Donny_Vito wrote: »Onefrkncrzypope wrote: »VaranisArano wrote: »starkerealm wrote: »nafensoriel wrote: »VaranisArano wrote: »Things that need to be adressed first:
A. Performance issues - in Cyrodiil and with guild history, the servers have struggled to handle the players we already have. Not to mention the issues PC/EU had earlier in the year - ZOS seriously has to plan ahead for an influx of population.
B. PC/Console cross-save and/or crossplay has to address the issue of add-ons. Right now, console providers don't allow add-ons, so how will that impact cross-saved accounts? Especially once the PC and Console economies start interacting?
Addressing B...
You cant have them interact. You'd have to limit any items allowed to transfer as player bound exclusively and purge everything else(including currency). Since platform migration isnt exactly something you do every day it would be an acceptable trade-off.
Allowing any form of tradeable goods transfer would destroy consoles.
@ op
F2P would be a very bad idea for the content drop model of ESO. B2P is already so stupidly cheap changing the system at this point would invite financial risk for no reward.
Addressing B, none of that is true, whatsoever.
Addons in ESO are exclusively User Interface modifications. You cannot create items using addons. You cannot create currency using addons. You cannot modify the values of items using addons.
You can automate some functions, which means, yes, PC players can knock out all seven writs on a character in under 120 seconds. But, that's still gated by the same once per day limit as you have on consoles. It's not like we can just magic up a million gold on a whim.
When I brought up PC and Console economies interacting, I was mostly thinking about trade and prices. Due to a variety of reasons including add-ons that assist with pricing and guild management, PC prices on items tend to be much cheaper than on Console. This is fine, as long as the economies are separate. Allowing players to in effect transfer goods from one platform to another via their inventory and crafting bag could get rather interesting, since the value of those items on the open market is not the same.
Its not an insurmountable problem and eventually the market(s) would reach equilibrium again. Still, I do think its something that has to be addressed before we get any sort of cross-save or cross-play.
Well, if economies are a pain point, we can look at the out comes. So cornflower is more expensive on console -> cornflower floods from PC and other console -> high cornflower price drops on first console prices raise on PC and other console.
Supply and Demand curve will keep the economies going perfectly fine.
I mean that is basically what he said....the markets will even out over time. It's obviously not a complete roadblock, but I do agree some constraints will have to be put in place at first to prevent people from abusing the different economies until they are on even playing fields.
nafensoriel wrote: »starkerealm wrote: »Addressing B, none of that is true, whatsoever.
Addons in ESO are exclusively User Interface modifications. You cannot create items using addons. You cannot create currency using addons. You cannot modify the values of items using addons.
You can automate some functions, which means, yes, PC players can knock out all seven writs on a character in under 120 seconds. But, that's still gated by the same once per day limit as you have on consoles. It's not like we can just magic up a million gold on a whim.
You forgot that PC has considerably more bots.
Even if prices see parity between console and PC the PC database will always have more goods per player. A sudden drop of that size on any economy would be ruinous.
If you are entirely focused on price then you do not understand video game economics. Volume often has far more to do with inflation per year than the actual demand price. Faucet/sink ratios are important and real.
Heck the only reason you don't see mindbogglingly screwed up economics in ESO is due to the guild story system and the truth that most of the games mined resources are sitting in players' banks/craft bags and never see a trade guild. It would be absolutely hilariously easy to bomb the console market with a handful of PC imports.
starkerealm wrote: »No, when I read it, I was under the impression it was coming from someone who thought that addons == mods in the single player games. The complete quarantine of all items and currency sounded a lot more in line with that.
As for economic considerations, yes, there are significant concerns there, and as @VaranisArano pointed out, it would result in some on the spot economic shock if the servers were allowed to interact directly.
Now, long term, I'm not 100% convinced that would be a bad thing, but it is a legitimate concern.
nafensoriel wrote: »Let me spell it out plainly then.
starkerealm wrote: »nafensoriel wrote: »Let me spell it out plainly then.
Oh I understood. Probably better than you, judging by your post, and innability to see how the gold reserves on the consoles would affect the PC economy.
I wasn't talking about that. I was talking about addons. Which I said.
nafensoriel wrote: »starkerealm wrote: »nafensoriel wrote: »Let me spell it out plainly then.
Oh I understood. Probably better than you, judging by your post, and innability to see how the gold reserves on the consoles would affect the PC economy.
I wasn't talking about that. I was talking about addons. Which I said.
If you actually in any form or fashion believe a consoles MMO economy will ever touch PC versions in volume(and thus "gold") then you are frankly living in a reality excluded from the one earth happens to inhabit.
nafensoriel wrote: »I know you believe somehow equilibrium would be reached when every price craters and to a point you would be correct. The issue is that in itself is a problem. If you have ever had any actual experience with Chinese MMOs and their economies (and how legal/accepted botting impacts them) you'd have a far better understanding than you do in how sudden volume spikes cause a much higher impact on in-game inflation than you realize. Faucet generation on PC has and always will be higher. If you cant accept that reality than I really can't help you understand anymore. Automation is efficiency.
nafensoriel wrote: »Unless you are seriously implying that a greater faucet generator will in any way be seriously impacted by a lesser one...
Well at that point I have to seriously suspect you own a botting company and are advocating to make new record profits.
starkerealm wrote: »/snip
nafensoriel wrote: »starkerealm wrote: »/snip
1] Bahahahaha
Names? Really? The single easiest thing to change in programming? It would take me less than 5 minutes to whip together a name change script for char transfers. Names have no value except as an identifier and if you, or anyone really, think cross-platform transfers don't come with a "name check" before you even get to the transfer stage they are entirely out to lunch.
starkerealm wrote: »nafensoriel wrote: »starkerealm wrote: »/snip
1] Bahahahaha
Names? Really? The single easiest thing to change in programming? It would take me less than 5 minutes to whip together a name change script for char transfers. Names have no value except as an identifier and if you, or anyone really, think cross-platform transfers don't come with a "name check" before you even get to the transfer stage they are entirely out to lunch.
Yeah, you think it's funny until you're told you can't keep the character name you've been using for four years.
Oh, I know you don't care. But for a lot of people, that'd be a deal breaker.
Thorvik_Tyrson wrote: »f2p is the worst system, many toxic people will come so its not even worth
Very good point.deviousthevile wrote: »F2P would destroy the need for ESO+ for a lot of people. When you see the polls of why people have it, number one reason is the craft bag. If ESO became f2p, people could make endless accounts and never worry about buying bag or bank space because you could just make another account. Would also devalue a lot of items as you know there would be people using bots to do writs to stock up on upgrade materials over many accounts.
I am not supporting the idea of F2P which should be obvious from the third post in this thread.
However, what a game would need to do with a F2P/sub model is greatly restrict the F2P players. Limit their ability to chat and limit PvP time and crafting significantly. Block all access to trade directly or enter any trial. Reduce the XP gained to a fraction of what is currently is.
Just look to SWTOR as an example. Granted, even SWTOR supports my comment made in that third post that the quality of players gained from F2P is pretty low. It really comes down to those willing to spend some money on the game are more likely to invest more effort into learning how to play the game decently.
But as others have pointed out, Zos has no reason to even consider F2P and it would clearly be a bad idea if they did.
My wife and her longtime friend gave SWTOR F2P a try. Basically the game was so limited without a sub that they declared the game unplayable and gave up in less than a week of trying to play SWTOR together. I think they couldnt do Group chat without both of them having a Sub was the straw that broke it for them.
I'm sorry, but I do not agree that F2P with greatly restricted access is a good thing for any MMO.
From the games that I have had experience with that started with a buy to play or a Sub to play, going F2P does not seem to be a good thing for them. If anything, it is an indicator that the game has taken a turn for the worse.
ShellaSunshine wrote: »I think you're in the wrong forums buddy.
Fallout 76 has a way lower player base and that game would benefit more as F2P.
ESO is way more crowded now than I've ever seen it.
EDIT: The reason why Destiny 2 went F2P is because Bungie is working on Destiny 3 so they are trying to get as many people interested in Destiny before the third installment launches.
Thorvik_Tyrson wrote: »f2p is the worst system, many toxic people will come so its not even worth
Very good point.deviousthevile wrote: »F2P would destroy the need for ESO+ for a lot of people. When you see the polls of why people have it, number one reason is the craft bag. If ESO became f2p, people could make endless accounts and never worry about buying bag or bank space because you could just make another account. Would also devalue a lot of items as you know there would be people using bots to do writs to stock up on upgrade materials over many accounts.
I am not supporting the idea of F2P which should be obvious from the third post in this thread.
However, what a game would need to do with a F2P/sub model is greatly restrict the F2P players. Limit their ability to chat and limit PvP time and crafting significantly. Block all access to trade directly or enter any trial. Reduce the XP gained to a fraction of what is currently is.
Just look to SWTOR as an example. Granted, even SWTOR supports my comment made in that third post that the quality of players gained from F2P is pretty low. It really comes down to those willing to spend some money on the game are more likely to invest more effort into learning how to play the game decently.
But as others have pointed out, Zos has no reason to even consider F2P and it would clearly be a bad idea if they did.
My wife and her longtime friend gave SWTOR F2P a try. Basically the game was so limited without a sub that they declared the game unplayable and gave up in less than a week of trying to play SWTOR together. I think they couldnt do Group chat without both of them having a Sub was the straw that broke it for them.
I'm sorry, but I do not agree that F2P with greatly restricted access is a good thing for any MMO.
From the games that I have had experience with that started with a buy to play or a Sub to play, going F2P does not seem to be a good thing for them. If anything, it is an indicator that the game has taken a turn for the worse.
F2P is not good for a decent MMORPG to begin with. The game is not free to create so why should it be free to play. With both ESO and SWTOR they were the most costly MMORPGs to create at their time iirc.
The very fact your wife and her friend were not willing to subscribe for even a month (15 USD) to see what the game was like without the F2P restrictions and obtain preferred status when not subscribing merely exemplifies why a dual model F2P/Subscription game should be very restrictive on the F2P side. They get to enjoy the story line for free. One thing SWTOR had good from the start is good story lines for each of the classes just like ESO has some good story lines.
Edit: also, SWTOR has 3 tiers of players. F2P, Prefered, and Subscribers. F2P is treated so poorly because they have chosen to not support the game with a sub for even one month. As such they should be extremely limited. Prefered gets more because they have been a subscriber before. Obviously Subs have all unlocked.
So Your wife and friend game got their money's worth and have no reason for a real complaint.
Thorvik_Tyrson wrote: »Thorvik_Tyrson wrote: »f2p is the worst system, many toxic people will come so its not even worth
Very good point.deviousthevile wrote: »F2P would destroy the need for ESO+ for a lot of people. When you see the polls of why people have it, number one reason is the craft bag. If ESO became f2p, people could make endless accounts and never worry about buying bag or bank space because you could just make another account. Would also devalue a lot of items as you know there would be people using bots to do writs to stock up on upgrade materials over many accounts.
I am not supporting the idea of F2P which should be obvious from the third post in this thread.
However, what a game would need to do with a F2P/sub model is greatly restrict the F2P players. Limit their ability to chat and limit PvP time and crafting significantly. Block all access to trade directly or enter any trial. Reduce the XP gained to a fraction of what is currently is.
Just look to SWTOR as an example. Granted, even SWTOR supports my comment made in that third post that the quality of players gained from F2P is pretty low. It really comes down to those willing to spend some money on the game are more likely to invest more effort into learning how to play the game decently.
But as others have pointed out, Zos has no reason to even consider F2P and it would clearly be a bad idea if they did.
My wife and her longtime friend gave SWTOR F2P a try. Basically the game was so limited without a sub that they declared the game unplayable and gave up in less than a week of trying to play SWTOR together. I think they couldnt do Group chat without both of them having a Sub was the straw that broke it for them.
I'm sorry, but I do not agree that F2P with greatly restricted access is a good thing for any MMO.
From the games that I have had experience with that started with a buy to play or a Sub to play, going F2P does not seem to be a good thing for them. If anything, it is an indicator that the game has taken a turn for the worse.
F2P is not good for a decent MMORPG to begin with. The game is not free to create so why should it be free to play. With both ESO and SWTOR they were the most costly MMORPGs to create at their time iirc.
The very fact your wife and her friend were not willing to subscribe for even a month (15 USD) to see what the game was like without the F2P restrictions and obtain preferred status when not subscribing merely exemplifies why a dual model F2P/Subscription game should be very restrictive on the F2P side. They get to enjoy the story line for free. One thing SWTOR had good from the start is good story lines for each of the classes just like ESO has some good story lines.
Edit: also, SWTOR has 3 tiers of players. F2P, Prefered, and Subscribers. F2P is treated so poorly because they have chosen to not support the game with a sub for even one month. As such they should be extremely limited. Prefered gets more because they have been a subscriber before. Obviously Subs have all unlocked.
So Your wife and friend game got their money's worth and have no reason for a real complaint.
I think your missing my point. The ladies were trying the game to see if it was worth spending money on, and your saying that they should have spent the money first before deciding if they liked the game. Sorry, but I have to disagree with you here.
nafensoriel wrote: »starkerealm wrote: »nafensoriel wrote: »starkerealm wrote: »/snip
1] Bahahahaha
Names? Really? The single easiest thing to change in programming? It would take me less than 5 minutes to whip together a name change script for char transfers. Names have no value except as an identifier and if you, or anyone really, think cross-platform transfers don't come with a "name check" before you even get to the transfer stage they are entirely out to lunch.
Yeah, you think it's funny until you're told you can't keep the character name you've been using for four years.
Oh, I know you don't care. But for a lot of people, that'd be a deal breaker.
No, statistics don't care. Your echo-chamber cares. There is a difference, unfortunately.
The majority of people who play games are attached to either the gameplay or the people they play them with.
Very rarely are they attached directly to the persona they created. Even rarer are they unable to create a close enough persona to satisfy that need.
We have a host of observable data for this in the sheer number of charname### or C1arna1ame user names that exist for a brief infinitesimal example.
Sorry reality doesn't agree with your assumption.