DietDrKelp2 wrote: »I hope that PVP stuff is really just a "test" because it would take a lot of usefulness and creativeness away from pvp and a lot of sets. Eso has a very unique pvp imo and wouldn't want to see it changed that drastically.
I really do not get the idea behind this cyrodiil test campaign where we are left with only some base skills and absent set bonuses and lots of other stuff and everyone being locked within same narrow scale of abilities. What is the point of this?
"let's give them just sticks and light attack and see if that works"
Why do we have all these sets and skills if we are not allowed to use them? They should be available in all content including every damage proc set. Otherwise it's all just a waste and pointless.
If your car is broken, fix it, don't just remove things until there is only wheels left and keep calling it a car when it is not.
EDIT: We are paying for this game and that means the whole game and everything in it. ESO is 100% still making a lot of profit and you most certainly have the resources to do better than this. I did not collect all those sets and level up my characters only to test if "stuff works better when you have less to use and choose from". That is just absurd.
What is the point of this?
To test performance, as they stated. It's not set in stone, so everything is subject to change. They are wanting feedback, but they will have to listen to it.
Frankly, starting from the absolute baseline and working their way up to what we have now is the ideal way to go about this. It would allow them to pinpoint what exactly is causing the terrible performance in cyrodiil despite only having 40 people in a campaign. Essentially, this can be the start of separating PvE from PvP which needs to happen.
However, they need to follow through with this, and in a timely manner as well. If performance is great with this test, don't leave it at that. The next iteration, i.e. adding weapon skills next, should come at most a month or two later until we are where we are now except with better performance and much higher population caps.
I have my concerns over this too since if it's only this (which I personally don't believe will be the case), it can kill open world PvP entirely. It's important to know it's only a test, so proper feedback is going to need to be provided. Immediately dismissing it in this basic stage can really hurt any potential iterations.
Khallarion wrote: »Let's see if I understand it properly, accordingly to what was revealed thus far...
Instead of improving the server capacity through improvements, the developers pick up an easier approach where they downgrade the game, abilities, classes etc., so they would fit the current overloaded servers situation. Not only that, but they'll simply everything, coming from a previous patch where we were motivated to create our own skills and abilities for general usage, being through PvP or PvE.
That this will turns Cyrodill out into a generic fighting/shooter game, where we pick up specific characters and abilities, without much variety aside cosmetics, in order to support our group/faction through generic and simplified roles as well. Doesn't look like an Elder Scrolls' approach, where variety and freedom were the main aspects of the franchise. This won't improve Cyrodill, it will reframe everything into something new with the expectations of success.
This is quite risky... not saying it won't work, because everything can work if proper effort put, but it's risky. This resembles a bit of Chivalry II, where you pick up classes and weapons and you must perform quite well in 1v1, understanding the mechanics in order to prevail. Chivalry is nice, it's straight and simple, it works, but bringing that to ESO... hmm... I would rather play PvP in Chivalry then, or any other game where the formula was already improved and works.
The improvements will be applied gradually, using the current PvP population in order to adjust it all and see how it will work out. Well, at least the patch will be free, but this will definitely kill the PvP as we know it. This should be thought with care and attention, and an outstanding work must be done in order to succeed.
It reminds me when ESO was launched, also reminds me a bit about Final Fantasy Online, before a Realm Reborn... I wouldn't like to be the one in charge of the project, because I would be aware of what's in check there... gladly, I'm a solo players who enjoys PvE and other aspects of the game!
Just wanted to follow up to stress that this change for Cyrodiil is a week long test to gather information. We have to test to try and get to the desired result of an improved Cyrodiil. To reiterate what was said on the livestream, it will be a week long so that we can gather information and get player feedback. While this is an avenue for Cyrodiil, we are not making any changes without player feedback and data to back up a positive player experience.
We know and have heard for a while now that folks want an improvement to Cyrodiil. This is an opportunity to get information to head in that direction.
Elvenheart wrote: »For my own personal opinion, I like the idea of a separated PVP versus PVE list of skills, and I like the idea of PVP relying mostly on skill, and not what amazingly overpowered builds one can come up with or find on the Internet.
For the rp community, I think the biggest positive is how the story in the two new dungeons explicitly says the Three Banners War has been going on for over ten years. Real-time progression of the ESO calendar in-game is now canon. It's not all the same year anymore. This is wonderful.
K1NGPALM3R1 wrote: »It needs an improvement not a complete change and putting everyone at the same level and gear etc.
You have lost a massive population of PvP players this will drive them to dropping the game.
If these changes are instrumental why not just put it to a “new” campaign.
People have grinded gear and tweaked there builds to be the best they can be. So your effectively nerfing them because someone in blue gear cry’s when they die to a heavy attack.
It is a new campaign, its called Vengence. The test on live will disable the other campaigns for a week to funnel people into the test, but it is in its own campaign.
“As mentioned above, if you wish to tackle these two new Alliance War-themed dungeons, you’ll need an active ESO Plus membership. The dungeon DLC will NOT be available for purchase for crowns at launch.”
Has this happened with new content in the past?
This isn’t a good move in my opinion.
Elvenheart wrote: »For my own personal opinion, I like the idea of a separated PVP versus PVE list of skills, and I like the idea of PVP relying mostly on skill, and not what amazingly overpowered builds one can come up with or find on the Internet.
Do the new Dungeons require ESO+ to ''unlock''? similar to Tanlorin/Zerith-Var(meaning they stay unlocked in your account after your sub ends) or are you ''renting'' them(similar to something like the Craft Bag).
“As mentioned above, if you wish to tackle these two new Alliance War-themed dungeons, you’ll need an active ESO Plus membership. The dungeon DLC will NOT be available for purchase for crowns at launch.”
Has this happened with new content in the past?
This isn’t a good move in my opinion.
Wow, the green CP changes are insane, giving how much we complained about the lack of utility in the green tree when it was implemented THREE YEARS AGO. And now youre finally acknowledging that the green tree shouldn't have the same choice economy as red or blue, which function completely differently, as a limit to player combat builds,
The green tree was never about builds and making the right choice! They should always have been passive! We just wasted three years of having unnecessary restrictions. Terrific.
You know how players sometimes complain about how it seems like the devs never play their own game. This is one of those things. Play the game for a couple days and then realise how many times you've forgotten to slot basic green tree passives and cost yourself materials, gold, or both. And then realise this was a terrible decision three years ago. I can't even be thankful I'm so frustrated with you guys.
Edit: Actually it's been FOUR YEARS. COOL.
This wont be exactly the way things are implemented. If the other tests (3/4y ago?) are anything to go by then the test will happen, there will be a forum post thanking everyone for participation then radio silence on the results and no changes. If it is the way things will be in cyro then it will be another step towards class homogenization for exactly the reasons you posted.DietDrKelp2 wrote: »
I see people keep talking about "relying mostly on skill" rather then builds, as you said.
There is an issue I find in that way of thinking. Who is to decide the template and power level of each class? Like they already have it to were the Dk can 1vX anything while the necro will be stomped by tripping over a rock. The ability to balance the classes, let alone the builds, is not there and hasn't been there.
"
I'm concerned about the proposed mount speed change. I know for most players mounts are strictly a way to get where you're going as fast as possible and any speed increases are good, but I really like the middle ground of being able to go a bit faster than running but still having time to watch my surroundings for anything interesting.
I've only ever trained more speed up to +10% on any of my characters and now I'm concerned that will be too much for me. Especially since PC doesn't have the same option consoles have to go slower than the maximum speed by not pushing the stick all the way forward - our options are only full running speed or sprinting.
It might be fine if it's a trivial increase, but I assume not because that would be disappointing for most players. Ideally I'd like some version of the controls consoles have but that's difficult to do without an analogue input (and no I'm not going to use a controller just for this). But something to give us more control instead of assuming everyone wants maximum speed at all times would be very helpful.
Izanagi.Xiiib16_ESO wrote: »Wow, the green CP changes are insane, giving how much we complained about the lack of utility in the green tree when it was implemented THREE YEARS AGO. And now youre finally acknowledging that the green tree shouldn't have the same choice economy as red or blue, which function completely differently, as a limit to player combat builds,
The green tree was never about builds and making the right choice! They should always have been passive! We just wasted three years of having unnecessary restrictions. Terrific.
You know how players sometimes complain about how it seems like the devs never play their own game. This is one of those things. Play the game for a couple days and then realise how many times you've forgotten to slot basic green tree passives and cost yourself materials, gold, or both. And then realise this was a terrible decision three years ago. I can't even be thankful I'm so frustrated with you guys.
Edit: Actually it's been FOUR YEARS. COOL.
Games often change over time, this seems like a very weird thing to be frustrated about in comparison to the other issues the game has had and still will have.
This hasn't really been an issue since the build saving options came out and you could set CP with specific loadouts i.e. PVE: treasure hunter, CRAFTING: disassembly etc
I'm concerned about the proposed mount speed change. I know for most players mounts are strictly a way to get where you're going as fast as possible and any speed increases are good, but I really like the middle ground of being able to go a bit faster than running but still having time to watch my surroundings for anything interesting.
I've only ever trained more speed up to +10% on any of my characters and now I'm concerned that will be too much for me. Especially since PC doesn't have the same option consoles have to go slower than the maximum speed by not pushing the stick all the way forward - our options are only full running speed or sprinting.
It might be fine if it's a trivial increase, but I assume not because that would be disappointing for most players. Ideally I'd like some version of the controls consoles have but that's difficult to do without an analogue input (and no I'm not going to use a controller just for this). But something to give us more control instead of assuming everyone wants maximum speed at all times would be very helpful.
There's a run/walk toggle.
And you can run faster on foot than on a mount at the start. I'm glad they're fixing it.