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Your tutorial isn't teaching people anything...

  • Red_Feather
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    There is not a damn reason to care about all those mechanics outside of veteran instanced zones.

    That is why so many people in vet dungeons and trials have no f'ing clue how to do things like interrupt.

    When 99% of the game can be face-rolled it seriously messes up the populations' skill curve.

    Edited by Red_Feather on April 13, 2020 12:50AM
  • JinMori
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    I'm just gonna say that, it's not even the tutorial, eso players in general are just that bad, even if you teach them they don't learn or give a ***.

    A better tutorial would probably help, but base mechanics like bashing were explained.
    Edited by JinMori on April 13, 2020 1:50AM
  • eKsDee
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    As has been repeated multiple times now, this is less an issue with the tutorial, more an issue with overland being too easy.

    The Elsweyr tutorial teaches you to block, interrupt and break free, and even has you repeat them multiple times, to ensure you understand the mechanics. But the moment you exit the Elsweyr tutorial, you're thrown into content that doesn't require that outside of very few encounters, and so those mechanics just end up forgotten.

    If newer players are meant to actually learn how to play the game, there needs to be an overland overhaul, which so many people immediately get upset about at the mere mention of one.
  • barney2525
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    Draxys wrote: »
    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 comparison seems clever at a glance, but actually doesn’t really encapsulate the situation. Most jobs are nowhere near as vast and complex as this game is. Certainly not “first” jobs. Most jobs also do not have instances of hundreds of employees next to you that are just as clueless as you. That comparison would require most of ESO’s playerbase to have a competent grasp on everything in the game, and they don’t.


    Disagree.

    For starters, I think you over state the complexity of the game. You want combat complexity, play a jedi in SWTOR at top level. We got noting close to that here. You also understate the amount of detail and all the information people need to become efficient at even 'first' jobs. You can get hired off the street to be a security guard, but you don't just sit at a desk watching the paint dry in your little area.

    Every job has an initial training session - be it one day or several weeks. At the end of your initial training they do not say 'OK. You are on your own' and just walk away. You work With someone until the Reality of what you need to do on the job is understood. Because the real job, Any job, is different than the instruction you are initially given.

    Only bits and pieces of the instructions are ever remembered. Specific details that just happened to catch your attention. You learn by doing. Which is why I don't see any reason to worry about the lack of in depth instruction in the tutorials. They give you a small taste of what is to come. That's all. That's all they Should do.

    Playing the game and asking questions of players or googling specific issues that come up is how players actually Learn the game. And this applies to All games.

    IMHO

    :#
  • idk
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    barney2525 wrote: »
    Draxys wrote: »
    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 comparison seems clever at a glance, but actually doesn’t really encapsulate the situation. Most jobs are nowhere near as vast and complex as this game is. Certainly not “first” jobs. Most jobs also do not have instances of hundreds of employees next to you that are just as clueless as you. That comparison would require most of ESO’s playerbase to have a competent grasp on everything in the game, and they don’t.


    Disagree.

    For starters, I think you over state the complexity of the game. You want combat complexity, play a jedi in SWTOR at top level. We got noting close to that here.

    I have played a Jedi in SWTOR. Sage, Shadow, Sentinal, and Guardian, so whatever Jedi you are speaking of I have played it extensively. I am a founder in SWTOR so I have seen it from early on. I have played every advanced class in SWTOR and cleared many of the operations in HM and have done some NiM. Combat in SWTOR is much simpler than ESO. It is both slower and simplistic at its core.
  • mikikatze
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    Wing wrote: »
    I would also like to point out the inconsistency of mechanics and counters.

    some stuff can be interrupted, some stuff cannot, some stuff can be dodged, some cannot, some stuff you can block, others you cannot.

    its impossible to tell sometimes what you can or cannot do to counter a situation until you die to it a few times.

    But do the non-interruptable / non-blockable actions get the same visual cues? I truly don't know (will have to watch out for that in the future), but for me white glowing stripes always indicate that I CAN block and the red ones that I CAN interrupt.

    Others one has to learn, that's true... or hope for the help of an addon. :D
    Edited by mikikatze on April 13, 2020 6:53AM
  • SydneyGrey
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    Some of the tutorials are better than others. The Summerset one was particularly bad.
    The Elsweyr one is probably the best one.

    I wish we could pick which tutorial we want to use.
  • Major_Lag
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    mikikatze wrote: »
    Wing wrote: »
    I would also like to point out the inconsistency of mechanics and counters.

    some stuff can be interrupted, some stuff cannot, some stuff can be dodged, some cannot, some stuff you can block, others you cannot.

    its impossible to tell sometimes what you can or cannot do to counter a situation until you die to it a few times.

    But do the non-interruptable / non-blockable actions get the same visual cues? I truly don't know (will have to watch out for that in the future), but for me white glowing stripes always indicate that I CAN block and the red ones that I CAN interrupt.

    Others one has to learn, that's true... or hope for the help of an addon. :D
    The visual cues are useless in group content, when the boss or mobs are standing in a dozen ground AoEs and have 2 dozen ST DoTs on them.

    It used to be even worse back when Undaunted balls were good only for 1 synergy activation, because then there were also many of these giant balls floating around, obscuring the view even further.

    But when playing solo, yeah you are right - the blockable/interruptable abilities do tend to have consistent visual cues.
  • TheRealDrRat
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    I think some regard to this has to do with a certain group of players' lack of respect. In other cases it might be people thinking: "someone else will interrupt it, why should I?" - bystander effect.
  • idk
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    Major_Lag wrote: »
    mikikatze wrote: »
    Wing wrote: »
    I would also like to point out the inconsistency of mechanics and counters.

    some stuff can be interrupted, some stuff cannot, some stuff can be dodged, some cannot, some stuff you can block, others you cannot.

    its impossible to tell sometimes what you can or cannot do to counter a situation until you die to it a few times.

    But do the non-interruptable / non-blockable actions get the same visual cues? I truly don't know (will have to watch out for that in the future), but for me white glowing stripes always indicate that I CAN block and the red ones that I CAN interrupt.

    Others one has to learn, that's true... or hope for the help of an addon. :D
    The visual cues are useless in group content, when the boss or mobs are standing in a dozen ground AoEs and have 2 dozen ST DoTs on them.

    It used to be even worse back when Undaunted balls were good only for 1 synergy activation, because then there were also many of these giant balls floating around, obscuring the view even further.

    But when playing solo, yeah you are right - the blockable/interruptable abilities do tend to have consistent visual cues.

    There are a number of trial fights where visual queues tell the player when to interrupt. vMoL Rakkhat has multiple interrupts the tanks must get. The Hulk must be interrupted very regularly and it requires watching and noticing the visual queue to get it right. This is actually pretty easy to see. It is the queue for interrupting Rakkhat himself that is less obvious but the tank can see it without issue as long as they are paying attention.

    Further, a couple of years ago Zos reduced how many effects we see from the skills other player use. There are some that still show up but nowhere near what it used to be.
  • Darkstorne
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    I've noticed this a lot recently. Been grinding Scalecaller Peak and it's shocking how many tanks don't want to bother with any mechanics at all against Mortieu.

    "Tank, you'll need to interrupt the boss when he starts his charge up attack, and stand on whichever poison vent starts spewing AOE poison at us, okay?"

    "Yep, okay."


    Tank never interrupts, never blocks poison vents, and I have to try and do it all as a squishy healer.
  • Alienoutlaw
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    there was a tutorial?
  • daemonios
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    Darkstorne wrote: »
    I've noticed this a lot recently. Been grinding Scalecaller Peak and it's shocking how many tanks don't want to bother with any mechanics at all against Mortieu.

    "Tank, you'll need to interrupt the boss when he starts his charge up attack, and stand on whichever poison vent starts spewing AOE poison at us, okay?"

    "Yep, okay."


    Tank never interrupts, never blocks poison vents, and I have to try and do it all as a squishy healer.

    That happens, but in my experience tanks have the most awareness of any role in PUGs. Next are healers, many of whom will slot crushing shock for ranged interrupts. It's the DDs who don't know to stop pew-pewing the boss to deal with other mechanics who are the bigger issue.

    A tank can't taunt every trash mob, keep them stacked up, chain/leash the loose ones that the healer is running in front of a mile away, and still interrupt every interruptible attack. Which in some DLC dungeons should happen, even for trash pulls. MoS assassins aren't interrupted, and then the chained group member isn't freed (especially bad, and a PUG killer, in the indrik boss fight). People in Scalecaller Peak get stoned left and right because they can't be bothered to watch out for the spheres, and nobody breaks them free. Tank dies to minotaurs in Bloodroot because nobody cares that they're on the ground chained and are going to die unless someone takes 1 second to bash the bull. Group wipes in Falkreath Hold because nobody knows whose job it was to purify the corpses. The list goes on...
  • Major_Lag
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    idk wrote: »
    Further, a couple of years ago Zos reduced how many effects we see from the skills other player use. There are some that still show up but nowhere near what it used to be.
    IMO I don't think they reduced it nearly enough - personally I find the "visual spam" still pretty extreme at times, and in some situations it's quite eye-straining to constantly watch out for the relatively subtle block/interrupt cues.

    And if you want to see a truly extreme example of what I'm talking about, go visit an Alik'r dolmen in primetime when there are 2 24-man raids farming it. It's impossible to even see if there are any lootable corpses on the ground, that's how bad it can get.
    (edit: oops, quoting fail)
    Edited by Major_Lag on April 13, 2020 9:14AM
  • FierceSam
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    Xebov wrote: »
    kargen27 wrote: »
    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?

    Hey Xebov,

    You’re confusing telling with teaching and knowing with doing.

    Telling someone what the mechanics are doesn’t mean they’ve learnt them.. my explanation may be bad, the mechanics may be so complicated that it takes more than one explanation, or a different way of explaining before someone understands.. there’s a skill in being able to actually teach people things

    And even when they/you understand, implementing a strategy to overcome the challenge is itself another challenge. You might all know what you have to do but be unable to do it the first few (or many times).. I can explain how Fang Lair HM works so we all know what we need to do ... doesn’t mean we’ll end up doing it first time...

  • Ryath_Waylander
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    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.

    My problem was that I read that tooltip but didn't understand what a taunt was. I had Lightning and Resto staves and so was never in a position to taunt by mistake. I must have been CP 200 already before I met a friend who was a tank and explained it to me. Reading doesn't help if one has no comprehension. I do feel an initial 4 dungeons should be provided for solo play undaunted before unlocking group dungeons. They don't have to be mad hard, but they need unforgiving mechanics of type per dungeon. A Block dungeon, a Roll dodge, interrupt and don't stand in stupid dungeon. By the time I reached CP200 and discovered guilds, I had learnt a lot of bad habits that had to be corrected.

  • mikikatze
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    Major_Lag wrote: »
    mikikatze wrote: »
    Wing wrote: »
    I would also like to point out the inconsistency of mechanics and counters.

    some stuff can be interrupted, some stuff cannot, some stuff can be dodged, some cannot, some stuff you can block, others you cannot.

    its impossible to tell sometimes what you can or cannot do to counter a situation until you die to it a few times.

    But do the non-interruptable / non-blockable actions get the same visual cues? I truly don't know (will have to watch out for that in the future), but for me white glowing stripes always indicate that I CAN block and the red ones that I CAN interrupt.

    Others one has to learn, that's true... or hope for the help of an addon. :D
    The visual cues are useless in group content, when the boss or mobs are standing in a dozen ground AoEs and have 2 dozen ST DoTs on them.

    It used to be even worse back when Undaunted balls were good only for 1 synergy activation, because then there were also many of these giant balls floating around, obscuring the view even further.

    But when playing solo, yeah you are right - the blockable/interruptable abilities do tend to have consistent visual cues.

    Yep, I meant mostly for solo play and learning. Because it was said that many people don't even know about those mechanics at all. And in many 4 people dungeons those cues are still pretty noticeable. In trials it's rather impossible, but meny mechanics have different visible cues anyway (raised swords, jumps etc.).

    I have to agree that the old tutorial teaches you almost nothing. I've played it last autumn because I didn't purchase Elsweyr + older chapters before Christmas. The Elsweyr tutorial taught a lot more about fighting on general.
  • robertthebard
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    daemonios wrote: »
    Darkstorne wrote: »
    I've noticed this a lot recently. Been grinding Scalecaller Peak and it's shocking how many tanks don't want to bother with any mechanics at all against Mortieu.

    "Tank, you'll need to interrupt the boss when he starts his charge up attack, and stand on whichever poison vent starts spewing AOE poison at us, okay?"

    "Yep, okay."


    Tank never interrupts, never blocks poison vents, and I have to try and do it all as a squishy healer.

    That happens, but in my experience tanks have the most awareness of any role in PUGs. Next are healers, many of whom will slot crushing shock for ranged interrupts. It's the DDs who don't know to stop pew-pewing the boss to deal with other mechanics who are the bigger issue.

    A tank can't taunt every trash mob, keep them stacked up, chain/leash the loose ones that the healer is running in front of a mile away, and still interrupt every interruptible attack. Which in some DLC dungeons should happen, even for trash pulls. MoS assassins aren't interrupted, and then the chained group member isn't freed (especially bad, and a PUG killer, in the indrik boss fight). People in Scalecaller Peak get stoned left and right because they can't be bothered to watch out for the spheres, and nobody breaks them free. Tank dies to minotaurs in Bloodroot because nobody cares that they're on the ground chained and are going to die unless someone takes 1 second to bash the bull. Group wipes in Falkreath Hold because nobody knows whose job it was to purify the corpses. The list goes on...

    You know, back in my day, when we had complicated, or seemingly complicated mechanics in raids/dungeons/Vet equivalent content, we would take the time before beginning the encounter to go over them. It's been a thing I've been involved in since 2005. Even with that, Progression Raiding was a thing because knowing what the mechanics are, and pulling them off flawlessly, or well enough to get through the content are not the same thing.

    That said, all of the tutorials do, indeed, teach the basics, including interrupting, so this thread is really about a half hour of my life I'll never get back. As has been stated, the tutorials aren't the problem. Now, I use my interrupts, what can I say, it's a carry over from when I was super wrapped up in doing hardmode stuff in other games, so I tend to brush up on the basics, and use them. Not everyone is me, however, and I'm not even going to try to claim flawlessness in this regard. However, for the vast majority of the content, it's more going through the motions, than something I'm required to do. The game could have more fights in it that do require the use of these mechanics, and it would go a long way to helping, but in reading the OP, I'm left with the same question that was posed later in the thread: Why didn't the OP bash/interrupt?
  • daemonios
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    You know, back in my day, when we had complicated, or seemingly complicated mechanics in raids/dungeons/Vet equivalent content, we would take the time before beginning the encounter to go over them. It's been a thing I've been involved in since 2005. Even with that, Progression Raiding was a thing because knowing what the mechanics are, and pulling them off flawlessly, or well enough to get through the content are not the same thing.
    Oh, I agree. I was away from the game about 2 years between 2016 and 2018, so I had a fair share of catching up to do with regard to DLC dungeons. Once I got up to speed I'd often start a dungeon asking if everyone was comfortable with the mechanics, and saying we could go over them before pulling bosses. 9 times out of 10 I got crickets, and then after wiping a number of times someone might eventually say it's their first time, and could we please go over what we had to do. But even more often than that, at the first sight of trouble, someone drops from the group. 'cause dungeons aren't meant to be played (and explained), they're meant to be raced through to get the carrot at the end, don't you know? *sigh*
    That said, all of the tutorials do, indeed, teach the basics, including interrupting, so this thread is really about a half hour of my life I'll never get back. As has been stated, the tutorials aren't the problem. Now, I use my interrupts, what can I say, it's a carry over from when I was super wrapped up in doing hardmode stuff in other games, so I tend to brush up on the basics, and use them. Not everyone is me, however, and I'm not even going to try to claim flawlessness in this regard. However, for the vast majority of the content, it's more going through the motions, than something I'm required to do. The game could have more fights in it that do require the use of these mechanics, and it would go a long way to helping, but in reading the OP, I'm left with the same question that was posed later in the thread: Why didn't the OP bash/interrupt?
    Again, that is my position as well. I've said as much in this thread when I pointed out that before One Tamriel and the nonsensical battle leveling it brought, people actually needed to be careful pulling in Craglorn and higher level VR zones, needed to dodge and block and interrupt, and it helped a lot to exploit off-balance enemies. These basic combat moves were relevant for ordinary overland playing, so you'd know to use them in group content as well. One Tamriel may have brought lots of players, but at too high a cost IMO. You can level a character to level 50/CP160 in a matter of hours chasing dolmens during an event and using level reward XP buffs and not know the first thing about playing the game afterwards.
  • Nerouyn
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    Major_Lag wrote: »
    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)?

    Yeah. Though I think it's more than just not being a need.

    It actually slows you down. That time interrupting is inefficient. Better to throw damage at it and make it die.
  • mocap
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    "such a masterful strike, AGAIN!"
  • Major_Lag
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    daemonios wrote: »
    That said, all of the tutorials do, indeed, teach the basics, including interrupting, so this thread is really about a half hour of my life I'll never get back. As has been stated, the tutorials aren't the problem. Now, I use my interrupts, what can I say, it's a carry over from when I was super wrapped up in doing hardmode stuff in other games, so I tend to brush up on the basics, and use them. Not everyone is me, however, and I'm not even going to try to claim flawlessness in this regard. However, for the vast majority of the content, it's more going through the motions, than something I'm required to do. The game could have more fights in it that do require the use of these mechanics, and it would go a long way to helping, but in reading the OP, I'm left with the same question that was posed later in the thread: Why didn't the OP bash/interrupt?
    Again, that is my position as well. I've said as much in this thread when I pointed out that before One Tamriel and the nonsensical battle leveling it brought, people actually needed to be careful pulling in Craglorn and higher level VR zones, needed to dodge and block and interrupt, and it helped a lot to exploit off-balance enemies. These basic combat moves were relevant for ordinary overland playing, so you'd know to use them in group content as well. One Tamriel may have brought lots of players, but at too high a cost IMO. You can level a character to level 50/CP160 in a matter of hours chasing dolmens during an event and using level reward XP buffs and not know the first thing about playing the game afterwards.
    Those 2 things have very little to do with each other.

    A new player power-levelling to the level cap will always be weak and clueless, regardless of how difficult the overland (or any other content) is. The end result would be the same if they could buy a "max level token" in the clownstore, for example.

    I do agree, however, that overland "difficulty" is stupidly easy at this point. It could be pretty much called "story mode", which would fairly accurately describe what it actually does.

    The old pre-1T "veteran zone" design was a dismal failure. That is not surprising, considering that this kind of progression-based design can only work well in singleplayer games - where the player character's level is somewhat correlated to their progress in the game's storyline - and not in an MMO where you also have various group activities and PvP.

    As such, blaming the tutorials for the majority of players not knowing how to interrupt/dodge/block is like blaming math teachers for the majority of people not knowing calculus (for example): of course they wouldn't, because such abilities are not needed anywhere in most people's daily lives, so any knowledge about them was forgotten not long after it stopped being relevant.
  • robertthebard
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    daemonios wrote: »
    You know, back in my day, when we had complicated, or seemingly complicated mechanics in raids/dungeons/Vet equivalent content, we would take the time before beginning the encounter to go over them. It's been a thing I've been involved in since 2005. Even with that, Progression Raiding was a thing because knowing what the mechanics are, and pulling them off flawlessly, or well enough to get through the content are not the same thing.
    Oh, I agree. I was away from the game about 2 years between 2016 and 2018, so I had a fair share of catching up to do with regard to DLC dungeons. Once I got up to speed I'd often start a dungeon asking if everyone was comfortable with the mechanics, and saying we could go over them before pulling bosses. 9 times out of 10 I got crickets, and then after wiping a number of times someone might eventually say it's their first time, and could we please go over what we had to do. But even more often than that, at the first sight of trouble, someone drops from the group. 'cause dungeons aren't meant to be played (and explained), they're meant to be raced through to get the carrot at the end, don't you know? *sigh*
    That said, all of the tutorials do, indeed, teach the basics, including interrupting, so this thread is really about a half hour of my life I'll never get back. As has been stated, the tutorials aren't the problem. Now, I use my interrupts, what can I say, it's a carry over from when I was super wrapped up in doing hardmode stuff in other games, so I tend to brush up on the basics, and use them. Not everyone is me, however, and I'm not even going to try to claim flawlessness in this regard. However, for the vast majority of the content, it's more going through the motions, than something I'm required to do. The game could have more fights in it that do require the use of these mechanics, and it would go a long way to helping, but in reading the OP, I'm left with the same question that was posed later in the thread: Why didn't the OP bash/interrupt?
    Again, that is my position as well. I've said as much in this thread when I pointed out that before One Tamriel and the nonsensical battle leveling it brought, people actually needed to be careful pulling in Craglorn and higher level VR zones, needed to dodge and block and interrupt, and it helped a lot to exploit off-balance enemies. These basic combat moves were relevant for ordinary overland playing, so you'd know to use them in group content as well. One Tamriel may have brought lots of players, but at too high a cost IMO. You can level a character to level 50/CP160 in a matter of hours chasing dolmens during an event and using level reward XP buffs and not know the first thing about playing the game afterwards.

    My thing is more along the lines of "It's not the tutorial's fault". I also have this itch, and it's related to players that will "instruct" other players by going on a half hour tirade about how they should be playing, instead of trying to explain something at least semi-calmly. I've dropped out of guild groups when one of my guildmates was doing that to someone else, because I don't have time to listen to that (edited for television).

    Now, it's been about a year since I ran any group content, or any content at all, frankly, until yesterday, but even back then, it wasn't "nobody is doing it". Yes, there were random examples that didn't, and based on just that, I'm thinking this is based a lot more on hyperbole than actual fact. I'm sort of laughing to myself as I type this, as I'm actively having a discussion that mirrors this one in another MMO's forum, where the poster was trying to completely revamp the entire leveling system because, and this nearly verbatim, "nobody is playing the game properly".
  • kylewwefan
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    Don’t tell me how to play my game old man!!

    Ah, you know there’s a million and one hypothetical explanations!

    I play games to relax, and assume others do too. In this case I think it’s entirely possible some get Too Baked To Bash or possibly I can’t concentrate on the screen, there’s too many colors man and of course there’s others that Just Don’t Know


    yesterday I did a random dungeon and had to point out, tank doesn’t know what he’s doing. You can imagine that goes over real well. So we spend 15 minutes trying to teach the guy.

    And he doesn’t seem to grasp the concept of poking the Mighty Chudan with the sharp end of his sword. It’s just easier to throw in the towel dude. No amount of tutorial is going to promote “Get Güd” imho.

    There’s far more mechanics than interrupt in this game, but it is a big one. And interestingly if you sit there and bash bash bash like it’s your soul calling in this game; well you notice there’s a lot of interruptible actions; but you can completely ignore more than half of them. So it does make hard to tell what must be interrupted from what can be interrupted


    So there I go. Talked myself into a complete circle. Imagine the good people over at Bethesda/Zos did the same thing, but got to a point they felt good about it.
  • ImmortalCX
    ImmortalCX
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    Why isn't interrupt a single click of the right button?

    IMO on PC, holding the right button should be block, clicking the right button should be interrupt.

    The way they have it set up takes holding the right, then clicking the left. Doesn't make sense.
  • JinMori
    JinMori
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    ImmortalCX wrote: »
    Why isn't interrupt a single click of the right button?

    IMO on PC, holding the right button should be block, clicking the right button should be interrupt.

    The way they have it set up takes holding the right, then clicking the left. Doesn't make sense.

    That's actually a good idea, and it would free up a keybind, which could be used to make a 6th bar ability.
  • Royaji
    Royaji
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    ImmortalCX wrote: »
    Why isn't interrupt a single click of the right button?

    IMO on PC, holding the right button should be block, clicking the right button should be interrupt.

    The way they have it set up takes holding the right, then clicking the left. Doesn't make sense.

    You do know that you can bind bash/breakfree to a single button in the settings, right?
  • xXMeowMeowXx
    xXMeowMeowXx
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    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 ?

    :#

    @barney2525 this made me laugh thnx and it is a very good point.

    The tuts teach new players what they need to get started imo. Adding how to interrupt could easily be put there and should.

    Though they already did add that in through combat tips that you can turn on in options.

    Also, they have set up basic guides that covers a great deal for new players right on there site. :o

    https://www.elderscrollsonline.com/en-us/newplayerguide/combat

    {from the guide}

    INTERRUPTING ENEMIES

    When you see a red effect around an enemy's head, the attack they are using (or are about to use) can be interrupted. Interrupting an enemy can leave them open for a Heavy Attack counter, knocking them down.

    To interrupt the attack on PC/Mac, approach the enemy and hold the right mouse button and then tap the left mouse button. On consoles, hold " LT", then tap "RT" if on Xbox One, or hold "L2", then tap "R2" if on PlayStation®4.

    Note: Interrupting an attack consumes Stamina.

    Then there are the endless content videos on such basics and dungeon mechanics.

    Furthermore the community teaches others players via guildies or friends.


    *They should also have a tut about running with an experienced group over puglies.
    Edited by xXMeowMeowXx on April 13, 2020 2:15PM
  • MaxJrFTW
    MaxJrFTW
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    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 ?

    :#

    I don't know what you were trying to achieve with this comment, but yes i learned everything they taught me, otherwise i wouldn't have been able to do the job in the first place.
    "I don't know you, and I don't care to know you."
    ―Ulrich Leland, 3E 433
  • AinSoph
    AinSoph
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    It's really funny that people defend the tutorial but after you complete it once, people will just skip it upon making yet another character. You can't just cater to casuals, ignore the veterans of the game, and wonder why there is a skill gap.
    Edited by AinSoph on April 13, 2020 2:32PM
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