I'd imagine that monetization remains the same too. Whereby instead of buying the year's content with a DLC, you instead buy a Season Pass and get all the season content for that year (Of course, the lack of set in stone content releases can mean that such a thing is not guaranteed to be as valuable as a DLC, depending on the overall cadence of releases).
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LittlePinkDot wrote: »We need to seriously address Cyrodiil performance. Our (ambitious) goal is to return it to the concurrency levels we supported in 2014. So, we will be experimenting with a Cyrodiil campaign where all classes will have PvP-specific (and more performant) skills that replace the standard player skills with the expectation that we can support more players per campaign"
I'm concerned about the "all classes will have PvP specific skills"
Are they just deleting our class skills in Cyrodiil?
Or just changing how they work in PvP?
LittlePinkDot wrote: »We need to seriously address Cyrodiil performance. Our (ambitious) goal is to return it to the concurrency levels we supported in 2014. So, we will be experimenting with a Cyrodiil campaign where all classes will have PvP-specific (and more performant) skills that replace the standard player skills with the expectation that we can support more players per campaign"
I'm concerned about the "all classes will have PvP specific skills"
Are they just deleting our class skills in Cyrodiil?
Or just changing how they work in PvP?
I suggested this as an idea many years ago, like old school splinter cell pvp where spies and agents had fixed skill sets. Simple but engaging, and skill based, not imbalanced. Plus better performance. I think it's too late in the games life cycle to do it now without seeming like a defeat in the face of inability to balance or improve performance, but thats where we are.
But yes, probably deleting most if not all your class skills.
Can someone explain what "seasonal model" means? Does it mean that there will be certain content that's only available for 3 months and after that it disappears forever? This would be sad for people who enjoy new stories and lore but can't play for a while due to personal reasons like health, family or job issues.
LittlePinkDot wrote: »We need to seriously address Cyrodiil performance. Our (ambitious) goal is to return it to the concurrency levels we supported in 2014. So, we will be experimenting with a Cyrodiil campaign where all classes will have PvP-specific (and more performant) skills that replace the standard player skills with the expectation that we can support more players per campaign"
I'm concerned about the "all classes will have PvP specific skills"
Are they just deleting our class skills in Cyrodiil?
Or just changing how they work in PvP?
Can someone explain what "seasonal model" means? Does it mean that there will be certain content that's only available for 3 months and after that it disappears forever? This would be sad for people who enjoy new stories and lore but can't play for a while due to personal reasons like health, family or job issues.
tsaescishoeshiner wrote: »alternatelder wrote: »I stopped playing every game (very seldomly) that pushed their content to a seasonal model. Please reconsider and do not stop the chapter release schedule. You push fomo hard as it is, and seaonal models will only burn people out even faster. Such a terrible idea for ESO, although I saw this coming a while ago.
What fomo-inducing features were in the announcement today? I think people are assuming the worst based on other games that use the word "season" to refer to more of a battlepass.
They just used the word "season" to announce a shift from yearly themes/chapters. We're going from "Year of the Legacy of the Bretons" to "Season of the Druids". For that part, I'm excited, because it sounds like we can get new content on a related theme without it being part of a whole year of content, or a bunch of unrelated new stuff.
The way it was explained no it's more like instead of getting the entire dlc at once we will get the content spread out over the season timeframe and it won't be taken away after as forum moderation has pointed out in other threads
If I get it right, the seasons will all have a different main topic?
So if one season contains a story part, that would probably not be a very extensive one? As someone who cares a lot about questing and lore, that makes me wonder how well this will work with storytelling.
LittlePinkDot wrote: »We need to seriously address Cyrodiil performance. Our (ambitious) goal is to return it to the concurrency levels we supported in 2014. So, we will be experimenting with a Cyrodiil campaign where all classes will have PvP-specific (and more performant) skills that replace the standard player skills with the expectation that we can support more players per campaign"
I'm concerned about the "all classes will have PvP specific skills"
Are they just deleting our class skills in Cyrodiil?
Or just changing how they work in PvP?
LittlePinkDot wrote: »LittlePinkDot wrote: »We need to seriously address Cyrodiil performance. Our (ambitious) goal is to return it to the concurrency levels we supported in 2014. So, we will be experimenting with a Cyrodiil campaign where all classes will have PvP-specific (and more performant) skills that replace the standard player skills with the expectation that we can support more players per campaign"
I'm concerned about the "all classes will have PvP specific skills"
Are they just deleting our class skills in Cyrodiil?
Or just changing how they work in PvP?
I suggested this as an idea many years ago, like old school splinter cell pvp where spies and agents had fixed skill sets. Simple but engaging, and skill based, not imbalanced. Plus better performance. I think it's too late in the games life cycle to do it now without seeming like a defeat in the face of inability to balance or improve performance, but thats where we are.
But yes, probably deleting most if not all your class skills.
😭 This sounds like its going to kill the game for me.
I was leveling up my mages skill line for ice. Comet for a frost Arcanist with Tentacular dread and now all my motivation just got sucked out of me.
Alinhbo_Tyaka wrote: »Can someone explain what "seasonal model" means? Does it mean that there will be certain content that's only available for 3 months and after that it disappears forever? This would be sad for people who enjoy new stories and lore but can't play for a while due to personal reasons like health, family or job issues.
My suspicion is ESO will implement a season system similar to FO76. In FO76 Seasons are themed events that run about 90 days. During that time via daily and weekly challenges (similar to Endeavors) the player gains points that unlock rewards (similar to Golden Pursuits) and earns the seasonal currency used to purchase the unlocked rewards of their choice. The only thing seasonal about this is the progression and unique rewards theme. The seasons do not provide any new story content themselves though their theme might tie into some new content released during the season. New content is limited to things like new weapons, equipment skins, housing items, icons. etc. Some of the best items can only be obtained with a subscription to Fallout 1st. Also there is not enough seasonal currency earned to purchase all of the unlocked rewards if you play from the normal season levels of 0 - 100. You have to continue to play a lot after reaching 100 to obtain enough currency to buy all rewards. At the end of the season the rewards are no longer available and the player is reset for the start of the next season. FO76 seasons don't really grab me and my opinion is they only exist in the hope that FOMO will drive more players to Fallout 1st. The fact the monetization developer was the one who pitched this in a game update interview further confirms my belief.
Better animation for combat, better overland and revamped old zones all those are winners
PrincessOfThieves wrote: »On a side note, I also don't understand why some people are considering quitting over the idea of more challenging overland stuff.
I_killed_Vivec wrote: »Because if they are as permanent as we might hope, then how are they different from DLC?
The scope.
Like, the way chapters work, is they spend all year making all the content (Where the entire year's content is themed around a specific chapter) and then drop it all on a fixed schedule (I.e. Middle of the year).
The way the "Seasons" are supposed to work is... They just release content when it's finished. They don't have a fixed deadline to rush anything out for, they don't have to wait to bundle it together with a bunch of other stuff. They just work on things and when something is done it gets added to the game.
I'd imagine that monetization remains the same too. Whereby instead of buying the year's content with a DLC, you instead buy a Season Pass and get all the season content for that year (Of course, the lack of set in stone content releases can mean that such a thing is not guaranteed to be as valuable as a DLC, depending on the overall cadence of releases).
Meaning that the overall change should be mostly that new content will be added more frequently, in smaller chunks, rather than annually in a single large drop.
At least, theoretically. Time will tell how things actually play out.
DaveMoeDee wrote: »"Seasons" does not mean they release content when it's finished. Seasons means they are planning certain content drops or grindy quests to happen during the season. This has nothing to do with moving to more of a continuous deployment model.
DaveMoeDee wrote: »I am skeptical that season passes will be a thing instead of just making it part of ESO+.
Hence I see them using Season Passes to have the equivalent of "Just buying a Chapter on its own". With the stuff also being incorporated into ESO+ just like the current system of Chapters (Whether ESO+ will gain access to new content on launch or continue to need to wait a year before it gets rolled into the subscription like has been the case is yet to be seen)
It would make little sense for them to drastically shift their overall monetization strategy. Both in terms of how it would effect their overall profits and also how it would impact players whom are used to having these options for accessing content.
Could someone who is familiar with seasons passes explain: Does that mean we would pay for several months beforehand without knowing what content will be released in that period of time? Or is there a roadmap beforehand, but without a guarantee that everything will be released as planned? Or is everything ready and set at the beginning of a new season so it wouldn't be any different than buying a dlc?
Could someone who is familiar with seasons passes explain: Does that mean we would pay for several months beforehand without knowing what content will be released in that period of time? Or is there a roadmap beforehand, but without a guarantee that everything will be released as planned? Or is everything ready and set at the beginning of a new season so it wouldn't be any different than buying a dlc?
Nothing concrete has been related as to what the pricing structure will be. I think seasons is a poor choice of wording that may not mean what a lot of people here are used to it meaning.