Araneae6537 wrote: »It IS rather confusing to have the gear cap at level 50 CP 160. It seems an arbitrary cut-off and having level 50 be the max seems more logical. It confused me as a new player and I’ve seen more experienced players get burned by it when they upgraded items before noticing they were CP 150.
Could there be separate BG queues for full teams as versus one or two people grouped together? I prefer to queue with a friend as I’m totally new to ESO PvP but this is a long way from fully formed groups. I already ran into one of those in a match and they completely steam-rolled the other two teams. Of course it was no fun for us, but I can’t imagine it being much fun for them either to have no challenge. I would think have BGs for organized teams to compete against one another would make for more balanced matches and more fun for everyone.
I would also love for potions to be named better, I agree! Difficult to find what you’re looking for and doing some crafting writs yesterday, had one of the triple potions I’d made for a master writ get turned in instead of the vanilla one — doh!
I think it would make sense to include arenas at least in the group finder since these are also for groups of four.
El_Borracho wrote: »@DaveMoeDee I agree the sub-CP 160 gear levels are arbitrary, if not outright silly. But there needs to be an artificial wall. If someone knows that the gear they get will be useless once they hit CP 160, hopefully that will keep them out of group content they can't realistically complete.
El_Borracho wrote: »@DaveMoeDee I agree the sub-CP 160 gear levels are arbitrary, if not outright silly. But there needs to be an artificial wall. If someone knows that the gear they get will be useless once they hit CP 160, hopefully that will keep them out of group content they can't realistically complete.
El_Borracho wrote: »(2) So you want a brand-new player who just hit level 50 to be able to get end-game gear. Ugh. Could not imagine the pugs as a result. Might as well dig up dungeon group finder, kill it, and bury it again
It takes about 1-3 weeks to level up to Level 50, without XP scrolls or double XP events, depending on how often you play. Do you really think you were able to do any trials at that point? How about vet ICP for tanks who want Lord Warden helmet? Vet COS for Velidreth? Vet Scalecaller for Zaan? Vet Bloodroot for Earthgore?
You need CP to be able to survive some, if not most, PVE endgame content. Zero CP level 50's don't have it. Below CP 160 players do not need endgame gear to do content they don't have the resistances to survive. They need experience, figuring out a rotation, and leveling skills more than farming gear that won't be useful until they hit at around CP 300.
(4) Just stop with this. The craft bag is the #1 reason people get ESO+. Not gonna happen.
Quality of Life changes that, imho, could help bring more enjoyment and life back into this game:
1. Scrap CP from PvP. It has already been identified and implemented in battlegrounds. It needs to go for all aspects of PvP. It is a time-gate 25-30% stat buff mechanic that kills the initiative of new players to join the game and participate in one of the best end-game activities you can have - open world pvp. As long as you have CP included in PvP, new player growth, for pvp, will continue to stagnate and die
3. Scrap 160CP from end-game gear. End-game gear should be level 50 gear. period. I.E - no cp gear. It is a weird and frustrating experience for a new player to reach level 50 for the first time and realize the gear they are obtaining from dungeons, etc... is infact still not end-game gear because no-CP somehow still needs 160CP to be functional.
3. Remove Group queing from battlegrounds. Either create a separate solo que system for BG's or make it only solo que. Group que functionality against solo que players is a harmful system that kills pvp growth of your game for new and existing players.
5. the Craft Bag needs to be base to the game. Locking it behind ESO+ is extortion. But more than just this, new players experiencing ESO will quickly abandon this game due to the horrific inventory / bag space system that currently exists. Find other ways to incentivize people into purchasing the subscription. Cosmetics and XP+ gains are examples of great ways to do this. Fundamental inventory management systems are absolutely not.
5. Please give potions unique identifier names. Why are their seven variants of "Essence of Health" now, and finding the variant you are looking for on a guild trader is a six hour ordeal even with 3rd party assistance such as tamrieltradecentre.com
6. It goes without saying that the group finder needs to function properly - but it also needs to be more expansive to elements such as trials, DSA, and BRP. You've built these experiences into your game but have not properly created tools for players to easily experience them. The result - many of these experiences sit empty and unexplored by a large number of players
7. performance in pvp - specifically lag in openworld - needs to be addressed. Smart Healing, while novel in concept, likely needs to go - with healing being restricted to only group members in an effort to reduce server loads.
8. Openworld bottlenecks need to be reviewed/addressed - the size of the map, the # of players allowed into an openworld instance - aoe calculations for damage/healing abilities all should be re-assessed for a streamlined approach that improves openworld performance dramatically
10. Remove faction lock or create faction re-assignment tokens. With 12 toons equally spread across three factions, I always kept the game fresh by playing different toons in open world with different functions (i.e. bombing vs. healing vs. brawler vs. rogue.... etc..) - yet now, with the faction lock implementation, I have kept a number of toons "on the shelf' due to being locked out of the only pvp campaign i find remotely enjoyable (no-cp). The CP no faction lock campaign is a great addition, it in combination with bullet point 1 above would solve this QoL issue
El_Borracho wrote: »(2) So you want a brand-new player who just hit level 50 to be able to get end-game gear. Ugh. Could not imagine the pugs as a result. Might as well dig up dungeon group finder, kill it, and bury it again
It takes about 1-3 weeks to level up to Level 50, without XP scrolls or double XP events, depending on how often you play. Do you really think you were able to do any trials at that point? How about vet ICP for tanks who want Lord Warden helmet? Vet COS for Velidreth? Vet Scalecaller for Zaan? Vet Bloodroot for Earthgore?
You need CP to be able to survive some, if not most, PVE endgame content. Zero CP level 50's don't have it. Below CP 160 players do not need endgame gear to do content they don't have the resistances to survive. They need experience, figuring out a rotation, and leveling skills more than farming gear that won't be useful until they hit at around CP 300.
(4) Just stop with this. The craft bag is the #1 reason people get ESO+. Not gonna happen.
Quality of Life changes that, imho, could help bring more enjoyment and life back into this game:
1. Scrap CP from PvP. It has already been identified and implemented in battlegrounds. It needs to go for all aspects of PvP. It is a time-gate 25-30% stat buff mechanic that kills the initiative of new players to join the game and participate in one of the best end-game activities you can have - open world pvp. As long as you have CP included in PvP, new player growth, for pvp, will continue to stagnate and die
2. Scrap 160CP from end-game gear. End-game gear should be level 50 gear. period. I.E - no cp gear. It is a weird and frustrating experience for a new player to reach level 50 for the first time and realize the gear they are obtaining from dungeons, etc... is infact still not end-game gear because no-CP somehow still needs 160CP to be functional.
3. Remove Group queing from battlegrounds. Either create a separate solo que system for BG's or make it only solo que. Group que functionality against solo que players is a harmful system that kills pvp growth of your game for new and existing players.
4. the Craft Bag needs to be base to the game. Locking it behind ESO+ is extortion. But more than just this, new players experiencing ESO will quickly abandon this game due to the horrific inventory / bag space system that currently exists. Find other ways to incentivize people into purchasing the subscription. Cosmetics and XP+ gains are examples of great ways to do this. Fundamental inventory management systems are absolutely not.
5. Please give potions unique identifier names. Why are their seven variants of "Essence of Health" now, and finding the variant you are looking for on a guild trader is a six hour ordeal even with 3rd party assistance such as tamrieltradecentre.com
6. It goes without saying that the group finder needs to function properly - but it also needs to be more expansive to elements such as trials, DSA, and BRP. You've built these experiences into your game but have not properly created tools for players to easily experience them. The result - many of these experiences sit empty and unexplored by a large number of players
7. performance in pvp - specifically lag in openworld - needs to be addressed. Smart Healing, while novel in concept, likely needs to go - with healing being restricted to only group members in an effort to reduce server loads.
8. Openworld bottlenecks need to be reviewed/addressed - the size of the map, the # of players allowed into an openworld instance - aoe calculations for damage/healing abilities all should be re-assessed for a streamlined approach that improves openworld performance dramatically
9. Remove faction lock or create faction re-assignment tokens. With 12 toons equally spread across three factions, I always kept the game fresh by playing different toons in open world with different functions (i.e. bombing vs. healing vs. brawler vs. rogue.... etc..) - yet now, with the faction lock implementation, I have kept a number of toons "on the shelf' due to being locked out of the only pvp campaign i find remotely enjoyable (no-cp). The CP no faction lock campaign is a great addition, it in combination with bullet point 1 above would solve this QoL issue
Good Luck ESO team. Let's make ESO great again!
El_Borracho wrote: »(2) So you want a brand-new player who just hit level 50 to be able to get end-game gear. Ugh. Could not imagine the pugs as a result. Might as well dig up dungeon group finder, kill it, and bury it again
It takes about 1-3 weeks to level up to Level 50, without XP scrolls or double XP events, depending on how often you play. Do you really think you were able to do any trials at that point? How about vet ICP for tanks who want Lord Warden helmet? Vet COS for Velidreth? Vet Scalecaller for Zaan? Vet Bloodroot for Earthgore?
You need CP to be able to survive some, if not most, PVE endgame content. Zero CP level 50's don't have it. Below CP 160 players do not need endgame gear to do content they don't have the resistances to survive. They need experience, figuring out a rotation, and leveling skills more than farming gear that won't be useful until they hit at around CP 300.
(4) Just stop with this. The craft bag is the #1 reason people get ESO+. Not gonna happen.
There is a campaign with no faction lock. They made it CP because it was more popular than no-CP. It appears to be the least popular campaign, so the appeal of no faction lock is not what it's proponents thought it was.
Quality of Life changes that, imho, could help bring more enjoyment and life back into this game:
1. Scrap CP from PvP. It has already been identified and implemented in battlegrounds. It needs to go for all aspects of PvP. It is a time-gate 25-30% stat buff mechanic that kills the initiative of new players to join the game and participate in one of the best end-game activities you can have - open world pvp. As long as you have CP included in PvP, new player growth, for pvp, will continue to stagnate and die
2. Scrap 160CP from end-game gear. End-game gear should be level 50 gear. period. I.E - no cp gear. It is a weird and frustrating experience for a new player to reach level 50 for the first time and realize the gear they are obtaining from dungeons, etc... is infact still not end-game gear because no-CP somehow still needs 160CP to be functional.
3. Remove Group queing from battlegrounds. Either create a separate solo que system for BG's or make it only solo que. Group que functionality against solo que players is a harmful system that kills pvp growth of your game for new and existing players.
4. the Craft Bag needs to be base to the game. Locking it behind ESO+ is extortion. But more than just this, new players experiencing ESO will quickly abandon this game due to the horrific inventory / bag space system that currently exists. Find other ways to incentivize people into purchasing the subscription. Cosmetics and XP+ gains are examples of great ways to do this. Fundamental inventory management systems are absolutely not.
5. Please give potions unique identifier names. Why are their seven variants of "Essence of Health" now, and finding the variant you are looking for on a guild trader is a six hour ordeal even with 3rd party assistance such as tamrieltradecentre.com
6. It goes without saying that the group finder needs to function properly - but it also needs to be more expansive to elements such as trials, DSA, and BRP. You've built these experiences into your game but have not properly created tools for players to easily experience them. The result - many of these experiences sit empty and unexplored by a large number of players
7. performance in pvp - specifically lag in openworld - needs to be addressed. Smart Healing, while novel in concept, likely needs to go - with healing being restricted to only group members in an effort to reduce server loads.
8. Openworld bottlenecks need to be reviewed/addressed - the size of the map, the # of players allowed into an openworld instance - aoe calculations for damage/healing abilities all should be re-assessed for a streamlined approach that improves openworld performance dramatically
9. Remove faction lock or create faction re-assignment tokens. With 12 toons equally spread across three factions, I always kept the game fresh by playing different toons in open world with different functions (i.e. bombing vs. healing vs. brawler vs. rogue.... etc..) - yet now, with the faction lock implementation, I have kept a number of toons "on the shelf' due to being locked out of the only pvp campaign i find remotely enjoyable (no-cp). The CP no faction lock campaign is a great addition, it in combination with bullet point 1 above would solve this QoL issue
Good Luck ESO team. Let's make ESO great again!
And the craft bag thing is exactly his point. Inventory space should not be the big incentive for paying a subscription for this game, that should be available at base... that is what is ridiculously wrong with it.
Quality of Life changes that, imho, could help bring more enjoyment and life back into this game:
1. Scrap CP from PvP. It has already been identified and implemented in battlegrounds. It needs to go for all aspects of PvP. It is a time-gate 25-30% stat buff mechanic that kills the initiative of new players to join the game and participate in one of the best end-game activities you can have - open world pvp. As long as you have CP included in PvP, new player growth, for pvp, will continue to stagnate and die
2. Scrap 160CP from end-game gear. End-game gear should be level 50 gear. period. I.E - no cp gear. It is a weird and frustrating experience for a new player to reach level 50 for the first time and realize the gear they are obtaining from dungeons, etc... is infact still not end-game gear because no-CP somehow still needs 160CP to be functional.
3. Remove Group queing from battlegrounds. Either create a separate solo que system for BG's or make it only solo que. Group que functionality against solo que players is a harmful system that kills pvp growth of your game for new and existing players.
4. the Craft Bag needs to be base to the game. Locking it behind ESO+ is extortion. But more than just this, new players experiencing ESO will quickly abandon this game due to the horrific inventory / bag space system that currently exists. Find other ways to incentivize people into purchasing the subscription. Cosmetics and XP+ gains are examples of great ways to do this. Fundamental inventory management systems are absolutely not.
5. Please give potions unique identifier names. Why are their seven variants of "Essence of Health" now, and finding the variant you are looking for on a guild trader is a six hour ordeal even with 3rd party assistance such as tamrieltradecentre.com
6. It goes without saying that the group finder needs to function properly - but it also needs to be more expansive to elements such as trials, DSA, and BRP. You've built these experiences into your game but have not properly created tools for players to easily experience them. The result - many of these experiences sit empty and unexplored by a large number of players
7. performance in pvp - specifically lag in openworld - needs to be addressed. Smart Healing, while novel in concept, likely needs to go - with healing being restricted to only group members in an effort to reduce server loads.
8. Openworld bottlenecks need to be reviewed/addressed - the size of the map, the # of players allowed into an openworld instance - aoe calculations for damage/healing abilities all should be re-assessed for a streamlined approach that improves openworld performance dramatically
9. Remove faction lock or create faction re-assignment tokens. With 12 toons equally spread across three factions, I always kept the game fresh by playing different toons in open world with different functions (i.e. bombing vs. healing vs. brawler vs. rogue.... etc..) - yet now, with the faction lock implementation, I have kept a number of toons "on the shelf' due to being locked out of the only pvp campaign i find remotely enjoyable (no-cp). The CP no faction lock campaign is a great addition, it in combination with bullet point 1 above would solve this QoL issue
Good Luck ESO team. Let's make ESO great again!
PopotoSalad wrote: »Maybe CP levels 10-160 should just become levels 51-66? CP would still be given, just introduce it as a new system starting at level 51.
At some point ZOS will ask themselves when Cyro just needs to be put out of its misery and stop the bad PR.
Kittytravel wrote: »And the craft bag thing is exactly his point. Inventory space should not be the big incentive for paying a subscription for this game, that should be available at base... that is what is ridiculously wrong with it.
Okay I don't think anyone disagrees but then you have to give ZOS a way to retain the sub to keep their game up and none of you ever do. If this comes across as a personal attack it is very much not meant to but a lot of us are tired of seeing.
"ZOS the craft bag should be for everyone to fix inventory issues!"
Okay but ZOS has to make money so what do they replace it with to retain subs?
"Uhmmm no they don't." or "Uhmm they can get (insert not at all as incentivizing bonus here)."
At the end of the day the craft bag has become the inherent selling point to ESO+ and is a massive part of their income and they can no longer separate the two because that's their game structure.
You say "that's their only good way of making money and keeping people subbed" and I am saying that it is disappointing it has come down to that, going off of Mursie's original point. Also, we don't have to "give ZOS a way to retain the sub" as the consumer, they're supposed to be ones coming up with the ideas that make having a subscription too good to pass up, and not hooking player's arms by saying you can't store crafting materials unless you pay.
XP gains and cosmetics were two of Mursie's alternatives...
At some point ZOS will ask themselves when Cyro just needs to be put out of its misery and stop the bad PR.Kittytravel wrote: »And the craft bag thing is exactly his point. Inventory space should not be the big incentive for paying a subscription for this game, that should be available at base... that is what is ridiculously wrong with it.
Okay I don't think anyone disagrees but then you have to give ZOS a way to retain the sub to keep their game up and none of you ever do. If this comes across as a personal attack it is very much not meant to but a lot of us are tired of seeing.
"ZOS the craft bag should be for everyone to fix inventory issues!"
Okay but ZOS has to make money so what do they replace it with to retain subs?
"Uhmmm no they don't." or "Uhmm they can get (insert not at all as incentivizing bonus here)."
At the end of the day the craft bag has become the inherent selling point to ESO+ and is a massive part of their income and they can no longer separate the two because that's their game structure.
You say "that's their only good way of making money and keeping people subbed" and I am saying that it is disappointing it has come down to that, going off of Mursie's original point. Also, we don't have to "give ZOS a way to retain the sub" as the consumer, they're supposed to be ones coming up with the ideas that make having a subscription too good to pass up, and not hooking player's arms by saying you can't store crafting materials unless you pay.
XP gains and cosmetics were two of Mursie's alternatives...
Maybe instead of charging people $100 to buy an in-game house only purchaseable through the Crown Store, maybe make all houses, cosmetics outfits, mounts, etc. obtainable by in-game achievements that are only accessible through DLC content, which requires a sub.
I think Implementing half the things that are locked in the Crown Store in the actual game, that promotes players to work towards something rewarding that they can show off as something that they earned rather than bought would easily boost subscriptions.
I don't know, I'm not part of the ZOS marketing team. However, I don't think the craft bag is be the be all end all for retaining subscriptions if they think about it long enough.