I mainly hope that when ZOS reflects on how the event went, they see that if you hype up something it needs to feel rewarding instead of a chore.
For me it feels like they put a wall to lock me out of the other half of a chapter that I already paid for, while I was actually initally looking forward to the event. And I need to grind fetch quests to get in.
Out of spite they'll probably never do an event again, blaming the player base for not understanding the vision they had.
We are taking all feedback (not out of spite) regarding the event to our teams for review and how to do larger scale events like this better in the future. The goal is to meet player demand for new types of content. This multi-phase event is our first time doing something this complex and there are plenty of learnings we are taking away for the next time.
But to @Katheriah point, we have and will continue to share the feedback around having a rewarding experience with events.
tomofhyrule wrote: »I mainly hope that when ZOS reflects on how the event went, they see that if you hype up something it needs to feel rewarding instead of a chore.
For me it feels like they put a wall to lock me out of the other half of a chapter that I already paid for, while I was actually initally looking forward to the event. And I need to grind fetch quests to get in.
Out of spite they'll probably never do an event again, blaming the player base for not understanding the vision they had.
We are taking all feedback (not out of spite) regarding the event to our teams for review and how to do larger scale events like this better in the future. The goal is to meet player demand for new types of content. This multi-phase event is our first time doing something this complex and there are plenty of learnings we are taking away for the next time.
I’ll admit, I’m one of the players who had no issues with the old Chapter model. I tend to have a “don’t fix what ain’t broke” stance.
While I see that the team wants to try new things, the fact that it came at the expense of predictability was a massive leap backwards for me. We’ve been getting “we have fun things coming, stay tuned!” for over a year at this point, and it’s completely frustrating. There was some comfort in knowing that we could expect certain things on a schedule.
Seriously, there are only two things we know are coming, and even then it’s *eventually* coming some unspecified time in the future: Crossplay (in some nebulous form) and Overland Difficulty (in some nebulous form). We don’t even know that we will ever get anything else like combat balance, new zones, new Classes, or anything of the like.
I also disagree with the idea that this event needs to be enforced on players whether they want it or not. The invaded Delves and Public Dungeons are actively preventing players from doing certain quests or achievements, and the only solution is “well, just wait for an unspecified time until it’s back to normal.” The dailies given on Solstice and Stirk also directly spoil the last quest from Solstice part 1 by revealing a certain character died. Even the reveal of the wall showed off a certain character who came back from the dead. Again.
In the previous model, the Q2 story was not a hard requirement for the Q4 story (so it didn’t need to be spoiled for players who did not have the disposable income to get it on release), and the reveal events showed off how it was connected without directly spoiling it (and they actually revealed things, but that’s a different issue). The Chapter event, while also feeling contrived by filling a random bar, was at least rewarding and didn’t require blocking quest or achievement progress in other zones.
In short, before we felt like we mostly got what we paid for. Now, a lot of players feel like they paid more for less.
The players need a January reveal that will tell us some big things we can expect to see at some point that year if we are expected to pay money for them. It doesn’t need to release immediately, but we can not have another year of “pay us $50 and maybe by the end of the year you’ll know what you paid for and if it was worth it.”
I mainly hope that when ZOS reflects on how the event went, they see that if you hype up something it needs to feel rewarding instead of a chore.
For me it feels like they put a wall to lock me out of the other half of a chapter that I already paid for, while I was actually initally looking forward to the event. And I need to grind fetch quests to get in.
Out of spite they'll probably never do an event again, blaming the player base for not understanding the vision they had.
We are taking all feedback (not out of spite) regarding the event to our teams for review and how to do larger scale events like this better in the future. The goal is to meet player demand for new types of content. This multi-phase event is our first time doing something this complex and there are plenty of learnings we are taking away for the next time.
But to @Katheriah point, we have and will continue to share the feedback around having a rewarding experience with events.
colossalvoids wrote: »The whole issue should be fixed not by deactivating the daily quests, dig sites and wayshrines for the East, but by activating the "Crossing the Wall" quest (main story quest #6) and letting us get access to the East officially. Everything already seems to be ready on the East anyway, why prolong the whole thing artificially for another 2 weeks? People don't believe in the percentages being correct or care for that server competition anyway.
Event quests could still remain active for the coming 3 weeks for people who like to do them and want the collectibles.
The only way I see it so zos wouldn't loose a face that badly. Admit the event was a mistake that would be improved upon, and let people access the zone without fear of repercussion. Because the only activity this month that's actually uniting the playerbase was actually helping others to cross the wall instead of fighting for fat and sap drops.

This is odd I cannot see anything on the eastern side?
tomofhyrule wrote: »I mainly hope that when ZOS reflects on how the event went, they see that if you hype up something it needs to feel rewarding instead of a chore.
For me it feels like they put a wall to lock me out of the other half of a chapter that I already paid for, while I was actually initally looking forward to the event. And I need to grind fetch quests to get in.
Out of spite they'll probably never do an event again, blaming the player base for not understanding the vision they had.
We are taking all feedback (not out of spite) regarding the event to our teams for review and how to do larger scale events like this better in the future. The goal is to meet player demand for new types of content. This multi-phase event is our first time doing something this complex and there are plenty of learnings we are taking away for the next time.
I’ll admit, I’m one of the players who had no issues with the old Chapter model. I tend to have a “don’t fix what ain’t broke” stance.
While I see that the team wants to try new things, the fact that it came at the expense of predictability was a massive leap backwards for me. We’ve been getting “we have fun things coming, stay tuned!” for over a year at this point, and it’s completely frustrating. There was some comfort in knowing that we could expect certain things on a schedule.
Seriously, there are only two things we know are coming, and even then it’s *eventually* coming some unspecified time in the future: Crossplay (in some nebulous form) and Overland Difficulty (in some nebulous form). We don’t even know that we will ever get anything else like combat balance, new zones, new Classes, or anything of the like.
I also disagree with the idea that this event needs to be enforced on players whether they want it or not. The invaded Delves and Public Dungeons are actively preventing players from doing certain quests or achievements, and the only solution is “well, just wait for an unspecified time until it’s back to normal.” The dailies given on Solstice and Stirk also directly spoil the last quest from Solstice part 1 by revealing a certain character died. Even the reveal of the wall showed off a certain character who came back from the dead. Again.
In the previous model, the Q2 story was not a hard requirement for the Q4 story (so it didn’t need to be spoiled for players who did not have the disposable income to get it on release), and the reveal events showed off how it was connected without directly spoiling it (and they actually revealed things, but that’s a different issue). The Chapter event, while also feeling contrived by filling a random bar, was at least rewarding and didn’t require blocking quest or achievement progress in other zones.
In short, before we felt like we mostly got what we paid for. Now, a lot of players feel like they paid more for less.
The players need a January reveal that will tell us some big things we can expect to see at some point that year if we are expected to pay money for them. It doesn’t need to release immediately, but we can not have another year of “pay us $50 and maybe by the end of the year you’ll know what you paid for and if it was worth it.”
We are still investigating this. This was not intended behavior. In the meantime, the workaround is to abandon the digsite and rescry. We know this is not ideal. But until we have a working fix, this is the best solution if you run into the issue.