spartaxoxo wrote: »
imho , u guys are being way too thirsty with all the @ 'sSilverBride wrote: »spartaxoxo wrote: »
I agree. Some feedback would be great.
Is there anything that can be shared, @ZOS_GinaBruno @ZOS_Kevin ?
Sylvermynx wrote: »I've been on various game forums - either as a mod myself, or as a long-time poster helping other players - and the one thing that hasn't happened since BG 1 is a dev making any kind of post to suggestion or complaint threads, stickied or not. The BG 1 devs posted some - and got in some hot water over it too.
Not real likely to happen here.
Sylvermynx wrote: »Eh, well.... two of the three are the normal "remove/edit" just like in other threads.
SilverBride wrote: »spartaxoxo wrote: »
I agree. Some feedback would be great.
Is there anything that can be shared, ZOS_GinaBruno ZOS_Kevin ?
.,SilverBride wrote: »spartaxoxo wrote: »
I agree. Some feedback would be great.
Is there anything that can be shared, ZOS_GinaBruno ZOS_Kevin ?
The way i see it is that they are never going to post an update on what they are thinking in this thread. They gain nothing with that, and can lose for doing it.
The way i see it is that they are never going to post an update on what they are thinking in this thread. They gain nothing with that, and can lose for doing it.
The very existence of this thread, 50 pages+ stickied, is evidence of a possibility, no?SilverBride wrote: »All we are asking is where do things stand at this time and is there any possibility of the presented ideas being considered in the future.
NeeScrolls wrote: »The very existence of this thread, 50 pages+ stickied, is evidence of a possibility, no?
Simply can we get harder overland content. It is a shame the devs put energy into the final bosses of story lines and such and we never get to see special abilities or anything those mobs do because they are dead in a second or increase the difficulty of public dungeons to that of Craglorn PGs.
SilverBride wrote: »FlopsyPrince wrote: »And Harrowstorms illustrate the lack of value for most doing veteran overland content. I rarely see anyone doing these except during an event. I jumped in with 2 others the other day and spent 20-30 minutes trying to work it, but the pillars kept getting back to full health almost immediately, meaning we had absolutely NO PROGRESS after all that effort. This is "fun"?
At least less powerful players can do something to Dolmans. They can do nothing here because the towers are constantly healed with the spirits while masses of mobs spawn to kill you.
I am sure we will get some to jump on here that say "I solo those!" and I am sure they do. But how much of their time do they spend doing that? They most likely have gotten bored and moved on.
That is exactly what would happen to veteran overland. Lots of time making things very hard that the target audience would not stick with.
I couldn't agree more.
We already had veteran overland zones an no one played them. That and the split playerbase are two of the biggest reasons why One Tamriel was introduced. If anything ESO has gotten more casual over time and is doing better now than it ever has.
I believe it would be a huge step backward to split the playerbase again, and would cause a lot of casual players to leave, especially if a veteran overland offered better rewards.
We never had a veteran overland, I even listed you the differences to which you even agreed. Why you are repeating something that already in this thread was debunked as a simply not true is beyond me really. Reminder:SilverBride wrote: »SilverBride wrote: »Also, please explain how an optional veteran overland is different from the veteran overland zones that existed before One Tamriel, because the only difference I see is that it would be optional.
- Optional
- Two type of instances instead of 3 (normal, vet vs AD, EP, DC) + bigger game population (more ppl in both instance types)
- no restrictions based on factions [i think this one was a major pain point of older game version, because of that if you choose to play khajiit in AD you couldn't play together with your friend who played orc in DC + other stupid problems]
- no forced quest route, for example if you dont like EP storyline, you dont need to do it, before OT decision where you go was based on zone level
- no outleveling or underleveling
- all additions and QoL accessible today vs ESO qol from 2014 (or rather lack of any)
- no quests that force you to group (you can do quests solo or in group) like in old Craglorn
Thank you for your answer. This is a good description of how the game was before One Tamriel and clearly shows that this isn't what you, or any of us want today.
Why change it now? [snip]
[edited for baiting]
SilverBride wrote: »FlopsyPrince wrote: »And Harrowstorms illustrate the lack of value for most doing veteran overland content. I rarely see anyone doing these except during an event. I jumped in with 2 others the other day and spent 20-30 minutes trying to work it, but the pillars kept getting back to full health almost immediately, meaning we had absolutely NO PROGRESS after all that effort. This is "fun"?
At least less powerful players can do something to Dolmans. They can do nothing here because the towers are constantly healed with the spirits while masses of mobs spawn to kill you.
I am sure we will get some to jump on here that say "I solo those!" and I am sure they do. But how much of their time do they spend doing that? They most likely have gotten bored and moved on.
That is exactly what would happen to veteran overland. Lots of time making things very hard that the target audience would not stick with.
I couldn't agree more.
We already had veteran overland zones an no one played them. That and the split playerbase are two of the biggest reasons why One Tamriel was introduced. If anything ESO has gotten more casual over time and is doing better now than it ever has.
I believe it would be a huge step backward to split the playerbase again, and would cause a lot of casual players to leave, especially if a veteran overland offered better rewards.
We never had a veteran overland, I even listed you the differences to which you even agreed. Why you are repeating something that already in this thread was debunked as a simply not true is beyond me really. Reminder:SilverBride wrote: »SilverBride wrote: »Also, please explain how an optional veteran overland is different from the veteran overland zones that existed before One Tamriel, because the only difference I see is that it would be optional.
- Optional
- Two type of instances instead of 3 (normal, vet vs AD, EP, DC) + bigger game population (more ppl in both instance types)
- no restrictions based on factions [i think this one was a major pain point of older game version, because of that if you choose to play khajiit in AD you couldn't play together with your friend who played orc in DC + other stupid problems]
- no forced quest route, for example if you dont like EP storyline, you dont need to do it, before OT decision where you go was based on zone level
- no outleveling or underleveling
- all additions and QoL accessible today vs ESO qol from 2014 (or rather lack of any)
- no quests that force you to group (you can do quests solo or in group) like in old Craglorn
Thank you for your answer. This is a good description of how the game was before One Tamriel and clearly shows that this isn't what you, or any of us want today.
Why change it now? [snip]
[edited for baiting]
SilverBride wrote: »Simply can we get harder overland content. It is a shame the devs put energy into the final bosses of story lines and such and we never get to see special abilities or anything those mobs do because they are dead in a second or increase the difficulty of public dungeons to that of Craglorn PGs.
We don't need overland more difficult for everyone, especially those of us who don't want it, to make the final boss fight more difficult. That can be done just for the player who wants it with a challenge banner.
And we do not need to make public dungeons more difficult for everyone whether they like it or not, just because some players want that. There are just as many (more) who don't.
SilverBride wrote: »We don't need overland more difficult for everyone, especially those of us who don't want it, to make the final boss fight more difficult. That can be done just for the player who wants it with a challenge banner.
And we do not need to make public dungeons more difficult for everyone whether they like it or not, just because some players want that. There are just as many (more) who don't.
So in that case make the game a visual novel.
SilverBride wrote: »SilverBride wrote: »We don't need overland more difficult for everyone, especially those of us who don't want it, to make the final boss fight more difficult. That can be done just for the player who wants it with a challenge banner.
And we do not need to make public dungeons more difficult for everyone whether they like it or not, just because some players want that. There are just as many (more) who don't.
So in that case make the game a visual novel.
Or we could leave it exactly as it is, which has been very successful.
SilverBride wrote: »SilverBride wrote: »We don't need overland more difficult for everyone, especially those of us who don't want it, to make the final boss fight more difficult. That can be done just for the player who wants it with a challenge banner.
And we do not need to make public dungeons more difficult for everyone whether they like it or not, just because some players want that. There are just as many (more) who don't.
So in that case make the game a visual novel.
Or we could leave it exactly as it is, which has been very successful.
SilverBride wrote: »SilverBride wrote: »We don't need overland more difficult for everyone, especially those of us who don't want it, to make the final boss fight more difficult. That can be done just for the player who wants it with a challenge banner.
And we do not need to make public dungeons more difficult for everyone whether they like it or not, just because some players want that. There are just as many (more) who don't.
So in that case make the game a visual novel.
Or we could leave it exactly as it is, which has been very successful.
I wouldn't call the current state of the game healthy tbh.
ESO have a big problem and that is both end game pve and pvp players are leaving in masses.
spartaxoxo wrote: »SilverBride wrote: »SilverBride wrote: »We don't need overland more difficult for everyone, especially those of us who don't want it, to make the final boss fight more difficult. That can be done just for the player who wants it with a challenge banner.
And we do not need to make public dungeons more difficult for everyone whether they like it or not, just because some players want that. There are just as many (more) who don't.
So in that case make the game a visual novel.
Or we could leave it exactly as it is, which has been very successful.
I wouldn't call the current state of the game healthy tbh.
ESO have a big problem and that is both end game pve and pvp players are leaving in masses.
If players were leaving in large amounts and not being replaced by new people, then the game wouldn't still be growing but it's grown every year since One Tamriel. It might lose players this year as those were here to play during pandemic leave, but it's actually retained a pretty large amount of those new players too and will end 2021 better than it was in 2019 in terms of player population. This indicates both that they are still getting plenty of new players despite the lack of people on Twitch, and that they are doing a good job of retaining people as well.
A large part of this is the way Overland is designed, as that's the first system most people interact with. The very first impression of the game. And that first impression currently allows for them to play the game they want and explore, and make friends of vet players that can help them grow their characters or take on more difficult challenges. They join guilds from these interactions and experience the rest of the game. And eventually they become the vet player guiding the next group of players.
spartaxoxo wrote: »SilverBride wrote: »SilverBride wrote: »We don't need overland more difficult for everyone, especially those of us who don't want it, to make the final boss fight more difficult. That can be done just for the player who wants it with a challenge banner.
And we do not need to make public dungeons more difficult for everyone whether they like it or not, just because some players want that. There are just as many (more) who don't.
So in that case make the game a visual novel.
Or we could leave it exactly as it is, which has been very successful.
I wouldn't call the current state of the game healthy tbh.
ESO have a big problem and that is both end game pve and pvp players are leaving in masses.
If players were leaving in large amounts and not being replaced by new people, then the game wouldn't still be growing but it's grown every year since One Tamriel. It might lose players this year as those were here to play during pandemic leave, but it's actually retained a pretty large amount of those new players too and will end 2021 better than it was in 2019 in terms of player population. This indicates both that they are still getting plenty of new players despite the lack of people on Twitch, and that they are doing a good job of retaining people as well.
A large part of this is the way Overland is designed, as that's the first system most people interact with. The very first impression of the game. And that first impression currently allows for them to play the game they want and explore, and make friends of vet players that can help them grow their characters or take on more difficult challenges. They join guilds from these interactions and experience the rest of the game. And eventually they become the vet player guiding the next group of players.
The normal route is that some players leave and being replaced by new ones. PvE end game guilds were increasing they numbers till around Elsweyr, after that problem started. This year I saw a lot of problems because big amount of pvers left but new players numbers were pretty low. Vets leaving the game wouldn't be the problem if they would be replaced by fresh blood but that is not the case recently.
As for pvp it is a disaster, entire guilds left the game. As for active players numbers, based on steam statistic, twitch stats or mmo-population.com stats (biggest site of this kind) we can see that eso lost big amount of players it gained during first covid lockdown in 2020. We are at the lowest amount of active twich channels since December 2019, lowest steam average player count since march 2020, lowest active population chart from mmo-population.com since jan 2020.
This shows us not an exact number of active players as only zos have the data but we can see some pattern here. I'm far from saying "eso is dying" but the game have some problems with the population right now, even with end of the year period being usually pretty low population wise, the current numbers are not something you can be optimistic about.
I wouldn't call the current state of the game healthy tbh.
ESO have a big problem and that is both end game pve and pvp players are leaving in masses.
spartaxoxo wrote: »spartaxoxo wrote: »SilverBride wrote: »SilverBride wrote: »We don't need overland more difficult for everyone, especially those of us who don't want it, to make the final boss fight more difficult. That can be done just for the player who wants it with a challenge banner.
And we do not need to make public dungeons more difficult for everyone whether they like it or not, just because some players want that. There are just as many (more) who don't.
So in that case make the game a visual novel.
Or we could leave it exactly as it is, which has been very successful.
I wouldn't call the current state of the game healthy tbh.
ESO have a big problem and that is both end game pve and pvp players are leaving in masses.
If players were leaving in large amounts and not being replaced by new people, then the game wouldn't still be growing but it's grown every year since One Tamriel. It might lose players this year as those were here to play during pandemic leave, but it's actually retained a pretty large amount of those new players too and will end 2021 better than it was in 2019 in terms of player population. This indicates both that they are still getting plenty of new players despite the lack of people on Twitch, and that they are doing a good job of retaining people as well.
A large part of this is the way Overland is designed, as that's the first system most people interact with. The very first impression of the game. And that first impression currently allows for them to play the game they want and explore, and make friends of vet players that can help them grow their characters or take on more difficult challenges. They join guilds from these interactions and experience the rest of the game. And eventually they become the vet player guiding the next group of players.
The normal route is that some players leave and being replaced by new ones. PvE end game guilds were increasing they numbers till around Elsweyr, after that problem started. This year I saw a lot of problems because big amount of pvers left but new players numbers were pretty low. Vets leaving the game wouldn't be the problem if they would be replaced by fresh blood but that is not the case recently.
As for pvp it is a disaster, entire guilds left the game. As for active players numbers, based on steam statistic, twitch stats or mmo-population.com stats (biggest site of this kind) we can see that eso lost big amount of players it gained during first covid lockdown in 2020. We are at the lowest amount of active twich channels since December 2019, lowest steam average player count since march 2020, lowest active population chart from mmo-population.com since jan 2020.
This shows us not an exact number of active players as only zos have the data but we can see some pattern here. I'm far from saying "eso is dying" but the game have some problems with the population right now, even with end of the year period being usually pretty low population wise, the current numbers are not something you can be optimistic about.
Losing the Covid numbers is to be expected but if you compare this time 2019 to this time 2021, ESO has still gained players overall. Which means they actually did retain a good chunk of the 2020 players. Many games are losing the temporary pandemic boom, so that's not anything to be concerned about. There's a lot of people out there that don't really game much that found themselves cooped up during the pandemic that gave many games a try, and now they are simply done playing games and are going out more. You look at 2019 and you look at now, it's retained players and even added some.
spartaxoxo wrote: »spartaxoxo wrote: »SilverBride wrote: »SilverBride wrote: »We don't need overland more difficult for everyone, especially those of us who don't want it, to make the final boss fight more difficult. That can be done just for the player who wants it with a challenge banner.
And we do not need to make public dungeons more difficult for everyone whether they like it or not, just because some players want that. There are just as many (more) who don't.
So in that case make the game a visual novel.
Or we could leave it exactly as it is, which has been very successful.
I wouldn't call the current state of the game healthy tbh.
ESO have a big problem and that is both end game pve and pvp players are leaving in masses.
If players were leaving in large amounts and not being replaced by new people, then the game wouldn't still be growing but it's grown every year since One Tamriel. It might lose players this year as those were here to play during pandemic leave, but it's actually retained a pretty large amount of those new players too and will end 2021 better than it was in 2019 in terms of player population. This indicates both that they are still getting plenty of new players despite the lack of people on Twitch, and that they are doing a good job of retaining people as well.
A large part of this is the way Overland is designed, as that's the first system most people interact with. The very first impression of the game. And that first impression currently allows for them to play the game they want and explore, and make friends of vet players that can help them grow their characters or take on more difficult challenges. They join guilds from these interactions and experience the rest of the game. And eventually they become the vet player guiding the next group of players.
The normal route is that some players leave and being replaced by new ones. PvE end game guilds were increasing they numbers till around Elsweyr, after that problem started. This year I saw a lot of problems because big amount of pvers left but new players numbers were pretty low. Vets leaving the game wouldn't be the problem if they would be replaced by fresh blood but that is not the case recently.
As for pvp it is a disaster, entire guilds left the game. As for active players numbers, based on steam statistic, twitch stats or mmo-population.com stats (biggest site of this kind) we can see that eso lost big amount of players it gained during first covid lockdown in 2020. We are at the lowest amount of active twich channels since December 2019, lowest steam average player count since march 2020, lowest active population chart from mmo-population.com since jan 2020.
This shows us not an exact number of active players as only zos have the data but we can see some pattern here. I'm far from saying "eso is dying" but the game have some problems with the population right now, even with end of the year period being usually pretty low population wise, the current numbers are not something you can be optimistic about.
Losing the Covid numbers is to be expected but if you compare this time 2019 to this time 2021, ESO has still gained players overall. Which means they actually did retain a good chunk of the 2020 players. Many games are losing the temporary pandemic boom, so that's not anything to be concerned about. There's a lot of people out there that don't really game much that found themselves cooped up during the pandemic that gave many games a try, and now they are simply done playing games and are going out more. You look at 2019 and you look at now, it's retained players and even added some.
Not really as most covid lockdowns started at march 2020 and huge increase of eso population due to covid happened between april and may 2020. We are comparing numbers before covid player influx, which indicates that eso have now less players that it had before the whole lockdown party started for good. At best you can say it retained the numbers from beginning of 2020 but it isnt really a big achievement in times when wow lost more than half it playerbase and almost every mmo see an influx of wow refugees (ff xiv being the biggest beneficient of it for sure).
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »SilverBride wrote: »SilverBride wrote: »We don't need overland more difficult for everyone, especially those of us who don't want it, to make the final boss fight more difficult. That can be done just for the player who wants it with a challenge banner.
And we do not need to make public dungeons more difficult for everyone whether they like it or not, just because some players want that. There are just as many (more) who don't.
So in that case make the game a visual novel.
Or we could leave it exactly as it is, which has been very successful.
I wouldn't call the current state of the game healthy tbh.
ESO have a big problem and that is both end game pve and pvp players are leaving in masses.
If players were leaving in large amounts and not being replaced by new people, then the game wouldn't still be growing but it's grown every year since One Tamriel. It might lose players this year as those were here to play during pandemic leave, but it's actually retained a pretty large amount of those new players too and will end 2021 better than it was in 2019 in terms of player population. This indicates both that they are still getting plenty of new players despite the lack of people on Twitch, and that they are doing a good job of retaining people as well.
A large part of this is the way Overland is designed, as that's the first system most people interact with. The very first impression of the game. And that first impression currently allows for them to play the game they want and explore, and make friends of vet players that can help them grow their characters or take on more difficult challenges. They join guilds from these interactions and experience the rest of the game. And eventually they become the vet player guiding the next group of players.
The normal route is that some players leave and being replaced by new ones. PvE end game guilds were increasing they numbers till around Elsweyr, after that problem started. This year I saw a lot of problems because big amount of pvers left but new players numbers were pretty low. Vets leaving the game wouldn't be the problem if they would be replaced by fresh blood but that is not the case recently.
As for pvp it is a disaster, entire guilds left the game. As for active players numbers, based on steam statistic, twitch stats or mmo-population.com stats (biggest site of this kind) we can see that eso lost big amount of players it gained during first covid lockdown in 2020. We are at the lowest amount of active twich channels since December 2019, lowest steam average player count since march 2020, lowest active population chart from mmo-population.com since jan 2020.
This shows us not an exact number of active players as only zos have the data but we can see some pattern here. I'm far from saying "eso is dying" but the game have some problems with the population right now, even with end of the year period being usually pretty low population wise, the current numbers are not something you can be optimistic about.
Losing the Covid numbers is to be expected but if you compare this time 2019 to this time 2021, ESO has still gained players overall. Which means they actually did retain a good chunk of the 2020 players. Many games are losing the temporary pandemic boom, so that's not anything to be concerned about. There's a lot of people out there that don't really game much that found themselves cooped up during the pandemic that gave many games a try, and now they are simply done playing games and are going out more. You look at 2019 and you look at now, it's retained players and even added some.
Not really as most covid lockdowns started at march 2020 and huge increase of eso population due to covid happened between april and may 2020. We are comparing numbers before covid player influx, which indicates that eso have now less players that it had before the whole lockdown party started for good. At best you can say it retained the numbers from beginning of 2020 but it isnt really a big achievement in times when wow lost more than half it playerbase and almost every mmo see an influx of wow refugees (ff xiv being the biggest beneficient of it for sure).
Let's use Steam Charts as an example...
January 2019 average player count on Steam 12408
January 2020 average player count on Steam 15416
February 2019 average player count on Steam 13429
February 2020 average player count on Steam 15738
When you compare the same time period in 2019 to the same time period in 2020, even before the pandemic became a bigger deal, it was still higher than in 2019.
This will likely be the first year since One Tamriel where they did not increase player count every year, but that's explaining by the absolutely unusual jump in players they got because of Covid. And they retained a decent number of those players.
SilverBride wrote: »I wouldn't call the current state of the game healthy tbh.
ESO have a big problem and that is both end game pve and pvp players are leaving in masses.
There is no proof of this.
Rich Lambert said a few months ago that the game is doing better now than it ever has. I trust his word.
SilverBride wrote: »I wouldn't call the current state of the game healthy tbh.
ESO have a big problem and that is both end game pve and pvp players are leaving in masses.
There is no proof of this.
Rich Lambert said a few months ago that the game is doing better now than it ever has. I trust his word.
Thats why im not saying "eso is dying" [snip]. I just point that there is a problem with population and player retention and that the numbers are not great when you look at the bigger picture. Maybe it will change if zos announce some crazy new stuff for 2022 but for now the trend is worrying. I started the discussion about these numbers to higlight that the situation isn't that good and some changes to the formula might be desired (as oposite to some ppl here stating that everything is perfect the way it is right now and nothing needs to be changed.