spartaxoxo wrote: »Parasaurolophus wrote: »Here are a few things that have made the game more popular:
Cancellation of a mandatory subscription.
Cancellation of division of alliances.
Free exploration of the world without levels.
DLC`s quality was much higher than vanilla.
Excellent and completely replayable High-End content.
And easy overland as confirmed by player metrics of the entire playerbase
colossalvoids wrote: »trackdemon5512 wrote: »The results of ZOS’ recent BG test are in. They pretty much confirm what we’ve been saying about listening to the forum minorities:
*snip*
And before anyone gets and tries to use her freedom of choice point as an argument in favor of vet overland, understand that you have never had a choice. There was never an option between regular and vet overland. The game just had zones at different levels.
And since One Tamriel came about, with zones all the same level, the game and its population have only gotten bigger and stronger. The evidence is against vet overland.
That's probably the most bizarre piece of "analysis" I've read in this thread, congratulations.
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »Here are a few things that have made the game more popular:
Cancellation of a mandatory subscription.
Cancellation of division of alliances.
Free exploration of the world without levels.
DLC`s quality was much higher than vanilla.
Excellent and completely replayable High-End content.
And easy overland as confirmed by player metrics of the entire playerbase
Which has always been so. I wrote about this in the post you quoted. The only nerfed location is Craglorn.
trackdemon5512 wrote: »colossalvoids wrote: »trackdemon5512 wrote: »The results of ZOS’ recent BG test are in. They pretty much confirm what we’ve been saying about listening to the forum minorities:
*snip*
And before anyone gets and tries to use her freedom of choice point as an argument in favor of vet overland, understand that you have never had a choice. There was never an option between regular and vet overland. The game just had zones at different levels.
And since One Tamriel came about, with zones all the same level, the game and its population have only gotten bigger and stronger. The evidence is against vet overland.
That's probably the most bizarre piece of "analysis" I've read in this thread, congratulations.
How about:
- Forum group yells for years about bad BGs. Says they should be Deathmatch only. Points to players treating all BG modes as Deathmatches as proof
- ZOS gives in under the guise of a test. Only Deathmatch BGs. Said group is ecstatic
- Several weeks later the conclusion is reached that such a change was a failure.
- Not only did casual BG players dislike the change and not participate, but the numbers of those who argued for said change amounted to a poor number. Many didn’t stay around long after testing was implemented and the BG population was worse than before.
See any parallels with the harder overland difficulty crowd? Or that such changes result in a butterfly effect, driving away more at the cost of appeasing a few.
spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »Here are a few things that have made the game more popular:
Cancellation of a mandatory subscription.
Cancellation of division of alliances.
Free exploration of the world without levels.
DLC`s quality was much higher than vanilla.
Excellent and completely replayable High-End content.
And easy overland as confirmed by player metrics of the entire playerbase
Which has always been so. I wrote about this in the post you quoted. The only nerfed location is Craglorn.
It used to be harder to do silver and gold zones too. Beyond that, devs see that their current success is also tied to the current easy overland.
trackdemon5512 wrote: »colossalvoids wrote: »trackdemon5512 wrote: »The results of ZOS’ recent BG test are in. They pretty much confirm what we’ve been saying about listening to the forum minorities:
*snip*
And before anyone gets and tries to use her freedom of choice point as an argument in favor of vet overland, understand that you have never had a choice. There was never an option between regular and vet overland. The game just had zones at different levels.
And since One Tamriel came about, with zones all the same level, the game and its population have only gotten bigger and stronger. The evidence is against vet overland.
That's probably the most bizarre piece of "analysis" I've read in this thread, congratulations.
How about:
- Forum group yells for years about bad BGs. Says they should be Deathmatch only. Points to players treating all BG modes as Deathmatches as proof
- ZOS gives in under the guise of a test. Only Deathmatch BGs. Said group is ecstatic
- Several weeks later the conclusion is reached that such a change was a failure.
- Not only did casual BG players dislike the change and not participate, but the numbers of those who argued for said change amounted to a poor number. Many didn’t stay around long after testing was implemented and the BG population was worse than before.
See any parallels with the harder overland difficulty crowd? Or that such changes result in a butterfly effect, driving away more at the cost of appeasing a few.
No that's not true. The zone simply demanded a higher level each time. But at your level, the mobs were always pretty easy.
spartaxoxo wrote: »No that's not true. The zone simply demanded a higher level each time. But at your level, the mobs were always pretty easy.
It is true. The mobs were at a different level than you and that made them harder. So a lot of people didn't bother.
Parasaurolophus wrote: »spartaxoxo wrote: »No that's not true. The zone simply demanded a higher level each time. But at your level, the mobs were always pretty easy.
It is true. The mobs were at a different level than you and that made them harder. So a lot of people didn't bother.
You have no idea how much more difficult it is. The mobs at the other end of the location were invincible. This literally prevented us from exploring the location. The very design of the questing put us on the rails from which we could not get off. Progress affected us too much. But that's not the point. I say that the zones of silver and gold were fundamentally no different from the locations of your alliance.
spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »No that's not true. The zone simply demanded a higher level each time. But at your level, the mobs were always pretty easy.
It is true. The mobs were at a different level than you and that made them harder. So a lot of people didn't bother.
You have no idea how much more difficult it is. The mobs at the other end of the location were invincible. This literally prevented us from exploring the location. The very design of the questing put us on the rails from which we could not get off. Progress affected us too much. But that's not the point. I say that the zones of silver and gold were fundamentally no different from the locations of your alliance.
But it made it harder. And there was plenty of feedback then of people enjoying or not enjoying the increased challenge they represented. But in the end, as stated by ZOS most didn't like it and didn't bother. The mechs may not have different but that's not the only way to have increased difficulty.
Parasaurolophus wrote: »I just said that Rich's statement was very strange. After all, he also said that most people were completing the questline of their alliance.
spartaxoxo wrote: »Parasaurolophus wrote: »Here are a few things that have made the game more popular:
Cancellation of a mandatory subscription.
Cancellation of division of alliances.
Free exploration of the world without levels.
DLC`s quality was much higher than vanilla.
Excellent and completely replayable High-End content.
And easy overland as confirmed by player metrics of the entire playerbase
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »No that's not true. The zone simply demanded a higher level each time. But at your level, the mobs were always pretty easy.
It is true. The mobs were at a different level than you and that made them harder. So a lot of people didn't bother.
You have no idea how much more difficult it is. The mobs at the other end of the location were invincible. This literally prevented us from exploring the location. The very design of the questing put us on the rails from which we could not get off. Progress affected us too much. But that's not the point. I say that the zones of silver and gold were fundamentally no different from the locations of your alliance.
But it made it harder. And there was plenty of feedback then of people enjoying or not enjoying the increased challenge they represented. But in the end, as stated by ZOS most didn't like it and didn't bother. The mechs may not have different but that's not the only way to have increased difficulty.
I expected you to say so. But you are wrong. We did not like that they literally limit even within one location, making traveling to another location or to the other end of the current location not only difficult, but impossible. You just seem to have a bad idea of what this game was really like before OT. We just had a hugely increasing modifier for mobs. And as many wrote here, this is not at all what players who ask for a wet overland want.
But again ... We talked about whether the silver and gold were more difficult than the locations of your alliance. I just said that Rich's statement was very strange. After all, he also said that most people were completing the questline of their alliance.
spartaxoxo wrote: »Parasaurolophus wrote: »Here are a few things that have made the game more popular:
Cancellation of a mandatory subscription.
Cancellation of division of alliances.
Free exploration of the world without levels.
DLC`s quality was much higher than vanilla.
Excellent and completely replayable High-End content.
And easy overland as confirmed by player metrics of the entire playerbase
The only option is the most popular option? Interesting.
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »Here are a few things that have made the game more popular:
Cancellation of a mandatory subscription.
Cancellation of division of alliances.
Free exploration of the world without levels.
DLC`s quality was much higher than vanilla.
Excellent and completely replayable High-End content.
And easy overland as confirmed by player metrics of the entire playerbase
Which has always been so. I wrote about this in the post you quoted. The only nerfed location is Craglorn.
Easy solution. Toggle switch at cp 160 that deactivates CP in exchange for 25% xp and gold buff. I tell you when I swapped to PC and started new you really don't realize how weak a new account is. Comparing a fresh character with 1200+ isn't comparable. Overland needs to be easy.
I am one of those who'd love a vet overland (has to be optional tho, absolutely unacceptable to take away choice). Hell I'd pay for it.spartaxoxo wrote: »Why is it that none of the existing vet content is a great example of why vet content would be popular? And why do you think more of it wouldn't fair the same? You wouldn't need to spend all of your time doing dragons. But if enough people were spending at least some of their time doing it or any other difficult overland content, there would be more a reason to implement these changes.
spartaxoxo wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »Here are a few things that have made the game more popular:
Cancellation of a mandatory subscription.
Cancellation of division of alliances.
Free exploration of the world without levels.
DLC`s quality was much higher than vanilla.
Excellent and completely replayable High-End content.
And easy overland as confirmed by player metrics of the entire playerbase
The only option is the most popular option? Interesting.
It is not the only option. There is "difficult" content in Overland right now. The newest public dungeons, the world events, world bosses, etc.
SilverBride wrote: »Parasaurolophus wrote: »I just said that Rich's statement was very strange. After all, he also said that most people were completing the questline of their alliance.
Rich was responding to someone who said the reason no one did Silver and Gold was because they had to go through their own alliance first. He said that wasn't actually true and that a ton of people completed their own alliance storylines to get to Silver and Gold but they just did not like extra difficulty in the story.
https://www.twitch.tv/videos/1133028256?t=1h48m0s 1:48:00 through 1:51:11
I see you keep saying this - but can you prove it? Do you have access to internal game metrics which show how many active players are using companions and how many are not?The majority don't use companions, yet they exist. Not every thing added to the game needs to be for everyone.
spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »spartaxoxo wrote: »No that's not true. The zone simply demanded a higher level each time. But at your level, the mobs were always pretty easy.
It is true. The mobs were at a different level than you and that made them harder. So a lot of people didn't bother.
You have no idea how much more difficult it is. The mobs at the other end of the location were invincible. This literally prevented us from exploring the location. The very design of the questing put us on the rails from which we could not get off. Progress affected us too much. But that's not the point. I say that the zones of silver and gold were fundamentally no different from the locations of your alliance.
But it made it harder. And there was plenty of feedback then of people enjoying or not enjoying the increased challenge they represented. But in the end, as stated by ZOS most didn't like it and didn't bother. The mechs may not have different but that's not the only way to have increased difficulty.
I expected you to say so. But you are wrong. We did not like that they literally limit even within one location, making traveling to another location or to the other end of the current location not only difficult, but impossible. You just seem to have a bad idea of what this game was really like before OT. We just had a hugely increasing modifier for mobs. And as many wrote here, this is not at all what players who ask for a wet overland want.
But again ... We talked about whether the silver and gold were more difficult than the locations of your alliance. I just said that Rich's statement was very strange. After all, he also said that most people were completing the questline of their alliance.
So people weren't saying things like this after things changed?
or this (both images same person)
or here is someone who actually enjoyed the challenge and was sad to see it go. They had the same complaint that you do now.
I don't think I have a poor understanding of what happened there at all. It used to be harder and the devs changed things.
Parasaurolophus wrote: »spartaxoxo wrote: »Parasaurolophus wrote: »Here are a few things that have made the game more popular:
Cancellation of a mandatory subscription.
Cancellation of division of alliances.
Free exploration of the world without levels.
DLC`s quality was much higher than vanilla.
Excellent and completely replayable High-End content.
And easy overland as confirmed by player metrics of the entire playerbase
Which has always been so. I wrote about this in the post you quoted. The only nerfed location is Craglorn.
@Parasaurolophus Silver and Gold were nerfed. That is what they are speaking to and something Rich has stated.
I see you keep saying this - but can you prove it? Do you have access to internal game metrics which show how many active players are using companions and how many are not?The majority don't use companions, yet they exist. Not every thing added to the game needs to be for everyone.
Answer: No you don't. You can only judge by what you see when you're playing, if you're even looking.
My rebuttal to you: In the past week I've been to many different places throughout the game. The vast majority of ppl I see playing have a companion out and active while they are questing, doing dolmens, etc.
Who's correct? Neither of us have access to actual game metrics, but the viewpoint of companion use is absolutely opposite of each other.
As to the premise of this thread: What it really boils down to is this is a business, and any business is going to try and maximize it's profit by catering to the majority, while throwing bones to the minority. This is exactly what we see in ESO - Overland & quest's are easy, while you do have more difficult content in HM dungeons, overland boss/group fights, etc.
Another thing to consider is every business has a limited budget to do things - so eSO only has a set budget of money & man-hours they can dedicate to something. If they were to dedicate time into making a vet overland toggle/instance/server... where would they get the man-hours from, and who would lose out?
- Vet Dungeons? The community that loves these already complains the few dungeons they get a year isn't enough I believe. They will be peeved if they suddenly find that for a year they'll get either only 1 or no new dungeons
- PvP? The PvP community is already in decline due to years of now effort and manpower spent on it, with a myriad of issues and problems. Having what few ppl are working on it taken off it... would kill the Cyrodil scene, and hugely negatively effect the BG scene
- Crafting / housing / etc? People like looking forward to new houses, new systems in place. ZOS has shown a willingness to try different things. How would everyone feel if suddenly that wasn't going to happen for a year due to Vet Overland?
- Questing? Take a look at how negative ppl are to the current questing. Questing quality has deteriorated, and if it gets shortchanged any further... ZOS might find the majority of the playerbase starting to leave & not come back if what they come for gets even worse.
So I ask you again: What aspect of the game & the associated players would you like to cripple for the 6-12? months it would take to implement what you're after? What aspects of the game would you not care if it didn't change, get improved or added on in a 6-12 month period? What part of the player base do you want to annoy/turn-away to get what you want?
Parasaurolophus wrote: »I see you keep saying this - but can you prove it? Do you have access to internal game metrics which show how many active players are using companions and how many are not?The majority don't use companions, yet they exist. Not every thing added to the game needs to be for everyone.
Answer: No you don't. You can only judge by what you see when you're playing, if you're even looking.
My rebuttal to you: In the past week I've been to many different places throughout the game. The vast majority of ppl I see playing have a companion out and active while they are questing, doing dolmens, etc.
Who's correct? Neither of us have access to actual game metrics, but the viewpoint of companion use is absolutely opposite of each other.
As to the premise of this thread: What it really boils down to is this is a business, and any business is going to try and maximize it's profit by catering to the majority, while throwing bones to the minority. This is exactly what we see in ESO - Overland & quest's are easy, while you do have more difficult content in HM dungeons, overland boss/group fights, etc.
Another thing to consider is every business has a limited budget to do things - so eSO only has a set budget of money & man-hours they can dedicate to something. If they were to dedicate time into making a vet overland toggle/instance/server... where would they get the man-hours from, and who would lose out?
- Vet Dungeons? The community that loves these already complains the few dungeons they get a year isn't enough I believe. They will be peeved if they suddenly find that for a year they'll get either only 1 or no new dungeons
- PvP? The PvP community is already in decline due to years of now effort and manpower spent on it, with a myriad of issues and problems. Having what few ppl are working on it taken off it... would kill the Cyrodil scene, and hugely negatively effect the BG scene
- Crafting / housing / etc? People like looking forward to new houses, new systems in place. ZOS has shown a willingness to try different things. How would everyone feel if suddenly that wasn't going to happen for a year due to Vet Overland?
- Questing? Take a look at how negative ppl are to the current questing. Questing quality has deteriorated, and if it gets shortchanged any further... ZOS might find the majority of the playerbase starting to leave & not come back if what they come for gets even worse.
So I ask you again: What aspect of the game & the associated players would you like to cripple for the 6-12? months it would take to implement what you're after? What aspects of the game would you not care if it didn't change, get improved or added on in a 6-12 month period? What part of the player base do you want to annoy/turn-away to get what you want?
It's hard for me to explain why counting money as ZoS is a bad idea. But any new developments and systems naturally require money, and we have no idea how much it actually costs. But you say that ZoS is some kind of small indie studio, where the same people are responsible for the houses and for the combat content.
Seminolegirl1992 wrote: »SilverBride wrote: »Seminolegirl1992 wrote: »Cadwell's Silver and Gold is another bad example though. Players didn't want to go through the same thing in a different zone, but more tedious and limited to your faction.
That isn't it at all.
"A ton of people completed their own alliance storylines to get to silver and gold. A ton of people did. People just did not like the extra difficulty in the story stuff."
We built the game with difficulty in mind and 2/3rds of the game was never played by players so we changed it." - Rich Lambert
I think there's a difference in making the alliance stories tedious and making them engaging. They've missed the mark on that. Also many people just wanted to complete their alliance story/main story once. They didn't want to basically 'redo' the story but in a different alliance. So if his idea of people not liking the difficulty was because people didn't like the concept of "kill Molag Bal, then go to another alliance to see their version of history" then that data could be inaccurate. I've heard a lot of people say that they loved doing the main story but it seemed silly to just go do it again ish but different alliance. I think they would be surprised if they added a toggle or option to vet bosses in new expansions. Those stories are fresh, new. They are not main story 2.0 and main story 3.0. I don't think he's considering that in his argument.
_adhyffbjjjf12 wrote: »Parasaurolophus wrote: »I see you keep saying this - but can you prove it? Do you have access to internal game metrics which show how many active players are using companions and how many are not?The majority don't use companions, yet they exist. Not every thing added to the game needs to be for everyone.
Answer: No you don't. You can only judge by what you see when you're playing, if you're even looking.
My rebuttal to you: In the past week I've been to many different places throughout the game. The vast majority of ppl I see playing have a companion out and active while they are questing, doing dolmens, etc.
Who's correct? Neither of us have access to actual game metrics, but the viewpoint of companion use is absolutely opposite of each other.
As to the premise of this thread: What it really boils down to is this is a business, and any business is going to try and maximize it's profit by catering to the majority, while throwing bones to the minority. This is exactly what we see in ESO - Overland & quest's are easy, while you do have more difficult content in HM dungeons, overland boss/group fights, etc.
Another thing to consider is every business has a limited budget to do things - so eSO only has a set budget of money & man-hours they can dedicate to something. If they were to dedicate time into making a vet overland toggle/instance/server... where would they get the man-hours from, and who would lose out?
- Vet Dungeons? The community that loves these already complains the few dungeons they get a year isn't enough I believe. They will be peeved if they suddenly find that for a year they'll get either only 1 or no new dungeons
- PvP? The PvP community is already in decline due to years of now effort and manpower spent on it, with a myriad of issues and problems. Having what few ppl are working on it taken off it... would kill the Cyrodil scene, and hugely negatively effect the BG scene
- Crafting / housing / etc? People like looking forward to new houses, new systems in place. ZOS has shown a willingness to try different things. How would everyone feel if suddenly that wasn't going to happen for a year due to Vet Overland?
- Questing? Take a look at how negative ppl are to the current questing. Questing quality has deteriorated, and if it gets shortchanged any further... ZOS might find the majority of the playerbase starting to leave & not come back if what they come for gets even worse.
So I ask you again: What aspect of the game & the associated players would you like to cripple for the 6-12? months it would take to implement what you're after? What aspects of the game would you not care if it didn't change, get improved or added on in a 6-12 month period? What part of the player base do you want to annoy/turn-away to get what you want?
It's hard for me to explain why counting money as ZoS is a bad idea. But any new developments and systems naturally require money, and we have no idea how much it actually costs. But you say that ZoS is some kind of small indie studio, where the same people are responsible for the houses and for the combat content.
What he is saying is that everything has an opportunity cost. We know roughly the volume of content that ESO delivers in a year, so the cost/benefit of some other content needs to be evaluated against the loss of some of this yearly output. For me, making bugs and pirates hard in overland has practically no value.
Parasaurolophus wrote: »SilverBride wrote: »Parasaurolophus wrote: »I just said that Rich's statement was very strange. After all, he also said that most people were completing the questline of their alliance.
Rich was responding to someone who said the reason no one did Silver and Gold was because they had to go through their own alliance first. He said that wasn't actually true and that a ton of people completed their own alliance storylines to get to Silver and Gold but they just did not like extra difficulty in the story.
https://www.twitch.tv/videos/1133028256?t=1h48m0s 1:48:00 through 1:51:11
There were no additional difficulties. I will repeat once again that the zones of silver and gold were no different from the zones of their alliance.
I see you keep saying this - but can you prove it? Do you have access to internal game metrics which show how many active players are using companions and how many are not?The majority don't use companions, yet they exist. Not every thing added to the game needs to be for everyone.
Answer: No you don't. You can only judge by what you see when you're playing, if you're even looking.
My rebuttal to you: In the past week I've been to many different places throughout the game. The vast majority of ppl I see playing have a companion out and active while they are questing, doing dolmens, etc.
Who's correct? Neither of us have access to actual game metrics, but the viewpoint of companion use is absolutely opposite of each other.
As to the premise of this thread: What it really boils down to is this is a business, and any business is going to try and maximize it's profit by catering to the majority, while throwing bones to the minority. This is exactly what we see in ESO - Overland & quest's are easy, while you do have more difficult content in HM dungeons, overland boss/group fights, etc.
Another thing to consider is every business has a limited budget to do things - so eSO only has a set budget of money & man-hours they can dedicate to something. If they were to dedicate time into making a vet overland toggle/instance/server... where would they get the man-hours from, and who would lose out?
- Vet Dungeons? The community that loves these already complains the few dungeons they get a year isn't enough I believe. They will be peeved if they suddenly find that for a year they'll get either only 1 or no new dungeons
- PvP? The PvP community is already in decline due to years of now effort and manpower spent on it, with a myriad of issues and problems. Having what few ppl are working on it taken off it... would kill the Cyrodil scene, and hugely negatively effect the BG scene
- Crafting / housing / etc? People like looking forward to new houses, new systems in place. ZOS has shown a willingness to try different things. How would everyone feel if suddenly that wasn't going to happen for a year due to Vet Overland?
- Questing? Take a look at how negative ppl are to the current questing. Questing quality has deteriorated, and if it gets shortchanged any further... ZOS might find the majority of the playerbase starting to leave & not come back if what they come for gets even worse.
So I ask you again: What aspect of the game & the associated players would you like to cripple for the 6-12? months it would take to implement what you're after? What aspects of the game would you not care if it didn't change, get improved or added on in a 6-12 month period? What part of the player base do you want to annoy/turn-away to get what you want?
SilverBride wrote: »SilverBride wrote: »SilverBride wrote: »The reason it's mentioned in these threads is to show how many players did not like the veteran overland zones and how little they were played. But no one outside these forums is speaking of it that I've seen.
They didn't like stupid mobs with senseless health and damage buffs. Making enemies not worthless in a fight isn't the same as padding those enemies who do nothing but run from fights or blow bubbles. Does that make sense?
That wasn't it at all. They didn't like difficult things in the story.
Some people don't like difficulty in their stories, other people, as clearly shown in this thread, aren't like you. Some people like it when an end of the world threat is able to fight their way out of a wet paper bag. Do you not understand that other people can seek enjoyment from things you don't personally enjoy?
And vice versa. But it all comes down to what the majority wants and what is feasible.
The majority don't use companions, yet they exist. Not every thing added to the game needs to be for everyone.