This is how I would have designed it:
- No inventory cap on event tickets
- Once you have the Nascent Indrik unlocked, you can unlock all styles once you have the berries, without having to unlock another Indrik to get a second style
- Make all berries available from the start, so that we can pick which one we want the most first, and then we need to participate in more events to unlock all other styles
Callous2208 wrote: »This is how I would have designed it:
- No inventory cap on event tickets
- Once you have the Nascent Indrik unlocked, you can unlock all styles once you have the berries, without having to unlock another Indrik to get a second style
- Make all berries available from the start, so that we can pick which one we want the most first, and then we need to participate in more events to unlock all other styles
Your way sounds user friendly and would negate both the grind and the new glorious innovation of crown store feathers. So basically, ruining everything ZoS is going for. Not gonna happen.
I'm so tired of the "time to play" counterargument for everything.Callous2208 wrote: »This is how I would have designed it:
- No inventory cap on event tickets
- Once you have the Nascent Indrik unlocked, you can unlock all styles once you have the berries, without having to unlock another Indrik to get a second style
- Make all berries available from the start, so that we can pick which one we want the most first, and then we need to participate in more events to unlock all other styles
Your way sounds user friendly and would negate both the grind and the new glorious innovation of crown store feathers. So basically, ruining everything ZoS is going for. Not gonna happen.
My design would still lure players, there would still be a reasonable grind, and players who have very little time to play but still want the mounts still would gladly buy some extra tickets in the crown store. But it would feel considerably less like a rip off and chore, and in turn I believe that it would actually draw in more players and result in more money spent in the Crown store.
Merlin13KAGL wrote: »I'm so tired of the "time to play" counterargument for everything.
The longest of any of the event requirements thus far has been <20 minutes a day on a single character (Undaunted), and that's if you got a bad RNG roll.
Time is not the issue.
I'm one of those people, on both counts. That's also the reason there were catch up's available during each event.People who travel for work, who live in areas prone to storms and other things which cause power cuts, people who end up in hospital etc. are all in the same situation. It doesn't matter how long it actually takes to get the ticket if you can only do it on specific days and you have no way to get in-game on those days.
Merlin13KAGL wrote: »I'm so tired of the "time to play" counterargument for everything.
Merlin13KAGL wrote: »@spoqster I get where you're coming from. Their goal (ZoS) is to get people in the game, and they don't care how they do it.
It makes the numbers look good in marketing/stockholder meetings. That helps justify their continued existence and they get to keep their jobs (a while longer).
You're at a mid-way point. When the worth of doing whatever it is in the game (event, logging in, grind for gear, whatever) becomes worth less and less compared to, well, any of the options you list or any of a half a dozen others, then you'll find yourself in the same position many of us have been for some time.
Sadly, ZoS is not interested. It's the new influx of customers that will pay and play for however long they do that will net them the most money, because there is no burnout to be had yet and there is no history of the nonsense ZoS has pursued for as long as they have pursued it.
Contrary to whatever tweets, posts, and press releases may say, they're not interested (at the highest level) in good feelings. They're interested in what makes the most money in the least amount of time.
It hasn't been about the product for a very long time, and it's been about the customer for even less.
Every single decision, including the 'free' gifts provided are calculated for an ultimate purpose. Give it enough time, and even those will not be enough to motivate something as simple as merely logging in and logging back out.
When it ceases to be worth it (for you, on a personal level), you'll slow down, and eventually stop, but they're not going to change anything marketing related anytime soon unless the fallback from it would be so catastrophic it would be closure of the game. (See free Murkmire).
They're the MMO equivalent of McDonalds. They're big enough they don't have to ensure a good product anymore, because enough new people will stop in for the occasional cheeseburger on autopilot to keep the lights on.