AlexanderDeLarge wrote: »That is a misquote. I didn't say that. @Facefister said that in post #692.
My apologies I have edited the post. These quotes are difficult to follow.
spartaxoxo wrote: »I hardly see anyone care at all about the main story. There’s always this mentality of “let’s just get this over with”
Almost all of the complaints I have seen about Blackwood and Greymoor's story was that they were boring storylines. People even discussed at great length the gender ratio of the quest npcs in Greymoor. Like plenty of players that I know were endgame discussing whether or not it was too female-centric.
Those are not people just getting it over with. Those are people invested in the story.
But you don't need to take my word for it, Rich Lambert also sees that the vast majority of players are engaged with the story using player metrics.
You go to places where people complain and hang out with like-minded people, you may get a false impression that the majority doesn't like something. I do the same thing. But we don't have to wonder which is objectively true.
The majority of what people do in this game is the story. It's the vast majority that like it. And only a tiny but vocal minority that don't. You're in that group, as confirmed by the devs themselves who have the data for the entire playerbase and not just the ones being vocal.
spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »I think a separate instance is the best deal. And I have already explained why this does not divide the players.
And you are wrong. A separate instance would divide players, by it's very nature.
Sorry, but I don't seem to understand you.
Let's say you have 10 players, and they are all playing in One World.
1 world has 10 players.
Now let's say that a new world is opened in additon to the one world. Now there are two worlds. 4 of those players leave to join this new world, and 6 choose to stay on the old one.
1 world has 6 players, the second world has 4 players.
You've divided those players.
The only way a new instance wouldn't divide the players is if nobody used it. That's just inherent to having multiple instances seeing actual use. Some part of the whole will be in each one.
It's inherent to the concept.
AlexanderDeLarge wrote: »See this is what I don't understand, you're basically taking the stance that ZOS knows all and knows best and you're telling us to come up with studies and data that we don't have access to and you know that so we can't even engage in discourse or discussion on the subject.
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »I think a separate instance is the best deal. And I have already explained why this does not divide the players.
And you are wrong. A separate instance would divide players, by it's very nature.
Sorry, but I don't seem to understand you.
Let's say you have 10 players, and they are all playing in One World.
1 world has 10 players.
Now let's say that a new world is opened in additon to the one world. Now there are two worlds. 4 of those players leave to join this new world, and 6 choose to stay on the old one.
1 world has 6 players, the second world has 4 players.
You've divided those players.
The only way a new instance wouldn't divide the players is if nobody used it. That's just inherent to having multiple instances seeing actual use. Some part of the whole will be in each one.
It's inherent to the concept.
I told you how the mirror system works, why are you ignoring it?
AlexanderDeLarge wrote: »I didn't say they were, I said that the majority of endgame players exceed CP300 which I'm pretty sure can be substantiated in any zone by simply looking around.SilverBride wrote: »End game players have historically never been the majority in any MMO. If you have numbers to support this, please present them.Why would anyone complain about better rewards in vet overland? You get better rewards in vet dungeons and trials so why would this be any different? I'm not arguing people won't complain, people complain about anything but that's a ridiculous reason to not implement something.Facefister wrote: »Except you dish out higher and better rewards from a "vet" Overland, but I don't see that happening either since people will complain about that.I've said it a million times before but I can't reiterate it enough, Silver and Gold aren't representative of the state of the game today. Silver and Gold were in use before the Champion Point system's power creep and the base game's content is boring. Craglorn, a group mandatory zone, was introduced when basic things like grouping and quest phasing were broken.SilverBride wrote: »I don't deny that Rich Lambert said what you quoted. He also mentioned in the Twitch stream that I linked, that ESO was made with difficulty in mind and that he himself likes difficulty, but that wasn't what a huge portion of the playerbase wanted. The 2/3 of the game that made up Silver and Gold were not being played so they changed it.
This is a ridiculously out of date anecdote that does nothing to invalidate the extremely recurrent request of a veteran overland seven years later.
SilverBride wrote: »There is one thing I am confused about.
You can only play the story quests once per character. So once someone has created a character then completed the storyline quests in all the zones, they won't be doing them again unless they always make another new character when they finish with the previous one.
Fighting a "boring" mob who is standing next to a resource you want to harvest isn't going to have any effect on the story or immersion once the storyline quests are completed.
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »I think a separate instance is the best deal. And I have already explained why this does not divide the players.
And you are wrong. A separate instance would divide players, by it's very nature.
Sorry, but I don't seem to understand you.
Let's say you have 10 players, and they are all playing in One World.
1 world has 10 players.
Now let's say that a new world is opened in additon to the one world. Now there are two worlds. 4 of those players leave to join this new world, and 6 choose to stay on the old one.
1 world has 6 players, the second world has 4 players.
You've divided those players.
The only way a new instance wouldn't divide the players is if nobody used it. That's just inherent to having multiple instances seeing actual use. Some part of the whole will be in each one.
It's inherent to the concept.
I told you how the mirror system works, why are you ignoring it?
spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »I think a separate instance is the best deal. And I have already explained why this does not divide the players.
And you are wrong. A separate instance would divide players, by it's very nature.
Sorry, but I don't seem to understand you.
Let's say you have 10 players, and they are all playing in One World.
1 world has 10 players.
Now let's say that a new world is opened in additon to the one world. Now there are two worlds. 4 of those players leave to join this new world, and 6 choose to stay on the old one.
1 world has 6 players, the second world has 4 players.
You've divided those players.
The only way a new instance wouldn't divide the players is if nobody used it. That's just inherent to having multiple instances seeing actual use. Some part of the whole will be in each one.
It's inherent to the concept.
I told you how the mirror system works, why are you ignoring it?
I understand that, but adding more instances still further divides players.
spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »I think a separate instance is the best deal. And I have already explained why this does not divide the players.
And you are wrong. A separate instance would divide players, by it's very nature.
Sorry, but I don't seem to understand you.
Let's say you have 10 players, and they are all playing in One World.
1 world has 10 players.
Now let's say that a new world is opened in additon to the one world. Now there are two worlds. 4 of those players leave to join this new world, and 6 choose to stay on the old one.
1 world has 6 players, the second world has 4 players.
You've divided those players.
The only way a new instance wouldn't divide the players is if nobody used it. That's just inherent to having multiple instances seeing actual use. Some part of the whole will be in each one.
It's inherent to the concept.
I told you how the mirror system works, why are you ignoring it?
I understand that, but adding more instances still further divides players.
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »I think a separate instance is the best deal. And I have already explained why this does not divide the players.
And you are wrong. A separate instance would divide players, by it's very nature.
Sorry, but I don't seem to understand you.
Let's say you have 10 players, and they are all playing in One World.
1 world has 10 players.
Now let's say that a new world is opened in additon to the one world. Now there are two worlds. 4 of those players leave to join this new world, and 6 choose to stay on the old one.
1 world has 6 players, the second world has 4 players.
You've divided those players.
The only way a new instance wouldn't divide the players is if nobody used it. That's just inherent to having multiple instances seeing actual use. Some part of the whole will be in each one.
It's inherent to the concept.
I told you how the mirror system works, why are you ignoring it?
I understand that, but adding more instances still further divides players.
How?
trackdemon5512 wrote: »And yet Rich brought it up, a few weeks ago in 2021. He’s not talking out of his a** and knows exactly what he’s referring to, why it’s relevant to people asking today for increased difficulty, and why despite those pleas it hasn’t happened and for the foreseeable future won’t. If Rich referenced it then it’s still on point, he has the data to understand why and insight forecasts from the data analysts to make such an informed decision.
Zones already have multiple instances. That's why if you group with someone, sometimes their group icon will be floating in midair when you head to where they are on the map, happens all the time when giving bites or what not. The only zones with 1 instance are the ones that are dead already, which won't have much of an impact, if anything the vet version would be more popular.
AlexanderDeLarge wrote: »trackdemon5512 wrote: »And yet Rich brought it up, a few weeks ago in 2021. He’s not talking out of his a** and knows exactly what he’s referring to, why it’s relevant to people asking today for increased difficulty, and why despite those pleas it hasn’t happened and for the foreseeable future won’t. If Rich referenced it then it’s still on point, he has the data to understand why and insight forecasts from the data analysts to make such an informed decision.
With all due respect to Rich Lambert, I have broken down his argument from that twitch clip point by point numerous times, many of those key points are literally in the post you quoted after I've had to repeat myself numerous times and if you choose to ignore that, you're posting in bad faith and it's impossible to continue operating in a thread like this. His anecdote is from seven years ago, prior to the One Tamriel overhaul, prior to five chapters and ten plus zone DLCs and the Champion Point system itself which is the largest contributor to the power creep we see today is beyond irrelevant and it's ridiculous that anyone is taking such a poor attempt at deflection coming from the studio lead seriously.
trackdemon5512 wrote: »AlexanderDeLarge wrote: »I didn't say they were, I said that the majority of endgame players exceed CP300 which I'm pretty sure can be substantiated in any zone by simply looking around.SilverBride wrote: »End game players have historically never been the majority in any MMO. If you have numbers to support this, please present them.Why would anyone complain about better rewards in vet overland? You get better rewards in vet dungeons and trials so why would this be any different? I'm not arguing people won't complain, people complain about anything but that's a ridiculous reason to not implement something.Facefister wrote: »Except you dish out higher and better rewards from a "vet" Overland, but I don't see that happening either since people will complain about that.I've said it a million times before but I can't reiterate it enough, Silver and Gold aren't representative of the state of the game today. Silver and Gold were in use before the Champion Point system's power creep and the base game's content is boring. Craglorn, a group mandatory zone, was introduced when basic things like grouping and quest phasing were broken.SilverBride wrote: »I don't deny that Rich Lambert said what you quoted. He also mentioned in the Twitch stream that I linked, that ESO was made with difficulty in mind and that he himself likes difficulty, but that wasn't what a huge portion of the playerbase wanted. The 2/3 of the game that made up Silver and Gold were not being played so they changed it.
This is a ridiculously out of date anecdote that does nothing to invalidate the extremely recurrent request of a veteran overland seven years later.
And yet Rich brought it up, a few weeks ago in 2021. He’s not talking out of his a** and knows exactly what he’s referring to, why it’s relevant to people asking today for increased difficulty, and why despite those pleas it hasn’t happened and for the foreseeable future won’t. If Rich referenced it then it’s still on point, he has the data to understand why and insight forecasts from the data analysts to make such an informed decision.
SilverBride wrote: »Zones already have multiple instances. That's why if you group with someone, sometimes their group icon will be floating in midair when you head to where they are on the map, happens all the time when giving bites or what not. The only zones with 1 instance are the ones that are dead already, which won't have much of an impact, if anything the vet version would be more popular.
There is a huge difference between the instances in a megaserver, the number of which changes to accommodate the number of players on at one time, and a completely different server, which is what a veteran overland would be.
SilverBride wrote: »Zones already have multiple instances. That's why if you group with someone, sometimes their group icon will be floating in midair when you head to where they are on the map, happens all the time when giving bites or what not. The only zones with 1 instance are the ones that are dead already, which won't have much of an impact, if anything the vet version would be more popular.
There is a huge difference between the instances in a megaserver, the number of which changes to accommodate the number of players on at one time, and a completely different server, which is what a veteran overland would be.
spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »I think a separate instance is the best deal. And I have already explained why this does not divide the players.
And you are wrong. A separate instance would divide players, by it's very nature.
Sorry, but I don't seem to understand you.
Let's say you have 10 players, and they are all playing in One World.
1 world has 10 players.
Now let's say that a new world is opened in additon to the one world. Now there are two worlds. 4 of those players leave to join this new world, and 6 choose to stay on the old one.
1 world has 6 players, the second world has 4 players.
You've divided those players.
The only way a new instance wouldn't divide the players is if nobody used it. That's just inherent to having multiple instances seeing actual use. Some part of the whole will be in each one.
It's inherent to the concept.
I told you how the mirror system works, why are you ignoring it?
I understand that, but adding more instances still further divides players.
How?
If there are 4 instances and now there are 5 instances, whoever is in that 5th instance is not in any of the other 4. Every instance you adds further division.
Might as well shut the forums down if this is what every thread eventually devolves into.spartaxoxo wrote: »It's Zenimax's product, so their opinion on it's relevancy is the only one that matters. They won't try it again. It's a hard no.
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »I think a separate instance is the best deal. And I have already explained why this does not divide the players.
And you are wrong. A separate instance would divide players, by it's very nature.
Sorry, but I don't seem to understand you.
Let's say you have 10 players, and they are all playing in One World.
1 world has 10 players.
Now let's say that a new world is opened in additon to the one world. Now there are two worlds. 4 of those players leave to join this new world, and 6 choose to stay on the old one.
1 world has 6 players, the second world has 4 players.
You've divided those players.
The only way a new instance wouldn't divide the players is if nobody used it. That's just inherent to having multiple instances seeing actual use. Some part of the whole will be in each one.
It's inherent to the concept.
I told you how the mirror system works, why are you ignoring it?
I understand that, but adding more instances still further divides players.
How?
If there are 4 instances and now there are 5 instances, whoever is in that 5th instance is not in any of the other 4. Every instance you adds further division.
No, it is not so. We have a location where players go. We fill one instance, then the game creates another. Even if the instance is prepared in advance, it will simply become a veteran part. In any case, you cannot have more than a certain number of players in one mirror.
Parasaurolophus wrote: »SilverBride wrote: »There is one thing I am confused about.
You can only play the story quests once per character. So once someone has created a character then completed the storyline quests in all the zones, they won't be doing them again unless they always make another new character when they finish with the previous one.
Fighting a "boring" mob who is standing next to a resource you want to harvest isn't going to have any effect on the story or immersion once the storyline quests are completed.
I agree with you. Therefore, I believe that it is necessary to reconsider the approach to creating new locations. We need more content, different activities and interesting rewards. So that the new chapter does not burn out as quickly as now.
It would be a different instance, just like literally every instance of every dungeon or trial. Like every different instance of Cyrodiil or Imperial City. Like every different instance of a players house. There are only 2 servers per platform, NA and EU. Different instances can have different rule sets, this is something ZOS does almost everywhere, and overland zones are already instanced several times over.
Parasaurolophus wrote: »No, it is not so. We have a location where players go. We fill one instance, then the game creates another. Even if the instance is prepared in advance, it will simply become a veteran part.
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »I think a separate instance is the best deal. And I have already explained why this does not divide the players.
And you are wrong. A separate instance would divide players, by it's very nature.
Sorry, but I don't seem to understand you.
Let's say you have 10 players, and they are all playing in One World.
1 world has 10 players.
Now let's say that a new world is opened in additon to the one world. Now there are two worlds. 4 of those players leave to join this new world, and 6 choose to stay on the old one.
1 world has 6 players, the second world has 4 players.
You've divided those players.
The only way a new instance wouldn't divide the players is if nobody used it. That's just inherent to having multiple instances seeing actual use. Some part of the whole will be in each one.
It's inherent to the concept.
I told you how the mirror system works, why are you ignoring it?
I don't think many players understand that most popular zones are already broken into many instances, and if vet players were pooled together into a small number of them, the remaining players would still maintain multiple populated versions. Same as how some players don't understand how risk in a fight makes it more enjoyable to overcome for others, rather than just easily clearing content.
spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »I think a separate instance is the best deal. And I have already explained why this does not divide the players.
And you are wrong. A separate instance would divide players, by it's very nature.
Sorry, but I don't seem to understand you.
Let's say you have 10 players, and they are all playing in One World.
1 world has 10 players.
Now let's say that a new world is opened in additon to the one world. Now there are two worlds. 4 of those players leave to join this new world, and 6 choose to stay on the old one.
1 world has 6 players, the second world has 4 players.
You've divided those players.
The only way a new instance wouldn't divide the players is if nobody used it. That's just inherent to having multiple instances seeing actual use. Some part of the whole will be in each one.
It's inherent to the concept.
I told you how the mirror system works, why are you ignoring it?
I understand that, but adding more instances still further divides players.
How?
If there are 4 instances and now there are 5 instances, whoever is in that 5th instance is not in any of the other 4. Every instance you adds further division.
No, it is not so. We have a location where players go. We fill one instance, then the game creates another. Even if the instance is prepared in advance, it will simply become a veteran part. In any case, you cannot have more than a certain number of players in one mirror.
Yes. It is so.
If you have 4 normal instances and then 1 vet instance. Then let's say zos wants more people interacting. They can combine the 4 normals into 1 normal instance. But they cannot change the vet instance into a normal instance. They can no longer have 1 instance if that's what is needed. They must always have at least 2.
The more parts you separate a group into, the greater the division. Simple as that.
You're better off arguing that the divison doesn't matter like cp5 than denying it would exist at all. That's obviously false.
trackdemon5512 wrote: »Except there are serious constraints towards the amount of content that can be developed and the costs involved. Right now ESO gets A LOT of content each year. Two overland zones, about 50+ sets, combat tweaks, housing, premium content, four dungeons, one to two trials/arenas, cosmetics, enemy design, and building over the engine so that content can continue to function.
And the thing is it works for the game. It keeps players for the most part interested, draws new players in, and pays the bills. It’s an extreme risk to veer from a now established formula that took several years to get right. Contrast that with a game like Destiny 2 that in recent years has taken big swings with regards to content releases and still takes critical hits from its player base.
AlexanderDeLarge wrote: »Might as well shut the forums down if this is what every thread eventually devolves into.spartaxoxo wrote: »It's Zenimax's product, so their opinion on it's relevancy is the only one that matters. They won't try it again. It's a hard no.
Parasaurolophus wrote: »Besides, I still don't understand how much damage this can cause to the player base? As I already wrote, new locations burn out very quickly for high-end players. You literally demand that high-end players play in the "starting zone".