But right now, you can do 98% of the game with any build without ever getting punished. Then, after hours of playing, you suddenly learn that the way you play isn't good enough for harder content..
The game flow for new players is just broken at the moment. For me, the progression in an MMO should look like this: You enter the game and everything is new > You want to do harder content > You join a guild to learn the ropes in a safe environment with knowledgeable players > You join a progression or trials group and get better at the game > You become an experienced player.
But right now, you can do 98% of the game with any build without ever getting punished. Then, after hours of playing, you suddenly learn that the way you play isn't good enough for harder content, meaning you have to grind and change your whole build and playstyle. That is exactly why people are complaining about the Night Market. All of a sudden, they are forced to completely change the way they play the game.
ZOS should ask content creators to make tutorial video builds and link them in-game when you open the tutorial or class screen. That way, players can actually learn what their abilities and stats are doing. They should do the same for trials: give people a basic understanding of mechanics, and how buffs and debuffs actually work.
Yes, ZoS should change a lot in this game. But what do we get? DPS numbers! And everyone loves it. So… what’s the point?!
Players prefer burning things fast: big number parses, farming bosses in vet trials in 18 minutes, while skipping all the trash. Mechanics? Skip them.
Trash? Skip it.
Boss? Burn it.
Loot? Selling daggers for 5M.
And PvP? Almost the same. CP 2500 vs CP 10… let’s goooo!
frogthroat wrote: »Some sort of build guide would need to be updated when meta changes and the Oakensoul is divisive. Not everyone has antiquities, and levelling it up takes a long time. Especially PVP would be difficult since you are then playing against other players and there you can't adjust the content to fit you. Your ESO-recommended PVP build would be walked all over. So it couldn't be something that actually competes at later stages.
Instead, something optional that just shows how putting together a build actually works. But it needs to be clear that this is not meant to be your end game build but just a demonstration how a build is built.
For example, you get a quest when you hit level 10 that shows you how to do a build. Similar to skill advisor, but just a simple guide to make a build that uses a dungeon set, crafted set and a monster set (later). It would have the four options: Mag DD, Stam DD, healer or tank.
It would guide you to a dungeon to farm gear. One of the three, depending on your alliance: BC1, FG1 or Spindle1.
Once you have 5 pieces, it would ask if you want to farm another set or craft. Why ask if craft or farm? Because not everyone has any interest in crafting by themselves.
With crafting, it would show how to research traits and would recommend a basic set from Alliance zones. Depending on how many traits you have researched, it would show up to that level.
And when your level is high enough, it would recommend veteran versions of those three dungeons to go get a monster set. You get undaunted invitation when you hit level 45 anyway.
That way you would end up with players who understand that these are starter sets, but would have at least some idea what a build even is.
Something like:
Healer with Sanctuary, Seducer and Shadowrend
MagDD with Spider Cultist Cowl, Twilight's Embrace and Kra'gh
StamDD with Viper's Sting, Ashen Grip and Kra'gh
Tank with Tormentor, Torug's Pact and Swarm Mother
This would be much better than having players running with just some randomly dropped gear that are not even part of any set.
The builds this recommends would need to be simple, but better than randomly found gear. It would need to be base game. And something that doesn't change when the meta changes.
However, while this would show build basics, it would waste time and resources. Because you can start grinding for pretty much any gear at any time, you should check the internet for tips what to concentrate on.
Optimizing build and changing the way you play are not the same thing. Just as score pushing and completing a trifecta are not the same thing.
AlterBlika wrote: »Tbh they should gather statistics on what players are using to beat content. Fetch the most popular sets from each category based on their accessibility (Trial gear, PVP gear, etc). And then show us this data in-game so newer players know what's good and how they should build. Also always tell us where we can get these sets.
This way you always know which sets are at least salvageable in the current meta
Optimizing build and changing the way you play are not the same thing. Just as score pushing and completing a trifecta are not the same thing.
Sorry, but what are you talking about? If you optimize, you will change the way you play. If you need to play a two-bar build instead of a one-bar build, that is a change. If you only healed in the past as a healer and now you join group content, all of a sudden you need to keep buffs up—that is a change. As a tank, just taunting and blocking is not good enough anymore; you have to buff the group and debuff the enemies. That is a change. But all of this doesn't matter for 98% of the content in the game.
That is why I said that the progression path should look like this: You enter the game and everything is new > You want to do harder content > You join a guild to learn the ropes in a safe environment with knowledgeable players > You join a progression or trials group and get better at the game > You become an experienced player.
You will learn much quicker what people expect from you, instead of playing for over 100 hours and then getting the shock that you have to change the way you play when you join harder content. Btw, all of this doesn't really matter if you just stick to overland and normal stuff. What I am talking about is the 2% of this game.
AlterBlika wrote: »Tbh they should gather statistics on what players are using to beat content. Fetch the most popular sets from each category based on their accessibility (Trial gear, PVP gear, etc). And then show us this data in-game so newer players know what's good and how they should build. Also always tell us where we can get these sets.
This way you always know which sets are at least salvageable in the current meta
Couple of problems with this.
ZoS have a "play it your way" approach to ESO, and with the exception of score pushing, trifectas, and PvP, you really can use any two sets no matter how useless to finish the game. By rail-roading everyone onto the same 10 sets, you end up in an even worse situation than we're in now for players attitudes towards each others gear.
We also have an ever-shifting meta. For example, I absolutely certain the new mythic will be nerfed or made PvE only soon. The meta-chasers already cry enough about this. Imagine ZoS telling people what sets perform the best, then nerfing them each patch.
Lastly, you would take away a lot of folks experimentation with gear. That's such a fun element to this game. Going way off-meta provides a lot of us with some of our fondest setups.
...f you have ideas or examples of good onboarding, please let us know in the thread. That way, we can pass those on to the Player Experience Improvements team. Thanks!
imaslowlearner wrote: »imo they should not dedicate time or resources to try to guide players to meta sets/skills, play how you want and all that. There are plenty of resources from eso creators as is, you can even pay people like xynode to coach you 1 on 1 for an hour each month for only $50/month.
Instead I would rather see them define existing buffs/debuffs/skills within eso logs, stuff that are unique to specific bosses that we have not see before would be easier to learn to counter if we could figure out what the actually do and what % debuff is actually applied.
Also they should give armory slots the outfit slot treatment and make the purchased ones account wide instead of character based.
Just wanted to follow up here on the general topic. We are working on ways to better onboard new players and players who have been gone for a while. There are a few things in the works, while smaller in scale, will elevate some of that pressure. However, we do acknowledge this is a problem space we are looking to solve over time.
We've also tried in the past with overhauling the new player experience, but that had its own issues with onboarding. The Player Experience Improvements team is looking at other ways to improve onboard, along with other general QoL features.
If you have ideas or examples of good onboarding, please let us know in the thread. That way, we can pass those on to the Player Experience Improvements team. Thanks!