"FeedbackOnly wrote: »Lastly I don't see how this was supposed to increase accessibility yet.
There is nothing ZOS can do about people not understanding to stay out of red circles.
Everyone keeps saying tutorial but what would that tutorial actually be for?
Interrupts, blocking, roll dodging?
Or is it to teach animation canceling?
If it’s to teach animation canceling then I would say don’t bother. Even in games like wow, the people who do high end content is very small, and let’s be frank here, the combat in wow is better than the animation-canceling-multibar-combat-thing we have here. (And the combat in wow is not great to begin with.)
No one is moving to eso because of the amazing combat system, in fact the combat system is probably eso’s biggest problem.
Highlighting it’s clunky nature by having a tutorial would probably drive players away more than help them.
stevenyaub16_ESO wrote: »It's more like 120APM to DPS because you light attack before each skill + barswaps.
Agree that having a tutorial that teaches you to do this and push you to weave faster would turn away the majority of new players.
It's a completely unique system that no gamer outside of ESO has ever had to do.
Is it bad? Matter of taste. I find it satisfying. But at the same time, I think it's a god awful way to play a game.
There is nothing ZOS can do about people not understanding to stay out of red circles.
PrincessOfThieves wrote: »Everyone keeps saying tutorial but what would that tutorial actually be for?
Interrupts, blocking, roll dodging?
Or is it to teach animation canceling?
If it’s to teach animation canceling then I would say don’t bother. Even in games like wow, the people who do high end content is very small, and let’s be frank here, the combat in wow is better than the animation-canceling-multibar-combat-thing we have here. (And the combat in wow is not great to begin with.)
No one is moving to eso because of the amazing combat system, in fact the combat system is probably eso’s biggest problem.
Highlighting it’s clunky nature by having a tutorial would probably drive players away more than help them.
Animation cancelling is a very small part of the dps gap. The real problem, which often gets overlooked, is that people don’t hit skills every second (every global cooldown). If you look at the cmx info page, there is a “weaving average” line. The “total” stat, basically gives you how much time you wasted between skills throughout the parse or fight. The top dps are under 10 seconds on a dummy parse. If you do a skill even every 1.25 seconds instead of every 1 second, you will be wasting 60 seconds over a 4 min parse. Thats a good 30k dps. That’s the damage difference. It’s not that people cannot track dot timers, or have perfect light attack weaving. Most people are just not using skills quite fast enough.
If combat is dependent upon 60 APM, then that is the chief problem.
I like watching star craft. And one of the announcers likes to do commentary on average-lower level played games. Those people hover around 20-40 APM. Which seems about right to me. I think that is the average players output, but I know of many players where their APM will be much lower than that.
Competitive APM in Starcraft is much higher than in ESO, thoughAnd it's a different type of game.
I don't think the problem is that casual players can't hit abilities fast enough, it's that they move around too much and let their dots fall off. Without that, most people can hit decent (not top tier, but decent) numbers.
That’s true, but I think the average player is about 20-40 APM. Competitive StarCraft APM can get really crazy, into the hundreds APM, but for the average person that’s not happening.
60 APM, that’s not a combat system the average player can accommodate.
People like this, I feel, are the majority of the players. And making overland more difficult, is just making their lives more difficult in a long shot attempt to help bolster a section of the game that is in the vast minority.
Most players do slightly more damage than their companions, while some players are doing 25x that damage. That is far too wide a gap. The top end needs to be pushed down, and the dps requirements of the difficult content needs to come down as well.
Leave players who are not part of this problem out of it.
That sounds great and wonderful except how do you expect that to happen? The reason some players have high dps is they have complimentary gear and actually push buttons! THATS THE SECRET WEAPON!! Those 2 things are all thats needed to do well in ESO! Understand your character and participate!
Are you talking about players who do vet content? Because most players do not want to do vet content, most players don’t want to even do normal dungeons.
They are not bothering you. No need to punish the people who just do overland.
Define punish? Balancing challenge/reward I dont see as punishing. The easier something is the more worthless it is and the rewards that come from it. Your saying you'd prefer overland content to be much easier because you feel its a waste and JUST WANT THE LOOT? or what? Or you find overland content actually challenging now?
You are targeting the wrong set of people.
Maybe there needs to be an intermediate dungeon range between normal and vet, or the difficulty of normal needs to be raised slightly. But people who stay in overland content are not the ones making your dungeon run go slower.
They are not involved with the vet content issue. They don’t want to be involved with the vet content issue. Leave them out of it.
??? IM not sure who your talking about but to me it sounds very much like the people that aren't or can't do vet content that complain about its difficulty. The ones that can do vet content aren't the ones on the forums complaining about its difficulty
If the amount of people completing vet content was sufficiently strong, we would not be having this conversation because zos would not have an issue.
The problem comes down to money and budgets. If the cost of production of new vet content is out pacing its participation rate, then questions get asked about why they are producing that content. And those concerns are probably coming from the budget people, not the forums.
Zos is trying to increase the accessibility of vet content. Notice they are not trying to increase the participation rate of normal content. That’s significant.
The transition from overland to normal they are alright with. It’s the transition from normal to vet they are targeting.
Overland difficulty is fine for normal dungeons. It’s getting people from normal to vet. That is who you should targeting with your suggestions.
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.
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.
[edited for bashing]
Oreyn_Bearclaw wrote: »"The skill Gap feels so much bigger now"
That's because it is.
I have echoed much of this, but I can't say it better than @code65536 . This should be required reading:
https://forums.elderscrollsonline.com/en/discussion/611505/why-the-changes-in-update-35-miss-the-mark-and-fail-to-fix-the-issues-that-it-seeks-to-address/p1
ForzaRammer wrote: »PrincessOfThieves wrote: »Everyone keeps saying tutorial but what would that tutorial actually be for?
Interrupts, blocking, roll dodging?
Or is it to teach animation canceling?
If it’s to teach animation canceling then I would say don’t bother. Even in games like wow, the people who do high end content is very small, and let’s be frank here, the combat in wow is better than the animation-canceling-multibar-combat-thing we have here. (And the combat in wow is not great to begin with.)
No one is moving to eso because of the amazing combat system, in fact the combat system is probably eso’s biggest problem.
Highlighting it’s clunky nature by having a tutorial would probably drive players away more than help them.
Animation cancelling is a very small part of the dps gap. The real problem, which often gets overlooked, is that people don’t hit skills every second (every global cooldown). If you look at the cmx info page, there is a “weaving average” line. The “total” stat, basically gives you how much time you wasted between skills throughout the parse or fight. The top dps are under 10 seconds on a dummy parse. If you do a skill even every 1.25 seconds instead of every 1 second, you will be wasting 60 seconds over a 4 min parse. Thats a good 30k dps. That’s the damage difference. It’s not that people cannot track dot timers, or have perfect light attack weaving. Most people are just not using skills quite fast enough.
If combat is dependent upon 60 APM, then that is the chief problem.
I like watching star craft. And one of the announcers likes to do commentary on average-lower level played games. Those people hover around 20-40 APM. Which seems about right to me. I think that is the average players output, but I know of many players where their APM will be much lower than that.
Competitive APM in Starcraft is much higher than in ESO, thoughAnd it's a different type of game.
I don't think the problem is that casual players can't hit abilities fast enough, it's that they move around too much and let their dots fall off. Without that, most people can hit decent (not top tier, but decent) numbers.
That’s true, but I think the average player is about 20-40 APM. Competitive StarCraft APM can get really crazy, into the hundreds APM, but for the average person that’s not happening.
60 APM, that’s not a combat system the average player can accommodate.
You definitely don’t need 60 apm to be an end game tank (clear all hm trials). And 60 apm on rojo healer is not exactly low.
A low apm player who refuse to be support main is just complaining instead of trying. It’s not like support mains get less reward from clearing contents.
ForzaRammer wrote: »PrincessOfThieves wrote: »Everyone keeps saying tutorial but what would that tutorial actually be for?
Interrupts, blocking, roll dodging?
Or is it to teach animation canceling?
If it’s to teach animation canceling then I would say don’t bother. Even in games like wow, the people who do high end content is very small, and let’s be frank here, the combat in wow is better than the animation-canceling-multibar-combat-thing we have here. (And the combat in wow is not great to begin with.)
No one is moving to eso because of the amazing combat system, in fact the combat system is probably eso’s biggest problem.
Highlighting it’s clunky nature by having a tutorial would probably drive players away more than help them.
Animation cancelling is a very small part of the dps gap. The real problem, which often gets overlooked, is that people don’t hit skills every second (every global cooldown). If you look at the cmx info page, there is a “weaving average” line. The “total” stat, basically gives you how much time you wasted between skills throughout the parse or fight. The top dps are under 10 seconds on a dummy parse. If you do a skill even every 1.25 seconds instead of every 1 second, you will be wasting 60 seconds over a 4 min parse. Thats a good 30k dps. That’s the damage difference. It’s not that people cannot track dot timers, or have perfect light attack weaving. Most people are just not using skills quite fast enough.
If combat is dependent upon 60 APM, then that is the chief problem.
I like watching star craft. And one of the announcers likes to do commentary on average-lower level played games. Those people hover around 20-40 APM. Which seems about right to me. I think that is the average players output, but I know of many players where their APM will be much lower than that.
Competitive APM in Starcraft is much higher than in ESO, thoughAnd it's a different type of game.
I don't think the problem is that casual players can't hit abilities fast enough, it's that they move around too much and let their dots fall off. Without that, most people can hit decent (not top tier, but decent) numbers.
That’s true, but I think the average player is about 20-40 APM. Competitive StarCraft APM can get really crazy, into the hundreds APM, but for the average person that’s not happening.
60 APM, that’s not a combat system the average player can accommodate.
You definitely don’t need 60 apm to be an end game tank (clear all hm trials). And 60 apm on rojo healer is not exactly low.
A low apm player who refuse to be support main is just complaining instead of trying. It’s not like support mains get less reward from clearing contents.
While that's true. Most people pick up games like this with a class fantasy already in mind. If you level up a high elf mage, or a redguard archer. To be told you should reroll a nord tank or something, is not really a prospect that will win over many players. They want to play the character they have, not be told that IF they roll another toon, level it, gear it up, THEY MAY see endgame.
For a seasoned player trolls do pose little threat.
For a person with an RP build, or a new player wearing a mix of ill matched armor/weapon combinations, or someone with some sort of disability, the threat is more significant.
They don’t have easier content to fall back to, if overland becomes unenjoyable for them.
For a seasoned player trolls do pose little threat.
For a person with an RP build, or a new player wearing a mix of ill matched armor/weapon combinations, or someone with some sort of disability, the threat is more significant.
They don’t have easier content to fall back to, if overland becomes unenjoyable for them.
guarstompemoji wrote: »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.
This is something that's bothered me. For example, in discords I'm in, I can see:
o Multiple YT and Twitch videos featuring how-tos and tutorials
o "Trials 101" and "Trials Training" channels
o Project Vitality
o ...and so on.
On the other hand, I also see:
o The lack of a tutorial inside the game
And:
o The number of endgame players is small, and much smaller even now after the last patch; depending on them to continue to reinvent tutorials and spend all of their time in outreach, is not sustainable. It's also:
o A means of exploiting free labor by ZoS, by their refusal to devote resources to this crucial element of the game, and instead saying, "Oh, our players will do it for us."
And:
o The lack of an ingame tutorial that teaches longstanding elements such as "recasting skills when they time out" or "light attack weaving is an advanced technique that helps in harder aspects of the game" makes these elements feel illegitimate. This means that...
o One group of players is encouraged to see another group's playstyle as illegitimate
o This does nothing to help reconcile the different groups; it only increases a social gap
tl;dr There are resources. ZoS needs to pick up its tutorial and teach-through-UI game. Elements need addressed to encourage a better environment.
Everyone keeps saying tutorial but what would that tutorial actually be for?
Interrupts, blocking, roll dodging?
Or is it to teach animation canceling?
If it’s to teach animation canceling then I would say don’t bother. Even in games like wow, the people who do high end content is very small, and let’s be frank here, the combat in wow is better than the animation-canceling-multibar-combat-thing we have here. (And the combat in wow is not great to begin with.)
No one is moving to eso because of the amazing combat system, in fact the combat system is probably eso’s biggest problem.
Highlighting it’s clunky nature by having a tutorial would probably drive players away more than help them.
Animation cancelling is a very small part of the dps gap. The real problem, which often gets overlooked, is that people don’t hit skills every second (every global cooldown). If you look at the cmx info page, there is a “weaving average” line. The “total” stat, basically gives you how much time you wasted between skills throughout the parse or fight. The top dps are under 10 seconds on a dummy parse. If you do a skill even every 1.25 seconds instead of every 1 second, you will be wasting 60 seconds over a 4 min parse. Thats a good 30k dps. That’s the damage difference. It’s not that people cannot track dot timers, or have perfect light attack weaving. Most people are just not using skills quite fast enough.
Ragnarok0130 wrote: »For a seasoned player trolls do pose little threat.
For a person with an RP build, or a new player wearing a mix of ill matched armor/weapon combinations, or someone with some sort of disability, the threat is more significant.
They don’t have easier content to fall back to, if overland becomes unenjoyable for them.
I remember beta and launch ESO when there was actual overland difficulty but that's not what anyone's talking about here in the video about added overland difficulty, their point is that the current trivial overland difficulty actually stunts players' growth and progress towards doing group content, not going back to early ESO difficulty. The author's premise is that adding a little more difficulty would make players overall more proficient in addition to adding a good tutorial, not going back to a hard difficulty.
My question from your example is why would ZoS ever consider Role Players in the difficulty equation since they are off in a tavern or house role playing and not playing the game as designed or intended? This is an honest question as I don't role play or hang out with those who do, one would surmise that if RPers wanted to go out and do actual content outside of towns they'd need a build and equipment like everyone else and not just the power of imagination. Game difficulty shouldn't be designed around anyone who doesn't want to play according to the game's systems design even with the "play how you want" mantra. In fact many peoples' umbrage with end game players is that they stubbornly follow the game's systems design creating METAs to eek out every last ounce of DPS in direct opposition to "play how you want" mantra which is where I think is the real disconnect between MMO players in ESO doing end game PVE and PVP content and TES players in ESO who play like it's Skyrim Online lies. I don't ever see the gap between those two groups ever being bridged since their thinking is diametrically opposed.
The mix/matched set of armor example is simply an education issue that can be solved easily with a trip to a crafting station so they shouldn't be catered to except in making a tutorial that explains armor weights and weapons for roles and mag vs stamina skills etc. The game could be more consistent in giving out armor/weapons applicable to one's role and spec to help them out along the way - hybridization may have also muddied the waters here unnecessarily. Maybe one could choose a role at start and the game would give you armor and weapons for that role instead of the current insane trash bin method of throwing all weights and weapons types at new players confusing them? Knowledge is power and this would help a lot training people to run group content later like the video spoke about.
Your response reads like an enabling post for those who don't want to learn to play the game. Overland content shouldn't be so trivial that skills/armor/weapons don't matter - there should be a required base competency of game systems for it that comes from a solid tutorial. Regarding the video's point about getting new players into later group content my position is if you want to do content that you don't currently do, then do the MMO homework, get as proficient as you can, find a guild, and start doing the content. Is it easy? No. Can you get your feelings hurt? Indeed, as criticism while learning is never fun but it does drive growth. Is it worth it for those who want to do the content. A resounding yes. I think the only real way to actually raise the floor is to expect more of players and educate them. Like the video stated at the end, you can lead a horse to water but you can't make him drink and some people simply refuse to drink.
MidniteOwl1913 wrote: »U35 met none of the stated goals. U36 does nothing to remedy that. And the game, as it is now just, isn't as fun as it was. Pugging I see a lot more people just give up because the content is now so, harder isn't really the right word. It's much more of a slough. It just isn't worth the effort for them to keep wiping over and over. This actually seems more true to me in the base game vet content. It's like these are the people who were just starting to get into vet dungeons and now it's just so much harder it's disappointing.
I'm the healer, and those nerfs hit me pretty hard, but I'm coping. But whenever I think that all these changes accomplished nothing, well it doesn't make me happy. It doesn't make me think well of the people who imposed them and refuse to do anything to mitigate the damage either.
Thing is, this is not entirely the fault of U35,
Mind you, U35 was a LOT of change, all at once, and it came on top of an incomplete transition to the hybridization plan.
And I also understand that they had to get everything on a flat line to start with, and that meant balancing out damage, etc.....
Sadly, though, as it is a transition, at the moment it feels horrible for the players... a LOT of the skills are now just different cosmetics on the same thing..... and a lot of the characters feel like clones.....
Now, it is very possible that ZOS might fix this..... and that this was just growing pains, and transitioning to a bunch of improvements.... but, they have been very bad at communication, and have lost a lot of trust with the player base.
I am seeing what they did with the Warden, and I have to thank ZOS .... they got me a free dinner. The change in U36 is almost identical to what I predicted it would be on the day U35 dropped. I had a bet with a friend, and now am getting a free dinner.
I am also noting that they are doing a slight tweak to a racial passive set, this time..... nothing too egregious.. and about the same as the frost staff boosting a warden skill, a little, in U35, that is now being expanded.
I hope this means that they will be revamping racial passives (please, I play more than one race, but my poor little Bosmer Warden Ranger style character feels like a beaten stepchild).
At the moment, I am watching the notes on the patch, and PTS, and will see what happens.
Not much more we can do... it has been made very apparent that changes will go through, whether the players like it, or not.
Auldwulfe
Billium813 wrote: »IMO, the skill gap is so much larger and felt so much more now because the nerf to damage consolidated the META choices.
Pre U35, there were many "fringe" sets that could achieve "passable" DPS numbers (30k-50k) and felt ok. Not the best, not the worst. But nerfing the damage across the field polarized players choices and consolidated players choices. It's harder than ever to make your own build that isn't running the most optimal builds, but still is able to complete Veteran content in the same way.
Post U35, we STILL HAVE 120k DPS builds... they hasn't gone away. But there are fewer sets and skills that achieve that DPS now. Players are turning to the same META choices more now than before in an effort to keep their numbers high. If you aren't in the META, you will see a drastic reduction in your DPS and it will feel insurmountable.