Well, yes... we just got Necrom (which is done really great) and new quests, but I've been thinking all along that that's about it for a full year now! No new quests in Q4, instead an endless dungeon. At the moment I can't even imagine that there shouldn't be anything new for a whole year for people like me, who primarily enjoy the story quests. Let's put it this way, that doesn't make me happy.
What's your opinion on this?
gariondavey wrote: »Bruh I pvp and we haven't gotten anything since a new bg map in like 2018
spartaxoxo wrote: »ESO+ definitely lost a lot of value due to this decision imo. Not so much I decided to cancel but I definitely consider it a significantly worse deal than it was.
gariondavey wrote: »Bruh I pvp and we haven't gotten anything since a new bg map in like 2018
I always have the impression that PvP was the original idea, but it never paid off financially and was therefore never further developed.
I would assume that a not insignificant portion of the income comes from sales of cosmetics in the shop on the one hand and housing on the other hand, which is extremely expensive compared to everything else in the game. So it's more worth bringing out new zones with new houses and new furniture than a new area where people can PvP.
Except the PvP community spends more per capita on the game than any other subset of the community. The PvP players have to buy the latest greatest dlc for all the latest OP gear ZOS puts in their expansions etc.
Except the PvP community spends more per capita on the game than any other subset of the community. The PvP players have to buy the latest greatest dlc for all the latest OP gear ZOS puts in their expansions etc.
But the PvP people only buy the latest DLC once while the housing people also buy the expensive houses in the zones and the furniture - and the latter in particular is unlimited. So I'm not sure that this calculation really works, that the PvP players in particular are supposed to be the "golden goose" of ZOS.
Except the PvP community spends more per capita on the game than any other subset of the community. The PvP players have to buy the latest greatest dlc for all the latest OP gear ZOS puts in their expansions etc.
But the PvP people only buy the latest DLC once while the housing people also buy the expensive houses in the zones and the furniture - and the latter in particular is unlimited. So I'm not sure that this calculation really works, that the PvP players in particular are supposed to be the "golden goose" of ZOS.
spartaxoxo wrote: »ESO+ definitely lost a lot of value due to this decision imo. Not so much I decided to cancel but I definitely consider it a significantly worse deal than it was.
Contrast that against the umber of people, myself included, who cancelled their sub and didn’t buy Necrom, refusing to financially suppprt a studio that won’t prioritize fixing and maintaining existing content.
A good studio can do both improving existing and developing new content. Zeni can do one or the other. For years they’ve prioritized the latter, now just once they’re finally slowing down new content to stabilize the game and it’s resulting in outcry.
PvP players are the most consistent players in the game other than the end game PvE trifecta players...
If I think about it further... After all, not only is there no new story content for a full year, but also no new areas to explore. Right now I'm realizing again that that's a big part of the pre-release anticipation and then the fun - exploring new territory.
All in all, it feels like an extreme shortage of content.
I know this is a heresy on the official forum, but I assume people are aware that other games exist to tide them through?? The sheer volume of original story content that would be necessary to keep players satisfied 365 days per year, year after year, would be nuts. And one way to address that problem is exactly what they're doing: focus on repeatable systems and gameplay experiences that don't depend entirely on plot for satisfaction.
NotaDaedraWorshipper wrote: »If I think about it further... After all, not only is there no new story content for a full year, but also no new areas to explore. Right now I'm realizing again that that's a big part of the pre-release anticipation and then the fun - exploring new territory.
All in all, it feels like an extreme shortage of content.
This get worse by how the chapter we do get isn't bigger than previous ones. It would've been more okay if a lot of content and work was put into the chapter, which it sounded like what they would do, when they previously talked about coming content before Necrom's showcase. A single big chapter they could focus on to give it a lot of content and portray the areas and its people well. But of what I've seen that's not the case. It seems to be a lot like previous chapters and just like Blackwood so is there not much focus spent on the region, its people and culture, but mostly daedric stuff.
NotaDaedraWorshipper wrote: »This get worse by how the chapter we do get isn't bigger than previous ones. It would've been more okay if a lot of content and work was put into the chapter, which it sounded like what they would do, when they previously talked about coming content before Necrom's showcase. A single big chapter they could focus on to give it a lot of content and portray the areas and its people well. But of what I've seen that's not the case. It seems to be a lot like previous chapters and just like Blackwood so is there not much focus spent on the region, its people and culture, but mostly daedric stuff.
maybe theyre readying for the starfield/eso crossover thanks to sheo doing some weird prank on herma mora, opening a portal to the future, and we the chosen... by every kingdom/org/aedra/daedra to save the day.. again, but someone on that side(future) gives a us key 'doodad' -sheo, that lets us come and go as we please:)
I know this is a heresy on the official forum, but I assume people are aware that other games exist to tide them through?? The sheer volume of original story content that would be necessary to keep players satisfied 365 days per year, year after year, would be nuts. And one way to address that problem is exactly what they're doing: focus on repeatable systems and gameplay experiences that don't depend entirely on plot for satisfaction.
Other games have been mentioned a lot in this thread, actually. But the danger is that if players leave the game and start playing something else, they might never return.
I agree that they need to focus on repeatable systems, but those systems need to be interesting. There needs to be some randomness, and they need to involve all the zones and DLCs. For example, the undaunted guy who gives the delve quests cycles through a tiny subset of the delves that are available. No delves in zones outside the base game. Add another quest giver for those. Also the same thing applies for the mages guild quests. Add more public dungeons to the mix. Add more quests for all the guilds - they're under-utilized. Have random quest givers you can run into on the roads. Have a quest giver that has you delivering letters to people - some deliveries are routine and others not. There's so much they could add and I hope they're getting creative in that way.
ETA: They could also add quest givers for WBs, similar to the undaunted quest givers, where everyone gets the same quest every day. I know there are dailies in each of the non-basegame zones for this, but let's face it, many zones aren't that populated and players who can't solo a WB are often out of luck. So have two quest givers, one for the base game and the other for chapters/DLCs, that give a daily quest to kill a WB. That way there will be a bunch of players all doing the same WB on the same day. They should do a similar thing for other content that's difficult for players to do because the population just isn't there. A specific harrowstorm for example, not just any old one. It's difficult doing some of the harrowstorms in Western Skyrim - those in Blackreach. Make the reward decent and players will do these quests.