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Paul Sage Follows Up with API Restriction


Started by Rickter
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Paul Sage Followed up on the API changes over on Tamriel Foundry. looks like they are sticking to their guns and justifies their decisions to the modding community. Even goes as far as to give specific examples such as how UI mods were posting data to other players with the same mod so healers could auto heal.

Here is the article: Paul Sage Follow Up

after reading what he wrote, i got the strong feeling that the mod community knew EXACTLY what they were doing. they knew that their mods were simplifying the game and making it less about playing the game and more about making it easy to play content, plow through it, and be the first on completion.

Its sickening. i hope ZOS sticks to this policy and forces players to slow down and really enjoy this experience instead of max level max gear raging that plagues almost ALL mmorpgs on the market.

Recap:
Paul Sage Wrote:As many of you know, there has been a lot of discussion over recent changes to the API. As you are probably aware, we recently publicly clarified our overall UI modding strategy, and our reasons for making changes to the API. To reiterate, our goal was: to keep the playing field level for our competitive environments.

The initial release of our API was intentionally wide open in order to test the boundaries of what could be done – which is exactly what happened. We saw things which necessitated that we change the API. When we made the changes to restrict our API, our goal was to make sure you couldn’t see more information about your enemies than we intended. But we also found that certain events could be used to allow add-ons and macro programs, used in conjunction, to do many things which otherwise should require player skill. For example, it was trivial to create an add-on “listen” for a debuff, and be able to remove this debuff automatically – or to create an add-on that allowed group members’ adds-ons to report their status through chat allowing party members with the same add-on to automatically cast heals.

In order to keep the playing field as level as we could for competitive PvE and competitive PvP at ship, we removed the ability of the API to access this functionality. We left as much of the API open as we felt we could. If later we feel changes or additional functionality is a good thing without damaging the overall game, some features may be re-enabled. We do not want players writing scripts that play their character for them, and that was the direction ESO UI modding was headed.

Our changes to the API were exclusively about keeping the playing field as level as we could in a competitive environment, not about keeping the game immersive or trying to make sure people could not see numbers. However, it is certainly true we don’t natively add icons to show buffs and display timers. You might ask why?

First, we feel a clean and unobtrusive UI is a key part of The Elder Scrolls Online. We have worked to keep many things off the screen that were not absolutely necessary. As an example, we have broken down buffs and debuffs into a few key effects. If you puncture armor, you can see that overlayed on the health bar of your opponent as a “cracked” graphic. If you or your opponent is powered up, you will see a bright aura around the health bar. If you are suffering from a DOT, you will see arrows representing a decrease overlayed on your health bar. Further, we have animation, sounds, and particle effects in world to give you further clues as to what is happening. We believe these actually represent your state and that of your opponents much more clearly than icons. But why not have icons?

To put it simply, icons are for another game with different controls and a different purpose. The controls of our game naturally tie mouse movement and looking around the world together in a mechanism reminiscent of previous Elder Scrolls games. We don’t have a free mouse where you can get information about what the icons represent by hovering over them in the heat of battle. Also, showing timers through icons isn’t what we wanted. Part of the skill in ESO is situational awareness and seeing when events are happening in the world and in some cases on the UI. Another reason we don’t show buff/debuff icons is that icons appearing and disappearing on the screen looked bad, especially considering ESO has shorter duration debuffs and buffs that would be constantly appearing and disappearing.

Finally, our UI and game isn’t built just for experts, min-maxers, and number crunchers. Our UI is built to have broad appeal while still providing necessary information to be successful. Could more be done to improve the information? I think so. But every improvement has to be weighed carefully against other upcoming features, improvements, or new content added to the game. We are constantly working to improve ESO – which will continue as long as people are playing the game – and we will continue to iterate on the UI and information presented to you.

Lately we’ve been quieter on the boards and in public as we head towards launch – but know that we are always listening and reading. We very much appreciate constructive feedback. We are looking very forward to seeing you in Tamriel on Sunday.
This post was last modified: March 26th 2014, 09:47 AM by Rickter


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(March 26th 2014, 09:47 AM)Rickter Wrote: after reading what he wrote, i got the strong feeling that the mod community knew EXACTLY what they were doing. they knew that their mods were simplifying the game and making it less about playing the game and more about making it easy to play content, plow through it, and be the first on completion.

Its sickening. i hope ZOS sticks to this policy and forces players to slow down and really enjoy this experience instead of max level max gear raging that plagues almost ALL mmorpgs on the market.


My exact feelings put into words. I was outraged at the blatant shamelessness of some of the people who were complaining to the devs in the recent Reddit AMA. One thing is banning cosmetic mods, other very different is banning those that give you an immense advantage over a player who's using the vanilla version of the game.


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Respect!

That is all I have to say about that. Respect to ZOS for having the guts to stay put and believe in their own game.
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How can people complain about changes in BETA, especially changes that make the game more difficult and hands on? Don't most of the WOW players complain about the game getting easier and dumber over the years? So far ESO has done nothing but make the game more hands on, simple and challenging which will appeal to everyone who doesn't want to play pandas and memorize 20-30 buttons or have the game play itself.
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