The Summerset tutorial also covered interrupts, and that has been released sufficiently long ago that it's perfectly possible for some players to have reached 1000CP since then.phaneub17_ESO wrote: »I would think people who are over 1000cp wouldn't have done the current tutorial unless they made a fresh alt to do so. As far as I can remember none of the first 3 openers taught you anything about blocking, interrupts, or dodging like the Kitty Cat land does.
i actually want pugs to be taught to not just light attack spam and use food.
When was the last time you needed to interrupt anything else than a world boss in overland content? Probably never, especially if you haven't been playing since beta (after 1T dropped "veteran zones" and all that).It's honestly painful to see people above 1000cp that still don't know how to interrupt. I can't even begin to count the amount of times i've died to one shot mechanics because the rest of the group stares at the boss as it pummels me to death when all they have to do is bash.
How is this a tutorial problem?
How is it not? Do you know what tutorial means?
The tutorial in this game literally makes you interrupt a cast 3 times in a row. Then as soon as people leave the tutorial they forget how to interrupt. Clearly the tutorial isn't getting the job done.
A tutorial is intended to help a new player get into the game, not instruct them in the finer points of endgame or even grouping.
Moreover, you blame the tutorial for players not being able to interrupt, and then you state that the tutorial shows people how to interrupt but they then forget that.
It's threads like this that remind me why I solo.
Interrupting is a basic mechanic of the game, not end game...
I did mention grouping. As others have said, it's otherwise by and large not needed, which is why players end up not knowing how to do it. In any event, it is as you say included in the tutorial, and if it's as important as you claim as a basic mechanic of the game then people wouldn't forget it.
In normal, basegame dungeons? Only a select few of them have any boss mechanics which kinda need to be interrupted and can't be simply DPS burned/nuked through.
And then the players progress to vet content (or the harder DLC normals), and then there's suddenly a need to interrupt - which they have most likely never needed to before, not since they finished the tutorial.
It does not take a rocket... err, Dwemer construct scientist to see where the root of the problem lies.
Precisely my point when I said "it's otherwise by and large not needed".
When there are mechanics specific to endgame raids and other vet content that aren't used previously in the game, then it's really down to the guilds running those events to lead their members through those mechanics, it's not for the tutorial which is simply introducing new players to the early basics of the game.
IsharaMeradin wrote: »How about two new short tutorials built right into the game? When players enter one of the arenas for the first time and when players sign up for the undaunted pledges for the first time. In the arenas have them enter a portal to a special arena where they will get a "practice round" and be shown the various mechanics that they will need to work through. For undaunted, send them to a small dungeon with three undaunted NPCs filling out their team and cover the most common mechanics as they fight some trash and one boss.
barney2525 wrote: »Just out of curiosity...
When you went to your first job and they gave you a tutorial do you remember everything that was in it?
Or did you actually Learn the job by working with others, on the job ?
This touches on another very important issue: so many players don't use any food/drink at all. You can easily see that if you have a buff tracking addon.Dusk_Coven wrote: »But it seems new players seem more likely to increase their health attribute to compensate because that makes more sense to them. And why not? food is something you eat to satisfy hunger, not fortify yourself into a superman well beyond what you are normally capable of. It's not immediately something someone would connect to the use of food.
Dusk_Coven wrote: »i actually want pugs to be taught to not just light attack spam and use food.
There's food in the game world and you are likely to pick it up at some point or come into contact with it. At that point, the tooltip would say something about the food. If they ignore that, it's a learn-to-read issue.
This game isn't like Brutal Legend where there are literally no stats to read and you only get flavour text and what feedback the game gives you. Players are expected to do some reading. Before they throw something away or sell it, wouldn't it make sense to actually first know what it is?
It's a similar problem to Ice Staff HA taunt. At the time they bought the passive skill -- didn't they read it? Otherwise why are they buying it?
But it seems new players seem more likely to increase their health attribute to compensate because that makes more sense to them. And why not? food is something you eat to satisfy hunger, not fortify yourself into a superman well beyond what you are normally capable of. It's not immediately something someone would connect to the use of food.
That said it wouldn't hurt to start players with a loaf of bread, a wedge of cheese, and some generic beverage from their Alliance zone, all in their inventory.
The problem isn't with the tutorial as such - it does, in fact, cover the basic defensive mechanics in ESO (dodging, blocking, interrupting).
IMO the problem is that these mechanics are completely irrelevant in the majority of overland content, so most players tend to forget that they are even a thing.
Who will remember about interrupting casters, when there is never a need to do so in overland (not counting the WBs)?
VaranisArano wrote: »As someone who didn't discover the wonderful benefits of food until I had several vet ranks, it happens. I hd even fully leveled provisioning before I started using food. Honestly the best thing ZOS ever did to get new players to use food is to throw it at them in the daily log in rewards.
As for the Trifocus passive, I tend to assume that most leveling characters grabbed that passive while using a fire or lightning staff. Then they get an ice staff while leveling and are like WTF once they get aggro. Alternatively, the taunt is another mechanic that doesn't matter unless they are trying to do a WB or dungeon, so they might not have even thought about it - very similar to how interrupts are pretty ignorable in overland content.
Pretty sure all the tutorials since release teach people how to interrupt.It's honestly painful to see people above 1000cp that still don't know how to interrupt. I can't even begin to count the amount of times i've died to one shot mechanics because the rest of the group stares at the boss as it pummels me to death when all they have to do is bash.
Dusk_Coven wrote: »VaranisArano wrote: »As someone who didn't discover the wonderful benefits of food until I had several vet ranks, it happens. I hd even fully leveled provisioning before I started using food. Honestly the best thing ZOS ever did to get new players to use food is to throw it at them in the daily log in rewards.
As for the Trifocus passive, I tend to assume that most leveling characters grabbed that passive while using a fire or lightning staff. Then they get an ice staff while leveling and are like WTF once they get aggro. Alternatively, the taunt is another mechanic that doesn't matter unless they are trying to do a WB or dungeon, so they might not have even thought about it - very similar to how interrupts are pretty ignorable in overland content.
Still a learn-to-read problem. Didn't read, too bad.
There's a huge learn-to-read problem in the demographic. Just watch zone chat at the start of every event. They can't even be bothered to read ZOS announcements that show up in the launcher or in their face trying to give them the quest starter when they log in.
Players have to meet ZOS part way.
What would REALLY work in place of any tutorial or in-game announcement is the make a ZOS twitch stream. On certain days, make it the ONLY stream that gives out twitch drops.
Then you can deliver all sorts of info blurbs and people probably have a 1-in-3 chance of getting it.
And while we are on that subject: it would be awesome if the "NPC guilds" (Fighters', Mages', Thieves', Undaunted) actually offered in-game training exercises pertaining to their area of expertise:VaranisArano wrote: »And I can only assume that the Twitch suggestion isn't serious. Tutorials and in-game tool-tips are available to 100% of the players, even if players ignore them, forget them, or misunderstand them. Twitch isn't. At best, it might be a teaching supplement for the relatively small portion of the playerbase who actually pays attention to the reward streams. So it might be worth doing, but to replace the in game methods? That's a bad idea.
When was the last time you needed to interrupt anything else than a world boss in overland content? Probably never, especially if you haven't been playing since beta (after 1T dropped "veteran zones" and all that).It's honestly painful to see people above 1000cp that still don't know how to interrupt. I can't even begin to count the amount of times i've died to one shot mechanics because the rest of the group stares at the boss as it pummels me to death when all they have to do is bash.
How is this a tutorial problem?
How is it not? Do you know what tutorial means?
The tutorial in this game literally makes you interrupt a cast 3 times in a row. Then as soon as people leave the tutorial they forget how to interrupt. Clearly the tutorial isn't getting the job done.
A tutorial is intended to help a new player get into the game, not instruct them in the finer points of endgame or even grouping.
Moreover, you blame the tutorial for players not being able to interrupt, and then you state that the tutorial shows people how to interrupt but they then forget that.
It's threads like this that remind me why I solo.
Interrupting is a basic mechanic of the game, not end game...
I did mention grouping. As others have said, it's otherwise by and large not needed, which is why players end up not knowing how to do it. In any event, it is as you say included in the tutorial, and if it's as important as you claim as a basic mechanic of the game then people wouldn't forget it.
In normal, basegame dungeons? Only a select few of them have any boss mechanics which kinda need to be interrupted and can't be simply DPS burned/nuked through.
And then the players progress to vet content (or the harder DLC normals), and then there's suddenly a need to interrupt - which they have most likely never needed to before, not since they finished the tutorial.
It does not take a rocket... err, Dwemer construct scientist to see where the root of the problem lies.
Precisely my point when I said "it's otherwise by and large not needed".
When there are mechanics specific to endgame raids and other vet content that aren't used previously in the game, then it's really down to the guilds running those events to lead their members through those mechanics, it's not for the tutorial which is simply introducing new players to the early basics of the game.
Simple vet dungeons isn't exactly end game content...
The problem is players would rather sprint through dungeons ignoring all mechanics to get to the final boss quick as possible instead of taking the time to help new players learn.
barney2525 wrote: »Just out of curiosity...
When you went to your first job and they gave you a tutorial do you remember everything that was in it?
Or did you actually Learn the job by working with others, on the job ?
It's honestly painful to see people above 1000cp that still don't know how to interrupt. I can't even begin to count the amount of times i've died to one shot mechanics because the rest of the group stares at the boss as it pummels me to death when all they have to do is bash.
The problem is players would rather sprint through dungeons ignoring all mechanics to get to the final boss quick as possible instead of taking the time to help new players learn.
The problem is players dont want advice and dont act on advice. So its usually a waste of time.
When i farmed UG for a week i took my time and explained the fire chamber to ~65% of my groups. On average it took 2-3 treis before ppl even started to follow my advice. The average player has zero situational awareness and doesnt want to improve and learn. Spindle 1 and Fungal 1 vet HM proof this every time they are pledges.
Same goes with bad DDs. No matter how nice i tell them that they have to improve their builds to progress ~90% are instantly offended because its unthinkable for them that whatever crap they build together is not good enought for end game content.
So how do you want to train players that unwilling to learn?
Dusk_Coven wrote: »i actually want pugs to be taught to not just light attack spam and use food.
There's food in the game world and you are likely to pick it up at some point or come into contact with it. At that point, the tooltip would say something about the food. If they ignore that, it's a learn-to-read issue.
It's honestly painful to see people above 1000cp that still don't know how to interrupt. I can't even begin to count the amount of times i've died to one shot mechanics because the rest of the group stares at the boss as it pummels me to death when all they have to do is bash.
Kiralyn2000 wrote: »When was the last time you needed to interrupt anything else than a world boss in overland content? Probably never, especially if you haven't been playing since beta (after 1T dropped "veteran zones" and all that).It's honestly painful to see people above 1000cp that still don't know how to interrupt. I can't even begin to count the amount of times i've died to one shot mechanics because the rest of the group stares at the boss as it pummels me to death when all they have to do is bash.
How is this a tutorial problem?
How is it not? Do you know what tutorial means?
The tutorial in this game literally makes you interrupt a cast 3 times in a row. Then as soon as people leave the tutorial they forget how to interrupt. Clearly the tutorial isn't getting the job done.
A tutorial is intended to help a new player get into the game, not instruct them in the finer points of endgame or even grouping.
Moreover, you blame the tutorial for players not being able to interrupt, and then you state that the tutorial shows people how to interrupt but they then forget that.
It's threads like this that remind me why I solo.
Interrupting is a basic mechanic of the game, not end game...
I did mention grouping. As others have said, it's otherwise by and large not needed, which is why players end up not knowing how to do it. In any event, it is as you say included in the tutorial, and if it's as important as you claim as a basic mechanic of the game then people wouldn't forget it.
In normal, basegame dungeons? Only a select few of them have any boss mechanics which kinda need to be interrupted and can't be simply DPS burned/nuked through.
And then the players progress to vet content (or the harder DLC normals), and then there's suddenly a need to interrupt - which they have most likely never needed to before, not since they finished the tutorial.
It does not take a rocket... err, Dwemer construct scientist to see where the root of the problem lies.
Precisely my point when I said "it's otherwise by and large not needed".
When there are mechanics specific to endgame raids and other vet content that aren't used previously in the game, then it's really down to the guilds running those events to lead their members through those mechanics, it's not for the tutorial which is simply introducing new players to the early basics of the game.
Simple vet dungeons isn't exactly end game content...
Hmm, based on what I've read on this forum (complaints from pugs/complaints about pugs/"don't let people queue unless they pass a test"/etc), as well as by their name, I would think that "Veteran Dungeons" would be 1) not simple, and 2) endgame content.
(i.e, just because skilled groups get to the point of breezing through them on "farm status", doesn't make hardmode dungeons/raids/trials 'not endgame'. There may be a hierarchy of vet dungeon > DLC vet > trial > DLC trial > etc, but they're still all 'endgame' even if you only think it's hard above tier 3.)
Dusk_Coven wrote: »Still a learn-to-read problem. Didn't read, too bad.
There's a huge learn-to-read problem in the demographic. Just watch zone chat at the start of every event. They can't even be bothered to read ZOS announcements that show up in the launcher or in their face trying to give them the quest starter when they log in.
Pretty sure all the tutorials since release teach people how to interrupt.It's honestly painful to see people above 1000cp that still don't know how to interrupt. I can't even begin to count the amount of times i've died to one shot mechanics because the rest of the group stares at the boss as it pummels me to death when all they have to do is bash.