So, I am firmly in the "holy shit please no" camp on these new patch notes. I, like many of the people who play this game a lot, play it because I LOVE the current high performance/interactive system.
My biggest issue with the new patch, is that I believe it will fail to address the root problem it hopes to, and thus will only drive away end game players, while failing to bolster any newer players. You absolutely DO NOT need to be a min maxer, or be able to light attack weave at a bleeding edge level to succeed in vet content. In fact, my biggest facepalm of this patch is that they are claiming "Players who push more buttons do better," when it reality that is NOT true. The APM number in this game is WAY lower than in other games, and usually when I am helping players get better, they are going TOO FAST with the button mashing, not too slow.
But that leads me to the larger issue: this game is absolutely TERRIBLE at welcoming new players natively, and they are forced to seek outside help. They change so much from patch to patch, that even finding a youtube video that seems recent, could actually be giving dated information that will not be as helpful anymore.
Why is there no in-game "self improvement" system set up? They give you one disjunctive tutorial at the beginning, and each expansion the tutorials seem to get a little worse than the one before. Then, after you complete that one tutorial which is barely adequate, you're off in the world, largely to your own devices. You get next to no guidance about where to go, the game only makes sense from a plot standpoint if you happen to know from outside sources where to go, and if you want to get better at your role, you're largely at the mercy of other players, or the previously mentioned potentially-dated resources.
What this game needs is a structured, repeatable training grounds, with various scaling difficulty. Perhaps you could have pavilions like the undaunted enclave, where different NPCs offer you different "expertise" repeatable quests, and they whisk you off to a solo-dungeon where you learn how to get better at your role. I would even go so far as to say they should step outside the "only dps" style that most of the solo-dungeons convey, and have ones for healers and ones for tanks as well.
There should be terraced difficulties, and they should unlock as you reach certain requirements. Here's a brief suggestions of tiers:
Level 5 – unlock the ability to replay all tutorials in the game so far, for both base game and DLC, as many times as you would like.
Level 10 – a preliminary dungeon training that goes over the basics of 4 man dungeon combat for each of the 3 roles.
Level 30 – a slightly more advanced set of dungeon skills and abilities.
Level 50 – An introduction to skills you'll need to complete normal DLC dungeons.
CP 160 – An introduction to skills you will need to complete veteran non-DLC dungeons and normal level trials.
CP 300 – More advanced skills needed to complete DLC vet dungeons and the craglorn vet trials.
CP 500 – advanced combat training to help you get ready for HM 4 man dungeons and DLC vet trials.
I think it's a real failing of this game that there isn't really a strong, native training grounds. It would be a no-brainier to introduce, and could help players learn and improve their skills with RP based immersive training, that explains HOW and WHY different skills/abilities work, and help players learn their role. Hell, you could even make it so that instead of certain levels/CP being what unlocks various dungeons in the queue, instead passing certain training modes is what unlocks the progress. That way people in the solo queue know that the tank has actually completed tank training on that character up to the skill level they've queued for. It will not only help people learn their role, but also keep them out of content they're not ready for yet and minimize their frustration when they fail to clear content that no one has helped them get the skills necessary to complete.
I think if players had a proving grounds that taught them what abilities to use, how/when to use them, and showed them what various gear sets might work, it would take a lot of the mystique and guess work out, and people would realize that you don't NEED to have a flawless weaving ration to complete content, but that your actual problem is that you're standing in stupid and failing at basic mechanics, which isn't even their fault, because they only got the instruction in a very broad way at the very beginning on the game, with no real advanced training after that.
Maybe we wouldn't need to fundamentally uproot the gameplay every patch if we started teaching more people, natively, how to play the game well in the first place… and it would be fun ta boot! And honestly, why can we do the stupid WW intro quest every day, yet can't do for example the morrowind tutorial anymore without first uninstalling all expansions that came after???
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© Post "A better way ZOS could close the skill gap than their current patch." for game The Elder Scrolls.
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