There are a lot of threads out there about more difficult overworld content, some of us understand that there's a problem with that, though...
Hardcore players don't pay. That's what I always see. ZOS couldn't support themselves via hardcore players because I believe they don't really want to pay their way. They just want to pay the bare minimum, and that's that.
Guild Wars 2 - Heart of Thorns proved that, eh?
ArenaNet built a hardcore expansion and it almost saw ArenaNet close their doors for the effort. Cash shop purchases dried up, they had no funds coming in. They had to apologise profusely, at length to the casual audience and redesign it to be more casual. Casual players pay their way. So many MMOs have ended up on life support or worse because they either tried to appeal to a hardcore demographic from the outset or chose to do so later on.
The reason why is basic psychology, really. It's due to how they see their role in the game, what they think the game actually is and what their place is in it. Whereas I see ESO as an entertainment product, they don't.
You see, hardcore players view their grinding as work. It's a job, they're just schmoes on the factory line and it's the job of the developer to reward them for their time and effort. This is really obvious from not only the precednet set by GW2, but also from threads I've seen here on these very forums.
An example of hardcore players expecting too much came about when it was suggested they could simply use white armour, drop their CP points, or even use no armour to raise the difficulty for themselves. They disdainfully dismissed this idea, snubbing their noses at the concept of having to make any effort outside of their perceived existing 'profession.' Casuals will make fun for themselves all the time, but the mere idea is unthinkable to the hardcore player.
An example of hardcore players believing that it's the job of the developer to reward them rather than making a profit arose with the angry threads that arose with the news of the factotum polymorph. ZOS is a business, money is important, and casual players have always been understanding of this and as supportive as their disposable income allows. However, with the hardcore mindset it was a cardinal sin to try to make money if that money took away from hardcore 'earnings' in any way. ZOS shouldn't try to make money, you see.
Casuals understand that they should pay their way if they want something. I want a crow pet. I'm not just going to be an obnoxious little snot and demand ZOS add such a thing. I'll ask, politely, and I'll pay the price they set out for it if they do decide to oblige. So this should be true of hardcore players too, yes? If a developer is expected to work, they should be paid!
That's just common sense.
That's not going to fly with hardcore players, though, in my opinion because they'll see it as the job of the developer to reward them for their 'work.' This is due to the aforementioned peculiar disconnect where the hardcore player doesn't seem to realise that the developer is a company selling a product meant for entertainment rather than an employer who's offering job opportunities. Whenever an 'employer' isn't providing proper rewards, if the 'work' has therefore dried up, they'll leave and find another source of 'employment' with more active rewards. The hardcore demographic isn't loyal to a game, they'll flit back and forth between titles depending on which is the latest with content. Which means that between content drops the developer wouldn't see any purchases made on their cash shop anyway, even if that ever did happen.
It's strange. It really is. I've just seen it too often though. I know that this is how it is and I want to prove that. I want to prove that there isn't a willingness to put their money where their mouth is. I want to do that because I don't want to see another title I love end up on life support if they decide to appeal to hardcore players more.
I feel casual players are very often subsidising hardcore players by paying far, far more than hardcore players ever do. Who buys the personalities, the houses, the furniture, the non-combat pets, the emotes, and so on? It's not the hardcore, they expect it to be a hand-out for 'working' on a veteran dungeon. And that's my point. Where tha hardcore see it as a 'job,' casual players understand it's actually an entertainment product. They see it more like, say, a vacationing spot.
As such, casual players are inclined to pay their way. They'll fund their favourite place as much as their disposable income allows as they understand that there are costs of running and upkeep. Even in periods where new attractions aren't being added to their favourite location, they'll keep putting money in to ensure it stays open, because they love that place so much. They'll continue to pay the entry fees, but they'll make their own fun to entertain themselves.
So the casuals will be roleplaying, making alts, and gathering lore to entertain themselves whilst paying, trusting that new attractions (new content) will turn up eventually. That's the difference.
The hardcore player pays little, yet expects much
The casual player pays much, but expects little.
So how do we do it? How do we prove that there's no future in supporting the hardcore? it's simple, really. Let's say that this can be an experiment. If this poll succeeds then ZOS can follow this as a means to profit off of hte hardcore. If it fails then it proves that there's no profit to be found with the hardcore. It's a concept elegant in its simplicity. You want it? You pay for it.
Would you be willing to buy veteran versions of zones from the cash shop? Each zone would be its own purchase and would be tailored to hardcore play. ZOS could release these zones in waves.
I would be okay with this. It wouldn't get rid fo their casual demographic as it wouldn't impede their ability to play. Therefore the reliable funds available to ZOS from casual players wouldn't go anywhere, and hardcore players could show their desire to fund ZOS's continued efforts.
Would you be willing to buy veteran versions of zones?
Zerowaffles wrote: »You say that casual players pay for a lot more things from the crown store even though literally every end game player owns eso plus for the craft bag. As you know eso plus gives crowns each month so obviously hardcore players buy items from the crown store too right?
It's not just casuals who contribute to the game.. If anything casuals just tend to buy the dlc seperately and never touch eso plus.. So in other words hardcore players contribute as much as casuals do and in some cases even more.
Poll continues to be no. What about the wages of the ZOS employees who'd be working on balancing the zones to fit hardcore tastes? Do they not deserve your money?
You want thing X. Person/Group Y must make thing X for you. Person/Group Y is paid for their time. That's how it works.
And yet you don't want to buy veteran zones. It's right there in the poll.
Why do they not deserve to be paid?
I pay them if they design a costume, pet, personality, house, or what have you that I like. If you want something, why aren't you willing to pay for it? It's a transaction. ZOS is a business, not a charity.
Poll continues to be no. What about the wages of the ZOS employees who'd be working on balancing the zones to fit hardcore tastes? Do they not deserve your money?
You want thing X. Person/Group Y must make thing X for you. Person/Group Y is paid for their time. That's how it works.
And yet you don't want to buy veteran zones. It's right there in the poll.
Why do they not deserve to be paid?
I pay them if they design a costume, pet, personality, house, or what have you that I like. If you want something, why aren't you willing to pay for it? It's a transaction. ZOS is a business, not a charity.
Hardcore players don't pay. That's what I always see. ZOS couldn't support themselves via hardcore players because I believe they don't really want to pay their way. They just want to pay the bare minimum, and that's that.
The reason why is basic psychology, really. It's due to how they see their role in the game, what they think the game actually is and what their place is in it. Whereas I see ESO as an entertainment product, they don't.
You see, hardcore players view their grinding as work. It's a job, they're just schmoes on the factory line and it's the job of the developer to reward them for their time and effort. This is really obvious from not only the precednet set by GW2, but also from threads I've seen here on these very forums.
An example of hardcore players expecting too much came about when it was suggested they could simply use white armour, drop their CP points, or even use no armour to raise the difficulty for themselves. They disdainfully dismissed this idea, snubbing their noses at the concept of having to make any effort outside of their perceived existing 'profession.' Casuals will make fun for themselves all the time, but the mere idea is unthinkable to the hardcore player.
Casuals understand that they should pay their way if they want something. I want a crow pet. I'm not just going to be an obnoxious little snot and demand ZOS add such a thing. I'll ask, politely, and I'll pay the price they set out for it if they do decide to oblige. So this should be true of hardcore players too, yes? If a developer is expected to work, they should be paid!
That's just common sense.
That's not going to fly with hardcore players, though, in my opinion because they'll see it as the job of the developer to reward them for their 'work.' This is due to the aforementioned peculiar disconnect where the hardcore player doesn't seem to realise that the developer is a company selling a product meant for entertainment rather than an employer who's offering job opportunities. Whenever an 'employer' isn't providing proper rewards, if the 'work' has therefore dried up, they'll leave and find another source of 'employment' with more active rewards. The hardcore demographic isn't loyal to a game, they'll flit back and forth between titles depending on which is the latest with content. Which means that between content drops the developer wouldn't see any purchases made on their cash shop anyway, even if that ever did happen.
It's strange. It really is. I've just seen it too often though. I know that this is how it is and I want to prove that. I want to prove that there isn't a willingness to put their money where their mouth is. I want to do that because I don't want to see another title I love end up on life support if they decide to appeal to hardcore players more.
The hardcore player pays little, yet expects much
The casual player pays much, but expects little.
I should probably not bother answering to the typical "strawmanning & me vs them" kind of thread, but here we go...Hardcore players don't pay. That's what I always see. ZOS couldn't support themselves via hardcore players because I believe they don't really want to pay their way. They just want to pay the bare minimum, and that's that.
The issue isn't that hardcore players don't want to pay, it's that they ain't enough of them. Gaming companies realized that they could net more benefits targeting both the hardcore and non-hardcore populations, usually because players dedication could be standardized to a Bell's curve. Turns out: you want to be in the middle of the curve to hit as many players as possible.The reason why is basic psychology, really. It's due to how they see their role in the game, what they think the game actually is and what their place is in it. Whereas I see ESO as an entertainment product, they don't.
You see, hardcore players view their grinding as work. It's a job, they're just schmoes on the factory line and it's the job of the developer to reward them for their time and effort. This is really obvious from not only the precednet set by GW2, but also from threads I've seen here on these very forums.
They don't see it as "work", they see it as a way to challenge themselves and push their limits. Your vision of enternainment is not (Sithis praised be) the only one. If a game offers no challenge, then it is no longer of interest to dedicated players.
That said...An example of hardcore players expecting too much came about when it was suggested they could simply use white armour, drop their CP points, or even use no armour to raise the difficulty for themselves. They disdainfully dismissed this idea, snubbing their noses at the concept of having to make any effort outside of their perceived existing 'profession.' Casuals will make fun for themselves all the time, but the mere idea is unthinkable to the hardcore player.
To link to the previous paragraph. This point is flawed in many ways. Making an effort is nowhere near the problem since they are (by your own words) willing to put more effort than any other player. The issue with your idea is that the only benefit from it is that they get extra "challenge", with no associated reward. That's not counting the fact that there is a genuine difference between "mechanically difficult and challenging" and "overly boring / repetitive". Veteran trials are mechanic heavy and require group coordination, bashing the same mob for 5h while dodge rolling a heavy attack every 20s falls in the second category.
And again: people have different ways to have fun, not just yours.Casuals understand that they should pay their way if they want something. I want a crow pet. I'm not just going to be an obnoxious little snot and demand ZOS add such a thing. I'll ask, politely, and I'll pay the price they set out for it if they do decide to oblige. So this should be true of hardcore players too, yes? If a developer is expected to work, they should be paid!
That's just common sense.
That's not going to fly with hardcore players, though, in my opinion because they'll see it as the job of the developer to reward them for their 'work.' This is due to the aforementioned peculiar disconnect where the hardcore player doesn't seem to realise that the developer is a company selling a product meant for entertainment rather than an employer who's offering job opportunities. Whenever an 'employer' isn't providing proper rewards, if the 'work' has therefore dried up, they'll leave and find another source of 'employment' with more active rewards. The hardcore demographic isn't loyal to a game, they'll flit back and forth between titles depending on which is the latest with content. Which means that between content drops the developer wouldn't see any purchases made on their cash shop anyway, even if that ever did happen.
It's strange. It really is. I've just seen it too often though. I know that this is how it is and I want to prove that. I want to prove that there isn't a willingness to put their money where their mouth is. I want to do that because I don't want to see another title I love end up on life support if they decide to appeal to hardcore players more.
There is a difference here in the way to get items which results in benefits for the company. Let's say Zos releases a new skin:
- The casual player from your definition will want to buy it using crowns.
- The hardcore player wants this skin to has meaning and showcase an effort made, for instance: the Mountain god achievement which requires to get both HM, speedrun and nodeath at the same time allows those players to show that they managed to win over some very challenging content.
It does mean that - as you stated - content has to be released periodically. That said, if you don't release any new content, more hardcore players aren't the only ones who'll get bored.
As for whether a player "flips back and forth" between games is irrelevant to a company, as long as said player is (almost) always there for the new content.The hardcore player pays little, yet expects much
The casual player pays much, but expects little.
For reference, I asked a few players you'd classify as Hardcore players how much they roughly spent. It ranges from 250 to 3k+ euros. As for "casual players have low expectations", I suggest you search on those very forums how many requests there are to refund / change / redesign outfits, houses, fix graphical issues, rework old areas, rework quests... and the such.
Turns out: not everything is black or white.
So the casuals will be roleplaying, making alts, and gathering lore to entertain themselves whilst paying, trusting that new attractions (new content) will turn up eventually. That's the difference.
The hardcore player pays little, yet expects much
The casual player pays much, but expects little.
And look at that poll.
Point made. Hopefully ZOS takes note.
If it were me, I'd pay for vet zones if I wanted that. I actually would. I mean that, 100 per cent. I buy a lot from the crown store.
If you're not willing to pay for it, don't ask for it.
Poll continues to be no. What about the wages of the ZOS employees who'd be working on balancing the zones to fit hardcore tastes? Do they not deserve your money?
You want thing X. Person/Group Y must make thing X for you. Person/Group Y is paid for their time. That's how it works.
And yet you don't want to buy veteran zones. It's right there in the poll.
Why do they not deserve to be paid?
I pay them if they design a costume, pet, personality, house, or what have you that I like. If you want something, why aren't you willing to pay for it? It's a transaction. ZOS is a business, not a charity.
Zerowaffles wrote: »You say that casual players pay for a lot more things from the crown store even though literally every end game player owns eso plus for the craft bag. As you know eso plus gives crowns each month so obviously hardcore players buy items from the crown store too right?
It's not just casuals who contribute to the game.. If anything casuals just tend to buy the dlc seperately and never touch eso plus.. So in other words hardcore players contribute as much as casuals do and in some cases even more.
Me and many others have been supporting the game since launch and if we are asking for something to be added to game it's up to zos to make the decision but we can still voice our opinions and problems.
Challenging zones and quests is something a lot of people want and I'm sure there's a good way to approach this without ending up with a failure.
Honestly I don't know why I still quest other than to get the achievements and a sense of completion by doing everything. If I didn't have that mindset I would never touch questing again because theres no progression between zones what so ever.
I do NOT believe that "veteran zones" are needed and would ultimately split the resources for the development of good content and fixes.
There is a much simpler solution.
Simplest Fix:
Implement a hardcore character mode at the character select screen which enabled veterans to create a toon that would suffer a permanent debuff that reduces all stats by a certain percentage on that specific character.
They could still play with their friends while enjoying the increased difficulty of "all" content.
This makes much more sense than creating new servers or implementing some type of toggle for players which lends itself to more breakage.
Hell ZoS could even implement new titles for those who complete certain content using said toons.
Just a simple lifetime debuff that is applied to the character on creation.
What i dont get is people saying they want harder content, but also better rewards.
Are you looking for a challenge or rewards? Whats the priority?
And wouldnt those better rewards then make that formerly challenging content easier, putting you back at square one?
There are a lot of threads out there about more difficult overworld content, some of us understand that there's a problem with that, though...
Hardcore players don't pay. That's what I always see. ZOS couldn't support themselves via hardcore players because I believe they don't really want to pay their way. They just want to pay the bare minimum, and that's that.
Guild Wars 2 - Heart of Thorns proved that, eh?
ArenaNet built a hardcore expansion and it almost saw ArenaNet close their doors for the effort. Cash shop purchases dried up, they had no funds coming in. They had to apologise profusely, at length to the casual audience and redesign it to be more casual. Casual players pay their way. So many MMOs have ended up on life support or worse because they either tried to appeal to a hardcore demographic from the outset or chose to do so later on.
The reason why is basic psychology, really. It's due to how they see their role in the game, what they think the game actually is and what their place is in it. Whereas I see ESO as an entertainment product, they don't.
You see, hardcore players view their grinding as work. It's a job, they're just schmoes on the factory line and it's the job of the developer to reward them for their time and effort. This is really obvious from not only the precednet set by GW2, but also from threads I've seen here on these very forums.
An example of hardcore players expecting too much came about when it was suggested they could simply use white armour, drop their CP points, or even use no armour to raise the difficulty for themselves. They disdainfully dismissed this idea, snubbing their noses at the concept of having to make any effort outside of their perceived existing 'profession.' Casuals will make fun for themselves all the time, but the mere idea is unthinkable to the hardcore player.
An example of hardcore players believing that it's the job of the developer to reward them rather than making a profit arose with the angry threads that arose with the news of the factotum polymorph. ZOS is a business, money is important, and casual players have always been understanding of this and as supportive as their disposable income allows. However, with the hardcore mindset it was a cardinal sin to try to make money if that money took away from hardcore 'earnings' in any way. ZOS shouldn't try to make money, you see.
Casuals understand that they should pay their way if they want something. I want a crow pet. I'm not just going to be an obnoxious little snot and demand ZOS add such a thing. I'll ask, politely, and I'll pay the price they set out for it if they do decide to oblige. So this should be true of hardcore players too, yes? If a developer is expected to work, they should be paid!
That's just common sense.
That's not going to fly with hardcore players, though, in my opinion because they'll see it as the job of the developer to reward them for their 'work.' This is due to the aforementioned peculiar disconnect where the hardcore player doesn't seem to realise that the developer is a company selling a product meant for entertainment rather than an employer who's offering job opportunities. Whenever an 'employer' isn't providing proper rewards, if the 'work' has therefore dried up, they'll leave and find another source of 'employment' with more active rewards. The hardcore demographic isn't loyal to a game, they'll flit back and forth between titles depending on which is the latest with content. Which means that between content drops the developer wouldn't see any purchases made on their cash shop anyway, even if that ever did happen.
It's strange. It really is. I've just seen it too often though. I know that this is how it is and I want to prove that. I want to prove that there isn't a willingness to put their money where their mouth is. I want to do that because I don't want to see another title I love end up on life support if they decide to appeal to hardcore players more.
I feel casual players are very often subsidising hardcore players by paying far, far more than hardcore players ever do. Who buys the personalities, the houses, the furniture, the non-combat pets, the emotes, and so on? It's not the hardcore, they expect it to be a hand-out for 'working' on a veteran dungeon. And that's my point. Where tha hardcore see it as a 'job,' casual players understand it's actually an entertainment product. They see it more like, say, a vacationing spot.
As such, casual players are inclined to pay their way. They'll fund their favourite place as much as their disposable income allows as they understand that there are costs of running and upkeep. Even in periods where new attractions aren't being added to their favourite location, they'll keep putting money in to ensure it stays open, because they love that place so much. They'll continue to pay the entry fees, but they'll make their own fun to entertain themselves.
So the casuals will be roleplaying, making alts, and gathering lore to entertain themselves whilst paying, trusting that new attractions (new content) will turn up eventually. That's the difference.
The hardcore player pays little, yet expects much
The casual player pays much, but expects little.
So how do we do it? How do we prove that there's no future in supporting the hardcore? it's simple, really. Let's say that this can be an experiment. If this poll succeeds then ZOS can follow this as a means to profit off of hte hardcore. If it fails then it proves that there's no profit to be found with the hardcore. It's a concept elegant in its simplicity. You want it? You pay for it.
Would you be willing to buy veteran versions of zones from the cash shop? Each zone would be its own purchase and would be tailored to hardcore play. ZOS could release these zones in waves.
I would be okay with this. It wouldn't get rid fo their casual demographic as it wouldn't impede their ability to play. Therefore the reliable funds available to ZOS from casual players wouldn't go anywhere, and hardcore players could show their desire to fund ZOS's continued efforts.
Would you be willing to buy veteran versions of zones?
There are a lot of threads out there about more difficult overworld content, some of us understand that there's a problem with that, though...
Hardcore players don't pay. That's what I always see. ZOS couldn't support themselves via hardcore players because I believe they don't really want to pay their way. They just want to pay the bare minimum, and that's that.
Guild Wars 2 - Heart of Thorns proved that, eh?
ArenaNet built a hardcore expansion and it almost saw ArenaNet close their doors for the effort. Cash shop purchases dried up, they had no funds coming in. They had to apologise profusely, at length to the casual audience and redesign it to be more casual. Casual players pay their way. So many MMOs have ended up on life support or worse because they either tried to appeal to a hardcore demographic from the outset or chose to do so later on.
The reason why is basic psychology, really. It's due to how they see their role in the game, what they think the game actually is and what their place is in it. Whereas I see ESO as an entertainment product, they don't.
You see, hardcore players view their grinding as work. It's a job, they're just schmoes on the factory line and it's the job of the developer to reward them for their time and effort. This is really obvious from not only the precednet set by GW2, but also from threads I've seen here on these very forums.
An example of hardcore players expecting too much came about when it was suggested they could simply use white armour, drop their CP points, or even use no armour to raise the difficulty for themselves. They disdainfully dismissed this idea, snubbing their noses at the concept of having to make any effort outside of their perceived existing 'profession.' Casuals will make fun for themselves all the time, but the mere idea is unthinkable to the hardcore player.
An example of hardcore players believing that it's the job of the developer to reward them rather than making a profit arose with the angry threads that arose with the news of the factotum polymorph. ZOS is a business, money is important, and casual players have always been understanding of this and as supportive as their disposable income allows. However, with the hardcore mindset it was a cardinal sin to try to make money if that money took away from hardcore 'earnings' in any way. ZOS shouldn't try to make money, you see.
Casuals understand that they should pay their way if they want something. I want a crow pet. I'm not just going to be an obnoxious little snot and demand ZOS add such a thing. I'll ask, politely, and I'll pay the price they set out for it if they do decide to oblige. So this should be true of hardcore players too, yes? If a developer is expected to work, they should be paid!
That's just common sense.
That's not going to fly with hardcore players, though, in my opinion because they'll see it as the job of the developer to reward them for their 'work.' This is due to the aforementioned peculiar disconnect where the hardcore player doesn't seem to realise that the developer is a company selling a product meant for entertainment rather than an employer who's offering job opportunities. Whenever an 'employer' isn't providing proper rewards, if the 'work' has therefore dried up, they'll leave and find another source of 'employment' with more active rewards. The hardcore demographic isn't loyal to a game, they'll flit back and forth between titles depending on which is the latest with content. Which means that between content drops the developer wouldn't see any purchases made on their cash shop anyway, even if that ever did happen.
It's strange. It really is. I've just seen it too often though. I know that this is how it is and I want to prove that. I want to prove that there isn't a willingness to put their money where their mouth is. I want to do that because I don't want to see another title I love end up on life support if they decide to appeal to hardcore players more.
I feel casual players are very often subsidising hardcore players by paying far, far more than hardcore players ever do. Who buys the personalities, the houses, the furniture, the non-combat pets, the emotes, and so on? It's not the hardcore, they expect it to be a hand-out for 'working' on a veteran dungeon. And that's my point. Where tha hardcore see it as a 'job,' casual players understand it's actually an entertainment product. They see it more like, say, a vacationing spot.
As such, casual players are inclined to pay their way. They'll fund their favourite place as much as their disposable income allows as they understand that there are costs of running and upkeep. Even in periods where new attractions aren't being added to their favourite location, they'll keep putting money in to ensure it stays open, because they love that place so much. They'll continue to pay the entry fees, but they'll make their own fun to entertain themselves.
So the casuals will be roleplaying, making alts, and gathering lore to entertain themselves whilst paying, trusting that new attractions (new content) will turn up eventually. That's the difference.
The hardcore player pays little, yet expects much
The casual player pays much, but expects little.
So how do we do it? How do we prove that there's no future in supporting the hardcore? it's simple, really. Let's say that this can be an experiment. If this poll succeeds then ZOS can follow this as a means to profit off of hte hardcore. If it fails then it proves that there's no profit to be found with the hardcore. It's a concept elegant in its simplicity. You want it? You pay for it.
Would you be willing to buy veteran versions of zones from the cash shop? Each zone would be its own purchase and would be tailored to hardcore play. ZOS could release these zones in waves.
I would be okay with this. It wouldn't get rid fo their casual demographic as it wouldn't impede their ability to play. Therefore the reliable funds available to ZOS from casual players wouldn't go anywhere, and hardcore players could show their desire to fund ZOS's continued efforts.
Would you be willing to buy veteran versions of zones?