Crafts_Many_Boxes wrote: »To be fair, making a tutorial for something like weaving would be just silly. "Quickly, hero, click the left mouse button in between your number keys as quickly as possible, but not too quickly because you want the attack to still go off". Talk about lore breaking lol, how the heck would they explain that in-game?
Looking back on it, I think the reason they've never created a better tutorial is because they've been low-key ashamed of how they just accepted weaving as a legitimate gameplay feature, and this is their first step in undoing that and becoming more of a proper MMO where managing timers / resources and skill usage is what determines damage.
I have always asserted the opinion that being skilled in weaving is just being skilled in a nonsense minigame and should not reward higher dps numbers. Honestly, this is making me consider playing again, and I'm sure I'm not alone.
ngl, the concept as a whole is handled very oddly in the official's eyes, like it definitely debuted as a bug/glitch but it was fine so they left it there but then continued to just leave it as is while making vContent harder. It's honestly the reason the community is massively divided as it is.
I agree. It was a weird flex to base vdifficulty around assuming players were weaving. That has caused a ton of grief down the line. If they had just nipped the whole thing in the bud years ago and created a global cooldown that can only be overridden by blocking, or made it so that cancelling an animation early cancelled the damage too, they would have a much healthier game today.
I used to try and get my friends to play ESO, but they'd get to endgame and I'd explain weaving and they'd quit. Like, no normal sane young adult with a life and a job is into the idea of weaving - no one.
So eso should just be like every cookie cutter WoW clone? Nice anecdotal lie at the end there mixed with some juicy hyperbole.
As if literally left clicking between skill usage would be the reason to drive someone away. This change doesnt remove weaving by the way..lmao
this thread is based on rude and forward.
this is not our position to push ideas and opinions on how they should run their game.
its none of our business.
let the developers do what they do best, it is their game to develop and the more people keep forcing their opinions on the developers the worse things will get for us.
Crafts_Many_Boxes wrote: »Crafts_Many_Boxes wrote: »To be fair, making a tutorial for something like weaving would be just silly. "Quickly, hero, click the left mouse button in between your number keys as quickly as possible, but not too quickly because you want the attack to still go off". Talk about lore breaking lol, how the heck would they explain that in-game?
Looking back on it, I think the reason they've never created a better tutorial is because they've been low-key ashamed of how they just accepted weaving as a legitimate gameplay feature, and this is their first step in undoing that and becoming more of a proper MMO where managing timers / resources and skill usage is what determines damage.
I have always asserted the opinion that being skilled in weaving is just being skilled in a nonsense minigame and should not reward higher dps numbers. Honestly, this is making me consider playing again, and I'm sure I'm not alone.
ngl, the concept as a whole is handled very oddly in the official's eyes, like it definitely debuted as a bug/glitch but it was fine so they left it there but then continued to just leave it as is while making vContent harder. It's honestly the reason the community is massively divided as it is.
I agree. It was a weird flex to base vdifficulty around assuming players were weaving. That has caused a ton of grief down the line. If they had just nipped the whole thing in the bud years ago and created a global cooldown that can only be overridden by blocking, or made it so that cancelling an animation early cancelled the damage too, they would have a much healthier game today.
I used to try and get my friends to play ESO, but they'd get to endgame and I'd explain weaving and they'd quit. Like, no normal sane young adult with a life and a job is into the idea of weaving - no one.
So eso should just be like every cookie cutter WoW clone? Nice anecdotal lie at the end there mixed with some juicy hyperbole.
As if literally left clicking between skill usage would be the reason to drive someone away. This change doesnt remove weaving by the way..lmao
Why fix something if it ain't broke? Most people like WoW mechanically, it's just the graphics / story / some of the features they've added that have been unpopular in recent years. Look at how well WoW classic is doing. ZOS tried to reinvent the wheel by not having a global CD and inadvertently created some sort of weird cookie clicker-esque combat that rewards rapid, skittish button pressing on top of normal MMO mechanics.
And that wasn't an exaggeration. Every friend I've convinced to play ESO has quit shortly after reaching endgame. They regarded weaving as a dumb chore that didn't really add anything to their enjoyment of the game, and because their dps was always relatively low as a result of not weaving, they eventually exhausted the content they were able to do and stopped playing.
I have NEVER explained weaving to a person IRL and had them react with "sounds like a fun mechanic!" or "that should be in more games!". It's normally a lot of winces and the phrase "garbage game" being thrown around.
BXR_Lonestar wrote: »Just IMO, but you shouldn't have to spend hours and hours in front of a dummy to "git gud" at this game - you should just "git gud" by playing the game and becoming a more experienced player, and by doing so, gaining access to a wider variety of stronger sets. Then, learning to execute mechanics, particularly in endgame content should separate the good from the great players.
YandereGirlfriend wrote: »First point is that I agree that the fact that ESO lacks a basic developer-maintained Wiki that documents its core mechanics is beyond a travesty.
It is simply outrageous that in 2020 players must literally use the Scientific Method in order to experiment way into understanding the implementations of the combat system.
Second point is simply to ask the question: "What is wrong with having a skill gap?"
I say this as someone who knows that they will never have the Ticktock Tormentor title or Godslayer, etc. And, you know what, I am okay with that. I do not begrudge those who do more DPS than I and I just fundamentally do not understand this perennial fascination by some to bring the highest-end players down to their level.
BXR_Lonestar wrote: »Just my two cents, and its probably not a popular opinion, but...
Honestly, I think the "skillgap" in this game shouldn't come from spending hours and hours and hours in front of the parse dummies so that you can better execute the light attack weaving and animation canceling. I've always thought that build strength alone is where the real skillgap should come from in a game like this. Putting X set with Y set to get a combination of perks and abilities, and then setting up your skill bar with skills that maximize your build's strengths rather than its weaknesses. That would separate the lower tier players from the average to good players.
Then, at the top end of things, ability to execute mechanics (rather than burn through encounters) should be the ultimate skill gap barrier between the good and great players. However, the perception with this game right now is if you don't have enough DPS to burn through things, your a substandard player, and I just think that is a backwards mindset. After all, if you have the ability to repeatedly execute mechanics, aren't you an equally skilled player?
Just IMO, but you shouldn't have to spend hours and hours in front of a dummy to "git gud" at this game - you should just "git gud" by playing the game and becoming a more experienced player, and by doing so, gaining access to a wider variety of stronger sets. Then, learning to execute mechanics, particularly in endgame content should separate the good from the great players.
I never once stepped in front of a parse dummy. And I can weave no issue whatsoever on an xb1 controller. So....yeah. It came from practicing on live targets in cyro. You should not reward players for being lazy.
1. Developers of pretty much every MMORPG are not exactly experts at playing their game. Top players and true theorycrafters easily become more knowledgeable of the game. The only reason for a developer-maintained wiki is because the game is not good enough to attract enough players that would create the content. Devs learn a lot from players. So not so outrageous.
Everest_Lionheart wrote: »I’m in that new player category however I spent probably 12 hours in YouTube and reading other guides before spending 2 hours in the game. Quite simply the game needs to do more to teach us some basics other than here is how to block, here is how to dodge and here is how to attack. Got it? Good luck! Hell I wouldn’t even know about practicing had I not read about it or seen it in a video.
Anyway as with all games skills come with practice. As a new player finally feeling comfortable with the mechanics at 90 hours in game I wouldn’t expect to be of much use in dungeons at this point because I am under geared and under leveled. And forget PvP I would get smoked.
However for top tier players I can somewhat understand the issue. It’s tough when you perfect one skill set and it changes and becomes less effective. But comparatively speaking already knowing the basic mechanics and having a strong skill set in the current system already gives you a leg up on noobies like me. Now some mid tier button masher might get a bit more lucky against you in PvP with the changes but for what it’s worth losing to a lucky player isn’t the end of the world. Still I am willing to bet the skilled players still come out with an overwhelming win rate when all the dust settles.
Just play the game and enjoy it.
Everest_Lionheart wrote: »I’m in that new player category however I spent probably 12 hours in YouTube and reading other guides before spending 2 hours in the game. Quite simply the game needs to do more to teach us some basics other than here is how to block, here is how to dodge and here is how to attack. Got it? Good luck! Hell I wouldn’t even know about practicing had I not read about it or seen it in a video.
Anyway as with all games skills come with practice. As a new player finally feeling comfortable with the mechanics at 90 hours in game I wouldn’t expect to be of much use in dungeons at this point because I am under geared and under leveled. And forget PvP I would get smoked.
However for top tier players I can somewhat understand the issue. It’s tough when you perfect one skill set and it changes and becomes less effective. But comparatively speaking already knowing the basic mechanics and having a strong skill set in the current system already gives you a leg up on noobies like me. Now some mid tier button masher might get a bit more lucky against you in PvP with the changes but for what it’s worth losing to a lucky player isn’t the end of the world. Still I am willing to bet the skilled players still come out with an overwhelming win rate when all the dust settles.
Just play the game and enjoy it.
milllaurie wrote: »TLDR; teaching a new player to play is a better option than changing the game's core concepts to fit the needs of new players.
I have NEVER explained weaving to a person IRL and had them react with "sounds like a fun mechanic!" or "that should be in more games!". It's normally a lot of winces and the phrase "garbage game" being thrown around.
Crafts_Many_Boxes wrote: »Crafts_Many_Boxes wrote: »To be fair, making a tutorial for something like weaving would be just silly. "Quickly, hero, click the left mouse button in between your number keys as quickly as possible, but not too quickly because you want the attack to still go off". Talk about lore breaking lol, how the heck would they explain that in-game?
Looking back on it, I think the reason they've never created a better tutorial is because they've been low-key ashamed of how they just accepted weaving as a legitimate gameplay feature, and this is their first step in undoing that and becoming more of a proper MMO where managing timers / resources and skill usage is what determines damage.
I have always asserted the opinion that being skilled in weaving is just being skilled in a nonsense minigame and should not reward higher dps numbers. Honestly, this is making me consider playing again, and I'm sure I'm not alone.
ngl, the concept as a whole is handled very oddly in the official's eyes, like it definitely debuted as a bug/glitch but it was fine so they left it there but then continued to just leave it as is while making vContent harder. It's honestly the reason the community is massively divided as it is.
I agree. It was a weird flex to base vdifficulty around assuming players were weaving. That has caused a ton of grief down the line. If they had just nipped the whole thing in the bud years ago and created a global cooldown that can only be overridden by blocking, or made it so that cancelling an animation early cancelled the damage too, they would have a much healthier game today.
I used to try and get my friends to play ESO, but they'd get to endgame and I'd explain weaving and they'd quit. Like, no normal sane young adult with a life and a job is into the idea of weaving - no one.
So eso should just be like every cookie cutter WoW clone? Nice anecdotal lie at the end there mixed with some juicy hyperbole.
As if literally left clicking between skill usage would be the reason to drive someone away. This change doesnt remove weaving by the way..lmao
Why fix something if it ain't broke? Most people like WoW mechanically, it's just the graphics / story / some of the features they've added that have been unpopular in recent years. Look at how well WoW classic is doing. ZOS tried to reinvent the wheel by not having a global CD and inadvertently created some sort of weird cookie clicker-esque combat that rewards rapid, skittish button pressing on top of normal MMO mechanics.
And that wasn't an exaggeration. Every friend I've convinced to play ESO has quit shortly after reaching endgame. They regarded weaving as a dumb chore that didn't really add anything to their enjoyment of the game, and because their dps was always relatively low as a result of not weaving, they eventually exhausted the content they were able to do and stopped playing.
I have NEVER explained weaving to a person IRL and had them react with "sounds like a fun mechanic!" or "that should be in more games!". It's normally a lot of winces and the phrase "garbage game" being thrown around.
@OP I think the subject you raise is worthwhile exploring and you wrote it up nicely.
Problem is, the "skill gap" as raised in the pts patch notes raises a more fundamental issue. It is not saying "ESO is too hard for casuals, so we will make it easier". It really is saying "We (ZoS) do not like that part of the skill gap that is caused by fast clicking". In other words, they are exploring moving the goalposts of what "skilled" means.
SidraWillowsky wrote: »BXR_Lonestar wrote: »Just IMO, but you shouldn't have to spend hours and hours in front of a dummy to "git gud" at this game - you should just "git gud" by playing the game and becoming a more experienced player, and by doing so, gaining access to a wider variety of stronger sets. Then, learning to execute mechanics, particularly in endgame content should separate the good from the great players.
I do agree that this shouldn't be the only way to get high DPS. I personally enjoy LA weaving and sitting in front of a dummy practicing, but I'm fully aware that that's not everyone's idea of fun. AND THAT IS OK; I don't think some sort of character judgment should be made against players who dislike it. Different strokes and all. And this is a video game that we all play for fun. No one should have to suffer through something to be able to fully enjoy the game.
That being said... I prefer LA weaving. Why can't there be multiple ways of attaining decent DPS numbers so that a variety of playstyles can be happy? Instead of decimating the current meta, why not just make it so that it's still viable, along with other rotations? I don't get why this seems to be so all-or-nothing for ZOS. Instead of a 78% Nerf to LAs, why can't it be 20% or something? Or add some sort of give and take... The vMA staff could add a substantial amount of LA damage but remove the resource return, or decrease other damage. Not saying that example should be viable because it's the first thing I thought of, but stuff like that...
YandereGirlfriend wrote: »1. Developers of pretty much every MMORPG are not exactly experts at playing their game. Top players and true theorycrafters easily become more knowledgeable of the game. The only reason for a developer-maintained wiki is because the game is not good enough to attract enough players that would create the content. Devs learn a lot from players. So not so outrageous.
This sounds much more like a rationalization than an actual legitimate justification.
Why must new players be forced to look up ancient Reddit threads in order to find out how DoT damage is calculated (e.g. snapshot vs. dynamic, further, precisely which combat stats are varying in this context?) or to learn about enchantment internal cooldowns, what player actions can proc a poison or an enchantment, do poisons that have an uneven duration (e.g. 6.4 seconds) round up, down or are pro-rated to the tenth of a second, etc.
So much misinformation could be easily dispelled by a simple centralized repository for this sort of information.
Or, if they still insist upon being lazy, simply dump the relevant functions somewhere online and let the community unpack the formulas in order to fully document the mechanics.
It is frankly no wonder that a skill gap exists as seeking answers to basic mechanics questions is, for a new player, about as straightforward as an Indiana Jones quest to find the Dead Sea Scrolls.