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All Posts by MikeB

All Posts by MikeB

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5226 posts found
I have the physical Imperial Edition pre-ordered. Moar statues!
Originally posted by Lokberg
People make it sound like only crafters can do this but from what i have seen anyone cna go deconstruct their green blue purple gear and get upgrade components and since it dont take any crafting skill to upgrade only components whats stoping everyone and his dog from upgrading themself

Sure, technically you can do this, but you will have to expend much more effort (or gold) to do it than someone who has invested the time into a craft. If you want, you can buy 20 Legendary tempers from a blacksmith and do it yourself, yes. You can also sit there and extract way more gear to get enough tempers.

A high level blacksmith will be able to upgrade the same item for only 8 tempers and will be able to acquire said tempers with far greater efficiency due to his investment in crafting passives.

It's not really about restriction, it's about making crafters valuable. As long as ZOS remains committed to this goal, I think it will be pretty nice.

Sticky'd this for you!
There are many existing threads on this subject already.
Existing discussion here: http://www.mmorpg.com/discussion2.cfm/thread/407168/Best-gear-will-be-looted-not-crafted.html

Honestly, this sounds like kneejerk reactions to a balance pass to me. These are all numbers on a spreadsheet and so if crafted items went from OP to crap in a patch, they can just as easily go back the other way towards a more balanced middle ground. Test servers are for testing. ;) Doom and gloom isn't necessary.

Balancing crafted vs. dropped items is always going to be tricky and numbers are likely to be in flux on the run-up to launch. And even with crafted items having a major role, dropped gear should still be useful. With the variety of builds available in ESO, it's certainly possible dropped gear may be better for certain builds, while other builds may make better use of the flexibility provided by crafting.

Feedback is important, but 'the sky is falling!' isn't helpful to anyone. With the way he describes the pre-nerf version of traits they seem overpowered (almost free sprinting? +50-60% attack speed bypassing the need for resource use?) and it's entirely possible they just got overtuned in the latest patch in an attempt to reel things back in.

In any case, I doubt you're getting the whole story here, and this isn't likely to be the final set of numbers by launch.

Originally posted by Soki123
Originally posted by jelliuz
Originally posted by Rhazmuz
Originally posted by Soki123
Listening too much can harm you a lot more then do good.

Lol damned if you do, damned if you dont..

 

Care to elaborate how what they have done so far can hurt them?

Nothing so far , I think he means it's a dangerous business to listen too much to your public. Let's hope they don't listen to NERF requests :) 

Bingo. If they go down that path, all that people love about the game can turn quickly.

There is a significant difference between gathering feedback and taking action on that feedback and designing by committee.

QOL changes, such as a FOV slider, are a pretty simple issue to look at. If you're getting a ton of requests for this and for good reason and you can figure out a way to do it with the time/resources available to you, then you do it.

Generally speaking, people complaining about balance issues is an entirely separate thing. Feedback is used there to give a potential issue visibility to the development team for the purpose of investigation. If everyone is complaining that Dragonknights are OP for X reason, well, all that really does is give the team a reason to look at the data and figure out if that feedback is accurate. If it is, they make adjustments. If not, they don't.

That's not to say there aren't developers who WILL essentially design (or nerf) by committee, but seeing a developer respond quickly to QOL issues shouldn't set off any alarms. It should be reassuring, if nothing else.

I wonder if Azura's Star will be in ESO. :)
Originally posted by Khajim

the only problem iwih this is the way the upgrade system currently works.

 

20 legendary items to upgrade ONE piece of gear to legendary. If the bump from purple to orange is simillar in mechanics to the bump from green to blue.. the result will be MEANINGLESS AT BEST

the only thing that matters is the weapon upgrade.

 

When you upgrade a piece of armor youll get something like this

 

BAD ASS PURPLE CHESTPIECE OF ASSKICKING

Base Armor: 105

Max Magika: +37

Max Stamina +45

Reduces cost of Stamina abilities by 27

 UPGRADED

SUPER BAD ASS ORANGE CHESTPIECE OF ASSKICKING

Base Armor : 125

Max Magika: +37

Max Stamina +45

Reduces cost of Stamina abilities by 27

 

Upgrading only currently upgrades the base armor value of armor.. it doesnt add ANYTHING ELSE. in  a game where every class (LA/MA/HA) has abilities to soft cap their armor.. this upgrade is MEANINGLESS.

 

 

You're speaking from the current state of balance, though. What you're talking about is all numbers on a spreadsheet and can be tuned (between now and launch as well as post-launch) to make upgrading items more valuable, if this is the case. That also includes the tweaking of soft caps.

The more important takeaway is that crafting plays a very significant role in maximizing what you're getting out of items in ESO as a design philosophy.  Most MMOs these days, especially big AAA releases, do not place this sort of emphasis on the role of crafting. That's what excites me about all this.

WINNERS:

Congratulations! Codes have been sent out!

Originally posted by LagKingBong

Interesting read, legendary .0001% items not for launch?! Awesome. 

Great transcription over all, I assume "re sauce" means resource?

It's not about launch, they aren't going to have legendary drops. This means crafters are required to improve gear to the best quality, even if it is dropped gear.

Originally posted by LisaFlexy22
Originally posted by SpottyGekko

Much good news in that interview ! 

 

Legendary items do not drop...

 

There's going to be riots over this... 

Personally I thought that was one of the best things I read.  Crafters really are massively important in this game - haven't seen that in forever

Heck yeah. :) Also, great job on this!

Nope. Just the mobile site!

MMORPG.com has partnered with Hi-Rez Studios to give away five codes for the game's newest god: Scylla. Each code will also grant access to Scylla's launch 'Tiny Terror' skin.

Entering is simple. All you need to do is post in the comments below between now and 3PM ET tomorrow telling us why you're excited to play Scylla. That's it! Once submissions are closed, we'll pick five entries at random as our winners later in the day.

Please remember to only post ONCE. Users found to enter multiple times will be disqualified from the giveaway.


 

Hey guys,

As activity around this game ramps up, we're seeing an increasing influx of new threads that exist solely to promote or make people aware of their ESO stream or YouTube series. As these aren't actually discussion threads, we often recommend that users simply provide a link to their stream or YouTube page in their signature, which you should definitely still do, but we're also going to create this sticky thread to give you a home to keep people posted.

If you have an ESO Stream/YouTube series, simply create a single post in this thread as you would if you were creating a new thread and use the edit functionality to keep it updated.

If you'd like something a bit more personalized, we strongly recommend using our Blog feature. It's a great feature for giving you your own personal space here on the site. You can use it to keep people updated with your own content, thoughts, and get feedback. If you do decide to go this route, feel free to also link to it in your post in this thread and your signature!

New threads created for the sole purpose of directing people to your ESO YouTube or stream will be locked and you will be directed here by a moderator.

Please ONLY post in this thread to create a space for your ESO stream/YouTube updates. This is NOT a discussion thread.

I have a long and embarrassing history with lockpicking in ESO. Every time I got to play the game at shows, I would sit down with Paul Sage and he would talk me through whatever they were showing. Inevitably, I would come upon a locked chest and try to pick it. I always failed, no matter what. Paul would try to help me figure it out, but I would still screw it up...

Finally, I got to play the beta and I figured out ESO's lockpicking, so let me share my simple secret with all of you who are having trouble:

Use both left and right mouse click!

It's that simple. Originally, I was trying to use a single clicker to set and release, but it is FAR easier to push the pin down with one clicker held down and use the other to lock it in when you're ready. I went from being unable to pick simple locks to doing master locks in a single attempt.

Hope that helps. :)

Updated with response from Zenimax!
Originally posted by Velocinox
Originally posted by MikeB
Originally posted by Velocinox
Originally posted by MikeB
Originally posted by Velocinox
Originally posted by Reticulata

No, it is not a zerg-fest. If you are watching streams or vids of zerg, that is what you will see. The large scale battles can be flashy with the siege equipment, fun to watch and intense, so it is no surprise that these vids are popular.

If you want to play and archer and stealth around solo picking people off, you can do that.

If you want to join a 5 man team and roam, do that.

If you want to join an all stealth ambush group, they are out there.

If you want to collect mats and craft in the pvp zone, do it.

If you want to run solo pvp quests, you can do that too.

I participated in all of the above scenarios  and each one was fun, and each type of play style is viable and easy to get into.

Actually all of those examples are still zerg wins examples. If a larger group finds you in all those cases you listed, you're done.

Is that so?

Lol, come on Mike, you know I am talking about all things being equal. There's always cases where luck or skill are shift the balance. But In the vast majority of cases in the above list the bigger group wins. Let's not get into marginal situations. :)

The point is whether or not the game design allows for it. I think that's what you're aiming for here, if you're trying to have a discussion on the level. Linking to the videos proves it does, which was my point. Things are rarely going to be equal in PvP, both in terms of group size and skill level, and there is little to nothing that can be done about that.

What can be done, however, is to effectively design a play space (and game rules to support that play space) that can give players seeking different activities a viable means of pursuing those activities. Cyrodiil's size, scope, geography, and breadth and placement of content all allow for this. ESO's combat mechanics are also clearly nuanced enough, as shown in the example I offered (and in other examples in this thread), to make player skill the ultimate determining factor in the outcome of a particular skirmish or battle, even if outnumbered. This has been proven out by many, many videos and streams shown of the game.

Small group roam, zerg, solo ganking, sitting in the corner of a public dungeon in Cyrodiil and shanking people who come by, whatever you want, it's all possible. As I've said previously, and Iselin echoed here, Cyrodiil is essentially its own PvP server in everything but name.

Don't believe us? Jump into the beta the next weekend it's up and see it with your own eyes.

Ok, not denying your point. And yes, until I see for myself I'm still a bit skeptical, but there is always room for zerg breaking game mechanics. look at orbital strikes in PS and PS2. They disrupt the big attack. They force the attacker to disperse which gives smaller outrider groups a better chance to harass the attackers effectively before they finally press the attack on the fixed position and/or defenders.

 

Granted, it's not completely effective in planetside, but the game lesson remains. If it can be executed better than Sony did, it would really cause player leaders to think hard about massing their troops for power and safety.

Speaking in general, there isn't actually anything wrong with large group vs. large group fights or that much of the time a smaller force can't win against them. Numbers matter, but they aren't the only determining factor, which is my point. The problem is that other activities (for smaller groups or solo) aren't usually viable, so people looking to contribute or do other things don't often have much to do and feel forced to join the zerg. ESO is different on that front and I find that particularly exciting. Feel free to read the article I linked above as well as my interview with Brian Wheeler for more details on that.

As for specifically breaking up a zerg, the lack of rez spells and Soul Gem system does a great job of that (aside from, you know, smart use of catapults!). You can bring a bunch of dudes into a battle, but a smarter, smaller force can use their defenses and better play to whittle you down and repel the attack if you just toss bodies at the fight. Again, this has been shown in many videos, and something I wrote about from my own experience in the aforementioned article. Heck, something like this happened in beta (as Wheeler discusses in our interview) and they call the event the 'Chalamo' (for the defense of Chalman Keep) and even have a lore book in game commemorating the battle:

"And lastly, some of the other tactics I’ve seen, speaking of small groups, what’s famous now in one of the original Cyrodiil betas was something called the Chalamo. Chalman Keep was one of the Ebonheart keeps where a small group of defenders held off wave after wave after wave of enemy attackers. So, a small group can not only take objectives, but also defend a keep against larger groups, too."

Ultimately, nothing is perfect, but the folks who worked on Cyrodiil have more experience than anyone in the genre in doing this sort of thing and the results of learning what worked and what didn't from previous experiences are, I feel, shown clearly in  ESO. 

Originally posted by Velocinox
Originally posted by MikeB
Originally posted by Velocinox
Originally posted by Reticulata

No, it is not a zerg-fest. If you are watching streams or vids of zerg, that is what you will see. The large scale battles can be flashy with the siege equipment, fun to watch and intense, so it is no surprise that these vids are popular.

If you want to play and archer and stealth around solo picking people off, you can do that.

If you want to join a 5 man team and roam, do that.

If you want to join an all stealth ambush group, they are out there.

If you want to collect mats and craft in the pvp zone, do it.

If you want to run solo pvp quests, you can do that too.

I participated in all of the above scenarios  and each one was fun, and each type of play style is viable and easy to get into.

Actually all of those examples are still zerg wins examples. If a larger group finds you in all those cases you listed, you're done.

Is that so?

Lol, come on Mike, you know I am talking about all things being equal. There's always cases where luck or skill are shift the balance. But In the vast majority of cases in the above list the bigger group wins. Let's not get into marginal situations. :)

The point is whether or not the game design allows for it. I think that's what you're aiming for here, if you're trying to have a discussion on the level. Linking to the videos proves it does, which was my point. Things are rarely going to be equal in PvP, both in terms of group size and skill level, and there is little to nothing that can be done about that.

What can be done, however, is to effectively design a play space (and game rules to support that play space) that can give players seeking different activities a viable means of pursuing those activities. Cyrodiil's size, scope, geography, and breadth and placement of content all allow for this. ESO's combat mechanics are also clearly nuanced enough, as shown in the example I offered (and in other examples in this thread), to make player skill the ultimate determining factor in the outcome of a particular skirmish or battle, even if outnumbered. This has been proven out by many, many videos and streams shown of the game.

Small group roam, zerg, solo ganking, sitting in the corner of a public dungeon in Cyrodiil and shanking people who come by, whatever you want, it's all possible. As I've said previously, and Iselin echoed here, Cyrodiil is essentially its own PvP server in everything but name.

Don't believe us? Jump into the beta the next weekend it's up and see it with your own eyes.

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