Waffennacht wrote: »You really can't have 50+ stam moves and 10ish magicka moves and call it balance.
On this topic. How hard would it be to sit down. take suggestions, work the math, and adjust the numbers weekly till you achieve balance? add in new skills, morphs, and passives, and rinse and repeat.... instead of this tradition of rotating which class/spec is more powerful every 4 months. I mean from my perspective...which is limited but still present.... If x and x class are on top in every area, and x and x class are bottom in performance in several areas... I don't Buff the top performing classes. idk maybe it really is to hard to understand for us mere mortals.
khele23eb17_ESO wrote: »
I have trouble understanding it as well. Hire a team of people to do balancing. Dont let it all be decided by just one guy with a punchable face and the voice of a teenager going through puberty. Make sure there are some people good at math in this team. Have them learn the ins and outs of every class. Have them crunch the numbers and tweak the skills and passives every week or two accordingly. Eventually youre bound to get close to a balanced game.
GivvumBoane wrote: »
You said it in the first line. "Hire a team". That would mean more ridiculously expensive mounts and junk constantly being added. Hiring more people to do other things means they would have to expand their income to pay said people. Expanded marketing campaign, more crown store items, more overpriced dlc, or heaven forbid, weapons and armor available on crown store.( That was not sarcasm. I will quit the second this turns P2W).
khele23eb17_ESO wrote: »
I dont mean a team of 20 people. 3-4 would be more then enough for this. Pretty sure this would not drive them bankrupt or force major policy changes in monetization.
Some points on YOUR list is NOT what I want:
To use OP's words, "make things real clear an obvious" of stuff I DO NOT want in ESO:
- Skills in PVP having their effects behaving differently than they would in PVE. And vice-versa.
- An actual auction house
- A token system for dungeons for dungeons, trials, and arenas
To Repeat I listed what on OP's list of items I disagree with.
GivvumBoane wrote: »
Ok, 3 or four developers, minimum 50k a year. Extra 150-200k a year more than current costs. Money has to be made somewhere. Not to mention dead time with learning the ins and outs of the classes and such.
- A token system for dungeons for dungeons, trials, and arenas
Why would you be against a token system in like veteran maelstrom arena ?
GivvumBoane wrote: »
Ok, 3 or four developers, minimum 50k a year. Extra 150-200k a year more than current costs. Money has to be made somewhere. Not to mention dead time with learning the ins and outs of the classes and such.
As we talk they're already giving 50k+ a month to the winner of that "million reason to play eso" , I could learn about coding/computer/games and fix bugs/issue on the game by myself if they hired me for that price...
khele23eb17_ESO wrote: »
Do we know how much income there is and how much of that is invested back into the game? Because without this information discussing this is a bit pointless. That 200k extra might not be as big of a burden on the company budget as you think. Moreover, Im not sure this would be a full time gig. More like a 3-4 months contract and then a week or two for every DLC introducing new mechanics. I have a feeling higher player retention alone would pay for that.
One aspect of RIFT I hate, it has one thousand and one tokens to get and if do not have the right one, but have tons of a different one, one could not get the item that one wants. I am happy with having gold coins to buy anything and everything. ESO have 3 tokens now (VR stones in IC and AP) any more than that is getting too many options. To quote a poem:
"One Ring to bring them all, and in the darkness bind them,
In the Land of Mordor where the Shadows lie.[1]"
One aspect of RIFT I hate, it has one thousand and one tokens to get and if do not have the right one, but have tons of a different one, one could not get the item that one wants. I am happy with having gold coins to buy anything and everything. ESO have 3 tokens now (VR stones in IC and AP) any more than that is getting too many options. To quote a poem:
"One Ring to bring them all, and in the darkness bind them,
In the Land of Mordor where the Shadows lie.[1]"
GivvumBoane wrote: »
Exact numbers aren't really need. Increased costs cut into profits. Profit margin is the biggest concern for these companies
khele23eb17_ESO wrote: »
And thats why youd prefer to be screwed over by RNG regardless of your skill and effort? Wow.
I see, but the idea of tokens that has been many times discussed on forum is mostly for VMA, and it's just an addition to the current system, like everything remains the same, but to balance the incredible misfortune streak (100+ runs without desired weapons) the idea was to add tokens with the accomplishement of VMA (while keeping the regular RNG system on last chest)
That way , people who have been unlucky 100+ times can still be guaranteed to get their maelstrom weapons by spending the 100+ tokens their earnt during their VMA runs on a VMA vendor selling maelstrom weapons.
Result would be less frustrated players who've spent hundred of hours and who will spend other hundred of hours with no guarantee to finally get their weapon, it will makes it balanced and rewards accomplishement along with luck, as it is now, it only relies on luck.
There is crafting to make what you want OR play a minigame to see what one gets in a RNG system OR earn gold and buy an item off another player. I hate farming 10,000 zones to get tokens for items and I do not have the RIGHT token I am screwed. At least with a RNG system you have chance to get an item that you want without worrying about if one has the right token or not.
khele23eb17_ESO wrote: »
And as I said, the increased player retention from having a game that is actually balanced as well as player satisfaction and brand loyalty would likely cover the cost.
GivvumBoane wrote: »
But player retention only helps if they buy from the crown store or have ESO+.
khele23eb17_ESO wrote: »
Um... what? I really cant follow your reasoning. You rather have a 0.001% chance to get what you want than to read a tooltip at an NPC vendor for 2 seconds and be guaranteed a reward for your hard work?
Also you cant buy the things were talking about here off another player. You cant craft them either.
Why ZOS make those weapons not BOP instead being BOE?
I think they're BOP because it's actually supposed to be a challenging place that rewards you for completing it, but as it stands it doesn't rewards your score, it doesn't rewards the number of time you accomplished it, it only rewards luck.
Not to mention that the last chest doesn't always rewards a weapon...
As an example I need 3 weapons there, I've done it 100+ times, I now have 60+ maelstrom weapons, and none of those is one that I need, that's like 100+ hours of farm rewarded by nothing but misfortune because of RNG, if there was tokens I would already have those weapons, and feel less frustrated about RNG being unrewarding, but right now I have the same weapon that I have 100+ runs ago when I first stepped there.
Some people are on 200+ runs with same issue.
At this point, be it tokens, BOE, trade undesired weapon for desired one...etc any other system would be better than what it is right now , but ZOS just ignore the issue while there's tons of topic about it for months.
We just need a goal when farming VMA to be guarantee that we're not gonna endlessly be stuck there hoping for our effort and accomplishement to be rewarded by luck (which can take 500/600/700... runs or simply never happens is we're really unlucky)
PS : we've been asking for Maelstrom arena to drop maelstrom tokens only, else there's no point for us.
ah I see. I never liked BOP items. I always believe that any item should be able to be traded or crafted, not locked away behind a BOP wall.
khele23eb17_ESO wrote: »
If theyre not playing theyre not buying thats for sure. As long as they play some of them will buy and sub. The more happy they are with the game the more likely they are to spend money on it.
khele23eb17_ESO wrote: »
I dont mean a team of 20 people. 3-4 would be more then enough for this. Pretty sure this would not drive them bankrupt or force major policy changes in monetization.
What if a Khajiit wants her sweet roll that cost 500 XYZ units (that you only can get in one area), but she worked very hard and 1,000 ABC units in a different area. She still could not get what she wants. That will make any Khajiit very sad not having a good sweetroll to eat. The poor Khajiit is forced to play one type of content to get her sweet roll.
If the sweetroll is in a RNG system. She can work very hard in any area that she wants to (play the content that she wants to play) to earn the needed XYZ units to get her sweet roll instead being forced to play one type of content.
khele23eb17_ESO wrote: »
Thats the thing tho. Sweetrolls can only be found in one dungeon and so the Khajiit will have to run that dungeon exclusively and not any area she wants to. Also, in this secret bakery dungeon sweetrolls are quite rare as they are merely one of many pastry products that can be found in this place. Moreover, there are many kinds of sweetrolls, most of which are disgusting for Khajiits. So not only does the Khajiit have to get lucky to find a sweetroll among all the pastry goods but it has to be one of the Khajiit-friendly sweetrolls. It is possible that the Khajiit will get lucky and find a sweetroll after only a few visits to the bakery dungeon, but it is just as likely itll take dozens if not hundreds of visists.