ZOS overreacted with the change they made to overland mobs by making them all scale with the player and/or vise verse (because I know someone will point out it's the other way around even though it doesn't matter).
They jumped from one end of the spectrum to the other very drastically and basically relaunched the game with One TaSilverBride wrote: »Or another option could be to just make mobs tougher overall and do more damage to everyone and offer a buff for those that want to make it easier for lower levels. As some people really are no interested in the combat and just want to read dialogue, you could offer them a buff potion that makes them immune to being killed or makes it so mobs wont attack you. That way it wouldnt matter how tough the overland mobs are made.
So players who are perfectly happy with overland quests and mobs should be buffed to make them invincible so they won't complain when overland difficulty is increased to please a small minority of the playerbase? Where is our engaging combat then?
So. Getting back to this. After spending some time in New World, (which by the way I have to make this short cause I need to get back soon) I'm understanding like... alot. Its really helped me in the way in which I look at MMOs.
However. I don't think anyone wants invincible mobs. C'mon now.
What do we want.. is *PROGRESSION*
Ok. -Progression- Your skills should matter, the choices you make should matter. Granted, there are mobs in New World, like Wolves, that are hard as hell in the beginning yet, over time, they become a cake walk to take down and then those mobs level with you as you travel to other areas.
The mistake ZOS made from One Tam, is they stripped the Progression from the game. It got boring after that. Its as simple as that. If I don't need to care about something then it forgettable and not worth my time. And all of ESO content is most certainly NOT like that ... but there is a notable lack of progression in ESO.
One interesting note though, its so interesting how certain ppl in ESO Cyrodiil PvP were always making demands for ppl they don't like to leave the server, because that was 'their' home. Like they owned the server. This happened frequently on Blackreach. So many times I was advised to change my faction or leave 'their' server. In New World it's totally different. We need everyone and we just don't have this problem and it feels so good. Especially since there is also no Dark Convergence or bombers in New World to speak of. It's just great.
Anyways my Faction needs me... time to get back. Peace
Sounds like you want what I'm proposing. Overland PvP flagging that debuffs players vs mobs if they're flagged.
This is very much unlikely to happen. Even Rich stated that it was a very conscious decision they made in the early planning of ESO that there would be no PvP in the open world. It is why they created Cyrodiil. Probably a wise decision since even New World went from hardcore full-time PvP and made it optional and softened it up heavily to entice the larger Pve crowns and because they could not find a way to cease the PvP griefing.
Seems to be working in the other action MMORPG. If you're flagged for PvP, expect people to attack you at any given point, meaning that PvP "griefing" doesn't exist. I do not get this argument because you voluntarily flagged for PvP.
At this point, I would tell you to not even bring up the other game anymore....I and others are enjoying it a lot, but its absolutely pointless to bring it up.
Open world pvp isnt happening in this game. People would not flag, period. Increased difficulty isnt happening either, it's just the way it is.
trackdemon5512 wrote: »spartaxoxo wrote: »trackdemon5512 wrote: »Franchise408 wrote: »SilverBride wrote: »Except, you can’t factor out the “other“, that’s about 20 out of the 140 people that voted so far.
and really trying to do so comes off as trying to manipulate the numbers in your favor.
“Let’s just ignore those people’s feedback because it doesn’t directly support my argument”
I thought stats and numbers mattered to you seeing as how frequently you bring it up?
if you read through the replies of the yellow option, then you would see that predominantly they enjoy the writing but they are unhappy with the combat when it comes to the final boss.
Nuance matters, and once I read through the replies it was pretty obvious that it’s about 50% who are happy with the story experience and 50% who either don’t bother or have some criticism about it.
Let's leave other in then. It is still 52% satisfied and 32% not.
I read through the other comments and I do not come to the same conclusion. The other replies aren't clearly yes or no, therefor they can't accurately be applied to either answer.
EDIT: Removing other actually increased the percentage of those who chose no, and in no way was an attempt to manipulate in my favor.
So 1/3rd of those polled are not satisfied, and you think those are acceptable numbers?
Also, it's very hard to take your points seriously when you are blatantly trying to twist it with comments like "if you leave xyz out". You don't get to pick and choose which information gets considered and which gets left out.
Idk why any of y’all are referring to a forum poll that has less that 150 participants as some kind of indicator of anything. 150 ppl out of 19 million possible users, and heavily biased at that to even be posting to these message boards means nothing.
I wouldn’t draw any inferences from a forum poll unless you had at least 5000 responses, and even then that’s still just a view amongst the hardcore, in no way the casual players.
You'd only need like 400 people to have a decent poll.
400 people of an unbiased population sample.
In order to get onto these forums you have to be invited, approved, and go through several incredible loops to do so. Then, those being polled here are simply the ones who clicked on said forum post and then decided to respond.
There was no effort to gather a proper spread of individuals. That poll is already tainted by so many factors that any results are statistically insignificant.
I would argue one of the only places on this forum where feedback is actually significant are in the PTS pages or bug reports. Everything else is opinionated from the get go. Even the polls most of the times asked loaded skewed questions that show clear bias.
This forum topic here started with a bias. One of the reasons it continues so long is that A LOT of us, including yourself @spartaxoxo are calling that bias out and showing evidence to the contrary of a lot of assumptions. Evidence based on both fact and coming from reliable sources in the know like Rich.
As for Rich Lamberts comments, one person can not be all knowing and all seeing either, and he would be wise to be open minded to the player base too especially as things do not stay the same in the MMO market forever especially with new competition being released. If the fix to get more players or retain dissatisfied players is an easy one too implement, without affecting the players who are happy, then it would be wise to at least research and consider this.
trackdemon5512 wrote: »SilverBride wrote: »AlexanderDeLarge wrote: »New World has an incredibly challenging open world and it's refreshing to say the least after playing The Elder Scrolls Online for years where the hardest thing about most of these quest chains is walking to the objective.
The most logical course of action is very simple. Players who enjoy difficult and challenging overland should play games like New World. Those who enjoy a more relaxing overland story experience should play games like ESO. It is not logical to expect either type game to completely change their base game to adapt to individual players.
We’d like optional challenging overland content in an elder scrolls setting though. We would like the gameplay to reflect the lore that establishes powerful enemies.
The developers addressed this when introducing One Tamriel, the systems within, and scaling in 2014. See https://m.youtube.com/watch?v=_Jk7LrLgRfg
Basically it comes down to the lore has you fighting and defeating Molag Bal, a Daedric Prince at that. Why afterwards should you be dying to skeevers just because they’re set to a higher difficulty level? That itself not only breaks lore but logic.
But you need to consider that over 30% of people not being satisfied with the mobs and bosses is actually a huge number and shouldnt be ignored. I know this is only a small sample size but it at least shows its certainly not a tiny minority of like 1% of hardcore players that feel this way, but many other casual players.
The question of how you go about making it viable for these players is complex and probably needs some thoughts, but it certainly cant be ignored. I think it would probably be difficult having a separate veteran server for overland and I respect this is probably not the best way forward, which is why I have suggested options such as
1. Making overland mobs harder and have better AI and offer buff food to players who want to use it.
2. Making nerf food for players to make current overland harder, but this still doesnt resolve the AI issues
3. leaving overland as it is in most case but introduce more special elite mobs
4. Make instance mobs and boss harder with optional difficulty scrolls.
5. Make overland mobs harder and have better AI and introduce more party companions.
But it is clear that something needs to be done.
Seminolegirl1992 wrote: »It would not be difficult for ZoS to add instanced veteran content for those who are interested, which is a larger number than just the "elite" everyone seems to be referring to. Joining a group with friends on the normal instance would induce an option to join them in said content, and vice versa. Instances already exist. Assuming that players who want more challenging stories are just end game elites is extremely disingenuous. I would estimate that 95% of my gameplay in ESO is rp and housing. 1% trials/dungeons. The rest is farming/crafting/events probably. I want a vet overland instance and I think you would be surprised how many would opt for such a thing. It would not reduce the number of people in xyz instance since the game is *already* instanced, and asking a friend to join you to defeat a world boss solves population issues should there be one. Rich having access to old statistics was already explained in older comments. The game cannot be compared to how it was in the beginning- much has changed since then, especially with power creep. The VR system and today's system are drastically different.
On Splitting the playerbase using different difficulty
'We get this question or request a lot too. We built overland content to be inclusive because as an MMO we want to unify as much of the player base as possible in a given zone. Difficulty sliders and settings are a detriment to that."
trackdemon5512 wrote: »SilverBride wrote: »AlexanderDeLarge wrote: »New World has an incredibly challenging open world and it's refreshing to say the least after playing The Elder Scrolls Online for years where the hardest thing about most of these quest chains is walking to the objective.
The most logical course of action is very simple. Players who enjoy difficult and challenging overland should play games like New World. Those who enjoy a more relaxing overland story experience should play games like ESO. It is not logical to expect either type game to completely change their base game to adapt to individual players.
We’d like optional challenging overland content in an elder scrolls setting though. We would like the gameplay to reflect the lore that establishes powerful enemies.
The developers addressed this when introducing One Tamriel, the systems within, and scaling in 2014. See https://m.youtube.com/watch?v=_Jk7LrLgRfg
Basically it comes down to the lore has you fighting and defeating Molag Bal, a Daedric Prince at that. Why afterwards should you be dying to skeevers just because they’re set to a higher difficulty level? That itself not only breaks lore but logic.
spartaxoxo wrote: »Seminolegirl1992 wrote: »It would not be difficult for ZoS to add instanced veteran content for those who are interested, which is a larger number than just the "elite" everyone seems to be referring to. Joining a group with friends on the normal instance would induce an option to join them in said content, and vice versa. Instances already exist. Assuming that players who want more challenging stories are just end game elites is extremely disingenuous. I would estimate that 95% of my gameplay in ESO is rp and housing. 1% trials/dungeons. The rest is farming/crafting/events probably. I want a vet overland instance and I think you would be surprised how many would opt for such a thing. It would not reduce the number of people in xyz instance since the game is *already* instanced, and asking a friend to join you to defeat a world boss solves population issues should there be one. Rich having access to old statistics was already explained in older comments. The game cannot be compared to how it was in the beginning- much has changed since then, especially with power creep. The VR system and today's system are drastically different.
And which trials and dungeons are you running? Because elite isn't being defined here as only the guys doing stuff like Godslayer.
Beyond that, it WOULD split the playerbase. That's how adding another instance works. They can merge and add as many of the same setting players as needed to keep everyone unified, they cannot do that with ones with different difficulty settings.
SilverBride wrote: »I think the coming years are going to be ruff for ESO.
I don't understand why you think that. Rich Lambert recently stated that ESO is doing better now than it ever has.The PVP playerbase is leaving - players who have paid every month for years without getting anything in return.
I can't speak to what PvP players are doing because no numbers have been presented to show this.I have have recently seen some of the biggest youtubers and content creators telling that they don't look forward to the upcoming DLC because overland and questing is not engaging anymore despite this is where ESO should shine compared to other MMO's.
I don't watch streamers because they generally only represent the small percentage of hard core players.If ESO keeps putting out content where only 5% of it is dedicated to endgame or skilled players they will loss a lot of the regular players.
It is pretty standard in MMO's that only a small percentage engage in end game content, yet ESO has a huge amount of veteran dungeons, trials and arenas for these players to enjoy.
Here is my conclusion after this long thread.
I'm not welcome in this game and it is not for me.
I give up giving it a try. All you have done is discouraged me from wanting to make this a better experience for me and other people who think like me.
Nobody should be begging for this many years to enjoy a product they spent money on and continuing to do so is an incredible lack of self respect on my part.
SilverBride wrote: »As for Rich Lamberts comments, one person can not be all knowing and all seeing either, and he would be wise to be open minded to the player base too especially as things do not stay the same in the MMO market forever especially with new competition being released. If the fix to get more players or retain dissatisfied players is an easy one too implement, without affecting the players who are happy, then it would be wise to at least research and consider this.
Rich has access to statistics. He can see what content is being utilized and by how many. He can also compare how successful ESO was in the past and after any changes that were made. These are much more accurate indicators than the forums.
Seminolegirl1992 wrote: »spartaxoxo wrote: »Seminolegirl1992 wrote: »It would not be difficult for ZoS to add instanced veteran content for those who are interested, which is a larger number than just the "elite" everyone seems to be referring to. Joining a group with friends on the normal instance would induce an option to join them in said content, and vice versa. Instances already exist. Assuming that players who want more challenging stories are just end game elites is extremely disingenuous. I would estimate that 95% of my gameplay in ESO is rp and housing. 1% trials/dungeons. The rest is farming/crafting/events probably. I want a vet overland instance and I think you would be surprised how many would opt for such a thing. It would not reduce the number of people in xyz instance since the game is *already* instanced, and asking a friend to join you to defeat a world boss solves population issues should there be one. Rich having access to old statistics was already explained in older comments. The game cannot be compared to how it was in the beginning- much has changed since then, especially with power creep. The VR system and today's system are drastically different.
And which trials and dungeons are you running? Because elite isn't being defined here as only the guys doing stuff like Godslayer.
Beyond that, it WOULD split the playerbase. That's how adding another instance works. They can merge and add as many of the same setting players as needed to keep everyone unified, they cannot do that with ones with different difficulty settings.
Players are already split into manageable instances. I would say that about half of my friends' list is casual, and the other half enjoy end game content. That, and 5 guilds- leaves plenty of options to ask people to go fight a world boss or do w/e in overland with if there were to even be an issue. Everyone would remain on the same server. Just a different instance. It changes little. As for your question, all of them. I doubt I'm good enough for godslayer but I enjoy hm achieves and trifectas. But that is a minuscule fraction of my time.
On Splitting the playerbase using different difficulty
'We get this question or request a lot too. We built overland content to be inclusive because as an MMO we want to unify as much of the player base as possible in a given zone. Difficulty sliders and settings are a detriment to that."
Franchise408 wrote: »trackdemon5512 wrote: »SilverBride wrote: »AlexanderDeLarge wrote: »New World has an incredibly challenging open world and it's refreshing to say the least after playing The Elder Scrolls Online for years where the hardest thing about most of these quest chains is walking to the objective.
The most logical course of action is very simple. Players who enjoy difficult and challenging overland should play games like New World. Those who enjoy a more relaxing overland story experience should play games like ESO. It is not logical to expect either type game to completely change their base game to adapt to individual players.
We’d like optional challenging overland content in an elder scrolls setting though. We would like the gameplay to reflect the lore that establishes powerful enemies.
The developers addressed this when introducing One Tamriel, the systems within, and scaling in 2014. See https://m.youtube.com/watch?v=_Jk7LrLgRfg
Basically it comes down to the lore has you fighting and defeating Molag Bal, a Daedric Prince at that. Why afterwards should you be dying to skeevers just because they’re set to a higher difficulty level? That itself not only breaks lore but logic.
idk, but by that logic, why does a lioness in Volenfell *fear* you after you've already defeated Molag Bal?
Why are soldiers of the 3 Banners War fighting *against* each other in Imperial City when there is a daedric invasion that should be unifying the forces?
Why do mobs chase and chase and chase you, hit you, but when you turn to attack them back, they heal, turn invincible, and run away?
There's little to nothing in this game that actually enhances an immersive experience. You are reminded every step of the way that you are playing a game. So why does lore and logic suddenly apply when it comes to getting an optional increased difficulty?
spartaxoxo wrote: »Seminolegirl1992 wrote: »spartaxoxo wrote: »Seminolegirl1992 wrote: »It would not be difficult for ZoS to add instanced veteran content for those who are interested, which is a larger number than just the "elite" everyone seems to be referring to. Joining a group with friends on the normal instance would induce an option to join them in said content, and vice versa. Instances already exist. Assuming that players who want more challenging stories are just end game elites is extremely disingenuous. I would estimate that 95% of my gameplay in ESO is rp and housing. 1% trials/dungeons. The rest is farming/crafting/events probably. I want a vet overland instance and I think you would be surprised how many would opt for such a thing. It would not reduce the number of people in xyz instance since the game is *already* instanced, and asking a friend to join you to defeat a world boss solves population issues should there be one. Rich having access to old statistics was already explained in older comments. The game cannot be compared to how it was in the beginning- much has changed since then, especially with power creep. The VR system and today's system are drastically different.
And which trials and dungeons are you running? Because elite isn't being defined here as only the guys doing stuff like Godslayer.
Beyond that, it WOULD split the playerbase. That's how adding another instance works. They can merge and add as many of the same setting players as needed to keep everyone unified, they cannot do that with ones with different difficulty settings.
Players are already split into manageable instances. I would say that about half of my friends' list is casual, and the other half enjoy end game content. That, and 5 guilds- leaves plenty of options to ask people to go fight a world boss or do w/e in overland with if there were to even be an issue. Everyone would remain on the same server. Just a different instance. It changes little. As for your question, all of them. I doubt I'm good enough for godslayer but I enjoy hm achieves and trifectas. But that is a minuscule fraction of my time.
It's not about the amount of time you spend doing things, it's about your capabilities. You're an elite player asking for vet overland, for the purposes of this discussion, rather than a casual one. Because if you can do stuff like trifectas, then you're way higher skill than vast majority of the playerbase regardless if you'd prefer to roleplay or not.
And it doesn't change only a little.
The way things work right now if there's a lot of people on then we get multiple instances. They drop that down to a single instance when the population is low. If there was a vet overland there would be required to be at least 2, so the population would be split. New players don't have guild or friends nor is that stuff being mandatory within the philosophy of this game. Instead a good part of this game's success is that it unifies different types of players and it is new players meeting those experienced players while in unified areas that is a big part of this games success, something vet overland massively undercuts.
But you don't have to just take my word for it, this is what Rich Lambert has to say on the matter.On Splitting the playerbase using different difficulty
'We get this question or request a lot too. We built overland content to be inclusive because as an MMO we want to unify as much of the player base as possible in a given zone. Difficulty sliders and settings are a detriment to that."
Splitting the playerbase is an objective downside to the idea of vet overland.
It makes sense for games to evolve and change as markets, competition and customers needs change in order to stop stagnation and freshen things up and you cannot simply compare launch success with present success and then expect it to go forward in a linear fashion with no change.
spartaxoxo wrote: »It makes sense for games to evolve and change as markets, competition and customers needs change in order to stop stagnation and freshen things up and you cannot simply compare launch success with present success and then expect it to go forward in a linear fashion with no change.
They actually have made quite a few changes. But those changes have largely not been utilized. A lot of people say they want vet overland and they like certain content, but then they don't actually go and play it.
spartaxoxo wrote: »It makes sense for games to evolve and change as markets, competition and customers needs change in order to stop stagnation and freshen things up and you cannot simply compare launch success with present success and then expect it to go forward in a linear fashion with no change.
They actually have made quite a few changes. But those changes have largely not been utilized. A lot of people say they want vet overland and they like certain content, but then they don't actually go and play it.
Seminolegirl1992 wrote: »It would not be difficult for ZoS to add instanced veteran content for those who are interested, which is a larger number than just the "elite" everyone seems to be referring to. Joining a group with friends on the normal instance would induce an option to join them in said content, and vice versa. Instances already exist. Assuming that players who want more challenging stories are just end game elites is extremely disingenuous. I would estimate that 95% of my gameplay in ESO is rp and housing. 1% trials/dungeons. The rest is farming/crafting/events probably. I want a vet overland instance and I think you would be surprised how many would opt for such a thing. It would not reduce the number of people in xyz instance since the game is *already* instanced, and asking a friend to join you to defeat a world boss solves population issues should there be one. Rich having access to old statistics was already explained in older comments. The game cannot be compared to how it was in the beginning- much has changed since then, especially with power creep. The VR system and today's system are drastically different.
trackdemon5512 wrote: »Franchise408 wrote: »trackdemon5512 wrote: »SilverBride wrote: »AlexanderDeLarge wrote: »New World has an incredibly challenging open world and it's refreshing to say the least after playing The Elder Scrolls Online for years where the hardest thing about most of these quest chains is walking to the objective.
The most logical course of action is very simple. Players who enjoy difficult and challenging overland should play games like New World. Those who enjoy a more relaxing overland story experience should play games like ESO. It is not logical to expect either type game to completely change their base game to adapt to individual players.
We’d like optional challenging overland content in an elder scrolls setting though. We would like the gameplay to reflect the lore that establishes powerful enemies.
The developers addressed this when introducing One Tamriel, the systems within, and scaling in 2014. See https://m.youtube.com/watch?v=_Jk7LrLgRfg
Basically it comes down to the lore has you fighting and defeating Molag Bal, a Daedric Prince at that. Why afterwards should you be dying to skeevers just because they’re set to a higher difficulty level? That itself not only breaks lore but logic.
idk, but by that logic, why does a lioness in Volenfell *fear* you after you've already defeated Molag Bal?
Why are soldiers of the 3 Banners War fighting *against* each other in Imperial City when there is a daedric invasion that should be unifying the forces?
Why do mobs chase and chase and chase you, hit you, but when you turn to attack them back, they heal, turn invincible, and run away?
There's little to nothing in this game that actually enhances an immersive experience. You are reminded every step of the way that you are playing a game. So why does lore and logic suddenly apply when it comes to getting an optional increased difficulty?
1) It’s an attack. In a game with magic and abilities I mean one that inspires fear regardless works. I don’t think there is anything in this game besides a few bosses that are immune to fear. And even players/mobs have cooldowns against such.
2) Because in the context of IC it was originally contested over as part of the three banners war. You just have the added joy of molag bal also wanting the white gold tower for himself at the center of Planemeld. The lord has always been that whomever sits upon the throne there rules the land. Why should it just be the land outside of the imperial city?
3) A) Fleeing a battle in any RPG works like this
Fleeing a battle in real life works like this. People give up, return to their posts, and recover.
Well maintaining a healthy playerbase for starters is good for profitHallothiel wrote: »Will state this again: do you not think that if this was profitable, it would have been implemented by now?
The bottom line is this is a business based on making profit, and whilst it can indulge some suggestions, it won’t if there is no profit in it.
Franchise408 wrote: »trackdemon5512 wrote: »Franchise408 wrote: »trackdemon5512 wrote: »SilverBride wrote: »AlexanderDeLarge wrote: »New World has an incredibly challenging open world and it's refreshing to say the least after playing The Elder Scrolls Online for years where the hardest thing about most of these quest chains is walking to the objective.
The most logical course of action is very simple. Players who enjoy difficult and challenging overland should play games like New World. Those who enjoy a more relaxing overland story experience should play games like ESO. It is not logical to expect either type game to completely change their base game to adapt to individual players.
We’d like optional challenging overland content in an elder scrolls setting though. We would like the gameplay to reflect the lore that establishes powerful enemies.
The developers addressed this when introducing One Tamriel, the systems within, and scaling in 2014. See https://m.youtube.com/watch?v=_Jk7LrLgRfg
Basically it comes down to the lore has you fighting and defeating Molag Bal, a Daedric Prince at that. Why afterwards should you be dying to skeevers just because they’re set to a higher difficulty level? That itself not only breaks lore but logic.
idk, but by that logic, why does a lioness in Volenfell *fear* you after you've already defeated Molag Bal?
Why are soldiers of the 3 Banners War fighting *against* each other in Imperial City when there is a daedric invasion that should be unifying the forces?
Why do mobs chase and chase and chase you, hit you, but when you turn to attack them back, they heal, turn invincible, and run away?
There's little to nothing in this game that actually enhances an immersive experience. You are reminded every step of the way that you are playing a game. So why does lore and logic suddenly apply when it comes to getting an optional increased difficulty?
1) It’s an attack. In a game with magic and abilities I mean one that inspires fear regardless works. I don’t think there is anything in this game besides a few bosses that are immune to fear. And even players/mobs have cooldowns against such.
2) Because in the context of IC it was originally contested over as part of the three banners war. You just have the added joy of molag bal also wanting the white gold tower for himself at the center of Planemeld. The lord has always been that whomever sits upon the throne there rules the land. Why should it just be the land outside of the imperial city?
3) A) Fleeing a battle in any RPG works like this
Fleeing a battle in real life works like this. People give up, return to their posts, and recover.
1. The lioness fears YOU, I.E. hits YOU, the player, the Vestige, the one who defeated Molag Bal, with a fear ability. So the one that defeated Molag Bal is afraid of a lioness. Makes 0 sense.
2. The troops of the 3 Banners War would logically stop fighting each other to fight off a common enemy and a greater threat.
3. Fleeing in any RPG does not work like this, and fleeing in real life would not make the person pursuing you invincible to any of your attacks just because they ran a certain distance.
I see this thrown around a lot; this idea that people asking for this just don’t go do the Harder Content.
At the same time they also say: “you’re just used to Veteran content, don’t expect overland to cater to you”
So which one is it?
Well maintaining a healthy playerbase for starters is good for profitHallothiel wrote: »Will state this again: do you not think that if this was profitable, it would have been implemented by now?
The bottom line is this is a business based on making profit, and whilst it can indulge some suggestions, it won’t if there is no profit in it.
Hallothiel wrote: »Will state this again: do you not think that if this was profitable, it would have been implemented by now?
spartaxoxo wrote: »It makes sense for games to evolve and change as markets, competition and customers needs change in order to stop stagnation and freshen things up and you cannot simply compare launch success with present success and then expect it to go forward in a linear fashion with no change.
They actually have made quite a few changes. But those changes have largely not been utilized. A lot of people say they want vet overland and they like certain content, but then they don't actually go and play it.
Compare Dolmens to Dragons/Harrowstorms
Compare Coldharbour's public dungeon to Silent Halls in Blackwood
Compare the guar boss in base game to Kung Fu Kitty.
SilverBride wrote: »As for Rich Lamberts comments, one person can not be all knowing and all seeing either, and he would be wise to be open minded to the player base too especially as things do not stay the same in the MMO market forever especially with new competition being released. If the fix to get more players or retain dissatisfied players is an easy one too implement, without affecting the players who are happy, then it would be wise to at least research and consider this.
Rich has access to statistics. He can see what content is being utilized and by how many. He can also compare how successful ESO was in the past and after any changes that were made. These are much more accurate indicators than the forums.