alberichtano wrote: »Personally I would remake most of the green tree to skills, to be honest.
Or at the very least skip the slot-thingie for it.
I can understand the need for slots in the blue tree, perhaps even the red one, because they impact combat, and having all active at once would be too powerful, but the green tree? It is just pointless, most of the slottables should have been passives to begin with.
alberichtano wrote: »alberichtano wrote: »Personally I would remake most of the green tree to skills, to be honest.
Or at the very least skip the slot-thingie for it.
I can understand the need for slots in the blue tree, perhaps even the red one, because they impact compact, and having all active at once would be too powerful, but the green tree? It is just pointless, most of the slottables should have been passives to begin with.
Ahem. COMBAT, not compact. How do you Edit here? :-/
Sylvermynx wrote: »alberichtano wrote: »alberichtano wrote: »Personally I would remake most of the green tree to skills, to be honest.
Or at the very least skip the slot-thingie for it.
I can understand the need for slots in the blue tree, perhaps even the red one, because they impact compact, and having all active at once would be too powerful, but the green tree? It is just pointless, most of the slottables should have been passives to begin with.
Ahem. COMBAT, not compact. How do you Edit here? :-/
You need to reload the page, or as you did, post again to reload the page - then look back at the post you want to edit, you'll see a gear icon next to the post number. Click that to open the dropdown, select Edit.
tomofhyrule wrote: »... when the point was to choose a micromanaging or smooth gameplay. It does come off as "I want all the benefits and none of the drawbacks!"
perfiction wrote: »Players reported excessive green tree micromanagement on PTS. All that feedback was ignored by ZOS.
One awesome guy created Jack of all trades addon to make slottables less of a pain. ZOS heavily impaired the addon with 30 seconds cooldown due to "performance concerns" (it wasn't there on PTS, it was quietly added to live servers without any mention in patch notes).
ZOS wants us to suffer.
Marcus_Aurelius wrote: »Green CP is a total failure. Please rethink it.
I agree that the cooldown is absurd but relying on an add-on to automatically manage the game is not a great idea.
Personally, if Zenimax thought changing these stars often was such a bad idea they should have just removed the API access. Yes, I know that just making these passives is easier on us but I am speaking from the point of the base design Zenimax chose.
If they saw a heavy load even on PTS from people changing their slotted nodes often by using the addon, then it's not because they want us to suffer that they added a cooldown, it's because they don't want us to suffer.
Scale whatever problem they noticed with this just in the PTS up by hundreds of thousands more players and we would likely be seeing some extreme issues right now on live.
perfiction wrote: »
ZOS created that problem on their own - green CP tree is flawed if players have to juggle their stars every few seconds to get the most from the game (chests, repairs, resource nodes, longer food buff, chance to not consume pots, mount and sprint speed etc etc).
On top of that they were praising CP2.0 in terms of performance during the reveal livestreams. Clearly it's not a thing if they have to add the cooldown in fear of "extreme issues".
You might also wanna, bear with me, just slot 4 and be done with it?
Sure, you'll miss on 74 gp an hour and a generic blue item or 2, but hey .. you lose on them via lost time while swapping, anyway.
SidraWillowsky wrote: »You might also wanna, bear with me, just slot 4 and be done with it?
Sure, you'll miss on 74 gp an hour and a generic blue item or 2, but hey .. you lose on them via lost time while swapping, anyway.
What about my main, who fishes, farms, and pickpockets/steals?
Fishing is the biggest pain- there are two slottables related to fishing. That means that I have to give up one that's related to farming (treasure hunter, master gatherer, plentiful harvest) if I want to slot both of those. I just don't think that sort of tradeoff should be necessary with the green CP tree.
I also have found that the cooldown period seems to be longer than advertised sometimes. When I was fishing in Deshaan, I unslotted the treasure hunter perk and, as luck would have it, found a ton of chests for once. I re-slotted TH, waited a minute or so, then opened a few and... garbage. I'm talking about intermediate chests too, which I think SHOULD include a piece of overland gear with TH slotted. And yes, I triple-checked that I had it slotted.
I agree that the cooldown is absurd but relying on an add-on to automatically manage the game is not a great idea.
Personally, if Zenimax thought changing these stars often was such a bad idea they should have just removed the API access. Yes, I know that just making these passives is easier on us but I am speaking from the point of the base design Zenimax chose.
Or just make more of them fully passive as they had constantly received feedback on.
perfiction wrote: »
ZOS created that problem on their own - green CP tree is flawed if players have to juggle their stars every few seconds to get the most from the game (chests, repairs, resource nodes, longer food buff, chance to not consume pots, mount and sprint speed etc etc).
On top of that they were praising CP2.0 in terms of performance during the reveal livestreams. Clearly it's not a thing if they have to add the cooldown in fear of "extreme issues".
Do you recall also the reasons why they made CP2.0 the way they did with slotted active abilities?
Hint: it was to do with performance.
Hint 2: trying to override that very system which was put in place with 2.0 in order to reduce calculations needed per player with their passive abilities by creating an addon which lazy folks would automatically come to think of as "essential" because they're too lazy to just plan their activities for a few extra seconds, and in releasing that addon onto servers adding possibly even more calculations per player than were there previously, kind of only leaves developers with the option to have slots on a cooldown.
Sorry I don't have a meme to make that more palatable for you.
I'm curious, which one of the active green abilities is of such a great value to you that you can't have it as a flex slot?
Like, if you go out gathering and treasure chest looting, maybe you'd also want the homemaker ability slotted, but the fourth one? Which is so invaluable to what you're doing here.
I don't have access to the potential spaghetti code, but take a step back.
"Sure, always-on calculations would cause lag. CP1.0 apparently had to recalculate silly combat bonuses all over the place all the time, in or out of combat (because you can be attacked by others).
But we're talking about the green slots, which are extremely situational. There's no good reason that the game should try to calculate a player's odds at fishing when they're not fishing.
So we then have to assume maybe it's unintentional bug from legacy design, and despite reason the game still *had* to calculate a player's fishing percentages 24/7.
I would say fix that as a bug.
The API clearly knows all sorts of things about what our characters are doing or trying to do. That's why it can even attempt to slot stars when we engage with a treasure chest, or a fishing hole, or whatever else.
The API is the same info used by the game developers -- they have all the functionality and probably more.
So the game knows what we're doing.
Further, the API is intelligent enough to switch abilities in response to what we're doing.
I can't see any reason the game can't "figure out" using the same logic that it doesn't have to apply any fishing bonus calculation when we're not fishing.