch that renders your argument null.
Also, worse/better is a pov. I'm of the opinion that reducing DPS is great, but also that sucky sustain is bad for casual average players. To me, is this patch good or bad?
Answer? Both. Just like all the other patches ever in every game ever. Some people like it, some don't, most don't care or even hear about the changes.
And I'll go even further to say that after sustain gets figured out, metawise, no one will be too upset. Just like Morrowind. Remember that patch? I do. It sucked.
Null? I'll repeat myself.Joy_Division wrote: »This is the only game I have ever played where patches make it less enjoyable to play
Is it characteristic for MMOs to devolve and become less fun to play over time? It's an honest question, I haven't played one before. It doesn't strike me as a very sound business philosophy.
My mistake. You were very clear, my brain that's just tired.
And yes, it's pretty common. Between programming clutter, greed, power creep, innovations for the sake of innovations... Plenty of reasons that lead most, if not all, MMOs downhill. Some go down faster, some take longer, but eventually they all get this feeling of "whyyyyyyy???" that we're getting from ZOS right now. I don't think it's a philosophy, but a consequence of corporate thinking. Gotta keep ignorant nameless investors happy somehow.
OH, and unfriendly unwelcoming economies are also a thing that happen. If inflation's isn't kept at a hardcore check, it's impossible for new players to enjoy the game, and lots of games fail there too. ESO has so many gold sinks, it's one of the most stable economies I've seen in MMOs. Helps with this aura of casual friendly game too.
Fair enough. I think it would be better to build off of a foundation of the parts we do like rather than try to reinvent the game every 3 months, but I guess that's unrealistic.
I fully agree. However, Zos has mentioned vision a few times yet they really seem to lack vision and that comes from early on in the game.
Why just now are they codifying a vision for combat in the game? It seems that should have been done way more than 6 years ago and since it was not done, or not done well back then, they have struggled to manage this game since launch.
A great example of the lack of vision is the CP system. When Zos introduced it there was no artificial cap like we have now and they stated the average player would reach the full 3600 points in less than 2 years. When it was tested on the PTS we have access to the full 3600 points. We noted how OP we were with the full points yet Zos released it where we could get the full 3600 pts.
Granted, they made adjustments and placed the artificial cap we now have but it just goes to show how little Zos thinks things through and this is just one example. I personally think it is the same poor guidance, or lack of it, that is the reason this game launched in such a poor state back in 2014.
The only playerbase we might be losing is the vocal minority. You think changing abilities will make the average/casual player which is their target market leave, no. One thing I do agree about why this patch is bad is the inconsistency and lack of vision/direction on ZOS part. Now after few months we are in a new treadmill, too fast too soon - trademills are core to MMOs BTW, just look at other MMOs.
You know what will make people quit (pvp)? Performance, when I can't use my abilities that are getting nerfed what's the point. Remove cloak but give me better performance so I can play in pvp properly
XIIICaesar wrote: »Honestly, it seems each week this PTS cycle when the patch notes were released that ZOS made changes based on player feedback in the forums. This is looking like a good patch > best patch since Murkmire IMHO.
LiquidPony wrote: »XIIICaesar wrote: »Honestly, it seems each week this PTS cycle when the patch notes were released that ZOS made changes based on player feedback in the forums. This is looking like a good patch > best patch since Murkmire IMHO.
This is why we can't have nice things.
XIIICaesar wrote: »Honestly, it seems each week this PTS cycle when the patch notes were released that ZOS made changes based on player feedback in the forums. This is looking like a good patch > best patch since Murkmire IMHO.