JHartEllis wrote: »Sellers have little information to work with on how to price things. I'd really rather have this moved more to the buyer's court with auctions, crafting bounties, finder's fees, and the like.The prices sellers on the traders set are very arguably not remotely based on supply and demand
SeaGtGruff wrote: »Because they're part of the dungeon? Not everyone runs dungeons just to grab gear or other rewards (lead, event coffer, event tickets) from the final boss or kill the required bosses (and only the required bosses) for the pledge.
Sellers have little information to work with on how to price things. I'd really rather have this moved more to the buyer's court with auctions, crafting bounties, finder's fees, and the like.The prices sellers on the traders set are very arguably not remotely based on supply and demand
ESO_player123 wrote: »I guess I just do not understand the appeal of doing an optional boss for the 100th time in a base game dungeon.
There's fun in unpredictability. It's a great time to get with friends and work together towards a goal. I pvp in Cyro with a group. I'm constantly having fun both trying to improve and help the group. There's a challenge to it that's harder than anything else in the game, so when our group does well? Heck yeah, I love this game.
PvP isn't fun in Vengeance, or with low pop. Playing the same people over and over because the servers can't handle numbers or people are discouraged is the downside.
SeaGtGruff wrote: »Toxicity and gatekeeping have been around longer than subclassing, longer than the Arcanist class, longer than "HA builds" became a "thing," and... wait for it... longer than ESO has been around! ZOS didn't create them, and doesn't encourage them. In fact, "toxicity" is one of the things you can report another player for-- although there isn't really a subcategory under it that seems appropriate for comments which insult or belittle other players.
Right, toxicity existed before ESO but you’re missing the point entirely. The game doesn’t just let toxicity happen, it creates the conditions for it. Weak sets, poor scaling, and meta funnels punish anyone trying to play differently. That’s what drives exclusion and gatekeeping, not just bad players. Ignoring the design problem doesn’t make it disappear.