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[Tales of Tribute] - Tales of Tribute is Acknowledged Via the Golden Pursuit System

Personofsecrets
Personofsecrets
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Just thought that it is worth acknowledging that Tales of Tribute is being treated as a core part of the game with additional rewards. Cool!
Rest in Peace:
The Dragonknight
2014-2025

This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • SeaGtGruff
    SeaGtGruff
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    Yes, it's also been acknowledged in the Endeavors before. I do wish that "overland" matches against NPCs counted, but this will probably nudge me to queue for some "PvP" matches.
    I've fought mudcrabs more fearsome than me!
  • Djennku
    Djennku
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    Agreed with NPC matches, but also can they include duels (pvp invites vs queue)
    @Djennku, PCNA.

    Grand Master crafter, all styles and all furnishing plans known pre U41.
    Vamp and WW bites available for players.
    Shoot me an in-game mail if you need anything, happy to help!
  • PunkAben
    PunkAben
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    I would like to give some honest feedback about **Tales of Tribute achievements**, especially *Card Conjurer* and *Memories of the Spearhead*, because at the moment they don’t feel challenging in a rewarding way — they feel exhausting.

    I understand the intention behind Tales of Tribute. It was clearly designed as a slower, thoughtful activity players return to over time. There is nothing wrong with that design philosophy. The problem appears when very rare RNG fragments are tied directly to **mandatory PvP wins and daily reward coffers**.

    Right now the system stacks several pressure points on top of each other:

    • You must win against other players, not simply participate.
    • Matches can take a very long time depending on opponent pacing.
    • Progress is daily-gated behind three PvP wins.
    • And even after completing everything correctly, rewards are still entirely RNG.

    After weeks of consistent play and many gold reward turn-ins without receiving fragments, the experience begins to shift psychologically from motivation to frustration.

    Players naturally start asking themselves:

    “Why am I doing this if effort doesn’t lead to visible progress?”

    That feeling matters, because games are strongest when time invested feels respected. When progress depends purely on luck, repeated failure despite effort can create burnout rather than engagement.

    Another issue is pacing. Some Tribute matches last longer than group dungeons or battlegrounds. When advancement requires daily wins, slow matches — even when nobody is doing anything wrong — can make the activity feel mentally draining instead of relaxing.

    Many achievement hunters enjoy difficult goals. Trial trifectas, PvP ranks, or long exploration achievements are demanding but satisfying because improvement and persistence clearly move you forward. With Tribute fragments, progress often feels invisible.

    This can unintentionally create negative associations with an otherwise enjoyable game mode. Players who might have enjoyed Tribute casually instead begin to associate it with stress, obligation, or disappointment because achievements encourage repeated play without predictable progress.

    I am not asking for achievements to be easy or instantly obtainable.

    But systems that show respect for player time — such as gradual drop protection, a token or exchange system after repeated completions, or an alternate PvE path — would help maintain motivation while preserving long-term goals.

    ESO has always stood out by allowing players to choose how they engage with content. Giving players some sense of agency or visible progress here would help Tales of Tribute feel rewarding rather than discouraging.

    Thank you for taking the time to read this.
    The good news about computers is that they do what you tell them to do.The bad news is that they do what you tell them to do.
    Ted Nelson.
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