What do you think of Crown Store Random boxes/Lottery box?

  • Elsonso
    Elsonso
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    Yes I like the random boxes idea so Long as they only have cosmetics
    greyman wrote: »
    Lysette wrote: »
    And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.

    You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.

    I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/

    Interesting read, but there are some people in this forum that can get away with complaints about how ZOS does what they do, and the results that they have. Not everyone on the forum is clueless about game and software development.
    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • starkerealm
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    No, don't ever add these into the game.
    Graydon wrote: »
    Every point you guys mentioned are all assumptions.

    My god, you mean you don't have a 60 hour a week job that pulls in a six figure salary? The horror.
    Graydon wrote: »
    Also all the Crown Store items are junk.

    Yeah, you might want to go shout that on the PVP boards a little louder, given the Imperial race is in the crown shop.
  • starkerealm
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    No, don't ever add these into the game.
    People were sold one game, and are now being transitioned over to a different one. You like the direction it's going? That's fine, that's your opinion, you're entitled to it.

    This is the cruise ship analogy, and I want to thank @jedtb16_ESO for putting this out there, even if it was not used as intended. I signed up for the game back in 2014 (boarded the ship) and, so far, the ship has been generally heading in a direction I am comfortable with. For me, One Tamriel has the potential to set sail in a completely different direction, one that I might not want to go. Crown Crates are not gonna do it for me, especially if ZOS can be trusted to limit how they impact the game and Crown Store. I really have no confidence in Firor on this score, though.

    I'll be honest, I'd be quite happy to deep six that entire analogy. Mostly because it's served more to muddy the waters than clear the air.

    ...I'll show myself out now. :p
  • Doctordarkspawn
    Doctordarkspawn
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    No, don't ever add these into the game.
    greyman wrote: »
    Lysette wrote: »
    And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.

    You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.

    I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/

    I love that article. Mostly because there's no information on the dev process that is up to date enough to teach us how games are made. If you have information, please, I invite you to share it. Otherwise? Dont blame people for being ignorant when people wont give them details.

    Edit: It also does not help that the game it's talking about, or at least refrencing, No Mans Sky, may have willfully with-held information in order to sell more copies. Dubious hill to die on.
    Edited by Doctordarkspawn on September 1, 2016 2:43PM
  • greyman
    greyman
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    No, don't ever add these into the game.
    Interesting read, but there are some people in this forum that can get away with complaints about how ZOS does what they do, and the results that they have. Not everyone on the forum is clueless about game and software development.

    I simply take objection to people stating that things are "trivial" to do - when they don't have the necessary knowledge to actually make that statement (in this case: knowledge of the ESO code base and the work that such a feature would actually require). It could very well be trivial "just add a multiplicator" - or it could be a total mind bender because of X, Y & Z factors that we are simply not aware of from the outside. As a professional programmer myself, I don't like making assumptions on things I don't know, and I don't think others should either.

    Edit: quotes went all weird.
    Edited by greyman on September 1, 2016 2:41PM
  • jedtb16_ESO
    jedtb16_ESO
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    Yes I like the random boxes idea so Long as they only have cosmetics
    Graydon wrote: »
    So I noticed I have 10k crowns. Once again I browse the Crown Store and once again all I see is crap.

    Since the origin of the Crown Store I have purchased a camel and a monkey.

    I really don't understand the hysteria and panic regarding the Crates. It's all junk.

    It's because we have the amazing power to remember past events, and extrapolate patterns of behavior. It's a terrifying power, but one we learn to live with.

    yup... pattern recognition... us humans are really good at it, a survival mechanism. in fact we are so good at it that we see patterns where there are none.
  • Graydon
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    Yes but I just want it to be pay to win items, plus cosmetics

    My god, you mean you don't have a 60 hour a week job that pulls in a six figure salary? The horror.

    Are you crazy??? I would never work 60 hours a week. I am fortunate enough and do work hard to earn that 6 figure salary.

    What's your point?
  • Esquire1980g_ESO
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    No, don't ever add these into the game.
    greyman wrote: »
    Lysette wrote: »
    And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.

    You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.

    I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/

    From that article;

    "This all being said, I’m not giving Hello Games a free pass on this one. There were certainly ‘messaging’ issues that should and could have been overcome. If there’s no multiplayer, then just say so. Instead we were treated to cryptic answers in interviews. To be fair, these answers may have been given because, quite frankly, at that point in development Hello Games might not have known exactly what was and wasn’t going to be in the game. If things can go wrong when making something like Pong, I can only imagine the U-turns made when making something of the magnitude of No Man’s Sky.

    As always, there’s caveats to even this defence. There have been instances of straight-up lies making it into trailers and other pre-release materials. We’re all familiar with ‘bull shots’ and the nefarious Aliens: Colonial Marines’ over ambitious ‘target render’ trailer."

    Straight-up lies? "Messaging issues? If there's no multiplayer....., uhhhhhhhhh, your going to include lockboxes as soon as you get them developed? And if devs don't know what's going into a game, why have the producer/community manager say something will never be in?

    Now, all of this sounds vaguely familiar. I can't quite remember where I've heard it all before tho......... Some of us might have invested time and money based on such as these, statements..........
    Edited by Esquire1980g_ESO on September 1, 2016 4:36PM
  • Lysette
    Lysette
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    No, don't ever add these into the game.
    greyman wrote: »
    Lysette wrote: »
    And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.

    You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.

    I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/

    Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.
    Edited by Lysette on September 1, 2016 5:07PM
  • Graydon
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    Yes but I just want it to be pay to win items, plus cosmetics
    Lysette wrote: »
    greyman wrote: »
    Lysette wrote: »
    And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.

    You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.

    I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/

    Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.

    Waiting for you to build your MMO
  • MornaBaine
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    No, don't ever add these into the game.
    It is true that MOST of us know just enough about computers and programming to be dangerous. BUT that's really NOT what this discussion is about. So let's get back on the rails please.

    We now know that the phrase, "We have no plans to do X," is completely meaningless because a plan to do exactly X can always be right around the corner. I'm not fond of that kind of evasion. Be straight with us. Say, "There's no plan for X that I am aware of but things can always change." Because that is the truth, the whole truth. And when you say you are absolutely NOT going to do X... don't ever turn around and do it. And if you DO... have the integrity to own up to it, be transparent, explain why it became necessary, and... APOLOGIZE for having broken your word. You'd be AMAZED at how positively customers will respond to NOT being BSed.

    Finally... RNG boxes are bad, m'kay? They just are. For lots of ethical reasons. And if you feel you simply MUST have them... NEVER make anything in them exclusive. ALWAYS have every item available in the crown store for individual sale at their regular prices. Then, if someone actually WANTS to try their luck on a RNG box, sure they can, and they might get lucky and score a thousand crown costume for 400 crowns. And that is acceptable. The way you are proposing doing it thus far... is NOT acceptable.
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • Doctordarkspawn
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    No, don't ever add these into the game.
    Graydon wrote: »
    Lysette wrote: »
    greyman wrote: »
    Lysette wrote: »
    And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.

    You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.

    I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/

    Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.

    Waiting for you to build your MMO

    Waiting for you to present a valid point or present some actual information on how games are made. Back up your claims.
  • Cazzy
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    No, don't ever add these into the game.
    Graydon wrote: »

    My god, you mean you don't have a 60 hour a week job that pulls in a six figure salary? The horror.

    Are you crazy??? I would never work 60 hours a week. I am fortunate enough and do work hard to earn that 6 figure salary.

    What's your point?

    £000,000? I joke! I joke :tongue:
  • Graydon
    Graydon
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    Yes but I just want it to be pay to win items, plus cosmetics
    Graydon wrote: »
    Lysette wrote: »
    greyman wrote: »
    Lysette wrote: »
    And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.

    You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.

    I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/

    Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.

    Waiting for you to build your MMO

    Waiting for you to present a valid point or present some actual information on how games are made. Back up your claims.

    I'm not the one telling ZOS how to do their job.
  • Doctordarkspawn
    Doctordarkspawn
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    No, don't ever add these into the game.
    Graydon wrote: »
    Graydon wrote: »
    Lysette wrote: »
    greyman wrote: »
    Lysette wrote: »
    And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.

    You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.

    I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/

    Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.

    Waiting for you to build your MMO

    Waiting for you to present a valid point or present some actual information on how games are made. Back up your claims.

    I'm not the one telling ZOS how to do their job.

    But you are the one telling us to shut up, so why dont you actually contribute to the discussion instead of trying to silence it?

    If you cant do that simple thing, go. Door is right there.
  • Elsonso
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    Yes I like the random boxes idea so Long as they only have cosmetics
    .
    greyman wrote: »
    Interesting read, but there are some people in this forum that can get away with complaints about how ZOS does what they do, and the results that they have. Not everyone on the forum is clueless about game and software development.

    I simply take objection to people stating that things are "trivial" to do - when they don't have the necessary knowledge to actually make that statement (in this case: knowledge of the ESO code base and the work that such a feature would actually require). It could very well be trivial "just add a multiplicator" - or it could be a total mind bender because of X, Y & Z factors that we are simply not aware of from the outside. As a professional programmer myself, I don't like making assumptions on things I don't know, and I don't think others should either.

    Edit: quotes went all weird.

    Case in point, the difficulty slider. I sat back and pondered that for a few moments when I heard it. It is definitely a good idea, but is it definitely not a trivial addition to the game. There are so many exceptions, if's, and but's that have to be accounted for that I shudder at implementation. It cannot be applied universally, or even in every part of the PVE game. Even in the overworld, there would be places where a difficulty slider would be a problem. Toss in the multiplayer aspect of the game and complexity really ramps up. Depending on how they implemented battle-leveling/scaling, it could be easier or harder.

    Still, it would be a very cool and powerful feature. This is definitely something that ZOS could pull off, but I am not certain that it would be worth the effort. There is no reason why people should not suggest it, although calling it trivial is wrong.

    Of course, if they just added a slider to the UI, which is pretty trivial, and then had the slider do nothing... well, that could be trivial. Eventually, someone would notice, though, and ruin the fun. :smile:

    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • Lysette
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    No, don't ever add these into the game.
    Graydon wrote: »
    Lysette wrote: »
    greyman wrote: »
    Lysette wrote: »
    And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.

    You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.

    I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/

    Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.

    Waiting for you to build your MMO

    Well, you are on my ignore list, but I will make a comment to this nevertheless. If you would have used the creation kit or the GECK for other Bethesda games, you would know, that I am correct, but you obviously did not do that ever - and so you make remarks like this - absolutely pointless and baiting.
  • jedtb16_ESO
    jedtb16_ESO
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    Yes I like the random boxes idea so Long as they only have cosmetics
    Lysette wrote: »
    Graydon wrote: »
    Lysette wrote: »
    greyman wrote: »
    Lysette wrote: »
    And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.

    You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.

    I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/

    Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.

    Waiting for you to build your MMO

    Well, you are on my ignore list, but I will make a comment to this nevertheless. If you would have used the creation kit or the GECK for other Bethesda games, you would know, that I am correct, but you obviously did not do that ever - and so you make remarks like this - absolutely pointless and baiting.

    single player games v mmo...

    world of difference
  • Esquire1980g_ESO
    Esquire1980g_ESO
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    No, don't ever add these into the game.
    Graydon wrote: »
    Lysette wrote: »
    greyman wrote: »
    Lysette wrote: »
    And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.

    You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.

    I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/

    Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.

    Waiting for you to build your MMO

    I did, in fact. Well based on another game, SWG. Me, and a whole boat-load of people are doing it. Right now, that game has 13 servers up and running with decent communities. More than TOR and in fact, more than most AAA MMORPGs out there atm. Oh, and ALL of these server have NO store, NO lockboxes, and NO sub.

    If your interested, PM me and I'll give u info.
    Edited by Esquire1980g_ESO on September 1, 2016 7:47PM
  • jedtb16_ESO
    jedtb16_ESO
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    Yes I like the random boxes idea so Long as they only have cosmetics
    Graydon wrote: »
    Lysette wrote: »
    greyman wrote: »
    Lysette wrote: »
    And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.

    You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.

    I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/

    Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.

    Waiting for you to build your MMO

    I did, in fact. Well based on another game, SWG. Me, and a whole boat-load of people are doing it. Right now, that game has 13 servers up and running with decent communities. More than TOR and in fact, more than most AAA MMORPGs out there atm. Oh, and ALL of these server have NO store, NO lockboxes, and NO sub.

    If your interested, PM me and I'll give u info.

    that has to be the best contender for getting this thread locked.

    and, no i do not think that would be a good thing.
  • Esquire1980g_ESO
    Esquire1980g_ESO
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    No, don't ever add these into the game.
    Graydon wrote: »
    Lysette wrote: »
    greyman wrote: »
    Lysette wrote: »
    And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.

    You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.

    I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/

    Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.

    Waiting for you to build your MMO

    I did, in fact. Well based on another game, SWG. Me, and a whole boat-load of people are doing it. Right now, that game has 13 servers up and running with decent communities. More than TOR and in fact, more than most AAA MMORPGs out there atm. Oh, and ALL of these server have NO store, NO lockboxes, and NO sub.

    If your interested, PM me and I'll give u info.

    that has to be the best contender for getting this thread locked.

    and, no i do not think that would be a good thing.

    Not trying to get anything locked. Not once, have I mentioned my server name of any other server name.

    The point being, that some people have made "their own games". I have even seen listed AAA MMORPG developers, from other studios, play several games in fact.

    Don't ask the question if you don't want the answer.
    Edited by Esquire1980g_ESO on September 1, 2016 8:08PM
  • Dettne
    Dettne
    ✭✭
    total disaster...pay 2 win right there
  • jedtb16_ESO
    jedtb16_ESO
    ✭✭✭✭✭
    ✭✭
    Yes I like the random boxes idea so Long as they only have cosmetics
    Graydon wrote: »
    Lysette wrote: »
    greyman wrote: »
    Lysette wrote: »
    And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.

    You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.

    I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/

    Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.

    Waiting for you to build your MMO

    I did, in fact. Well based on another game, SWG. Me, and a whole boat-load of people are doing it. Right now, that game has 13 servers up and running with decent communities. More than TOR and in fact, more than most AAA MMORPGs out there atm. Oh, and ALL of these server have NO store, NO lockboxes, and NO sub.

    If your interested, PM me and I'll give u info.

    that has to be the best contender for getting this thread locked.

    and, no i do not think that would be a good thing.

    Not trying to get anything locked. The point being, that some people have made "their own games". I have seen listed AAA MMORPG developers, from other studios, play several games in fact.

    Don't ask the question if you don't want the answer.

    i didn't ask a question.

    i think the forum guidelines have something to say about talking about/advertising other games.
  • Esquire1980g_ESO
    Esquire1980g_ESO
    ✭✭✭
    No, don't ever add these into the game.
    Graydon wrote: »
    Lysette wrote: »
    greyman wrote: »
    Lysette wrote: »
    And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.

    You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.

    I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/

    Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.

    Waiting for you to build your MMO

    I did, in fact. Well based on another game, SWG. Me, and a whole boat-load of people are doing it. Right now, that game has 13 servers up and running with decent communities. More than TOR and in fact, more than most AAA MMORPGs out there atm. Oh, and ALL of these server have NO store, NO lockboxes, and NO sub.

    If your interested, PM me and I'll give u info.

    that has to be the best contender for getting this thread locked.

    and, no i do not think that would be a good thing.

    Not trying to get anything locked. The point being, that some people have made "their own games". I have seen listed AAA MMORPG developers, from other studios, play several games in fact.

    Don't ask the question if you don't want the answer.

    i didn't ask a question.

    i think the forum guidelines have something to say about talking about/advertising other games.

    I didn't quote your post in the original. You just replied to mine.

    Read up, you posted while I was doing the edit.
  • clayandaudrey_ESO
    clayandaudrey_ESO
    ✭✭✭✭✭
    No, don't ever add these into the game.
    Graydon wrote: »
    Lysette wrote: »
    greyman wrote: »
    Lysette wrote: »
    And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.

    You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.

    I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/

    Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.

    Waiting for you to build your MMO

    I did, in fact. Well based on another game, SWG. Me, and a whole boat-load of people are doing it. Right now, that game has 13 servers up and running with decent communities. More than TOR and in fact, more than most AAA MMORPGs out there atm. Oh, and ALL of these server have NO store, NO lockboxes, and NO sub.

    If your interested, PM me and I'll give u info.

    that has to be the best contender for getting this thread locked.

    and, no i do not think that would be a good thing.

    Not trying to get anything locked. The point being, that some people have made "their own games". I have seen listed AAA MMORPG developers, from other studios, play several games in fact.

    Don't ask the question if you don't want the answer.

    i didn't ask a question.

    i think the forum guidelines have something to say about talking about/advertising other games.

    What game was advertised? Didn't see where he mentioned a game.
  • Blackbird71
    Blackbird71
    ✭✭✭
    No, don't ever add these into the game.

    hmmm i note you avoid the issue. would you tell a baker how to make bread, or a captain how to sail a boat?

    the dilettante thing?

    we are consumers....

    If I have a standing order with a baker for two dozen almond scones each day, and one day he decides to stop making almond scones, and without consulting me instead gives me blueberry muffins when I show up for my order, I will definitely complain, demand a refund, and if necessary go to another bakery. That is my right as a consumer.

    If I have paid a captain to sail me to a particular destination, and halfway there he decides to turn around and go in a different direction that takes me away from my destination just because he feels like going somewhere else, I will demand he either fulfill his contract, or barring that, that he put me off at the nearest port and refund me what I paid him as he failed to do what I hired him to do. Again, my right as a consumer.

    These scenarios give a more accurate picture of the current situation.

    Now, if before changing his menu, the baker lets me know that he's considering discontinuing the almond scones, and I really enjoy his almond scones, I may take time to try to reason with the baker and convince him to keep making the scones. If he agrees to do so, then we continue doing business; if he does not, we part ways. Likewise with the ship captain: if he informs me that he wants to make a course change before he implements it, I will again do my best to convince him to carry through with plans for the original destination.

    This is representative of what you see in this thread and other places; ZOS has announced a planned change, and invested consumers are attempting to convince ZOS that they would prefer to continue with the game that they paid for, rather than to have it change into something that they didn't. There is nothing unreasonable about this, and it is well within the rights of the consumer to inform the producer of what products they are willing to purchase and support. Most producers actually welcome such feedback, as it helps them tailor their goods to the needs and wants of the market. Of course it's always up to the producer to decide whether a change is in their best interest, but to expect consumers to remain silent on the matter and just accept what they're given is ridiculous.
  • Dromede
    Dromede
    ✭✭✭✭
    Yes I like the random boxes idea so Long as they only have cosmetics
    To people who say that majority of players operate with assumptions and guesses - well, it's not like we've been given anything better.
    Skye Cloude - Sorc DPS, Master Crafter. Main, the bestest
    Lae Lenne - Templar Healer Trial grade.
    Dromede - Stamina Nightblade, she's a newb and doesn't know what she's doing
    V'oghatta - Stamplar pretending to be a tank
    Ulville Thonvella - aspiring Fire Mage, be careful around her fire sticks!
    Dromedaris - lost and not found. Named after a shoe, what else can you expect from her? A proper tank in her wildest dreams
    Swims-Naked - too pretty to grind, too silly to quest.
    Sun Flair - Dunmer Templar that can't spell for life. To bad she's too broke to afford a name change... Well, at least she's pretty...
  • Bouldercleave
    Bouldercleave
    ✭✭✭✭✭
    ✭✭✭
    Yes I like the random boxes idea so Long as they only have cosmetics

    hmmm i note you avoid the issue. would you tell a baker how to make bread, or a captain how to sail a boat?

    the dilettante thing?

    we are consumers....

    If I have a standing order with a baker for two dozen almond scones each day, and one day he decides to stop making almond scones, and without consulting me instead gives me blueberry muffins when I show up for my order, I will definitely complain, demand a refund, and if necessary go to another bakery. That is my right as a consumer.

    If I have paid a captain to sail me to a particular destination, and halfway there he decides to turn around and go in a different direction that takes me away from my destination just because he feels like going somewhere else, I will demand he either fulfill his contract, or barring that, that he put me off at the nearest port and refund me what I paid him as he failed to do what I hired him to do. Again, my right as a consumer.

    These scenarios give a more accurate picture of the current situation.

    Now, if before changing his menu, the baker lets me know that he's considering discontinuing the almond scones, and I really enjoy his almond scones, I may take time to try to reason with the baker and convince him to keep making the scones. If he agrees to do so, then we continue doing business; if he does not, we part ways. Likewise with the ship captain: if he informs me that he wants to make a course change before he implements it, I will again do my best to convince him to carry through with plans for the original destination.

    This is representative of what you see in this thread and other places; ZOS has announced a planned change, and invested consumers are attempting to convince ZOS that they would prefer to continue with the game that they paid for, rather than to have it change into something that they didn't. There is nothing unreasonable about this, and it is well within the rights of the consumer to inform the producer of what products they are willing to purchase and support. Most producers actually welcome such feedback, as it helps them tailor their goods to the needs and wants of the market. Of course it's always up to the producer to decide whether a change is in their best interest, but to expect consumers to remain silent on the matter and just accept what they're given is ridiculous.

    I don't disagree with you at all on your analogies. The one thing that I would point out though is that the DELIVERY of much of the feedback (especially by certain unnamed individuals) on this thread leave much to be desired. Much of it is not helpful, constructive feedback - it's more misinformed rants based off of speculation and very little actual knowledge of the facts (because we really don't even know any of the facts yet).

    My biggest beef is not with the spirited debate on the issue; but more with the lack of any social grace presented by certain individuals. That will actually damage the cause more than help it.

    Personally I don't care about the boxes one way or the other, but having a different point of view is met with an asinine level of hatred around here.
  • CromulentForumID
    CromulentForumID
    ✭✭✭✭
    No, don't ever add these into the game.
    Lysette wrote: »
    One Tamriel would not be a problem at all, if they would follow the suggestion to implement an individual difficulty slider - this would not be a problem in a PvE only area. What I have heard from people so far is, that many are afraid of that One Tamriel will turn out to be either too less of a challenge or too much of it - and no one really wants an average middle-ground, where no one would be happy with it - THIS is the problem with One Tamriel IMO - a difficulty slider would solve this problem.

    Can they, though? I see the lack of a difficulty slider as a technical issue based on game design decisions, not any kind of reluctance to implement such a feature.

    When most of the quest areas are open-world, with phasing based on quest completion, how would you implement such a slider? How do you assign a level/stats to an NPC when anybody can come wandering into the area? If the NPCs are spawned based on your level and difficulty, what happens when someone with a lesser difficulty wanders in?

    For instanced areas something like this should be possible. The crown's difficulty level when entering the instance can be used, or some other kind of variation.

    I admit I could be wrong, and it could be very possible to implement these sliders in the open world, but I have never seen it explained on these forums or elsewhere online. Am I missing something?

    I feel like once they decided to use fewer instances and more open world, and especially use phasing, sliders became impossible to do well, if at all. Just think about how poor the teaming experience can be during quests in open areas. Many times the questing functions like playing a single-player game alongside your friends. Now try to scale the mobs on top of it?
  • Blackbird71
    Blackbird71
    ✭✭✭
    No, don't ever add these into the game.

    hmmm i note you avoid the issue. would you tell a baker how to make bread, or a captain how to sail a boat?

    the dilettante thing?

    we are consumers....

    If I have a standing order with a baker for two dozen almond scones each day, and one day he decides to stop making almond scones, and without consulting me instead gives me blueberry muffins when I show up for my order, I will definitely complain, demand a refund, and if necessary go to another bakery. That is my right as a consumer.

    If I have paid a captain to sail me to a particular destination, and halfway there he decides to turn around and go in a different direction that takes me away from my destination just because he feels like going somewhere else, I will demand he either fulfill his contract, or barring that, that he put me off at the nearest port and refund me what I paid him as he failed to do what I hired him to do. Again, my right as a consumer.

    These scenarios give a more accurate picture of the current situation.

    Now, if before changing his menu, the baker lets me know that he's considering discontinuing the almond scones, and I really enjoy his almond scones, I may take time to try to reason with the baker and convince him to keep making the scones. If he agrees to do so, then we continue doing business; if he does not, we part ways. Likewise with the ship captain: if he informs me that he wants to make a course change before he implements it, I will again do my best to convince him to carry through with plans for the original destination.

    This is representative of what you see in this thread and other places; ZOS has announced a planned change, and invested consumers are attempting to convince ZOS that they would prefer to continue with the game that they paid for, rather than to have it change into something that they didn't. There is nothing unreasonable about this, and it is well within the rights of the consumer to inform the producer of what products they are willing to purchase and support. Most producers actually welcome such feedback, as it helps them tailor their goods to the needs and wants of the market. Of course it's always up to the producer to decide whether a change is in their best interest, but to expect consumers to remain silent on the matter and just accept what they're given is ridiculous.

    I don't disagree with you at all on your analogies. The one thing that I would point out though is that the DELIVERY of much of the feedback (especially by certain unnamed individuals) on this thread leave much to be desired. Much of it is not helpful, constructive feedback - it's more misinformed rants based off of speculation and very little actual knowledge of the facts (because we really don't even know any of the facts yet).

    My biggest beef is not with the spirited debate on the issue; but more with the lack of any social grace presented by certain individuals. That will actually damage the cause more than help it.

    Personally I don't care about the boxes one way or the other, but having a different point of view is met with an asinine level of hatred around here.

    As for the speculation, in the absence of facts, all we can really do is draw on experiences with other games that have implemented similar practices and draw logical conclusions. ZOS can put a stop to (or at least reduce) a lot of the speculation by opening lines of honest communication, but as of yet they have not chosen to do so. Unfortunately, reversing past statements has not done much for their credibility, so I can't say how successful such communication efforts would be. So given the current situation with a lack of reliable information, or open and believable communication, and while experience is pointing towards likely outcomes, what would you have people do besides speculate? They are not going to sit silently and watch while what they believe to be bad and damaging practices implemented in a game they are invested in.

    I'll agree you have a point with the way that some have presented their views, but don't discount that there have been plenty of others who have presented well-reasoned and rational views and arguments (which have often been dismissed by others who have shown rather poor social graces themselves; this problem is not limited to one side of the discussion). It is important to realize that people are angry; whether accurate or not, they are angry because they feel ZOS has lied to them by acting differently than they had previously stated, or they are angry because they feel the game they have invested time and money into will become worse than it is, or for whatever other reason. When they feel that ZOS is not listening to their concerns, they only get more angry, and angry people tend to get loud. Despite the noise, it is worth sifting through to the core of the issues that are causing the anger; no sense in "throwing the baby out with the bath water," as the saying goes.
    Edited by Blackbird71 on September 2, 2016 12:05AM
This discussion has been closed.