FeedbackOnly wrote: »[…]This patch has not helped improve accessibility.
FeedbackOnly wrote: »[…]This patch has not helped improve accessibility.
A vision, roadmap or at least a Q&A on explaining these changes would have helped. I wonder if that had been asked before. I’d assume, ZOS would have delivered one for sure if somebody would have asked by now, right? Right folks? /sarcasm off
But I agree. As replied to ZOS exhaustingly after the announcement, during PTS and after go-live. Their announcement doesn’t fit to the changes applied.
I’ll repeat myself a last time to slowly disengage with the forum and the game:
[snip]
Maybe a vision, roadmap or q&a would clarify things but ZOS prefers to stay quiet which is all the answers I, and seemingly many others I read on the forums in the past weeks, need to understand what # it is.
And yeah, the tutorial needs a heavy overhaul to deserve the name.
Klingenlied wrote: »FeedbackOnly wrote: »[…]This patch has not helped improve accessibility.
A vision, roadmap or at least a Q&A on explaining these changes would have helped. I wonder if that had been asked before. I’d assume, ZOS would have delivered one for sure if somebody would have asked by now, right? Right folks? /sarcasm off
But I agree. As replied to ZOS exhaustingly after the announcement, during PTS and after go-live. Their announcement doesn’t fit to the changes applied.
I’ll repeat myself a last time to slowly disengage with the forum and the game:
[snip]
Maybe a vision, roadmap or q&a would clarify things but ZOS prefers to stay quiet which is all the answers I, and seemingly many others I read on the forums in the past weeks, need to understand what # it is.
And yeah, the tutorial needs a heavy overhaul to deserve the name.
Pretty much this.
However, don't disregard the woes of those "high end" players. There never have been that much anyway. And those communities only work with enough people to fill those raids. Not everyone likes to regear or refarm stuff or switch the main again every few months. Anyway, worst off is mid tier I think. I mean it feels like the community now is actively dismantling itself. New players? They normally don't get a chance to do anything anymore. See a low CP in dlc vet? Kick. Want go raiding but don't have clear already? Access denied. Want kill that world boss you can't solo? Wait some extra time because there is generally less players.
Outside of premade groups, ESO seems like one of the worst toxic cesspools there is.
To the point about a new tutorial, I would not expect anything.
In one of the livestreams that was done closer to the debut of U35, the devs said that there were two major impediments to an expanded or new tutorial:
1) The combat taught in the tutorial needs not to change. Their point here is that a new tutorial would need to remain applicable for years to be worthwhile. They implied that combat would continue to change in a way that would render new tutorial features inaccurate or inapplicable down the line. That doesn’t address the question of things like light attack weaving and animation cancelling, which have been around a very long time and don’t seem to be going anywhere. (Their second point might address this.) But their objection here strongly suggests major combat changes are going to keep happening regularly, so they can’t teach new players what they’re just going to change in the future.
2) They do not have the time or resources for a new tutorial because they are already spending them elsewhere, such as on those combat changes that are causing the issue above.
The way they talked about all this suggested that combat system changes are prioritized more highly than helping people learn the system because they intentionally change it too often and too much for a tutorial to be worthwhile for devs or players.
SizanLopkniht wrote: »U35 radically increased the skill gap. Period. The update did the exact opposite of what ZOS claims the goal was for the update.
Four_Fingers wrote: »If even ZOS realizes changes are made too often for a tutorial that right there should be a red flag to slow down.
After a few minor changes to rotation, my damage is fine. I continue to play as I always have. But since I'm one of those "filthy casuals" I don't really count of course.
It should also be considered who actually reads patch notes (and understands enough of the game to grasp some of the impacts and how to adapt)
I am just guessing here, but I feel it is reasonable to assume, that many casual player dont read them at all.
Incase of U35 they just logged in after the patch and might have noticed content got harder.
They, at the most, will then watch some youtube tutorial guides for their builds, if there exist any.
I feel when doing a patch, especially one aimed to accessibility, Zos should include some sort of information ingame with comprehensive explanation on what changed.
To the point about a new tutorial, I would not expect anything.
In one of the livestreams that was done closer to the debut of U35, the devs said that there were two major impediments to an expanded or new tutorial:
1) The combat taught in the tutorial needs not to change. Their point here is that a new tutorial would need to remain applicable for years to be worthwhile. They implied that combat would continue to change in a way that would render new tutorial features inaccurate or inapplicable down the line. That doesn’t address the question of things like light attack weaving and animation cancelling, which have been around a very long time and don’t seem to be going anywhere. (Their second point might address this.) But their objection here strongly suggests major combat changes are going to keep happening regularly, so they can’t teach new players what they’re just going to change in the future.
2) They do not have the time or resources for a new tutorial because they are already spending them elsewhere, such as on those combat changes that are causing the issue above.
The way they talked about all this suggested that combat system changes are prioritized more highly than helping people learn the system because they intentionally change it too often and too much for a tutorial to be worthwhile for devs or players.
Yeah, a tutorial is a non-starter in every way.
Anyone who pays close attention to the game will adapt, others might be able to learn from them, and the rest can just spend their crowns on cosmetics and dance in Riften I guess.
FeedbackOnly wrote: »There's people who have adjusted to update 35 and there's those very far behind and they don't even know why.
My complaint is we should adjust people better to patches. People did dungeons they got carried in and don't understand what's going on now.
Lastly I don't see how this was supposed to increase accessibility yet. It honestly makes me not want to play with drastically weaker players because not only do they not know the mechics anymore, but they are using wrong skills.
An afterthought long ago heavy attack and light attacks were buffed to help make dungeon better for the clueless. This worked and now we feel the problem again that @ZOS_Wrobel had fixed.
Please make a better tutorial for the game. This patch has not helped improve accessibility.
Ishtarknows wrote: »Having spent a fair bit of time in Icereach recently filling out my stickerbook it's become slap-in-the-face obvious that the tutorial needs more than what it shows now.
In every run at least one of the DDs had no clue what red lines emanating from an enemy meant, and they happily stood next to and heavy attacked said enemy, ignorant to the fact that:
a) the health bar was gold and the enemy took no damage and
b) the reason they were dying was because they had not interrupted the enemy they were looking at (doing the "interrupt me" animation).
The current tutorial shows light and heavy attacking, dodging and blocking. Nothing about bashing to interrupt or more importantly, using skills alongside said LA or HA. It's not fit for purpose.
The skill gap is far bigger than merely DPS. It's a knowledge gap.
AcadianPaladin wrote: »Depending on character, my dps went from 25k down to about 16k. Note that I parse on actual but easy world bosses, not target dummies. Since I consider myself closer to the floor than the ceiling, I'd agree that U35 lowered the floor. I wouldn't know anything about the ceiling.
If the objective was to raise the floor, it has failed.
That's another thing about the tutorial:
It needs to have specific parts accessible at any time.
Teaching players about interrupting at the start of the game is fine. But after that, they will really need that knowledge only much later in the game. (Sure, interrupting is helpful all the time. But you can manage overland and quest stuff without it most of the time.) Edit: I'm also pretty sure the current tutorial teaches you about red and yellow lines.
That is even more pronounced with advanced stuff like weaving. You don't need to know about weaving until you start doing more advanced group content. (It's a good idea to tell players how it works early on. But they can get by without it.) And it's precisely at that point that having a tutorial explaining the concept would be helpful.
But that doesn't work with their current tutorial style of infodumping everything, once, and then cutting off the tutorial area from the game.
So for an actually useful tutorial, they would need to revamp the whole idea of how to do tutorials, completely. A better way of doing it is the ***... eh, Volendrung tutorial in Cyrodiil. You can do that tutorial as often as you like, at any time, and it teaches you a very specific skill set that you might want to revisit now and then. (Because the chance of you actually getting the *** is kinda low.)
To the point about a new tutorial, I would not expect anything.
In one of the livestreams that was done closer to the debut of U35, the devs said that there were two major impediments to an expanded or new tutorial:
1) The combat taught in the tutorial needs not to change. Their point here is that a new tutorial would need to remain applicable for years to be worthwhile. They implied that combat would continue to change in a way that would render new tutorial features inaccurate or inapplicable down the line. That doesn’t address the question of things like light attack weaving and animation cancelling, which have been around a very long time and don’t seem to be going anywhere. (Their second point might address this.) But their objection here strongly suggests major combat changes are going to keep happening regularly, so they can’t teach new players what they’re just going to change in the future.
2) They do not have the time or resources for a new tutorial because they are already spending them elsewhere, such as on those combat changes that are causing the issue above.
The way they talked about all this suggested that combat system changes are prioritized more highly than helping people learn the system because they intentionally change it too often and too much for a tutorial to be worthwhile for devs or players.
FeedbackOnly wrote: »[
There would be more high end players if they helped adjust people better. Like they didn't think through on how common players are supposed to adapt fo litterally revamped gameplay. It's not the same game.