furiouslog wrote: »amm7sb14_ESO wrote: »furiouslog wrote: »amm7sb14_ESO wrote: »
It's a role playing game, so the point is to 1.) play a role ("role playing") and 2.) have fun ("game")
Sitting with calculators and spreadsheets to min / max the math of the game goes against both of those things imo, because you are neither playing a role, nor is it fun. You turn the entire game into just a fancy set of mathematical equations.
I'd rather spend time coming up with characters, designing concepts, finding playstyles that are fun and thematic, and... playing the role of that character.
XP comes as it comes. I'm not gonna sit here and be worried that XP was slower for the past however many years, and use a spreadsheet to figure out that if XP was gained at the same pace, I would be X levels higher than I am now. I'm not gonna sit here and pull out a calculator and spreadsheet to find that if I use sets A and B, that I can do X amount of damage more than the sets and skills that I am doing now, just because X > Y.
Min / Maxing goes against the entire idea of why we play games, imo.
I read an article about why we play games a week or so ago. There was a long list of reasons, and the list did not have a lot of overlap.
Min/maxing is a big part of the competitive offerings in the game. Sometimes the point of a game is to get a high score. Score depends on ability. Ability is a function of time invested. There is a lot of scoring and tallying in ESO that requires an investment of time, and because I put time in, I care about it. I acknowledge that if you are not that kind of player, that none of the stuff I was going on about would really apply to you, because the experience that you enjoy is not the same experience I am currently focused on. For the first year I played ESO, I was pretty casual, questing and pretending to be my character as part of a story. When I got to a point where I started doing trials and PVP, my focus changed. I paid real money for a target dummy. I started getting into the statistics. Full disclosure: I'm a statistical researcher by trade, so I see the world that way to start with.
But I think we both have a valid "point" to our gaming. ESO provides enough variety and depth to appeal to both of us on different levels, given the number of very different possible reasons we game in the first place, and that is okay. I don't get RP guilds. I want nothing to do with it personally, but I'm actually glad that they are there because it's nice to see that they have a role and a way they enjoy the game, and also they care about way different things than I do which offers variety when they provide input. I get that you don't see why I would even go through the effort to do this to start with. Here's why: it's because I really care about it.
[snip]
Once you have figured out the math, and come to the answer that player math > boss math, or player a math > player b math, then that's it. Game over. If that's all you're playing for is the math, then why even log into the game? You figured out your math, you loaded up your Mother's Sorrow/ False God's / Zaan's, you plugged in your CP's to the peak before diminishing returns, and its over. You've won the spreadsheet. Nothing left to do.
If the numbers are that important to you, then you don't even need the game. Just put the math into your spreadsheet, punch it into your calculator, and done. Game over.
You say that you are glad that RP guilds exist even tho you don't like them, but little do you realize that your way of playing is actually detrimental to RP'ers, or anyone who doesn't play Elder Spreadsheets Online. Because when all you do is min / max the spreadsheet, it creates a power creep that seeps into the rest of the game, and leads to either pressure, if not full blown requirements, for everyone else to do the same thing if they even want a chance to participate in content.
[snip]
This update has problems to be sure, but if there is one thing that I do enjoy about it, is that for at least a short period of time, the meta isn't so rampant. [snip] I can explore a new CP system and explore ways to build my characters and individualize playstyles without having Yolna and Alkosh forced mindlessly on my tanks.
That's great if you find enjoyment out of a spreadsheet, I suppose. You and I are not the same. If you are just looking for the #'s, there's no need to even play the game. But the fact that you do log into a game that uses those #'s shows you know there are reasons beyond a spreadsheet to play a game.
The rest is practicing and mastering combat, and then mastering the specific mechanics. Does that make sense?
DMuehlhausen wrote: »those changes have made them not so OP anymore
SilverBride wrote: »DMuehlhausen wrote: »those changes have made them not so OP anymore
This is a plus because now maybe there won't be repeated threads complaining that the game is too easy.
Agenericname wrote: »SilverBride wrote: »DMuehlhausen wrote: »those changes have made them not so OP anymore
This is a plus because now maybe there won't be repeated threads complaining that the game is too easy.
You mean like the one posted the same day the patch dropped? Theyre not going away any time soon. Neither are fake tanks threads, pve cyrodiil threads, auction house, or make jumping cost stamina threads.

amm7sb14_ESO wrote: »furiouslog wrote: »amm7sb14_ESO wrote: »furiouslog wrote: »amm7sb14_ESO wrote: »
It's a role playing game, so the point is to 1.) play a role ("role playing") and 2.) have fun ("game")
Sitting with calculators and spreadsheets to min / max the math of the game goes against both of those things imo, because you are neither playing a role, nor is it fun. You turn the entire game into just a fancy set of mathematical equations.
I'd rather spend time coming up with characters, designing concepts, finding playstyles that are fun and thematic, and... playing the role of that character.
XP comes as it comes. I'm not gonna sit here and be worried that XP was slower for the past however many years, and use a spreadsheet to figure out that if XP was gained at the same pace, I would be X levels higher than I am now. I'm not gonna sit here and pull out a calculator and spreadsheet to find that if I use sets A and B, that I can do X amount of damage more than the sets and skills that I am doing now, just because X > Y.
Min / Maxing goes against the entire idea of why we play games, imo.
I read an article about why we play games a week or so ago. There was a long list of reasons, and the list did not have a lot of overlap.
Min/maxing is a big part of the competitive offerings in the game. Sometimes the point of a game is to get a high score. Score depends on ability. Ability is a function of time invested. There is a lot of scoring and tallying in ESO that requires an investment of time, and because I put time in, I care about it. I acknowledge that if you are not that kind of player, that none of the stuff I was going on about would really apply to you, because the experience that you enjoy is not the same experience I am currently focused on. For the first year I played ESO, I was pretty casual, questing and pretending to be my character as part of a story. When I got to a point where I started doing trials and PVP, my focus changed. I paid real money for a target dummy. I started getting into the statistics. Full disclosure: I'm a statistical researcher by trade, so I see the world that way to start with.
But I think we both have a valid "point" to our gaming. ESO provides enough variety and depth to appeal to both of us on different levels, given the number of very different possible reasons we game in the first place, and that is okay. I don't get RP guilds. I want nothing to do with it personally, but I'm actually glad that they are there because it's nice to see that they have a role and a way they enjoy the game, and also they care about way different things than I do which offers variety when they provide input. I get that you don't see why I would even go through the effort to do this to start with. Here's why: it's because I really care about it.
[snip]
Once you have figured out the math, and come to the answer that player math > boss math, or player a math > player b math, then that's it. Game over. If that's all you're playing for is the math, then why even log into the game? You figured out your math, you loaded up your Mother's Sorrow/ False God's / Zaan's, you plugged in your CP's to the peak before diminishing returns, and its over. You've won the spreadsheet. Nothing left to do.
If the numbers are that important to you, then you don't even need the game. Just put the math into your spreadsheet, punch it into your calculator, and done. Game over.
You say that you are glad that RP guilds exist even tho you don't like them, but little do you realize that your way of playing is actually detrimental to RP'ers, or anyone who doesn't play Elder Spreadsheets Online. Because when all you do is min / max the spreadsheet, it creates a power creep that seeps into the rest of the game, and leads to either pressure, if not full blown requirements, for everyone else to do the same thing if they even want a chance to participate in content.
[snip]
This update has problems to be sure, but if there is one thing that I do enjoy about it, is that for at least a short period of time, the meta isn't so rampant. [snip] I can explore a new CP system and explore ways to build my characters and individualize playstyles without having Yolna and Alkosh forced mindlessly on my tanks.
That's great if you find enjoyment out of a spreadsheet, I suppose. You and I are not the same. If you are just looking for the #'s, there's no need to even play the game. But the fact that you do log into a game that uses those #'s shows you know there are reasons beyond a spreadsheet to play a game.
The rest is practicing and mastering combat, and then mastering the specific mechanics. Does that make sense?
And now you see why spreadsheets have nothing to do with this.
If it's still about mastering mechanics and combat, then you don't need the spreadsheets. That can be done without spreadsheeting your builds, and quite frankly, it's way more fun to come up with new ways of doing things, rather than just doing the same mindless spreadsheet build over and over and over and over again
As far as your comment about min / maxers and RP'ers, and everything in between co-existing... I'm not sure that they can. Especially when there is so much condescension towards RP'ers from the min / max crowd, like the comments about "just standing around a wayshrine". There are lots of ways to RP that are more than just standing around in a chat box, such as building characters around a concept or a theme, story runs through dungeons, etc. And RP'ing can be done while questing in high level end game dungeons and trials as well. Afterall, those all have stories for a reason.
But the reason why the co-existence is hard is, as I stated, the min / maxers get these wholly unnecessary builds for damage output that is entirely unneeded to clear content, and use that unneeded damage to blow past the mechanics. Then, in order to cater to that level of power, new content has to be designed with those ungodly numbers in mind. So the content becomes even more and more difficult to clear, raising the level of power that is needed, and limiting the concepts and options players can use to clear through content. It also then intimidates other players, making them less willing to want to even try to join trials, because the min / maxers have staked a claim on end game content and want to gatekeep it behind meta builds and minimum parses. So yes, min / maxers have a negative effect on everyone else in the game that does not play that way. So the fact that damage output has been nerfed in this game, and the 70k / 80k / 90k DPS are now "only" putting out 50k / 60k (still double that is necessary to clear any vet HM content) makes me very happy, because the power creep caused by the min / max spreadsheeters can be mitigated, and now maybe content can be designed for more people to have an opportunity to clear. Not just those with a spreadsheet and calculator next to them throughout an trial

amm7sb14_ESO wrote: »
If it's still about mastering mechanics and combat, then you don't need the spreadsheets.
furiouslog wrote: »amm7sb14_ESO wrote: »
If it's still about mastering mechanics and combat, then you don't need the spreadsheets.
CMX is a spreadsheet. There is no way I could figure out what I'm doing right and wrong without it.
You're using a circular argument. If you want to improve, you need measurable feedback and data. You can't change without it. Very simple. How would you go about mastering combat without data to see how you're doing? It's not possible.
amm7sb14_ESO wrote: »furiouslog wrote: »amm7sb14_ESO wrote: »
If it's still about mastering mechanics and combat, then you don't need the spreadsheets.
CMX is a spreadsheet. There is no way I could figure out what I'm doing right and wrong without it.
You're using a circular argument. If you want to improve, you need measurable feedback and data. You can't change without it. Very simple. How would you go about mastering combat without data to see how you're doing? It's not possible.
By clearing content?
I did eventually download combat metrics, but I basically just look at it for ish and giggles. I barely ever parse, I don't keep track of my DPS output, or my group's DPS output when I am tanking or healing. I play the game, I put together sets and combinations that are fun, enjoyable, and appealing to me that help me do the job I am trying to do, and I measure them by actually playing the content. If I am struggling to deal enough damage, or survive enough, or heal enough, I can figure that out through playing the game and the performance I am putting in. I don't need an add-on, a calculator, or a spreadsheet to tell me. Console players don't even have combat metrics, and they are able to figure it out.
I have used 0 meta builds (though occasionally an individual meta set might seep into my rotations), I test my builds through use, and virtually all of my builds have clears in loads of end game content, including vet DLC dungeons and vet trials.
0 content in this game requires min / maxed spreadsheet builds. Not one single dungeon or trial, vet or normal, hard mode or not, requires min / maxed spreadsheet builds.
Therefore all these spreadsheets about pushing only 60k instead of 80k, or earning less experience than you were before and being level 918 instead of 1243 all means nothing, because there is not one single piece of content in this game you cannot clear without those spreadsheet stats or experience.
It's really easy to figure out playing the game what you need help with. It's easy to tell if you aren't survivable enough, not healing enough, not doing enough damage, all without a spreadsheet.
furiouslog wrote: »amm7sb14_ESO wrote: »
If it's still about mastering mechanics and combat, then you don't need the spreadsheets.
CMX is a spreadsheet. There is no way I could figure out what I'm doing right and wrong without it.
You're using a circular argument. If you want to improve, you need measurable feedback and data. You can't change without it. Very simple. How would you go about mastering combat without data to see how you're doing? It's not possible.
VaranisArano wrote: »furiouslog wrote: »amm7sb14_ESO wrote: »
If it's still about mastering mechanics and combat, then you don't need the spreadsheets.
CMX is a spreadsheet. There is no way I could figure out what I'm doing right and wrong without it.
You're using a circular argument. If you want to improve, you need measurable feedback and data. You can't change without it. Very simple. How would you go about mastering combat without data to see how you're doing? It's not possible.
While console players are still lacking in the measurable feedback/data category, ZOS does officially support this on PC with ESO Logs. That's designed for players to measure all sorts of PVE encounters so that if they want to look at the data to improve, they can.
Is that necessary for every player? One would hope not, or else console players are getting shafted.
Is it helpful for the players who want to use it? Yeah!
amm7sb14_ESO wrote: »furiouslog wrote: »amm7sb14_ESO wrote: »
If it's still about mastering mechanics and combat, then you don't need the spreadsheets.
CMX is a spreadsheet. There is no way I could figure out what I'm doing right and wrong without it.
You're using a circular argument. If you want to improve, you need measurable feedback and data. You can't change without it. Very simple. How would you go about mastering combat without data to see how you're doing? It's not possible.
By clearing content?
I did eventually download combat metrics, but I basically just look at it for ish and giggles. I barely ever parse, I don't keep track of my DPS output, or my group's DPS output when I am tanking or healing. I play the game, I put together sets and combinations that are fun, enjoyable, and appealing to me that help me do the job I am trying to do, and I measure them by actually playing the content. If I am struggling to deal enough damage, or survive enough, or heal enough, I can figure that out through playing the game and the performance I am putting in. I don't need an add-on, a calculator, or a spreadsheet to tell me. Console players don't even have combat metrics, and they are able to figure it out.
I have used 0 meta builds (though occasionally an individual meta set might seep into my rotations), I test my builds through use, and virtually all of my builds have clears in loads of end game content, including vet DLC dungeons and vet trials.
0 content in this game requires min / maxed spreadsheet builds. Not one single dungeon or trial, vet or normal, hard mode or not, requires min / maxed spreadsheet builds.
Therefore all these spreadsheets about pushing only 60k instead of 80k, or earning less experience than you were before and being level 918 instead of 1243 all means nothing, because there is not one single piece of content in this game you cannot clear without those spreadsheet stats or experience.
It's really easy to figure out playing the game what you need help with. It's easy to tell if you aren't survivable enough, not healing enough, not doing enough damage, all without a spreadsheet.
trackdemon5512 wrote: »
I agree. Don’t let the numbers run the game for you because you’ll never be happy. If I let numbers dictate my play then every 3 months would be a test and a new gear farm for the optimal pieces. Every 3 months would be a complete re-evaluation and change in CP. And then where does that leave you? Running a numbers game that isn’t indicative of real player.
I have friends who hit 95k and yet can’t be VMOL progs because they somehow can’t perform right at the twins. Like they know what to do but they just can’t seem to do it. That’s gaming with imperfection.
If you play the numbers game then you’re playing Pokémon like Smogon does. For reference Smogon is a highly analytical Pokemon website that calculated specific attacks damage, optimal move set, optimal races, and optimal matches. The problem is Smogon’s world of Pokemon doesn’t exist within the realm of real Pokemon games. The realm where there is chaos and unpredictability. They try to factor out random chance as much as possible. And they boil the game of Pokemon down to just numbers and battling, completely ignoring that it’s a full RPG with story elements and official competitions that don’t follow their rule sets.
I can have all the water and sand I need to make a perfect sandcastle that I model via computer. That doesn’t mean I actually have the skill to make it into reality in the real world where things are practically applied.
Complaints about this are all over the forums. If you are actually defending these changes involving needing to grind ridiculous amounts past the previous cap to get to a relative good standing in cp then you are supporting changes that are causing tons of players to question leaving the game if not having already left. I quit the game myself after realizing id have to run skyreach at least 1200 times to get to the cp i need to be adequate in cp pvp which is the endgame content i enjoy and frankly my time is better spent elsewhere than this money grab forced ridiculous grind.
Edit: the funniest part about these changes is that they are a blatant pay to win money grab that will probably net lose them income than gain any because people are leaving.
I actually feel like I got a huge buff overall. Doing trifecta vVH and flawless vMA is way easier BUT that does not change the fact I wasted 60% of my exp gain due to these changes.
I normally stay sub and dont play until new content comes out. I 100% that content and come back when even newer content is out. I leave my sub on though....
I dont think I will just leave the sub on in the background anymore... I am not quitting. I will be back for new content and lore. However the company did this on a tiny level with vMA loot and now on a huge scale with CP. They could of easily gave us what we earned but they chose not to.
Their choice. However its my choice to pay a company money any more than I have to if they care that little about my time.https://www.youtube.com/watch?v=saNukVjlLxI&ab_channel=Freetality
That argument about someone who has finished all quests in the game and only plays one character who is now forced to grind because they can't go questing since they've already done the quests is the most compelling one I've heard. A situation like that indeed sucks and personally I have no idea how that could be elegantly resolved. I still don't think giving out free CP is the right approach to this problem though.
Perhaps ZOS could add NG+ for quest lines where you basically get to press a button, then confirm that you are really sure you want to reset the completed questline, and play through it a second time.
Every PvP player who thinks they can't compete anymore like this can check out no-CP PvP and Battlegrounds.
You’ve not touched at all on what bothers me about
It. It’s the lack of moderate changes. CP 2.0 was introduced at the same time a bunch of combat, racial, and set changes went live. Why do they think we should all be happy to spend hours to completely redo the build for every character so frequently?!
More importantly, Why is Zeni allergic to doing one major change at a time?
@furiouslog I guess I am too casual of a player to understand your concerns. I have played since just before One Tamriel came out. The first DLC I got was Shadows of the Hist.furiouslog wrote: »@trackdemon5512
No, it's definitely not a money maker for me. It's an enjoyment maker. That's why I posted this thread. This is killing my enjoyment.
VaranisArano wrote: »In treating ESO solely like an RPG, you are missing a big chunk of the MMO ecosystem in which the Devs are constantly selling power (via new sets, Antiquities, jewelry crafting, new classes, etc) and then clawing back that power in periodic nerfs (Morrowind, Murkmire, and now.) That's pretty much ZOS' strategy for end-game horizontal progression.
From my understanding you are supposed to be able to do everything you could on CP 2.0 that you could on CP1.0 at your current level. If that is correct, and true, then what does it matter if you now have more levels to play? This is not an attempt to change your mind. This is an attempt to understand your position. Can you help me understand?
Edit: Sorry I am CP 1015 almost CP1016.