spartaxoxo wrote: »The developers stated that they haven't done it because the majority don't like it based off their stats of what the playerbase does.
spartaxoxo wrote: »Why not? Trials cater to a minority and we have that. Games need not only cater to a majority. The only thing it means is that forced is a bad idea, not that literally nothing should be done.
treadwyckb14a_ESO wrote: »spartaxoxo wrote: »The developers stated that they haven't done it because the majority don't like it based off their stats of what the playerbase does.
Okay, then that would appear to make me the minority who wants it to change. I'm still going to speak my mind about what I'd like to see.spartaxoxo wrote: »Why not? Trials cater to a minority and we have that. Games need not only cater to a majority. The only thing it means is that forced is a bad idea, not that literally nothing should be done.
Because this conversation isn't about trials, it's about overland content. Also, I never said anything about forcing it. They've said that a toggle is not as simple as flipping a switch, there's a ton of work involved and if there's no reward for making things more difficult, why do it? Given that and the fact I appear to be in the minority who wants overland difficulty to change, that is what I mean when I say I can hardly expect them to cater to me with respect to overland difficulty.
Which is fine. It just means I go play something else that I enjoy more.
Don't think I can be any clearer than that.
spartaxoxo wrote: »
I didn't say the thread was about trials?? I was using it as an example of content that caters to a minority to ask you why you don't expect them to cater to a minority player group.
Also you didn't say to force a difficulty, but our conversation started from someone suggesting that. Then another person said that would force them to be excluded. And then you stated that it might be a solution that causes the minimum impact, and expressed your doubts about a toggle or a separate instance.
It's from there that our conversation ensued and eventually wound up on the topic of majority vs minority. And I stated that the only thing being in the minority player group means is that we can't force it. Because our conversation had been about minimizing impact. It was simply a statement about the ramifications of what being in the minority group means.
Because frankly, in this case I think ZOS should cater to a minority player group in this case and I don't care that we are in the minority. This game needs a way for us to optionally increase our difficulty.
spartaxoxo wrote: »Because frankly, in this case I think ZOS should cater to a minority player group in this case and I don't care that we are in the minority. This game needs a way for us to optionally increase our difficulty.
spartaxoxo wrote: »I feel like asking a video game designer for a video game feature is a lot different than expecting the entire world to overhaul it's infrastructure, but okay let's roll with this analogy.
Most of us are not asking for the entire world to change it's infrastructure and enjoy driving fast (that's the equivalent to forcing the matter), we are asking for a way to go to Germany and drive on the Auto-bahn.
Commander_Kjlp wrote: »spartaxoxo wrote: »I feel like asking a video game designer for a video game feature is a lot different than expecting the entire world to overhaul it's infrastructure, but okay let's roll with this analogy.
Most of us are not asking for the entire world to change it's infrastructure and enjoy driving fast (that's the equivalent to forcing the matter), we are asking for a way to go to Germany and drive on the Auto-bahn.
No, it is even worse - you expect them to create a different infrastructure especially for you, which most will neither use nor enjoy, because their way to play is so much different to yours.
What I wanted to say with this analogy - I'm living for long in countries, where the speed limit is meh - in germany I would switch eventually from 2nd to 3rd gear - but here it is already the speed limit - it is meh, just like overland is for you. But I do not expect them to change their minds about it - they do as well not have the infrastructure for it nor do their citizen have the ability to drive that fast and their cars are not up to the task either.
And you asking for more than you think - there would be 40 zones to be updated and changed already. This takes a really long time to do. It is nearly all of Tamriel, which would have to be changed - it is asking the "world" to change for you to enjoy it.
[snip]
Commander_Kjlp wrote: »spartaxoxo wrote: »I feel like asking a video game designer for a video game feature is a lot different than expecting the entire world to overhaul it's infrastructure, but okay let's roll with this analogy.
Most of us are not asking for the entire world to change it's infrastructure and enjoy driving fast (that's the equivalent to forcing the matter), we are asking for a way to go to Germany and drive on the Auto-bahn.
No, it is even worse - you expect them to create a different infrastructure especially for you, which most will neither use nor enjoy, because their way to play is so much different to yours.
What I wanted to say with this analogy - I'm living for long in countries, where the speed limit is meh - in germany I would switch eventually from 2nd to 3rd gear - but here it is already the speed limit - it is meh, just like overland is for you. But I do not expect them to change their minds about it - they do as well not have the infrastructure for it nor do their citizen have the ability to drive that fast and their cars are not up to the task either.
And you asking for more than you think - there would be 40 zones to be updated and changed already. This takes a really long time to do. It is nearly all of Tamriel, which would have to be changed - it is asking the "world" to change for you to enjoy it.
[snip]
None of you wants to look at the economic side of things - you just see what you want to see - but ZOS is a company, for them the economical aspect is quite important - and it is for me too - because if a major effort would be made to implement this, this will reduce the content we get for years to come - at the same price tag - so it is something we all have to pay for, but don't benefit from it, but rather be at a disadvantage. But this is of course something you don't want to hear nor that it will be pointed out.
Parasaurolophus wrote: »Commander_Kjlp wrote: »spartaxoxo wrote: »I feel like asking a video game designer for a video game feature is a lot different than expecting the entire world to overhaul it's infrastructure, but okay let's roll with this analogy.
Most of us are not asking for the entire world to change it's infrastructure and enjoy driving fast (that's the equivalent to forcing the matter), we are asking for a way to go to Germany and drive on the Auto-bahn.
No, it is even worse - you expect them to create a different infrastructure especially for you, which most will neither use nor enjoy, because their way to play is so much different to yours.
What I wanted to say with this analogy - I'm living for long in countries, where the speed limit is meh - in germany I would switch eventually from 2nd to 3rd gear - but here it is already the speed limit - it is meh, just like overland is for you. But I do not expect them to change their minds about it - they do as well not have the infrastructure for it nor do their citizen have the ability to drive that fast and their cars are not up to the task either.
And you asking for more than you think - there would be 40 zones to be updated and changed already. This takes a really long time to do. It is nearly all of Tamriel, which would have to be changed - it is asking the "world" to change for you to enjoy it.
[snip]
None of you wants to look at the economic side of things - you just see what you want to see - but ZOS is a company, for them the economical aspect is quite important - and it is for me too - because if a major effort would be made to implement this, this will reduce the content we get for years to come - at the same price tag - so it is something we all have to pay for, but don't benefit from it, but rather be at a disadvantage. But this is of course something you don't want to hear nor that it will be pointed out.
None of the players can be competent in the economics of ZoS. There can be absolutely no arguments here, because the maximum that you can do is rely only on your own ideas about which players are the majority and who spends how much money on the game. You don't have any real data to say anything. Here, in the same way, it has already been explained in detail several times why the player cannot and should not pay attention to the economic side of the issue.
You say that we have the words of the developers. I have them too. Rich said on one of his streams that the average "lifetime" of an account is a guest of weeks. Six weeks! Let's not make more new content and improvements, because the average player will not have time to touch even half of it in six weeks.
Don't you think, if you would be really the backbone of the game, that what you want wouldn't be already implemented. Now look at what we get with this chapter and those before - that is content for whom?- Now, who is likely to be the true backbone seen from an economical side - do you really think, they make this kind of content for those, who would be the minority?
Don't you think, if you would be really the backbone of the game, that what you want wouldn't be already implemented. Now look at what we get with this chapter and those before - that is content for whom?- Now, who is likely to be the true backbone seen from an economical side - do you really think, they make this kind of content for those, who would be the minority?
Its about customer service and loyalty to customers and to keep as many people as happy as possible. Purely focusing on the business perpective of only making content for players that stay for 6 weeks, rather than longer term loyal players is a bad move.Whilst it may gain decent short term benefits, the loss of reputation can be very damaging in the long term if veteran players are ignored.
Don't you think, if you would be really the backbone of the game, that what you want wouldn't be already implemented. Now look at what we get with this chapter and those before - that is content for whom?- Now, who is likely to be the true backbone seen from an economical side - do you really think, they make this kind of content for those, who would be the minority?
Its about customer service and loyalty to customers and to keep as many people as happy as possible. Purely focusing on the business perpective of only making content for players that stay for 6 weeks, rather than longer term loyal players is a bad move.Whilst it may gain decent short term benefits, the loss of reputation can be very damaging in the long term if veteran players are ignored.
I am still with spartaxoxo, that an adventure zone for vets as a yearly content would be a good idea - but to redesign 40 zones is quite a lot of work which would impact all of us, because it would bind development resource for years for something most will never even get near to. That is just not a good idea - but I agree that something should be done, just not all of overland.
It wouldn't be about manually modifying 40 zones with the proper technique. Enemies are generated off templates, and even dlc zones only have a few dozen of those. Tweaking those templates is how you would modify the world on a whole. It would take time and effort, and expecting them to do everything at once would be a lot, but if they took their list and figured out which templates they would need to modify to influence specific zones they could more easily do something like "we updated Auridon, Glenumbra, and Stonefalls" or "for this elsweyr celebration we updated northern and sothern elsweyr." I don't care much for events since it's just item fodder, but doing something like that would re-inspire me to visit.
Parasaurolophus wrote: »Commander_Kjlp wrote: »spartaxoxo wrote: »I feel like asking a video game designer for a video game feature is a lot different than expecting the entire world to overhaul it's infrastructure, but okay let's roll with this analogy.
Most of us are not asking for the entire world to change it's infrastructure and enjoy driving fast (that's the equivalent to forcing the matter), we are asking for a way to go to Germany and drive on the Auto-bahn.
No, it is even worse - you expect them to create a different infrastructure especially for you, which most will neither use nor enjoy, because their way to play is so much different to yours.
What I wanted to say with this analogy - I'm living for long in countries, where the speed limit is meh - in germany I would switch eventually from 2nd to 3rd gear - but here it is already the speed limit - it is meh, just like overland is for you. But I do not expect them to change their minds about it - they do as well not have the infrastructure for it nor do their citizen have the ability to drive that fast and their cars are not up to the task either.
And you asking for more than you think - there would be 40 zones to be updated and changed already. This takes a really long time to do. It is nearly all of Tamriel, which would have to be changed - it is asking the "world" to change for you to enjoy it.
[snip]
None of you wants to look at the economic side of things - you just see what you want to see - but ZOS is a company, for them the economical aspect is quite important - and it is for me too - because if a major effort would be made to implement this, this will reduce the content we get for years to come - at the same price tag - so it is something we all have to pay for, but don't benefit from it, but rather be at a disadvantage. But this is of course something you don't want to hear nor that it will be pointed out.
None of the players can be competent in the economics of ZoS. There can be absolutely no arguments here, because the maximum that you can do is rely only on your own ideas about which players are the majority and who spends how much money on the game. You don't have any real data to say anything. Here, in the same way, it has already been explained in detail several times why the player cannot and should not pay attention to the economic side of the issue.
You say that we have the words of the developers. I have them too. Rich said on one of his streams that the average "lifetime" of an account is a guest of weeks. Six weeks! Let's not make more new content and improvements, because the average player will not have time to touch even half of it in six weeks.
Don't you think, if you would be really the backbone of the game, that what you want wouldn't be already implemented. Now look at what we get with this chapter and those before - that is content for whom?- Now, who is likely to be the true backbone seen from an economical side - do you really think, they make this kind of content for those, who would be the minority?
[edited to remove quote]
Parasaurolophus wrote: »People come to eco, see that the game is like a visual novel and not a full-fledged video game, and just leave. Only the most assiduous or stubborn remain.
ShalidorsHeir wrote: »It wouldn't be about manually modifying 40 zones with the proper technique. Enemies are generated off templates, and even dlc zones only have a few dozen of those. Tweaking those templates is how you would modify the world on a whole. It would take time and effort, and expecting them to do everything at once would be a lot, but if they took their list and figured out which templates they would need to modify to influence specific zones they could more easily do something like "we updated Auridon, Glenumbra, and Stonefalls" or "for this elsweyr celebration we updated northern and sothern elsweyr." I don't care much for events since it's just item fodder, but doing something like that would re-inspire me to visit.
I am an software developer and architect involved in many marketing processes. That is another flag for difficulty and a damn config file. Besides that the only thing to implement is the generation of these zones out of templates that were created and modified long time ago already, the same stuff they generate the usual zones with. That stuff is not magic at all. Even the were do i come out, normal or vateteran?, is just reusage of things that have been implement already.
Sylvermynx wrote: »Parasaurolophus wrote: »People come to eco, see that the game is like a visual novel and not a full-fledged video game, and just leave. Only the most assiduous or stubborn remain.
Or those of us who have played TES since Arena released in 1994, still play Oblivion and Skyrim, and love ESO for what it is so are playing it alongside the other games....
Parasaurolophus wrote: »Parasaurolophus wrote: »Commander_Kjlp wrote: »spartaxoxo wrote: »I feel like asking a video game designer for a video game feature is a lot different than expecting the entire world to overhaul it's infrastructure, but okay let's roll with this analogy.
Most of us are not asking for the entire world to change it's infrastructure and enjoy driving fast (that's the equivalent to forcing the matter), we are asking for a way to go to Germany and drive on the Auto-bahn.
No, it is even worse - you expect them to create a different infrastructure especially for you, which most will neither use nor enjoy, because their way to play is so much different to yours.
What I wanted to say with this analogy - I'm living for long in countries, where the speed limit is meh - in germany I would switch eventually from 2nd to 3rd gear - but here it is already the speed limit - it is meh, just like overland is for you. But I do not expect them to change their minds about it - they do as well not have the infrastructure for it nor do their citizen have the ability to drive that fast and their cars are not up to the task either.
And you asking for more than you think - there would be 40 zones to be updated and changed already. This takes a really long time to do. It is nearly all of Tamriel, which would have to be changed - it is asking the "world" to change for you to enjoy it.
[snip]
None of you wants to look at the economic side of things - you just see what you want to see - but ZOS is a company, for them the economical aspect is quite important - and it is for me too - because if a major effort would be made to implement this, this will reduce the content we get for years to come - at the same price tag - so it is something we all have to pay for, but don't benefit from it, but rather be at a disadvantage. But this is of course something you don't want to hear nor that it will be pointed out.
None of the players can be competent in the economics of ZoS. There can be absolutely no arguments here, because the maximum that you can do is rely only on your own ideas about which players are the majority and who spends how much money on the game. You don't have any real data to say anything. Here, in the same way, it has already been explained in detail several times why the player cannot and should not pay attention to the economic side of the issue.
You say that we have the words of the developers. I have them too. Rich said on one of his streams that the average "lifetime" of an account is a guest of weeks. Six weeks! Let's not make more new content and improvements, because the average player will not have time to touch even half of it in six weeks.
Don't you think, if you would be really the backbone of the game, that what you want wouldn't be already implemented. Now look at what we get with this chapter and those before - that is content for whom?- Now, who is likely to be the true backbone seen from an economical side - do you really think, they make this kind of content for those, who would be the minority?
[edited to remove quote]
Because ZoS chose this path to attract a large number of new players. In fact, new chapters are just new advertising campaigns. Again, I can't blame ZoS for being eso very casual. This is not true. We still have two dungeon dlcs and trials/arenas. It's unlikely that casual players demand better server performance, but ZoS is ready to do this big and expensive job. However, all content and all systems are good only when they are interesting or useful for all categories of players. For dungeons and trials there is an easy mode. Craft is necessary for every player. I will now say a very unpopular opinion, but even pvp in eco is casual friendly, because no matter how you play, good or bad, you will still get your AP. New classes for everyone. In archeology, you can find everything from furniture to the mythical gear. Even companions have useful bonuses after we reach max. lvl
But overland and stories? If you spend a lot of time on the Internet, you probably know about such a thing as survivorship bias. So this is exactly it. There are quite a few non-casual games and pvp games in the world that are much more popular than eso. It's just that players who appreciate good gameplay don't stay in the game for long. I see how there is simply no new blood in the game among veterans. People come to eso, see that the game is like a visual novel and not a full-fledged video game, and just leave. Only the most assiduous or stubborn remain.
Parasaurolophus wrote: »Sylvermynx wrote: »Parasaurolophus wrote: »People come to eco, see that the game is like a visual novel and not a full-fledged video game, and just leave. Only the most assiduous or stubborn remain.
Or those of us who have played TES since Arena released in 1994, still play Oblivion and Skyrim, and love ESO for what it is so are playing it alongside the other games....
And I play it too... What's the problem?
Parasaurolophus wrote: »Parasaurolophus wrote: »Commander_Kjlp wrote: »spartaxoxo wrote: »I feel like asking a video game designer for a video game feature is a lot different than expecting the entire world to overhaul it's infrastructure, but okay let's roll with this analogy.
Most of us are not asking for the entire world to change it's infrastructure and enjoy driving fast (that's the equivalent to forcing the matter), we are asking for a way to go to Germany and drive on the Auto-bahn.
No, it is even worse - you expect them to create a different infrastructure especially for you, which most will neither use nor enjoy, because their way to play is so much different to yours.
What I wanted to say with this analogy - I'm living for long in countries, where the speed limit is meh - in germany I would switch eventually from 2nd to 3rd gear - but here it is already the speed limit - it is meh, just like overland is for you. But I do not expect them to change their minds about it - they do as well not have the infrastructure for it nor do their citizen have the ability to drive that fast and their cars are not up to the task either.
And you asking for more than you think - there would be 40 zones to be updated and changed already. This takes a really long time to do. It is nearly all of Tamriel, which would have to be changed - it is asking the "world" to change for you to enjoy it.
[snip]
None of you wants to look at the economic side of things - you just see what you want to see - but ZOS is a company, for them the economical aspect is quite important - and it is for me too - because if a major effort would be made to implement this, this will reduce the content we get for years to come - at the same price tag - so it is something we all have to pay for, but don't benefit from it, but rather be at a disadvantage. But this is of course something you don't want to hear nor that it will be pointed out.
None of the players can be competent in the economics of ZoS. There can be absolutely no arguments here, because the maximum that you can do is rely only on your own ideas about which players are the majority and who spends how much money on the game. You don't have any real data to say anything. Here, in the same way, it has already been explained in detail several times why the player cannot and should not pay attention to the economic side of the issue.
You say that we have the words of the developers. I have them too. Rich said on one of his streams that the average "lifetime" of an account is a guest of weeks. Six weeks! Let's not make more new content and improvements, because the average player will not have time to touch even half of it in six weeks.
Don't you think, if you would be really the backbone of the game, that what you want wouldn't be already implemented. Now look at what we get with this chapter and those before - that is content for whom?- Now, who is likely to be the true backbone seen from an economical side - do you really think, they make this kind of content for those, who would be the minority?
[edited to remove quote]
Because ZoS chose this path to attract a large number of new players. In fact, new chapters are just new advertising campaigns. Again, I can't blame ZoS for being eso very casual. This is not true. We still have two dungeon dlcs and trials/arenas. It's unlikely that casual players demand better server performance, but ZoS is ready to do this big and expensive job. However, all content and all systems are good only when they are interesting or useful for all categories of players. For dungeons and trials there is an easy mode. Craft is necessary for every player. I will now say a very unpopular opinion, but even pvp in eco is casual friendly, because no matter how you play, good or bad, you will still get your AP. New classes for everyone. In archeology, you can find everything from furniture to the mythical gear. Even companions have useful bonuses after we reach max. lvl
But overland and stories? If you spend a lot of time on the Internet, you probably know about such a thing as survivorship bias. So this is exactly it. There are quite a few non-casual games and pvp games in the world that are much more popular than eso. It's just that players who appreciate good gameplay don't stay in the game for long. I see how there is simply no new blood in the game among veterans. People come to eso, see that the game is like a visual novel and not a full-fledged video game, and just leave. Only the most assiduous or stubborn remain.
See, what you call good gameplay is for me - combat, combat, combat, endless repetition and grind to get the gear to do it - that is not good gameplay in my books at all - ESO offers another kind of gameplay as well, that what you would consider gameplay not worth it, I guess.
While the game does not support RP in any way.But ESO is the promised isle in a sea of combat games, where one can actually role play, even if it is the role of a mediocre non-hero type, who has the ambition to nevertheless venture out into the world - failing here and there, because the role demands it, making progress by getting more confident sometimes, being quite picky about which quest to take, because this character has his own political opinions or doesn't want to be an errand runner - this is gameplay which you might not enjoy, but a lot do - and ESO provides the "stage" to role play like this - Matt called it not in vain a virtual world as much as being a game - there is room to actually role play characters - they do not have to be heroes in the best gear available. Playing characters who aren't heroes is sometimes not easy - but it is quite satisfying for a role player to get it done - this is a different kind of challenge - and ESO offers the opportunity to experience that as well.
Parasaurolophus wrote: »Parasaurolophus wrote: »Parasaurolophus wrote: »Commander_Kjlp wrote: »spartaxoxo wrote: »I feel like asking a video game designer for a video game feature is a lot different than expecting the entire world to overhaul it's infrastructure, but okay let's roll with this analogy.
Most of us are not asking for the entire world to change it's infrastructure and enjoy driving fast (that's the equivalent to forcing the matter), we are asking for a way to go to Germany and drive on the Auto-bahn.
No, it is even worse - you expect them to create a different infrastructure especially for you, which most will neither use nor enjoy, because their way to play is so much different to yours.
What I wanted to say with this analogy - I'm living for long in countries, where the speed limit is meh - in germany I would switch eventually from 2nd to 3rd gear - but here it is already the speed limit - it is meh, just like overland is for you. But I do not expect them to change their minds about it - they do as well not have the infrastructure for it nor do their citizen have the ability to drive that fast and their cars are not up to the task either.
And you asking for more than you think - there would be 40 zones to be updated and changed already. This takes a really long time to do. It is nearly all of Tamriel, which would have to be changed - it is asking the "world" to change for you to enjoy it.
[snip]
None of you wants to look at the economic side of things - you just see what you want to see - but ZOS is a company, for them the economical aspect is quite important - and it is for me too - because if a major effort would be made to implement this, this will reduce the content we get for years to come - at the same price tag - so it is something we all have to pay for, but don't benefit from it, but rather be at a disadvantage. But this is of course something you don't want to hear nor that it will be pointed out.
None of the players can be competent in the economics of ZoS. There can be absolutely no arguments here, because the maximum that you can do is rely only on your own ideas about which players are the majority and who spends how much money on the game. You don't have any real data to say anything. Here, in the same way, it has already been explained in detail several times why the player cannot and should not pay attention to the economic side of the issue.
You say that we have the words of the developers. I have them too. Rich said on one of his streams that the average "lifetime" of an account is a guest of weeks. Six weeks! Let's not make more new content and improvements, because the average player will not have time to touch even half of it in six weeks.
Don't you think, if you would be really the backbone of the game, that what you want wouldn't be already implemented. Now look at what we get with this chapter and those before - that is content for whom?- Now, who is likely to be the true backbone seen from an economical side - do you really think, they make this kind of content for those, who would be the minority?
[edited to remove quote]
Because ZoS chose this path to attract a large number of new players. In fact, new chapters are just new advertising campaigns. Again, I can't blame ZoS for being eso very casual. This is not true. We still have two dungeon dlcs and trials/arenas. It's unlikely that casual players demand better server performance, but ZoS is ready to do this big and expensive job. However, all content and all systems are good only when they are interesting or useful for all categories of players. For dungeons and trials there is an easy mode. Craft is necessary for every player. I will now say a very unpopular opinion, but even pvp in eco is casual friendly, because no matter how you play, good or bad, you will still get your AP. New classes for everyone. In archeology, you can find everything from furniture to the mythical gear. Even companions have useful bonuses after we reach max. lvl
But overland and stories? If you spend a lot of time on the Internet, you probably know about such a thing as survivorship bias. So this is exactly it. There are quite a few non-casual games and pvp games in the world that are much more popular than eso. It's just that players who appreciate good gameplay don't stay in the game for long. I see how there is simply no new blood in the game among veterans. People come to eso, see that the game is like a visual novel and not a full-fledged video game, and just leave. Only the most assiduous or stubborn remain.
See, what you call good gameplay is for me - combat, combat, combat, endless repetition and grind to get the gear to do it - that is not good gameplay in my books at all - ESO offers another kind of gameplay as well, that what you would consider gameplay not worth it, I guess.
I'm sorry, but I really think you're trying to manipulate the conversation. Of course, good gameplay isn't just about combat. A good questing could contain different options for completing the quest. Different dialogue options depending on the RP. Perhaps the riddles in different manifestations. For example, I often remember the now forgotten adventure quest genre. Probably all this is present in eso and I just don't notice it. For some reason it seems to me that questing in eso is just a linear reading of dialogues. I'm probably wrong.While the game does not support RP in any way.But ESO is the promised isle in a sea of combat games, where one can actually role play, even if it is the role of a mediocre non-hero type, who has the ambition to nevertheless venture out into the world - failing here and there, because the role demands it, making progress by getting more confident sometimes, being quite picky about which quest to take, because this character has his own political opinions or doesn't want to be an errand runner - this is gameplay which you might not enjoy, but a lot do - and ESO provides the "stage" to role play like this - Matt called it not in vain a virtual world as much as being a game - there is room to actually role play characters - they do not have to be heroes in the best gear available. Playing characters who aren't heroes is sometimes not easy - but it is quite satisfying for a role player to get it done - this is a different kind of challenge - and ESO offers the opportunity to experience that as well.
Again, you are burning about RP. You see eso as a cosplay arena. But even RP is not the majority. Casual is not RP.
ShalidorsHeir wrote: »It wouldn't be about manually modifying 40 zones with the proper technique. Enemies are generated off templates, and even dlc zones only have a few dozen of those. Tweaking those templates is how you would modify the world on a whole. It would take time and effort, and expecting them to do everything at once would be a lot, but if they took their list and figured out which templates they would need to modify to influence specific zones they could more easily do something like "we updated Auridon, Glenumbra, and Stonefalls" or "for this elsweyr celebration we updated northern and sothern elsweyr." I don't care much for events since it's just item fodder, but doing something like that would re-inspire me to visit.
I am an software developer and architect involved in many marketing processes. That is another flag for difficulty and a damn config file. Besides that the only thing to implement is the generation of these zones out of templates that were created and modified long time ago already, the same stuff they generate the usual zones with. That stuff is not magic at all. Even the were do i come out, normal or vateteran?, is just reusage of things that have been implement already.
Exactly, and while the old silver and gold zones, (for those wondering, were essentially 2 additional difficulty flags) were simple and only modified mob level, going beyond that is something seen in every dungeon and trial. It just comes down to modifying (many) templates, and generating new instances off of them. You can do the self flag rule to enable mobs to do more against players with the flag, but that would require modifying those templates as well. But many seem to think making a vet zone would require creating a new npc at every location an npc spawns at and hand crafting what they can do each time.
.And you asking for more than you think - there would be 40 zones to be updated and changed already. This takes a really long time to do. It is nearly all of Tamriel, which would have to be changed - it is asking the "world" to change for you to enjoy it.