spartaxoxo wrote: »I'm pretty sure there are games where the guards aren't literally invincible
To be absolutely fair on the guard part, they used to be killable early on in eso.
Attorneyatlawl wrote: »
-Several pugs who could not for the life of them understand the purpose of the siege weapons against the big harvester boss in Writhing Fortress. Even though Walks-In-Ash practically SHOUTS WHAT TO DO AT YOU - I have never seen so many pugs fail to understand basic mechanics. I even tried to show them what to do, and still they couldn't get it.
Attorneyatlawl wrote: »
I might be misremembering but I am pretty sure there were at least a few ways to kill them on launch though some methods were cheesy like using terrain drops.
/script JumpToHouse("@Paramedicus")
It's fine if you feel that you and the pugs you mentioned do not deserve a challenge difficulty, but this is an MMO. There are more players than just you guys. Some of us can handle and indeed, enjoy a bit of a challenge. And assuming ZOS has more than one developer, I'm sure they can develop more than one specific thing at a time.I truly think we do not deserve a challenge difficulty...at least not yet.
Attorneyatlawl wrote: »
People out here getting hyped over the challenge difficulty coming up...and I'm sitting over here thinking that while getting something you can't faceroll would be nice, what we need more is content that requires people to USE. THEIR. BRAINS.
Just today, Sunday, I encountered:
-Several pugs who could not for the life of them understand the purpose of the siege weapons against the big harvester boss in Writhing Fortress. Even though Walks-In-Ash practically SHOUTS WHAT TO DO AT YOU - I have never seen so many pugs fail to understand basic mechanics. I even tried to show them what to do, and still they couldn't get it.
-Then, just 1 hour later, encountered several players who could not understand a basic world boss mechanic. All you had to do was block or roll dodge. They didn't get it. Required me to come over there and show them that blocking and roll dodging is in fact required.
-And finally, one [snip] player who spent 2 hours whacking at a city guard. Dying, getting up, whacking the guard, rinse and repeat. And then have the audacity to ask in zone chat - anyone want to help me kill this city guard?
ZOS, I truly think we do not deserve a challenge difficulty...at least not yet. No, what we need more is content requiring people to actually USE. THEIR. FETCHING. NOGGINS. [snip]
Apologies if this is not well-written. i'm tired, and i don't write well when i'm tired.
That's all. [snip]
It is more a matter of habit than complexity of mechanics. Really, if you are capable of turning on your computer/console and logging into ESO, then you probably have sufficient mental capacity to understand that you should block when you see yellow sparks and interrupt when you see red ones. But if you're not in the habit of paying attention to what's happening on the screen, because ESO doesn't require you to do so in the Overland, then you'll hit a wall when any mechanics appear.PoveusRonin wrote: »So people are having difficulty following mechanics and understanding them. Your answer is to ask them to add more?
Am I understanding this right? MORE? When they have issues with the current, you think adding more is the solution?
Think about that for a little bit.
/script JumpToHouse("@Paramedicus")
Paramedicus wrote: »I never understood why ZOS does not force players to do mechanics in overland/story mode. I know that many players are very casual and the mechanics could be potentially too difficult for them, but this could be remedied by introducing very long reaction times (e.g., you have 15 seconds to interrupt the boss's spell or you die), an accompanying NPC could shout out what you need to do; after the first death a pop-up could appear on the screen with instructions, and after a few deaths an option to skip the fight/mechanics could appear. Not forcing players to learn and use basic mechanics results in you seeing 1000 CP players who don't use block or roll dodge.
Erickson9610 wrote: »spartaxoxo wrote: »I'm pretty sure there are games where the guards aren't literally invincible
You could kill the guards in the singleplayer TES games. If players from those games come to ESO, they'll probably think they can kill the guards in this TES game as well.
Lack of difficulty is the primary reason why people don't use their brains. The more forgiving the difficulty is, the less people care about paying attention or interacting with the systems.
That's precisely why you can see people in ancient veteran Direfrost that can't break free from the last boss' grab. Because the punishment for not doing it in the open world is 10% of your health. The same is with interruption. The same is with staying in stupid. The same with people that only spam light attacks. And these 200+ of brainless gameplay only reinforces bad habits.
I agree that ESO combat in Overland isn't very enjoyable, and introducing some mechs wouldn't make it any more interesting, but I think they should be added to make the game more healthy. Just go as a tank to the veteran pugs and you'll see clueless players constantly dying from elite's heavy attacks. I don't think ZOS needs to overdo it: adding oneshot mechanics to elite units, or even to every boss, would be crazy. But if few main bosses per story forced players to use mechs (simplified, but still challenging, as I described), it would simply teach players that mechs EXIST.(...)
/script JumpToHouse("@Paramedicus")
Paramedicus wrote: »I agree that ESO combat in Overland isn't very enjoyable, and introducing some mechs wouldn't make it any more interesting, but I think they should be added to make the game more healthy. Just go as a tank to the veteran pugs and you'll see clueless players constantly dying from elite's heavy attacks. I don't think ZOS needs to overdo it: adding oneshot mechanics to elite units, or even to every boss, would be crazy. But if few main bosses per story forced players to use mechs (simplified, but still challenging, as I described), it would simply teach players that mechs EXIST.(...)
Unfortunately, they do not. Inexperienced players just get carried there. Why normal dungs and trials fail to teach anything is a topic for a long discussion...[Shouldn't early group dungeons have that teaching role, rather than Overland?
As you've noticed, WB are designed for groups, so the mechanic overload is intentional there (do you have the “Show additional ally effects” option turned off btw?). Maybe ZOS could design them better, but it is easy way to increase difficulty.I'm also not sure that not being aware of mechanisms is the entirety of the problem. I'm currently trying to remain motivated to complete the West Weald zone, and when engaging World Bosses I've often found myself repeatedly one-shot or nearly so for no specifically identifiable reason. There is typically simply so much stuff going on that I find it impossible to keep track. There's the boss and there are multiple different types of adds (often hard to distinguish from the boss), all constantly doing all sorts of special actions; there are multiple players, there are ability visual effects from both sides all over the place; the floor is typically filled with multiple moving red zones from multiple different mobs you have to keep out of; oh and you musn't forget to actually keep attacking too. Reliably noticing yellow or red sparkles from one of all those mobs (possibly behind you) is unlikely, and I might not even be able to reach them from across the room even if I do notice red sparkles.
Note I'm not complaining about dying to World Bosses -- those are fundamentally intended as a challenging combat encounter. (Though I do question their design.) I don't play this game for the combat. When I fail at soloing a group dungeon, I have no desire to invest effort in improving my combat skills or learning about gear; I just jot down a reminder to not enter that particular group dungeon again.
/script JumpToHouse("@Paramedicus")
Ah yes, I think we can all agree that ZOS seems allergic to explaining necessary information to players. I am reminded of the long developer post on how understanding light attack weaving was, in their opinion, important for players' enjoyment of the game, but they noticed most players didn't understand it. Unsurprisingly, as it wasn't mentioned in the in-game tutorial, the in-game help files, or any informative article on the official website... Of course the conclusion the developers drew was that instead of doing their job and actually explaining the feature to players somehow, they should redesign the combat mechanics instead... (En passant revealing that they were unaware of the 'official' purpose for the two skill bars according to the in-game explanation, and had been designing combat mechanics contrary to how the game explicitly described it to players.)Paramedicus wrote: »As you've noticed, WB are designed for groups, so the mechanic overload is intentional there (do you have the “Show additional ally effects” option turned off btw?). Maybe ZOS could design them better, but it is easy way to increase difficulty.[...]
I suggest adding the mechanic to (some) story bosses so that players can get familiar with it (without the mechanic overload). In my case, it would definitely work, because I learned that you have to interrupt in the hard way: after many wipes/team rage quits in group dungeons in my VR levels. Of course, I realize that this won't suddenly make all players ready to play more difficult content (e.g., some of them will never be able to do so due to health limitations), but ESO's refusal to teach is simply surprising. It's (too) normal to see players not to do basic mechanics, and it's difficult to imagine that they all have serious health problems.
I agree with your post, though I'd argue that while theorycrafting, builds, and strategies should be up to the community, correct and comprehensive documentation of fundamental player-facing mechanics should absolutely be the developers' job, even in an MMO.WaywardArgonian wrote: »You could say that, being an MMO, part of the responsibility falls upon experienced players to teach new ones. But since ESO is heavily oriented towards solo play and is referred to in marketing copy as an 'Online RPG', this does not really happen at a big enough scale.
Oh yes, it's much more than yellow and red sparks.WaywardArgonian wrote: »A lot of this has to do with the fact that ESO has pretty bad in-game information. The tutorial does not really teach you how to play, and the build guide does not really teach you how to make a build. A lot of information is unavailable without the use of addons, and other information is impossible to grasp for newer players. There are things in this game that are almost impossible to figure out without third party guides because they are simply never explained.
That's true, I can see that introducing punishing mechanics out of nowhere can be very frustrating. That's why I think they should add mechanics to story bosses in solo-instances. it would be safer enviroment, without additional distractions (other players or mobs) and players could easily get used to the mechanics (I see no reason to imitate world bosses and add overlapping mechanics there). This would also fit the storyline: if you're fighting a boss who wants to destroy the world, it would be good to make the fight against him more challenging in any way.In Necrom and West Weald I definitely noticed some zone quest combat encounters with non-standard mechanics (other than WB and those tedious West Weald incursions), so ZOS may be thinking along those lines too. I don't think these current implementations were effective at teaching anything though, because the unexpected new feature in the middle of an unexpectedly and atypically challenging combat encounter leaves little mental overhead for analysing and remembering the new feature.
Normally we learn best by repetition, as in your own experience that you mentioned. I'm not sure that would work in Overland though, as atypically challenging combat and repeated deaths in normal Overland zone quests would just lead to my type of player doing something else instead.
Essentially the mechanic has to be presented in a situation where the majority of available focus can be on the mechanic, with minimal other threat. Your thoughts on reaction times or NPC guidance might work, though they could quickly become artificial and thereby off-putting, depending on the point in a story.
If we want to teach PvE endgame mechanics through an Overland context also unavoidable by players with no interest in PvE endgame content, it must be carefully designed to not inadvertently put those players off from the Overland content itself. Design it well, and it might encourage players to try PvE endgame content who would not otherwise have done so; design it badly, and it might discourage players
from continuing ESO at all (e.g. West Weald).
/script JumpToHouse("@Paramedicus")
https://youtu.be/CLYwxXFqEZk AlexanderDeLarge wrote: »We need challenge difficulty and people to use their brains. These things are not mutually exclusive.
I don't know how you can look at footage of a completely naked, statless character AFKing in front of a bear attacking them for a minute and a half and not think there's a problem:https://youtu.be/CLYwxXFqEZk