@Lysette Rich Lambert has said that it is not cloud technology, they designed their own architecture for the megaservers
AlexanderDeLarge wrote: »How anyone could make the argument that there isn't a financial incentive to attract and retain players when this has been such a recurrent discussion within and outside these forums is not just disingenuous, it's downright revisionism.
I really don't understand some of the arguments of anti vet crwod. At the beginning they repeated that there are some technical problems with proposed solution, even when it was raised multiple times that we don't have the data to support claim like that and we shouldn't do developers job as without access to the code, we cannot confirm something is "too hard/too easy/require a lot of work/require little amount of work", we only have a speculations. So now, this crowd started a discussion about how zos should monetize this feature? Like wtf, this is something for zos to consider, why we even waste time trying to dillude this thread with another pointless discussion for which we again dont have the data or even power to do anything at all. Zos doesn't need our suggestion how to monetize content, they do that all the time by themselves.
For me access to vet overland could be even a part of chapter feature, I would probably buy a chapter like that only for this. But all those suggestions like private instances for second eso+ price sounds ridiculous. Do you pay for companions after you bought the chapter? Or jewelery crafting? Necromancer/warden class? You own the chapter = you have the access to those features.
Vet overland would help player retention, and when ppl are staying longer in the game == bigger chance they will use crown store (however current CS is outdated and put almost every new nice thing in crates which definietely didn't encourage ppl to spend money there unless they have a problem with hazard, at some point it should change a little to keep ppl interested)
I'm all up for vet separate instances but tbh I'm against thousands of individual instances. I believe adding one/two vet instances per zone is much less work (both for devs and the server) then creating thousands of separate instances for individuals.
Captain_OP wrote: »Like others already stated, this discussion is running in circles. Let`s move on and write the summary and the conclusion.
I start with a summary, broken down into the main points:
- People want to choose their difficulty in Overland and Main Story.
- Changing stats alone, could lead to disappointment.
- For increased difficulty little rewards are expected.
- Even if players dont play together in the same difficulty their communication should not be seperated aswell.
- How it is done and everything technical is up to the developer team and can not be calcuated and rated by us the plaerbase.
6. Main problem of dissapointing difficulty are enemies related to quests. Incursions or WBs is something that many players don't have problem with. Multiple ppl stated that quest boss dying in couple seconds is the problem, not world bosses (but voices for increasing wb difficulty also happened)
7. Zos should introduce some method to measure what is the real % of the players who would use new vet overland feature as they dont have the data for that now. They could for example introduce vet zone for new chapter and later check the numbers how popular it was. Of course it is just a suggestion but this issue is important: zos doesn't know how many players would benefit from that. Solid numbers would give them more infos about what direction they should take
tophatsaur wrote: »The biggest issue for me, coming from the perspective of a very casual and lore-focused player, is the speed at which the player character moves (doubly so if playing a medium-armour character). There are these huge and beautifully designed interior areas for questing, but no real incentive to stay and look at anything - because your character’s speed is insane. Just by holding shift, you outrun every single enemy within the encounter and reach whatever objective is at the end, whether that be the boss or whatever else.
It got to the point that I was trying to equip any gear other than medium in order to just slow the pace of things down, but even in full heavy, it is far more convenient to dash past every single enemy than to engage any of them or engage with the environment.
I also find it absurd at the suggestion that completing a chapter within a few evenings is “binge-playing”, thinly veiled insult aside. I am not much of a typical “gamer”, I can only manage to play a couple nights a week, but even then I am capable very easily of completing the main quest of a chapter in a little under an evening of playtime. This isn’t binge-playing; this is spending a few hours to *play the game* the way it is intended.
I am not a high CP player (sub-300), nor do I play a very optimised build (warden stamina healer), but I still find myself getting through content far faster than is reasonable for me to be able to foreseeably play this game for a long time. It’s far too quick and easy to run out of overland content simply by playing as is normal.
At the beginning they repeated that there are some technical problems with proposed solution, even when it was raised multiple times that we don't have the data to support claim like that and we shouldn't do developers job as without access to the code, we cannot confirm something is "too hard/too easy/require a lot of work/require little amount of work", we only have a speculations.
"Uh, it is not as simple as just flip a switch and make things more difficult. There is a ton of work, and then as lucky mentioned earlier you have to also incentivize that.
But all those suggestions like private instances for second eso+ price sounds ridiculous.
spartaxoxo wrote: »At the beginning they repeated that there are some technical problems with proposed solution, even when it was raised multiple times that we don't have the data to support claim like that and we shouldn't do developers job as without access to the code, we cannot confirm something is "too hard/too easy/require a lot of work/require little amount of work", we only have a speculations.
We don't only have speculations, we have a quote from the creative director of the game who flat out said it was a ton of work."Uh, it is not as simple as just flip a switch and make things more difficult. There is a ton of work, and then as lucky mentioned earlier you have to also incentivize that.
What the developers say is the closest to objective fact that anybody has because not one person has the data or knowledge to contradict them. It is a ton of work because they said it was a ton of work, period.
Expecting us to take the word of a biased third party about it not being a ton of work over the word of the Creative Director of the game, without literally any evidence whatsoever is just frankly head scratching.
And frankly being unable to acknowledge any cons whatsoever makes an argument for an idea weaker, not stronger.
spartaxoxo wrote: »At the beginning they repeated that there are some technical problems with proposed solution, even when it was raised multiple times that we don't have the data to support claim like that and we shouldn't do developers job as without access to the code, we cannot confirm something is "too hard/too easy/require a lot of work/require little amount of work", we only have a speculations.
We don't only have speculations, we have a quote from the creative director of the game who flat out said it was a ton of work."Uh, it is not as simple as just flip a switch and make things more difficult. There is a ton of work, and then as lucky mentioned earlier you have to also incentivize that.
What the developers say is the closest to objective fact that anybody has because not one person has the data or knowledge to contradict them. It is a ton of work because they said it was a ton of work, period.
Expecting us to take the word of a biased third party about it not being a ton of work over the word of the Creative Director of the game, without literally any evidence whatsoever is just frankly head scratching.
And frankly being unable to acknowledge any cons whatsoever makes an argument for an idea weaker, not stronger.
It certainly is a ton of work, because there is a lot to consider and making up their minds about it and testing it and so forth is a ton of work - but so is pealing a sack of almonds - it is a ton of work, but still easy to do, you understand?
spartaxoxo wrote: »spartaxoxo wrote: »At the beginning they repeated that there are some technical problems with proposed solution, even when it was raised multiple times that we don't have the data to support claim like that and we shouldn't do developers job as without access to the code, we cannot confirm something is "too hard/too easy/require a lot of work/require little amount of work", we only have a speculations.
We don't only have speculations, we have a quote from the creative director of the game who flat out said it was a ton of work."Uh, it is not as simple as just flip a switch and make things more difficult. There is a ton of work, and then as lucky mentioned earlier you have to also incentivize that.
What the developers say is the closest to objective fact that anybody has because not one person has the data or knowledge to contradict them. It is a ton of work because they said it was a ton of work, period.
Expecting us to take the word of a biased third party about it not being a ton of work over the word of the Creative Director of the game, without literally any evidence whatsoever is just frankly head scratching.
And frankly being unable to acknowledge any cons whatsoever makes an argument for an idea weaker, not stronger.
It certainly is a ton of work, because there is a lot to consider and making up their minds about it and testing it and so forth is a ton of work - but so is pealing a sack of almonds - it is a ton of work, but still easy to do, you understand?
They are clearly talking about the technical issues are a lot of work. And you nor anyone else know how their stuff is structured or what it would take. They do. They have already stated before that they are the only mmo structured the way they are in a separate discussion about why pvp fixes are taking so long.
You guys don't know because you don't work there. The developers work there. They know what would be a ton of work and we do not.
spartaxoxo wrote: »spartaxoxo wrote: »At the beginning they repeated that there are some technical problems with proposed solution, even when it was raised multiple times that we don't have the data to support claim like that and we shouldn't do developers job as without access to the code, we cannot confirm something is "too hard/too easy/require a lot of work/require little amount of work", we only have a speculations.
We don't only have speculations, we have a quote from the creative director of the game who flat out said it was a ton of work."Uh, it is not as simple as just flip a switch and make things more difficult. There is a ton of work, and then as lucky mentioned earlier you have to also incentivize that.
What the developers say is the closest to objective fact that anybody has because not one person has the data or knowledge to contradict them. It is a ton of work because they said it was a ton of work, period.
Expecting us to take the word of a biased third party about it not being a ton of work over the word of the Creative Director of the game, without literally any evidence whatsoever is just frankly head scratching.
And frankly being unable to acknowledge any cons whatsoever makes an argument for an idea weaker, not stronger.
It certainly is a ton of work, because there is a lot to consider and making up their minds about it and testing it and so forth is a ton of work - but so is pealing a sack of almonds - it is a ton of work, but still easy to do, you understand?
They are clearly talking about the technical issues are a lot of work. And you nor anyone else know how their stuff is structured or what it would take. They do. They have already stated before that they are the only mmo structured the way they are in a separate discussion about why pvp fixes are taking so long.
You guys don't know because you don't work there. The developers work there. They know what would be a ton of work and we do not.
What I was trying to say is, if something is a ton of work, that does not necessarily imply that it is as well hard to do.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »At the beginning they repeated that there are some technical problems with proposed solution, even when it was raised multiple times that we don't have the data to support claim like that and we shouldn't do developers job as without access to the code, we cannot confirm something is "too hard/too easy/require a lot of work/require little amount of work", we only have a speculations.
We don't only have speculations, we have a quote from the creative director of the game who flat out said it was a ton of work."Uh, it is not as simple as just flip a switch and make things more difficult. There is a ton of work, and then as lucky mentioned earlier you have to also incentivize that.
What the developers say is the closest to objective fact that anybody has because not one person has the data or knowledge to contradict them. It is a ton of work because they said it was a ton of work, period.
Expecting us to take the word of a biased third party about it not being a ton of work over the word of the Creative Director of the game, without literally any evidence whatsoever is just frankly head scratching.
And frankly being unable to acknowledge any cons whatsoever makes an argument for an idea weaker, not stronger.
It certainly is a ton of work, because there is a lot to consider and making up their minds about it and testing it and so forth is a ton of work - but so is pealing a sack of almonds - it is a ton of work, but still easy to do, you understand?
They are clearly talking about the technical issues are a lot of work. And you nor anyone else know how their stuff is structured or what it would take. They do. They have already stated before that they are the only mmo structured the way they are in a separate discussion about why pvp fixes are taking so long.
You guys don't know because you don't work there. The developers work there. They know what would be a ton of work and we do not.
What I was trying to say is, if something is a ton of work, that does not necessarily imply that it is as well hard to do.
Well they say it's "not as easy as flipping a switch, it would be a ton of work" as well, which means they are dismissing the idea that it would be easy.
It's not a trivial task for them. If it was and it did no harm to the playerbase and they thought it was just free money lying on the table, they'd have done it already. They are well aware this is something a sizable minority want or they wouldn't keep addressing it.
It's just a ton of work. And they have said separately in the past that same thing about why they don't do other fixes as well to old content. They'd rather work on new stuff as a general rule.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »At the beginning they repeated that there are some technical problems with proposed solution, even when it was raised multiple times that we don't have the data to support claim like that and we shouldn't do developers job as without access to the code, we cannot confirm something is "too hard/too easy/require a lot of work/require little amount of work", we only have a speculations.
We don't only have speculations, we have a quote from the creative director of the game who flat out said it was a ton of work."Uh, it is not as simple as just flip a switch and make things more difficult. There is a ton of work, and then as lucky mentioned earlier you have to also incentivize that.
What the developers say is the closest to objective fact that anybody has because not one person has the data or knowledge to contradict them. It is a ton of work because they said it was a ton of work, period.
Expecting us to take the word of a biased third party about it not being a ton of work over the word of the Creative Director of the game, without literally any evidence whatsoever is just frankly head scratching.
And frankly being unable to acknowledge any cons whatsoever makes an argument for an idea weaker, not stronger.
It certainly is a ton of work, because there is a lot to consider and making up their minds about it and testing it and so forth is a ton of work - but so is pealing a sack of almonds - it is a ton of work, but still easy to do, you understand?
They are clearly talking about the technical issues are a lot of work. And you nor anyone else know how their stuff is structured or what it would take. They do. They have already stated before that they are the only mmo structured the way they are in a separate discussion about why pvp fixes are taking so long.
You guys don't know because you don't work there. The developers work there. They know what would be a ton of work and we do not.
What I was trying to say is, if something is a ton of work, that does not necessarily imply that it is as well hard to do.
Well they say it's "not as easy as flipping a switch, it would be a ton of work" as well, which means they are dismissing the idea that it would be easy.
It's not a trivial task for them. If it was and it did no harm to the playerbase and they thought it was just free money lying on the table, they'd have done it already. They are well aware this is something a sizable minority want or they wouldn't keep addressing it.
It's just a ton of work. And they have said separately in the past that same thing about why they don't do other fixes as well to old content. They'd rather work on new stuff as a general rule.
Nah, it is just what he said - it is a ton of work and not as easy as flipping a switch - everything else either you and me interpret into his words - he never said it would be hard or overall trivial - he just said, it is not that simple and quickly done. That does not imply it to be hard - it might just be time consuming for example, to get to a consent, how to do it, to make nearly everyone happy with it - and that is a ton of work to figure that out for example.
spartaxoxo wrote: »It's just a ton of work. And they have said separately in the past that same thing about why they don't do other fixes as well to old content. They'd rather work on new stuff as a general rule.
spartaxoxo wrote: »It's just a ton of work. And they have said separately in the past that same thing about why they don't do other fixes as well to old content. They'd rather work on new stuff as a general rule.
Yeah, and I understand completely why - if you create new content and it is good work, you get praise and eventually even a raise of your salary - but if you fix bugs and performance, you have just done what was expected from you - it is that tragic.
spartaxoxo wrote: »spartaxoxo wrote: »It's just a ton of work. And they have said separately in the past that same thing about why they don't do other fixes as well to old content. They'd rather work on new stuff as a general rule.
Yeah, and I understand completely why - if you create new content and it is good work, you get praise and eventually even a raise of your salary - but if you fix bugs and performance, you have just done what was expected from you - it is that tragic.
Also players generally want new content over minor changes to old stuff.
Which do you think would bring more players and money? A new verision of Skyrim with a bunch of bug fixes and a new difficulty mode, or Elder Scrolls 6?
That's one reason why I suggested new standalone adventure zones as a vet overland content. Yeah it would also be a ton of work, that's a con, but it would also be new. New and monetizable.
spartaxoxo wrote: »spartaxoxo wrote: »It's just a ton of work. And they have said separately in the past that same thing about why they don't do other fixes as well to old content. They'd rather work on new stuff as a general rule.
Yeah, and I understand completely why - if you create new content and it is good work, you get praise and eventually even a raise of your salary - but if you fix bugs and performance, you have just done what was expected from you - it is that tragic.
Also players generally want new content over minor changes to old stuff.
Which do you think would bring more players and money? A new verision of Skyrim with a bunch of bug fixes and a new difficulty mode, or Elder Scrolls 6?
That's one reason why I suggested new standalone adventure zones as a vet overland content. Yeah it would also be a ton of work, that's a con, but it would also be new. New and monetizable.
yeah, I wouldn't mind if they would care for you guys with new content for a year for example - I have more than enough to do in those zones, which exist already - but the thing is, if they can just do one or the other, what is more likely to be done?- I guess that is again more an economical decision than a technical one - if they care for you guys and cant care for the majority meanwhile, then the majority will be disappointed - it wouldn't bother me, because I play snail pace, but I guess a lot would not be happy, if there is no content for them for a year - it is a difficult trade-off unfortunately.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »It's just a ton of work. And they have said separately in the past that same thing about why they don't do other fixes as well to old content. They'd rather work on new stuff as a general rule.
Yeah, and I understand completely why - if you create new content and it is good work, you get praise and eventually even a raise of your salary - but if you fix bugs and performance, you have just done what was expected from you - it is that tragic.
Also players generally want new content over minor changes to old stuff.
Which do you think would bring more players and money? A new verision of Skyrim with a bunch of bug fixes and a new difficulty mode, or Elder Scrolls 6?
That's one reason why I suggested new standalone adventure zones as a vet overland content. Yeah it would also be a ton of work, that's a con, but it would also be new. New and monetizable.
yeah, I wouldn't mind if they would care for you guys with new content for a year for example - I have more than enough to do in those zones, which exist already - but the thing is, if they can just do one or the other, what is more likely to be done?- I guess that is again more an economical decision than a technical one - if they care for you guys and cant care for the majority meanwhile, then the majority will be disappointed - it wouldn't bother me, because I play snail pace, but I guess a lot would not be happy, if there is no content for them for a year - it is a difficult trade-off unfortunately.
It would just be the one zone, ideally as a replacement for a dungeon.
So casuals still get their year long story. But instead of a dungeon we vets get a standalone adventure zone.
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »It's just a ton of work. And they have said separately in the past that same thing about why they don't do other fixes as well to old content. They'd rather work on new stuff as a general rule.
Yeah, and I understand completely why - if you create new content and it is good work, you get praise and eventually even a raise of your salary - but if you fix bugs and performance, you have just done what was expected from you - it is that tragic.
Also players generally want new content over minor changes to old stuff.
Which do you think would bring more players and money? A new verision of Skyrim with a bunch of bug fixes and a new difficulty mode, or Elder Scrolls 6?
That's one reason why I suggested new standalone adventure zones as a vet overland content. Yeah it would also be a ton of work, that's a con, but it would also be new. New and monetizable.
yeah, I wouldn't mind if they would care for you guys with new content for a year for example - I have more than enough to do in those zones, which exist already - but the thing is, if they can just do one or the other, what is more likely to be done?- I guess that is again more an economical decision than a technical one - if they care for you guys and cant care for the majority meanwhile, then the majority will be disappointed - it wouldn't bother me, because I play snail pace, but I guess a lot would not be happy, if there is no content for them for a year - it is a difficult trade-off unfortunately.
It would just be the one zone, ideally as a replacement for a dungeon.
So casuals still get their year long story. But instead of a dungeon we vets get a standalone adventure zone.
hahaha, you know, I would be all for it - you know why - it keeps you off overland content and I might have a better chance to complete a quest uninterrupted - it's egoistic, I know, but I wish you well with it.
ShalidorsHeir wrote: »Regarding that community split point. It wont in my opinion since more people would return to overland content if it was optionally harder. as this thread alone shows.
I never said it would not be profitable, but I said it would have to be profitable - because it is effort and costs ZOS serious money to do it - if that is not gaining them anything, they just won't do it.
I was talking about the viability for a solution which would benefit both - casuals and vets - with these private instances - as those require not just work to implement bu need a lot more processing power as well, it is not in vain to look at the cost and potential gain side of things - I don't know why you are so averse to have a look at the financial side of things as well.
No one hinders you to discuss anything - just shoot and give your feedback.
spartaxoxo wrote: »ShalidorsHeir wrote: »Regarding that community split point. It wont in my opinion since more people would return to overland content if it was optionally harder. as this thread alone shows.
People coming into the game for harder content aren't going to be going into the casual mode.
What would happen is some amount of players would start using hard mode, and some would remain in casual.
In instances with lots of people like Alik'r or whatever new zone just dropped, the split wouldn't matter at all. In low population zones like say Greenshade, the split could be detrimental to the new and casual player because they won't get help or may wind up with a bad and false impression of the game.
The way the servers work now is that they merge the players in low population areas, some of them will have like 1 instance because the pop is low. They can't merge them if there are different difficulty settings.
edit:
spartaxoxo wrote: »ShalidorsHeir wrote: »Regarding that community split point. It wont in my opinion since more people would return to overland content if it was optionally harder. as this thread alone shows.
People coming into the game for harder content aren't going to be going into the casual mode.
What would happen is some amount of players would start using hard mode, and some would remain in casual.
In instances with lots of people like Alik'r or whatever new zone just dropped, the split wouldn't matter at all. In low population zones like say Greenshade, the split could be detrimental to the new and casual player because they won't get help or may wind up with a bad and false impression of the game.
The way the servers work now is that they merge the players in low population areas, some of them will have like 1 instance because the pop is low. They can't merge them if there are different difficulty settings.
edit:
Thank you for that quote - it basically shows, that I can forget about my idea - it is opposite to what they want to achieve.
spartaxoxo wrote: »spartaxoxo wrote: »ShalidorsHeir wrote: »Regarding that community split point. It wont in my opinion since more people would return to overland content if it was optionally harder. as this thread alone shows.
People coming into the game for harder content aren't going to be going into the casual mode.
What would happen is some amount of players would start using hard mode, and some would remain in casual.
In instances with lots of people like Alik'r or whatever new zone just dropped, the split wouldn't matter at all. In low population zones like say Greenshade, the split could be detrimental to the new and casual player because they won't get help or may wind up with a bad and false impression of the game.
The way the servers work now is that they merge the players in low population areas, some of them will have like 1 instance because the pop is low. They can't merge them if there are different difficulty settings.
edit:
Thank you for that quote - it basically shows, that I can forget about my idea - it is opposite to what they want to achieve.
You're welcome. If you want I can try to dig up my old post that had all the different responses that I am personally aware of compiled into one list that they have done.
But essentially the reasons they cited as to why they haven't done it yet are
Ton of work
Want to have a unified playerbase
Only a minority want it/Most players don't want difficulty in their story
ESO is more successful with the current difficulty and 2/3rd of the content wasn't played when it was designed to be difficult
They don't want to repeat what happened before One Tamriel (Silver and Gold failed)
They'd need to incentivize it somehow
Craglorn failed
Those are the developer's cited reasons for saying no to increasing the difficulty in general, they have also rejected a "Vet mode" and "Lotro style sliders" in particular in those responses in addition to saying "no" in general too.
spartaxoxo wrote: »Those are the developer's cited reasons for saying no to increasing the difficulty in general, they have also rejected a "Vet mode" and "Lotro style sliders" in particular in those responses in addition to saying "no" in general too.