Parasaurolophus wrote: »Most accounts don’t last longer than six weeks. Those are Rich’s words.
Mathius_Mordred wrote: »I honestly can't fathom why developers try so hard to make their own game unattractive to the existing player base, to people who have invested years and thousands into their characters. The same crap happened in the other game I used to play STO, now it's dead, only a tiny handful of the thousands we had in our guilds ever login.
The devs should be doing everything to ensure the gaming experience isn't one of frustration and anxiety. I mean, what's the point in introducing subclassing, letting people work out builds for it then ripping them to bits a few weeks later? This is bad ZOS, very bad, it's also weird and makes me wonder if they asked ChatGPT to work out how to balance their game.
Revert all the changes and then go back to the drawing board and fine-tune it, stop swinging the nerf hammer because the only thing you're really gonna end up nerfing is your customer base.
Parasaurolophus wrote: »Most accounts don’t last longer than six weeks. Those are Rich’s words.
And, just tossing ideas... any thoughts on 'why'?
I mean, the game has tons of content, really well-done content, fully voiced over, relatively good combat mechanics, and more.
So... why might new players only play 6 weeks? 6 weeks seems to be long enough to get into pretty deep gameplay... so... hmm, wonder... possibly unnecessarily complex combat methodology? Just a thought...
So... why might new players only play 6 weeks? 6 weeks seems to be long enough to get into pretty deep gameplay... so... hmm, wonder... possibly unnecessarily complex combat methodology? Just a thought...
Many of the content creators I watch for other games that give ESO a try often don't get the hang of it and leave after a week or so. Often they try to balance their stats and such like a normal RPG which is suboptimal at least for dps typically.
Everyone got triggered over some banner/crux change and removal of WPD buff from NB bow? Guys, wake up — ZOS has been doing this since 2015You should be used to it by now xd
...Many of the content creators I watch for other games that give ESO a try often don't get the hang of it and leave after a week or so. Often they try to balance their stats and such like a normal RPG which is suboptimal at least for dps typically.
Combat? Way too overcomplicated for a game like this, and requires player skill and coordination that isn't called for.
...
And, I could see new players, once they start really getting into the game, 6 weeks in, might go, "Nah... I don't think so" and go play a much simpler game where the focus is on having fun, not on finger gymnastics.
I know you think you are being clever... but, you don't realize that 90+% of your players are casual.
Parasaurolophus wrote: »Most accounts don’t last longer than six weeks. Those are Rich’s words.
Mathius_Mordred wrote: »I honestly can't fathom why developers try so hard to make their own game unattractive to the existing player base, to people who have invested years and thousands into their characters. The same crap happened in the other game I used to play STO, now it's dead, only a tiny handful of the thousands we had in our guilds ever login.
The devs should be doing everything to ensure the gaming experience isn't one of frustration and anxiety. I mean, what's the point in introducing subclassing, letting people work out builds for it then ripping them to bits a few weeks later? This is bad ZOS, very bad, it's also weird and makes me wonder if they asked ChatGPT to work out how to balance their game.
Revert all the changes and then go back to the drawing board and fine-tune it, stop swinging the nerf hammer because the only thing you're really gonna end up nerfing is your customer base.
Mathius_Mordred wrote: »The fact this lasts 36 seconds tells you all your need to know.https://www.youtube.com/watch?v=91DKpFGKjCk
I know you think you are being clever... but, you don't realize that 90+% of your players are casual.
ZOS knows this very well. Did you play in 2014? This game was originally designed for all kinds of gamers, but mainly core and hardcore gamers. This is because development began in 2007.
However, after a failed launch, they pivoted to the ultra-casual skyrim fan. That is why 99.99% of the game is so trivial. This is why Matt stressed for years ESO is not a traditional MMO, but instead an Online RPG. The most expensive content -- voice acted quests included with chapters -- were designed to be played as a single player game. Because that's how the vast majority of ESO players play.
This game is SO MUCH MORE CASUAL than you seem to recognize. It is so casual the average player couldn't care less about even oakensoul or any balance change. The kind of casual you refer to is the casual enthusiast that plays somewhat like an MMO.
With all that said, this is a transitional period for ESO. Chapters are, at least for now, gone and they have expressed a desire to make the game more challenging again. They seem to recognize the enthusiast audience would prefer a greater challenge and may be pivoting in that direction. Only they know for certain.
They tried the Heavy Attack paradigm and it resulted in TERRIBLE gameplay. So after they introduced the beam meta via the Arcanist. It is between normal light attack weave gameplay and hold lmb 1 bar gameplay. They seem to want all 3 to be viable for different kinds of players. They have positioned beam builds for the casual end game player.
Mathius_Mordred wrote: »The fact this lasts 36 seconds tells you all your need to know.https://www.youtube.com/watch?v=91DKpFGKjCk
Not gonna lie, this sounds kind of baby-ish. If you are among the crowd of people enjoying subclassing, you should know that hitting 160k-170k DPS was never going to stay in the game. And if you are someone who truly cares about builds in this game, then you should be sad about the fact that the current U46 meta is nothing but Arcanist-NB-Templar using Banner Bearer - having every DPS build doing the exact same cheesy combo is somehow fun though?
I agree with the spirit of what ZOS is attempting to do by bringing that build back in line so that other kinds of builds get used, but I don't think they're looking in the right spots. The banner-bearer nerf was needed. The grim focus nerf is definitely an overcorrection that hurts pure class Nightblades more than it fixes the issues with Arcanist meta.
As someone who mains Arcanist, I have to agree that fatecarver is what needs to get looked at. Its fully buffed damage plus its cleave makes it insanely more powerful than any other DPS skill in the game. It's always felt like I'm making my life harder by choosing to play any dungeon or trial on any character other than my Arcanist, and I don't like feeling that way.
Fatecarver is the one skill that could receive a nerf without causing the Arcanist pure class to fall behind other classes. I'm really shocked that they haven't done anything to this skill yet.
This game has mostly horizontal progression. There is no level advancement that would cause a hard reset of power creep. If they want to keep all content somewhat relevant and balanced, they have to make sensible adjustments. Bringing up 85 % of sets and abilities and adjusting all combat encounters in the game isn't pragmatic, when they can just tune down the problematic 15 %. Nerfs are just as fair as buffs, there is no injustice. Bad balancing will always be bad in nature, even if it adds power. A belligerent tone and self-victimization don't change that.
This game has mostly horizontal progression. There is no level advancement that would cause a hard reset of power creep. If they want to keep all content somewhat relevant and balanced, they have to make sensible adjustments. Bringing up 85 % of sets and abilities and adjusting all combat encounters in the game isn't pragmatic, when they can just tune down the problematic 15 %. Nerfs are just as fair as buffs, there is no injustice. Bad balancing will always be bad in nature, even if it adds power. A belligerent tone and self-victimization don't change that.
So, your argument is that it is far better to ignore the overwhelmingly vast majority of content (IE- waste of coding, if this is the way, then they should just remove it from the game instead of adding game size and memory requirements for truly useless stuff) to focus on ONLY the '15%'?
That sounds like devs who want their game to fail.
However, in addition, think of your logic here... one of the biggest problems in ESO is lack of build diversity. Well, if they only ever focus on the '15%', that's going to be the limit. They nerf THIS '15%', but Meta people will always find the way to get the best builds, so they will find the NEXT '15%', which then gets nerfed. Eventually, everything sucks, and the NEW content is what becomes the best content for a while. Until even that gets nerfed.
How about, instead, figure out WHY that 15% is seen as better, and slowly work to bring UP the rest. Otherwise, the inevitable flow of things is just nerfing one thing after another to try and keep around 5-10% of the playerbase as within control as possible, while screwing over around 40-50% of the players. I'm sure that builds loyalty and numbers.
Oh, WAIT! ESO is losing players steadily, and has been for years. It's biggest competitor: FFXIV has been gaining players almost nonstop. Not a huge amount, but any gains for games like these, with their ages? Ought to look and see what THEY are doing, and follow suit. Oddly enough, they follow along the mindset I keep pointing out. They do nerfs, true... but, they do a LOT of buffing things that they see players staying away from, making those things more attractive.
They get kinda crazy about allowing players to have really powerful characters, they just make harder content based on the tactics and strategies they see being used. ZOS' approach is to not look at the numbers and build INTO it, that would require work, like REAL work. Instead, they go after keeping players within their grasps, so they don't have to actually put in any time at work concerning themselves with that stuff. Lazy devs just wanting to collect checks.
See, I'd agree with this if it wasn't for the fact that I am active on multiple forums for MMOs.... ESO's is the most negative by far. But we'll focus one here: WoW.All in all, ageing MMOs have to set priorities. They can't satisfy everybody and no matter the choices made, a part of the players will be happy and the other part not.
And WoW is also a game that has had huge fundamental changes done to it. AND without ever raising the sub price, and still with minimal cash store options (most things are still earnable simply by playing). It is possible, just seemingly not in ESO's case. It's all just an excuse.Now, my personal point of view is that probably, a lot of players lack a sense for reality of what it means to implement changes into an old game. They're wishes are often out of reality because the development/implementation costs would be by far too enormous and in no way compensated by what the declining population of an old game is ready to pay for.
So many complain that everything is too expensive in crown store, as well as subscription and yearly pass: They should realize that without that, there is no cash income and then no budget for any changes.
And it's funny, because there are other games that do stuff like this. Even WoW, right when you cancel your sub they ask you why you are. Even "I'm leaving" threads do not get closed or go against the community rules there.I was always wondering why, when a player has been offline for a certain amount of time, game owners don't send an email asking for "reason to leave" and "intention to return yes/no" with a list of pre-selected reasons like private/bored/ whatever, with a possibility to follow up on pain points.
moderatelyfatman wrote: »The problem is that the nerfs are disproportionately affecting casual players.