bottleofsyrup wrote: »ESO Live
Wrobel: "These abilities are all kind of like my children, a little bit."
Gina: "You have a lot of children."
Wrobel: "Well, I want to, you know, like, get my seed all over the place."
Our devs can be so silly sometimes xD
I miss ESO live. They get to be all sorts of adorable when they have a camera pointed to them. Mostly the funny/awkward sort of adorable.
bottleofsyrup wrote: »ESO Live
Wrobel: "These abilities are all kind of like my children, a little bit."
Gina: "You have a lot of children."
Wrobel: "Well, I want to, you know, like, get my seed all over the place."
bellanca6561n wrote: »Rather than jump on a frequent and valuable contributor to these forums, I see it as a larger issue.
I had to try and fix a communications problem once of this sort. The community of an online game had heard the community manager use the phrase, "In about two weeks," in predicting a fix for an in-game issue. Every game has one....soon is often used in most.
Well, that phrase took on a life of it's own when players became frustrated. Sometimes you'd see three posts in a row...about...two...weeks. Just one of those words in each.
The poor fellow went through every post he'd ever made. He never found that phrase used by him.
But, in the end, it's not what you say. It's what players heard you say.
And many players heard ZOS say they'd never introduce the RNG boxes.
Communication requires you to take responsibility not for what you say, but what people hear you say. It's not fair but that's what makes effective communication as much art as skill
FortheloveofKrist wrote: »When Lambert said to someone whining on the forums...
"You know you don't have to be here."
Thanks, Rich! I took your advice and stopped playing the game!
Rohamad_Ali wrote: »Rohamad_Ali wrote: »Rohamad_Ali wrote: »Rohamad_Ali wrote: »Rohamad_Ali wrote: »We have no plans of introducing gambling boxes .
They said "RNG lockboxes."
TECHNICALLY they aren't lockboxes
But they did introduce RNG boxes . Am I really getting put in a corner over semantics ?
Believe me that's not me putting you in a corner
The thing is, had they said "definitely not" then that's a concrete answer. If you say "I have no plans ..." then that leaves wiggle room. For example, I had no plans to be ill this week. However I've been sick for 3 days now with some kind of cold like virus.
No plans is not a concrete no.
I'll be sure to bring my lawyer next time I casually read gaming sub Reddit .
Oh come on let's not be so formal. Life is filled with technicalities. It's what makes life so unpredictable!
I prefer people's yes to mean yes and no's to mean no . All other English was written by liars .
No , liars say that to feel better . It doesn't make it true .
There are also poisons which give you additional options for getting more resources.
bellanca6561n wrote: »Rather than jump on a frequent and valuable contributor to these forums, I see it as a larger issue.
I had to try and fix a communications problem once of this sort. The community of an online game had heard the community manager use the phrase, "In about two weeks," in predicting a fix for an in-game issue. Every game has one....soon is often used in most.
Well, that phrase took on a life of it's own when players became frustrated. Sometimes you'd see three posts in a row...about...two...weeks. Just one of those words in each.
The poor fellow went through every post he'd ever made. He never found that phrase used by him.
But, in the end, it's not what you say. It's what players heard you say.
And many players heard ZOS say they'd never introduce the RNG boxes.
Communication requires you to take responsibility not for what you say, but what people hear you say. It's not fair but that's what makes effective communication as much art as skill
And this is why devs have learned to not say anything.
Happened when Bethesda released Shivering Isles too. People got really hyped about making your own gear. Except that is not what was said or released in the announcement, either. :*You* gather the mats, an npc makes the stuff. But people were ranting about not being able to make their own gear....
ZOS_MattFiror wrote:"Elder Scrolls is about being in a giant world, where you’re exploring, and you go to a dungeon, and you don’t get a paygate in front of you saying you don’t have this dungeon," Firor says. "Which means, to us, you need to monetise it outside of the game."
ZOS_MattFiror wrote:"The reason why we don’t need F2P is we have a huge IP behind this. We’re not that worried about getting people in the door."
ZOS_MattFiror wrote:"Our teams have already rolled off of launch content, a lot of them, and some are going to polish the launch, and some are driving straight ahead to post-launch."
ZOS_MattFiror wrote:"Our target (for updates) is a month to six weeks,"
ZOS_MattFiror wrote:"You go outside the game, you pay your month, you go in the game, and when you’re in the game, you’re in the game," Firor clarifies. "There’s no real world stuff reaching in to grab you." (Few things break immersion quicker than a game telling you that you can spend cash to unlock chests or get special gear.)
ZOS_MattFiror wrote:The Elder Scrolls games are all about allowing the player to go where they want, be who they want, and do what they want. We feel that putting pay gates between the player and content at any point in game ruins that feeling of freedom, and just having one small monthly fee for 100% access to the game fits the IP and the game much better than a system where you have to pay for features and access as you play. The Elder Scrolls Online was designed and developed to be a premium experience: hundreds of hours of gameplay, tons of depth and features, professional customer support - and a commitment to have ongoing content at regular intervals after launch. This type of experience is best paired with a one-time fee per month, as opposed to many smaller payments that would probably add up to more than $14.99/month any way.
Gina: We've seen some people thinking that the endgame economy is suffering a bit since so many of the items are bind on pickup and just wondering if we are doing anything to sort of breath some new life into the in-game economy?
Matt Firor: um, uh we want to update things so that uh, crafters and everything can actually do content along with the other people - keep it up to date and we don't want to get in a situation where players can outlevel things or we change a system and suddenly you cant do things that you used to do.