Pixiepumpkin wrote: »SilverBride wrote: »I have no concept of what seasonal content even is.
Its basically a battle pass. WoW does it now, New World does it now, SWTOR does it now. Its basically a way to get players to engage with limited time items (usually 3 months).
In New Worlds case, they charge 20 dollars for each battle pass. You get one line of "free content" and then a second that gives better rewards (but you pay for them, and then have to meet the goals to obtain them).
I do not personally like battle passes. They are fun at first, but like anything else it becomes mundane/same thing different day.
For sure ZOS will put there own twist on it, but it will be a battle pass and most likely involve the crown store, on top of some other monetization, on top of a monthly sub.
EDIT: Essentially season passes are a way to deliver less content (reused content) while generating more revenue.
Where is the cross play though. Not even consoles? I’ve seen so many excuses from zos over the years yet they pump money in everywhere else. I’m not sure if it’s sheer ignorance or on purpose but it sure is disappointing year after year.
All this talk about returning players and new features means nothing if there are no options to get back into the game on another machine with your friends. Whether they like it or not people don’t play on the same one for life. The refusal to start again is real and they need to wake up to it if they want to see the game succeed into the future.
JustLovely wrote: »ZOS_MattFiror wrote: »Welcome to everyone in the Elder Scrolls Online community! As the year is drawing to a close, I’m going to take some time to walk you through my thoughts on 2024 – and look ahead to 2025 and how ESO will be evolving to meet the changing needs of the community.
...
I feel like most of these changes, as with most changes made in recent years have been more geared toward meeting the changing needs of ZOS, not the player base. As a PvP main, I feel like this has been the trend since pre 2020 and this sounds like a roadmap for more of the same.
I very much hope to be wrong on this point. But it's not as if we don't have years of data to form our expectations going forward either.
DaveMoeDee wrote: »While I don't care much about "overland", the bosses for DLC just melt atm. This may be partly due to my build. When the game first released, I remember players that couldn't really do much of anything without being carried, even overland stuff. I don't want the game like that because I want it to be accessible to crappy gamers. But I am a single-player focused gamer with little interest in MMO grinding and repetition.
Personally, if the game isn't releasing substantial narrative content, I don't really care what they do as the game isn't really intended for me, which is fine.
Please add the ability to turn off the sustainability features on console, it's really disgusting to treat xbox and ps users like second class citizens.
Over 6 months now the game has been unplayable for many of us with migraines and other disorders.
“Our (ambitious) goal is to return it to the concurrency levels we supported in 2014.”
The game never achieved hundreds of players on the screen at once so much that the product marketing website was changed to not falsely advertise the game and its technical capabilities.
StarOfElyon wrote: »[snip]
That's what player guides are for, as well as the opportunity to respec, and (if on PC) the chance to try things on the PTS.
OtarTheMad wrote: »“Our (ambitious) goal is to return it to the concurrency levels we supported in 2014.”
The game never achieved hundreds of players on the screen at once so much that the product marketing website was changed to not falsely advertise the game and its technical capabilities.https://youtu.be/-DV9TwsosyI?si=BiSK4_03UktuxdR4
And that was just one faction stack. That was AD. DC had South-Ga’s stack too. It was nuts.
OtarTheMad wrote: »“Our (ambitious) goal is to return it to the concurrency levels we supported in 2014.”
The game never achieved hundreds of players on the screen at once so much that the product marketing website was changed to not falsely advertise the game and its technical capabilities.https://youtu.be/-DV9TwsosyI?si=BiSK4_03UktuxdR4
And that was just one faction stack. That was AD. DC had South-Ga’s stack too. It was nuts.
@OtarTheMad
The game literally crashes during that stream/video and 12fps is not “supporting”. This is not the hill you want to defend.
alternatelder wrote: »StarOfElyon wrote: »[snip]
Pointless video of him bashing, complaining, acting like he knows more than developers and good youtubers. Every time I went to Cyrodiil, the zone chat was this guy just constant complaining in chat, yelling at people and acting like he's running the entire faction.
The solve for competitive PvP isn’t changing skills to a set of PvP specific skills. That’s a pretty terrible ideas, actually.
The solution is to restrict to PvP gear and gear that is tailored to the trinity. Utilize the same game logic that governs Torc of the Last Aylied King. Disable all set bonuses except for the items bonus.
Right now, PvP is broken by proc sets. Proc sets contribute to way too much power. You can build tanky and since healing scales with weap/spell power you can have great heals. Unleash a 500 Balorgh ultimate and you do incredible damage too. This is the problem.
This is the solution.
Make new PvP mythics:
Tank mythic with great blocking and mitigation buffs but with weak healing and damage penalties.
Healers with great bonuses to healing but weak damage and mitigation.
Damage dealers with great bonuses to damage but weak mitigation and healing.
This will limit the number of calls to the server as well.
I’ve seen this work well in other games. Like - this isn’t hypothetical. It’s worked and it was fun because it was skill based PvP. Not whoever had their rng sets proc at the perfect moment.
You might even look at a trinity debuff system to force a quality role composition for matches instead of what we have today.
It would go as follows:
Dps debuffs healers.
Healers debuff tanks.
Tanks debuff dps.
I’m available for hire to provide further consultation.
OtarTheMad wrote: »OtarTheMad wrote: »“Our (ambitious) goal is to return it to the concurrency levels we supported in 2014.”
The game never achieved hundreds of players on the screen at once so much that the product marketing website was changed to not falsely advertise the game and its technical capabilities.https://youtu.be/-DV9TwsosyI?si=BiSK4_03UktuxdR4
And that was just one faction stack. That was AD. DC had South-Ga’s stack too. It was nuts.
@OtarTheMad
The game literally crashes during that stream/video and 12fps is not “supporting”. This is not the hill you want to defend.
That was more on the recorders side mostly. I remember he crashed a lot when no one else did really.
OtarTheMad wrote: »OtarTheMad wrote: »“Our (ambitious) goal is to return it to the concurrency levels we supported in 2014.”
The game never achieved hundreds of players on the screen at once so much that the product marketing website was changed to not falsely advertise the game and its technical capabilities.https://youtu.be/-DV9TwsosyI?si=BiSK4_03UktuxdR4
And that was just one faction stack. That was AD. DC had South-Ga’s stack too. It was nuts.
@OtarTheMad
The game literally crashes during that stream/video and 12fps is not “supporting”. This is not the hill you want to defend.
That was more on the recorders side mostly. I remember he crashed a lot when no one else did really.
Its never performed nor supported hundreds of players on the screen. Nearly everyone frequently experienced these frame drops and crashes.
The solve for competitive PvP isn’t changing skills to a set of PvP specific skills. That’s a pretty terrible ideas, actually.
The solution is to restrict to PvP gear and gear that is tailored to the trinity. Utilize the same game logic that governs Torc of the Last Aylied King. Disable all set bonuses except for the items bonus.
Right now, PvP is broken by proc sets. Proc sets contribute to way too much power. You can build tanky and since healing scales with weap/spell power you can have great heals. Unleash a 500 Balorgh ultimate and you do incredible damage too. This is the problem.
This is the solution.
Make new PvP mythics:
Tank mythic with great blocking and mitigation buffs but with weak healing and damage penalties.
Healers with great bonuses to healing but weak damage and mitigation.
Damage dealers with great bonuses to damage but weak mitigation and healing.
This will limit the number of calls to the server as well.
I’ve seen this work well in other games. Like - this isn’t hypothetical. It’s worked and it was fun because it was skill based PvP. Not whoever had their rng sets proc at the perfect moment.
You might even look at a trinity debuff system to force a quality role composition for matches instead of what we have today.
It would go as follows:
Dps debuffs healers.
Healers debuff tanks.
Tanks debuff dps.
I’m available for hire to provide further consultation.
You will never balance out the PvP no matter how many restrictions you'll put on there. None of the MMOs are really balanced. Restricting gear and skills are both terrible ideas. They'll split the community even more. This will be the outcome:
- PvE players will stick to PvE anyway
- hardcore PvP players will lose any interest in PvE part of the game because it will be completely separated from PvP. They'll have no incentive to participate in PvE and sales will drop
- somewhere "in-between"players may lose interest in both parts of the game as they won't be intertwined in any way with each other. That's me. I only enjoy PvE because it's part of the journey for me to eventually fight with my character in PvP using rewards from PvE. Having separated games for each breaks the experience for me.
Since the game can't be balanced out the best way to attract people into Cyrodil is actually making it more fun by creating new mechanics that will make everyone feel like they're contributing to their alliance, no matter how strong they are. The fun factor will always win over new players.
How to make Cyrodil more fun?
- make castles more upgradable, so sieges won't take 30 seconds. Make it harder but also worth claiming and holding it. Make guilds and castles matter.
- Some upgrades can be achieved via PvE objectives. Stronger walls, stronger and more NPC's, champion castle boss, NPC's that can operate defensive siege weapons.
- Objectives such as escort supply lines, sneaky sabotage enemy supply lines etc, or even gathering materials for those who want to avoid fight but help.
- with that, introduce a mechanic where a guild that has claimed a castle gets special rewards for holding them for longer periods of time. The longer they hold it, the higher the reward (counted not in minutes, but hours, days). This should stop Cyrodil being a game where you run constantly from castle to castle every 5 minutes not caring what happens to the one you just grabbed.
There are plenty of ways to make it fun. Trying to balance out combat in a 300 player large combat zone is simply impossible and won't change anything. Right now the focus should be on making the gameplay more engaging and bringing fresh ideas.
So I find it, let’s say, coincidental, that shortly after ZOS unionizes, the way content is created changes.
Not good or bad, but to me, seems like damage control. I can only guess the workers unionized for a reason and, let’s be real, it wasn’t because things were already great.
In the end the workers will get better working environment but ZOS will have to get money from other avenues.
I for one had bought every chapter every year so… how are they going to take my money now?
I don’t sub. I buy 5500 crowns on sale once in a while. I only play for questing and normal PvE raids. If I have to sub or buy a “pass”… nope. I don’t think I am alone.