Tearofsoul
Ancient MMO noob
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There was TONS of feedbak given by players and PRX members on the Alpha/Beta forums for well over a year of testing on a multitide of issues. The UI was playable when I first got into Alpha and then they started to massively dumb it down. (I entered Alpha the test after they removed nameplates) Things like removing the minimap, limiting the quest tracker, nameplates, nerfing the combat log, no vendor icons and a multitude of other issues were given substantial and logical feedback every patch by the players with absolutely ZERO response from the DEV team.Aside from the nameplate issue, what huge design flaws are you referring to? In the past you have posted PRX' recommendations to improve PVP so I assume that is what you are referring to.
Also, when you say the "the community", are you referring to a majority consensus amongst the entire closed beta community or just the individual opinions of the PRX members who were long term closed beta testers?
Over on the official Blizzard official beta forums there is a massive whinefest going on amongst the segment of the player community who actively post on the beta forums complaining about the complete revamp of WoW across multiple game systems. For the most part Blizzard is blowing them off. EQ1 was notorious for doing that as well with "The Vision". Whatever the MMO, I'm inclined to believe the devs should stick to their guns versus listening to all the armchair devs who want every MMO to be designed to meet all of their individual wants. Main reason I say that is because as a software engineer myself, I have a general idea of what kind of effort it takes to redesign a system that has already been coded and put in a build for testing. You are talking about pushing the schedule way to the right and a lot of money in resources. If there is a legit design flaw in a MMO, those are almost always corrected in future patches months down the road, otherwise the game would never get released.
That's not unrealistic though.and gems too, I had to use mods to unfuck that aspect of it.
Skyrim:Wolf - UESPWiki
Wolf Pelt (1 ? 100%)
Minor loot: gold, leveled ring, gem (1 ? 10%
I have had dogs that swallow that kind of shit. You could have looted one of my parents dogs about 20 years ago and got a $4k wedding ring out of it.and gems too, I had to use mods to unfuck that aspect of it.
Skyrim:Wolf - UESPWiki
Wolf Pelt (1 ? 100%)
Minor loot: gold, leveled ring, gem (1 ? 10%
My invite to the closed beta came in early January after those changes. While I fully agree with you on almost all of them, what you fail to mention is that for all the TONS of feedback you and the rest of PRX gave, there were TONS of feedback on the forum disagreeing with your (and my) opinion. One obvious exception was nameplates which I believe the large majority of the players wanted put back in but for all that other stuff you had the hardcore TES RPG players complaining about a lot of the MMO features in the game. That is why the API got gutted, combat logs, etc got removed.There was TONS of feedbak given by players and PRX members on the Alpha/Beta forums for well over a year of testing on a multitide of issues. The UI was playable when I first got into Alpha and then they started to massively dumb it down. (I entered Alpha the test after they removed nameplates) Things like removing the minimap, limiting the quest tracker, nameplates, nerfing the combat log, no vendor icons and a multitude of other issues were given substantial and logical feedback every patch by the players with absolutely ZERO response from the DEV team.
Like a lot of you I have been in a ton of MMO Alpha/Betas and I have never seen such an utter lack of communication from a DEV team to their testers in any of them. No DEV ever posted in the Alpha/Beta forums. It was just a bunch of frankly clueless community managers who ignored players and who spent most of thier time trolling the forum users.
I don't expect the DEVs of a game to sit in the forums every day and post but some form of communication "Yes, we saw that bug too and we are working on resolving it" "No, we are not going to restore nameplates. We removed them because they go against our basic design philosophy and we just haven't removed the UI customization option yet" ANYTHING would have been better than the complete and utter silence that we got as testers.
How do you test a game when you know that any feedback you give falls on deaf ears? What is the motivation to keep posting bugs and giving suggestions on how to tweak and balance encounters, skills and classes if the DEV team never talks to you? After awhile of talking to a wall you just get tired of it and give up. And when your Lead, Paul Sage makes a shitty post through a Community Manager baically saying "We got this and don't need your opinions or feedback thanks!" you just become even more jaded towards the game.
I don't think it remains to be seen any more my main man.Whether that was a smart business move on their part remains to be seen.
Based on what? Your assumption that because you and most of the people on this forum have quit playing that most everyone else has quit?I don't think it remains to be seen any more may main man.
It's based on the fact that you lost a huge amount of players to begin with. Those players will most likely never come back. Judging population size on how crowded something is on a megaserver is pointless because it will almost always look crowded. These new players from steam would have played no matter what and has nothing to do with the design desicions.Based on what? Your assumption that because you and most of the people on this forum have quit playing that most everyone else has quit?
Hate to be the bearer of bad news but the game is more crowded now than it was after the initial 30 day subscriptions ran out. Adding it to Steam created a huge influx of new players into the game who didn't have to experience the technical problems with launch and the bot infestation.
The Elder Scrolls Online - Steam ChartsBased on what? Your assumption that because you and most of the people on this forum have quit playing that most everyone else has quit?
Hate to be the bearer of bad news but the game is more crowded now than it was after the initial 30 day subscriptions ran out. Adding it to Steam created a huge influx of new players into the game who didn't have to experience the technical problems with launch and the bot infestation.
+Nets for metricsThe Elder Scrolls Online - Steam Charts
Playing 2 Hours ago: 659
24-hour peak: 932
all-time peak: 3,102
Seems like a HUGE influx of players to me!
Simple logic question.It's based on the fact that you lost a huge amount of players to begin with. Those players will most likely never come back. Judging population size on how crowded something is on a megaserver is pointless because it will almost always look crowded.
What do you mean by them not phasing the social hubs?Simple logic question.
If the megaserver tech does not phase the social hubs like banks, crafting stations, etc. and you personally witnessed an obvious increase in the number of players in these areas, would that lead you to conclude the number of players was increasing or decreasing?
I honestly don't know what you are trying to say here. The entire game is phased and instanced. That is the entire point of the megaserver.Simple logic question.
If the megaserver tech does not phase the social hubs like banks, crafting stations, etc. and you personally witnessed an obvious increase in the number of players in these areas, would that lead you to conclude the number of players was increasing or decreasing?
What I mean is that cities are not phased so when you go to a city you see everyone in the entire faction who happens to be in the city. Phasing doesn't kick in until you go out into the questing areas at which point you don't see people unless they are on the same phase of the quest you are on.What do you mean by them not phasing the social hubs?
I'm pretty confident you're wrong about that, do you have any evidence that the cities aren't phased?What I mean is that cities are not phased so when you go to a city you see everyone in the entire faction who happens to be in the city. Phasing doesn't kick in until you go out into the questing areas at which point you don't see people unless they are on the same phase of the quest you are on.