Grandchamp1989 wrote: »It's not so much killing 30 world bosses as it is how the PVP options are so much easier and faster to complete compared to the PVE option.
I think Zos want to push us more into PVP...
HedgehogFeet wrote: »This is just another way of forcing PvE players into PvP, as others have said. And to coin an Americanism it sucks
Lady_Galadhiel wrote: »As a healer main I will just point out that this week will be kind of difficult for me to complete the weekly endeaovers.
While Cropsfors dailies aren't an option for me because I refuse to get killed like each few minutes by some gankers,the 30 worldbosses are all what is left.
As a developer, I understand the techniques used to get people to use a product or service. There's nothing inherently wrong with such attempts, but many toe the line between customer appreciation and shady practices.Starlight_Whisper wrote: »What do you think?
Kiralyn2000 wrote: »BalticBlues wrote: »IT SUCKS that 2 of 3 weekly options are PvP
when probably 90% of players only do PvE.
I even liked PvP before, but after Update 30
there is NO WAY I go into Stamina-PvP again with my patch-crippled MagToons.
So the 30 WBs are a MUST this week.
Even though 30 is a bit much in my opinion because this will need HOURS of boss riding/waiting.
How are any of these Cropsford quests PvP?
They're in Cyro, so they're automatically pvp (it's a pvp zone). Also, while going to & from the quest givers, pvp players can/will pvp you.
They are PvE quests in a PvP enabled zone. Their objective doesn't involve fighting other players, they're not PvP quests by any means. "Kill 40 players" is a PvP quest, "Gather some apples" isn't one.
But Cropsford is a PVP objective, with PVP spawn point and relay, as well as a PVP capture quest. So expecting not to face PVP in Cropsford is ridiculous.
Expecting to meet enemy players in a PvP enabled zone is natural. But fighting them is not the objective of any of the town quests.
But it is the objective of the town. Especially Cropsford. The quests that lead to that town are there with the explicit threat of PVP, even if the quests themselves aren't exactly PVP. Other players are supposed to try to stop you from completing the quest. That is the literal point of the zone.
Realistically when was the last time you fought anyone in Crops/Vlast when not pushing for yellow scrolls or running back with them?
LightningWitch wrote: »As a developer, I understand the techniques used to get people to use a product or service. There's nothing inherently wrong with such attempts, but many toe the line between customer appreciation and shady practices.Starlight_Whisper wrote: »What do you think?
Endeavors is a shady practice to me.
The entire purpose is to entice players to return to the game, and keep them playing. It may seem like this is a "reward" system, but it's not.
This is the type of system I see implanted when usage numbers drop, which causes concern for executives and investors. When I continue to see the majority of new players are bots on starter islands, this leads me to believe the game's audience is diminishing.
This isn't the same thing as saying ESO is dying. More like sustaining itself on life support. Those who have acquired enough in the game probably return during events and new content, while a handful of new players come to the game.
Anyone who plays the game enough can see this.
Notice the new champion system has allowed us to see people's true CP level. What's the range you typically see? I'm betting it's between 1000-1400. The game's been out for 7 years, and of those, about 5 years were using the CP system. Where are the 2000+ players? They exist, but they're rare in game.
This is what the executives are asking too. You can bank on it. Instead of making a game that brings players back because they want to play the game, they've instead chosen to introduce another reward system.
It's not a bad idea, honestly, but the implementation of this system is absolutely insulting to every player.
This is my opinion, of course, but to see the "prices" of the store makes me just absolutely livid some individuals think our time should be spent chasing coins that, by the time we acquire them, the options will be long gone.
It's baffling such a decision was made in this manner and leads me to believe those who control the game have no clue how to interact with the audience properly. "Just build this. They'll come. You'll see."
Why is it baffling? Because every other game on the market which tries this very technique fails both the delivery and the goal of getting players back.
What should be happening to get players back is stop introducing the same DLC with gimmicks.
One idea I'd recommend would be to offer a level scaling option so PvE bosses can be leveled up well beyond the player so that if they defeat the boss, better items or rewards are given. The higher the level, the better the reward.
A simple task like this means all parts of the game are refreshed, granting a new refreshed approach to existing content.
I remember when world bosses turned from easy to hard, and this literally changed the game for me as it forced me to improve both my play and my gear! It was great!
Now, I can pretty much solo many world bosses (screw that guar in Deshaan), but I can solo most Undaunted non-vet dungeons.
The current level of design leads to boredom, and boredom leads to players leaving the game.
No amount of low-offered coins to get an "apex" mount (and hopefully in time before the change out) is going to bring these players back.
They're only "rewarding" those who are still logging in.
Another idea would be to finally sit down and separate PvP from PvE. Just rip the bandaid off and do it. Everyone knows what problems it causes, yet after 7 years, this belief it can all be balanced refuses to go away.
Regardless what is done to the game, one important fact must be remembered and followed: appreciate the players.
Refuse to do so, and, well, the current situation speaks for itself.
BalticBlues wrote: »IT SUCKS that 2 of 3 weekly options are PvP
when probably 90% of players only do PvE.
I even liked PvP before, but after Update 30
there is NO WAY I go into Stamina-PvP again with my patch-crippled MagToons.
So the 30 WBs are a MUST this week.
Even though 30 is a bit much in my opinion because this will need HOURS of boss riding/waiting.
LightningWitch wrote: »As a developer, I understand the techniques used to get people to use a product or service. There's nothing inherently wrong with such attempts, but many toe the line between customer appreciation and shady practices.Starlight_Whisper wrote: »What do you think?
Endeavors is a shady practice to me.
The entire purpose is to entice players to return to the game, and keep them playing. It may seem like this is a "reward" system, but it's not.
This is the type of system I see implanted when usage numbers drop, which causes concern for executives and investors. When I continue to see the majority of new players are bots on starter islands, this leads me to believe the game's audience is diminishing.
This isn't the same thing as saying ESO is dying. More like sustaining itself on life support. Those who have acquired enough in the game probably return during events and new content, while a handful of new players come to the game.
Anyone who plays the game enough can see this.
Notice the new champion system has allowed us to see people's true CP level. What's the range you typically see? I'm betting it's between 1000-1400. The game's been out for 7 years, and of those, about 5 years were using the CP system. Where are the 2000+ players? They exist, but they're rare in game.
This is what the executives are asking too. You can bank on it. Instead of making a game that brings players back because they want to play the game, they've instead chosen to introduce another reward system.
It's not a bad idea, honestly, but the implementation of this system is absolutely insulting to every player.
This is my opinion, of course, but to see the "prices" of the store makes me just absolutely livid some individuals think our time should be spent chasing coins that, by the time we acquire them, the options will be long gone.
It's baffling such a decision was made in this manner and leads me to believe those who control the game have no clue how to interact with the audience properly. "Just build this. They'll come. You'll see."
Why is it baffling? Because every other game on the market which tries this very technique fails both the delivery and the goal of getting players back.
What should be happening to get players back is stop introducing the same DLC with gimmicks.
One idea I'd recommend would be to offer a level scaling option so PvE bosses can be leveled up well beyond the player so that if they defeat the boss, better items or rewards are given. The higher the level, the better the reward.
A simple task like this means all parts of the game are refreshed, granting a new refreshed approach to existing content.
I remember when world bosses turned from easy to hard, and this literally changed the game for me as it forced me to improve both my play and my gear! It was great!
Now, I can pretty much solo many world bosses (screw that guar in Deshaan), but I can solo most Undaunted non-vet dungeons.
The current level of design leads to boredom, and boredom leads to players leaving the game.
No amount of low-offered coins to get an "apex" mount (and hopefully in time before the change out) is going to bring these players back.
They're only "rewarding" those who are still logging in.
Another idea would be to finally sit down and separate PvP from PvE. Just rip the bandaid off and do it. Everyone knows what problems it causes, yet after 7 years, this belief it can all be balanced refuses to go away.
Regardless what is done to the game, one important fact must be remembered and followed: appreciate the players.
Refuse to do so, and, well, the current situation speaks for itself.
Kiralyn2000 wrote: »BalticBlues wrote: »IT SUCKS that 2 of 3 weekly options are PvP
when probably 90% of players only do PvE.
I even liked PvP before, but after Update 30
there is NO WAY I go into Stamina-PvP again with my patch-crippled MagToons.
So the 30 WBs are a MUST this week.
Even though 30 is a bit much in my opinion because this will need HOURS of boss riding/waiting.
How are any of these Cropsford quests PvP?
They're in Cyro, so they're automatically pvp (it's a pvp zone). Also, while going to & from the quest givers, pvp players can/will pvp you.
They are PvE quests in a PvP enabled zone. Their objective doesn't involve fighting other players, they're not PvP quests by any means. "Kill 40 players" is a PvP quest, "Gather some apples" isn't one.
But Cropsford is a PVP objective, with PVP spawn point and relay, as well as a PVP capture quest. So expecting not to face PVP in Cropsford is ridiculous.
Expecting to meet enemy players in a PvP enabled zone is natural. But fighting them is not the objective of any of the town quests.
But it is the objective of the town. Especially Cropsford. The quests that lead to that town are there with the explicit threat of PVP, even if the quests themselves aren't exactly PVP. Other players are supposed to try to stop you from completing the quest. That is the literal point of the zone.
Realistically when was the last time you fought anyone in Crops/Vlast when not pushing for yellow scrolls or running back with them?
Vlas has some strategic importance between blue and yellow. As a yellow I find that if blue holds vlas we will be on the back foot and constantly defending home keeps as they can use it as a respawn point deep inLightningWitch wrote: »As a developer, I understand the techniques used to get people to use a product or service. There's nothing inherently wrong with such attempts, but many toe the line between customer appreciation and shady practices.Starlight_Whisper wrote: »What do you think?
Endeavors is a shady practice to me.
The entire purpose is to entice players to return to the game, and keep them playing. It may seem like this is a "reward" system, but it's not.
This is the type of system I see implanted when usage numbers drop, which causes concern for executives and investors. When I continue to see the majority of new players are bots on starter islands, this leads me to believe the game's audience is diminishing.
This isn't the same thing as saying ESO is dying. More like sustaining itself on life support. Those who have acquired enough in the game probably return during events and new content, while a handful of new players come to the game.
Anyone who plays the game enough can see this.
Notice the new champion system has allowed us to see people's true CP level. What's the range you typically see? I'm betting it's between 1000-1400. The game's been out for 7 years, and of those, about 5 years were using the CP system. Where are the 2000+ players? They exist, but they're rare in game.
This is what the executives are asking too. You can bank on it. Instead of making a game that brings players back because they want to play the game, they've instead chosen to introduce another reward system.
It's not a bad idea, honestly, but the implementation of this system is absolutely insulting to every player.
This is my opinion, of course, but to see the "prices" of the store makes me just absolutely livid some individuals think our time should be spent chasing coins that, by the time we acquire them, the options will be long gone.
It's baffling such a decision was made in this manner and leads me to believe those who control the game have no clue how to interact with the audience properly. "Just build this. They'll come. You'll see."
Why is it baffling? Because every other game on the market which tries this very technique fails both the delivery and the goal of getting players back.
What should be happening to get players back is stop introducing the same DLC with gimmicks.
One idea I'd recommend would be to offer a level scaling option so PvE bosses can be leveled up well beyond the player so that if they defeat the boss, better items or rewards are given. The higher the level, the better the reward.
A simple task like this means all parts of the game are refreshed, granting a new refreshed approach to existing content.
I remember when world bosses turned from easy to hard, and this literally changed the game for me as it forced me to improve both my play and my gear! It was great!
Now, I can pretty much solo many world bosses (screw that guar in Deshaan), but I can solo most Undaunted non-vet dungeons.
The current level of design leads to boredom, and boredom leads to players leaving the game.
No amount of low-offered coins to get an "apex" mount (and hopefully in time before the change out) is going to bring these players back.
They're only "rewarding" those who are still logging in.
Another idea would be to finally sit down and separate PvP from PvE. Just rip the bandaid off and do it. Everyone knows what problems it causes, yet after 7 years, this belief it can all be balanced refuses to go away.
Regardless what is done to the game, one important fact must be remembered and followed: appreciate the players.
Refuse to do so, and, well, the current situation speaks for itself.
Quite the essay, but a misunderstanding. ZoS were quite happy to let us buy crates to grind into gems. Microsoft bought them and said they couldn't keep doing that because they have a policy against paid loot crates being the only way to get something. I guess giving out endeavours for daily login rewards was deemed too simplistic so we've ended up with endeavours, which are marginally more involved than daily login rewards.
Your point about endeavours being designed to entice us to play is true of course, but *so is literally everything in the game*, and it's kind of axiomatic. The whole point of designing any kind of product is to make people want to use it.
LightningWitch wrote: »As a developer, I understand the techniques used to get people to use a product or service. There's nothing inherently wrong with such attempts, but many toe the line between customer appreciation and shady practices.Starlight_Whisper wrote: »What do you think?
Notice the new champion system has allowed us to see people's true CP level. What's the range you typically see? I'm betting it's between 1000-1400. The game's been out for 7 years, and of those, about 5 years were using the CP system. Where are the 2000+ players? They exist, but they're rare in game.
Ryath_Waylander wrote: »It's not so much killing 30 world bosses, as finding 30 world bosses alive to kill I can already see the groups roving around killing bosses. It's quite handy for a low level toon. No more standing around watching bosses and hoping somebody will pitch to help you. Now if I arrive at a boss, it's usually a corpse or, even better, a missing corpse. At least one or two people will arrive while I'm waiting for it to spawn. Good times
people complaining about 30 WB a week...? Bloody hell that's sad. you can literally do 5 a day and get it done or do one of the other 2 options. Games destined to become a casual snoozefest with this weak mentality around "We should just get things and not work hard for it" no wonder this games progression feels bad af.