Speaking for myself, the issue is not the one stat for min/maxing. It’s the fact they’re telling me all my time and effort on vMA was worth jack s. and only qualified me for normal rewards. They are literally telling me to do the same exact content for the upgraded version and treating me as if I’d never cleared vMA at all.
You did the content, and you got the reward you were looking for. They have not said that your reward is changing, so you still have your reward. It has not changed. It is still the same weapon.
The weapon is not just a weapon. It is a trophy representative of completing certain content on certain difficulty.
I want to point out something, because I think that people forget this. ZOS employees play this game. They have done vMA, and they have received their trophy for completing it. The Creative Director has been doing vMA for years and likely has more than one of these trophies. He just posted another vMA clear last week. In that person, we are talking about someone who has done this work, received the reward, is in the same position as a lot of you, and is actually in a position to influence how ZOS handles these weapons. Yet, here we are.
It's an Id in a data table, just like when they nerfed it, they updated the base item which affected all instances of it.I guess my first question is whether it is even realistic, from the game/server perspective, to upgrade them? Is it even something that they could do, and get it right? I mean, I can see the "no soup for you" coming from them, but there might be more to it than just an arbitrary "no" decision.
Just clone the existing Id for non perfected, update the original to perfected. 5minute job for a grad developer on pittance pay.
The thing is that these people are not stupid, and they are not blind to what players want. If it was simply a matter that a grad student could have done in 5 minutes, then I would expect that they would be doing it. They are not evil, and they are not deliberately mean. If we start to assume that they are doing this for no good reason, or just to be mean, or just because they don't listen, we might as well blame it on 5G cell towers.
Now, I could be wrong. I am not an insider. It just seems implausible that this is just some arbitrary decision to avoid "5 minutes of work".
I want to try to cut through the noise a little and look at things from the developers' perspective. Look at where the they are coming from and why they see non-upgrade as the right thing to do. And try to explain why that perspective is so sharply at odds with how players see things.
Floating around various Discords are screenshots of a conversation that @ZOS_RichLambert had with a player who messaged him, in which Rich lays out ZOS's point of view.
How the developers see things...
The developers see Perfected arena weapons as something new. They've changed the sourcing of existing weapons to make them more accessible. And they've added new weapons to the game. And, since these are new things that they're introducing to the game, it makes sense that people have to acquire them from scratch. When a motif is added to a dungeon, you have to re-run that dungeon to get it and aren't retroactively granted copies from previous clears of that dungeon, so why should arena weapons be different?
How the players see things...
Most players don't see the weapons as new. Instead, they see it as a buff to the veteran reward weapons. And that the new thing isn't the Perfected weapon. Instead, the new things are the imperfect weapons that's being added to normal. From the players' perspective, rewards are being added to something that previously had no rewards (normal). It's the normal reward that are new, and existing rewards that are being buffed.
So what exactly is "new" here?
Both perspectives make sense. It all hinges on the question of, What new is being added here? Do we go with the developers' claim that Perfected is new, because Perfected Dragonstar/Maelstrom weapons had never existed before? Or do we go with the players' claim that Perfected is just a buff of existing veteran rewards and that non-Perfected is new, since normal had never granted weapons before?*
If people agree that Perfected weapons are "new", then the developers' perspective makes complete sense. If people agree that Perfected weapons are just a buff of existing weapons and that non-Perfected weapons are the truly "new" thing, then the developers' perspective falls apart.
Historical perspective: Master's weapons in 2016
I think the best analogue would be DSA's Master's weapons. In 2016, the Master's weapons that you'd get from DSA were VR14, back when the max player level was VR16. In the latter half of 2016, they introduced max-level Master's weapons. Everyone's existing VR14 weapons remained unchanged. If you wanted the new max-level Master's weapons, you had to run vDSA all over again and reacquire them all from scratch. And nobody batted an eye at this. Nobody complained about having to reacquire their weapons.
And I imagine the folks at ZOS are thinking right now, "This is no different than adding max-level Master's weapons in 2016, why the hell are players going crazy over this?!"
But there is one very important difference here: The addition of max-level Master's weapons coincided with the rescaling of Dragonstar Arena. DSA was no longer VR14 content, it was now max-level content, with a significant difficulty buff. You could no longer blow through vDSA with no support characters--you had to actually bring a tank and a healer. The incoming damage was increased significantly. The enemy health levels were buffed substantially. Portals granted damage immunity and you could no longer kill enemies before they even appeared out of the portal. The new max-level vDSA was a proper, difficult challenge.
It may have been the same content, but it was a new experience.
And I think the argument here for why the developers missed the mark is that their supposedly "new" arena gear does not require new experiences.
When you get new gear, it's associated with new content. There are, for example, new dungeon sets... that require running a new dungeon. Or, in the example that I just gave above, a new experience could be old content that had gotten a facelift.
Why the players are right
The main problem with the developers' perspective is that the means of acquisition is identical. It's hard to convince a player that something is "new" when the conditions of that reward are identical. Unlike the developers, players don't see this as Perfected vs. Imperfect. They see it as Veteran-difficulty-reward vs. Normal-difficulty-reward. ZOS thinks they added a new reward. Players think that ZOS is buffing an existing reward, but not buffing it retroactively.
As I've said in an earlier post, if ZOS changes the means of acquisition--either by buffing vMA or adding additional requirements (e.g., requiring a single-session clear; after all, Perfected Asylum weapons are rewarded not for simple vAS clears, but for vAS +2 clears, though that's looking increasingly like an aberrant outlier)--then what they suggest probably wouldn't have raised players' hackles nearly as much. But not when the requirements for acquisition are identical.
Point of comparison: Gear cap increases
As I had already mentioned with the 2016 Master's weapon buff, the closest analogue to ZOS's line of thinking are gear cap increases. As expected in ESO (and any other MMO), if the gear cap increases, existing gear doesn't get upgraded. You have to reacquire it.
And this fits with what @ZOS_RichLambert had been arguing: When gear cap increases, existing gear doesn't get nerfed. It just doesn't get the extra power that's being added. (Though to argue that existing gear doesn't lose power in absolute terms is a disingenuous argument despite being technically correct, because it's losing power in relative terms, and that's what matters in the long run.)
As I had already argued earlier, the main problem with comparing Perfected weapons to gear cap increases is that gear cap increases are associated with difficulty rescaling. When ESO introduced VR15/16 gear, it required that we defeat VR15/16 enemies that were tougher than older VR14 enemies. When DSA weapons were upgraded from VR14 to CP160, it required beating a DSA that had received a substantial buff to difficulty.
The second problem with comparing Perfected weapons to gear cap increases is that gear cap increases are extremely unpopular. Time and again, when players have discussed the potential of gear cap increases, the response has been overwhelmingly negative. People really don't like the idea of having to arbitrarily re-earn things.
So even if you could compare Perfected weapons to a gear cap increase (despite the lack of any "new experiences"), it's still not a very flattering comparison because gear cap increases are so widely reviled.
Point of comparison: Adding new drops to a dungeon
As I alluded to earlier, if extra rewards get added to a dungeon after its release--e.g., motifs--people don't clamor for making this rewards retroactive for previous clears. So... how's this different?
It's different because in the case of motifs, you go from nothing-is-dropping to something-is-dropping. With arena weapons, you already have a reward dropping in vet. It's not a new reward--it's a different reward. Or, as the players see it, it's the same reward with buffs. If we continue with this comparison, it's actually the normal modes that are seeing something new that hadn't existed before. Which fits in with the general player perspective that the vet rewards are buffed and that the actual new rewards are the normal weapons.
So... what's the point of this post?
I guess my target audience for this post is @ZOS_RichLambert and other devs, and my hope is that I'm able to convey the players' perspective, why it differs from the developers' perspective and why, if you are to pick between the two, the players' perspective makes more sense and why the developers' perspective, while reasonable, does not pass the muster.
I want this to be about convincing the devs to see things as we see them, without the anger and outrage that we see in 90% of the other posts here.
One last thing: Why this has touched a nerve with players
While this post is mostly to lay out why I think the developer perspective misses the mark, I also want to touch on why there's been so much anger in this thread (though this is irrelevant to the point that I want to make).
The first is the RNG of acquiring weapons. While it's possible to get extremely lucky (one of my alt accounts got an infused Inferno on its first and only run of vMA), there are just as many stories about people who aren't lucky. I know someone who has just two inferno staves, and at least 60 ice staves (they stopped keeping track after 60). I know people who have farmed vMA literally hundreds of times to get their gear. Too many people have been burned by the RNG for there to be anything other than anger at the suggestion that they would have to endure that all over again.
I've run vMA somewhere between 200 and 300 times, and I kinda enjoy it, but I'm able to enjoy it only because I already have my weapons and don't have this question of gear drops hanging over me when I run it. The very idea of having to battle the potentially brutal drop roulette all over again really saps the fun out of it, because the arena should be about battling the enemies in the arena, not the RNG drops, but that RNG is what often dominates the experience. I think that the RNG loot has made these weapons more precious to players than the devs had intended, hence the strong reactions.
The second is the extremely strong player perception of disrespect coming from ZOS. Update 25 has been terrible. Performance has never been this bad, trials groups are cancelling runs or rescheduling them for weird hours, and I haven't seen morale this low in years. Yet there's been virtually no communication from ZOS about this important matter. All we have are vague reassurances about ongoing investigations. For many people, this arena weapon issue is yet another sign of disrespect coming from a company that had already expended the last of their goodwill with these game-breaking issues in Update 25.
Please do the right thing, Rich.
* Nitpicker's corner: Yes, I know that's not quite true, since back when DSA was still VR14 content, normal DSA dropped VR13 Master's weapons.
It's possible reiverx they won't.
But I think it's worth people making it known how they feel and how strongly those feelings are.
I just don't see any good reason for them to do it. As in, not from a player perspective, but from a management perspective, I don't see any logical reason to treat this many of your customers like this. Just can't wrap my head around it.
Not really the same at all. JC was a brand new system. There was a really good reason for the health of the game to not allow JC decon at the time. They didn't want speculators hoarding jewels before the patch and then flooding the market with deconned mats on day one. I was perfectly fine with that decision.They're not going to change their stance on this. I remember a similar thing happened when they introduced jewelry crafting. I've still got a bunch of old rings that can't be deconstructed.
khajiitNPC wrote: »Oh well — I’m fine with running vet content again, it might take a while but, I mean this is an MMO. Stuff gets nerfed, buffed, nerfed again. I just want a working Cyrodiil.
silvereyes wrote: »Not really the same at all. JC was a brand new system. There was a really good reason for the health of the game to not allow JC decon at the time. They didn't want speculators hoarding jewels before the patch and then flooding the market with deconned mats on day one. I was perfectly fine with that decision.They're not going to change their stance on this. I remember a similar thing happened when they introduced jewelry crafting. I've still got a bunch of old rings that can't be deconstructed.
I'm likely in the tiny minority here, but I really like vMA as content so I'm happy to have a reason to get back in there and run it.
Whether or not I'll feel that way after 200 runs and no fire staff..eh, idk
RaunHunter wrote: »
When I thought about why ZoS would do this, I couldn't help but wonder how many people must have actually completed vMA. Let's assume (generously) about 20% of the player base actually completed it for the weapon.
.RaunHunter wrote: »
When I thought about why ZoS would do this, I couldn't help but wonder how many people must have actually completed vMA. Let's assume (generously) about 20% of the player base actually completed it for the weapon.
My thinking is that the percentage of all players is probably single digits, closer to 1% than 10%. It would certainly be an interesting number for ZOS to reveal.
.RaunHunter wrote: »
When I thought about why ZoS would do this, I couldn't help but wonder how many people must have actually completed vMA. Let's assume (generously) about 20% of the player base actually completed it for the weapon.
My thinking is that the percentage of all players is probably single digits, closer to 1% than 10%. It would certainly be an interesting number for ZOS to reveal.
I highly doubt it’s that low.
.RaunHunter wrote: »
When I thought about why ZoS would do this, I couldn't help but wonder how many people must have actually completed vMA. Let's assume (generously) about 20% of the player base actually completed it for the weapon.
My thinking is that the percentage of all players is probably single digits, closer to 1% than 10%. It would certainly be an interesting number for ZOS to reveal.
RaunHunter wrote: ».RaunHunter wrote: »
When I thought about why ZoS would do this, I couldn't help but wonder how many people must have actually completed vMA. Let's assume (generously) about 20% of the player base actually completed it for the weapon.
My thinking is that the percentage of all players is probably single digits, closer to 1% than 10%. It would certainly be an interesting number for ZOS to reveal.
The actual number does not really matter, IMO. The point is, those who are serious about their gear and challenging content are severely outnumbered by those who are not.
I have also noticed that Crown store cosmetics, housing, and furnishing don't tend to interest those who do the harder content, generally. So, these people--who are the minority--pay for ESO+ and buy chapters. Meanwhile, the people who are happy doing the easy content and also are interested in the cosmetics, etc., are the majority. These people pay for ESO+, buy chapters, AND potentially buy Crowns for their miscellaneous purchases.
Now, keeping in mind the fact that it is a business, who do you think they will try to cater? The minority who don't bring in as much money and are much harder to please? Or the majority who are easier to please with a much higher potential for profit?
They disrespect the hard work we put in because they can afford to. We are not their targeted, valued player base. It is as simple as that.
I assure you, this is just a start. At this rate, U27 will read as such: Imperfect monster helmets now available through normal dungeon runs. All previously obtained monster helmets will be downgraded to imperfect. Grind all the dungeons again in Vet for the perfect ones.
RaunHunter wrote: »I have also noticed that Crown store cosmetics, housing, and furnishing don't tend to interest those who do the harder content, generally. So, these people--who are the minority--pay for ESO+ and buy chapters. Meanwhile, the people who are happy doing the easy content and also are interested in the cosmetics, etc., are the majority. These people pay for ESO+, buy chapters, AND potentially buy Crowns for their miscellaneous purchases.
Now, keeping in mind the fact that it is a business, who do you think they will try to cater? The minority who don't bring in as much money and are much harder to please? Or the majority who are easier to please with a much higher potential for profit?
RaunHunter wrote: »I have also noticed that Crown store cosmetics, housing, and furnishing don't tend to interest those who do the harder content, generally. So, these people--who are the minority--pay for ESO+ and buy chapters. Meanwhile, the people who are happy doing the easy content and also are interested in the cosmetics, etc., are the majority. These people pay for ESO+, buy chapters, AND potentially buy Crowns for their miscellaneous purchases.
Now, keeping in mind the fact that it is a business, who do you think they will try to cater? The minority who don't bring in as much money and are much harder to please? Or the majority who are easier to please with a much higher potential for profit?
Yup. This has been brought up many times in relation to the Crown Store and Crown Crates. When the bulk of the revenue does not come from the game, but from the accessories, the game only exists to support the accessories. Water down the toilet.
Even an exclusively monetary-based system of priorities doesn’t call for actively disrespecting players. It merely permits the decision-makers to feel they can do so with minimal repercussions; the choice is still theirs, and it reflects on them accordingly.
Personally I won’t be returning to vMA. Not after the way they’ve chosen to handle this. I know I earned my weapons on vet, even if the devs themselves insist on erasing that distinction statistically. No BiS is worth my self-respect.
Yup. This has been brought up many times in relation to the Crown Store and Crown Crates. When the bulk of the revenue does not come from the game, but from the accessories, the game only exists to support the accessories. Water down the toilet.
Which is what I keep repeating since 2015 when ZOS pulled the old switcheroo. Monetize the game via mandatory subscription and you have to make a decent game. Monetize it by selling fluff and you only have to get people to browse the shop, regardless of the state of the game.
clocksstoppe wrote: »By regrinding all that crap, you're letting ZOS win here and get away with this horrible bait and switch. For what, for 0.5% damage boost on a target dummy? Like virtus said, our dignity should be worth more than that.
El_Borracho wrote: »Ugh, why? These two arenas are such a grind. Throw in the RNG and I don't know if its even worth it
.RaunHunter wrote: »
When I thought about why ZoS would do this, I couldn't help but wonder how many people must have actually completed vMA. Let's assume (generously) about 20% of the player base actually completed it for the weapon.
My thinking is that the percentage of all players is probably single digits, closer to 1% than 10%. It would certainly be an interesting number for ZOS to reveal.
I highly doubt it’s that low.
Probably not among the players that frequent the forum, no. Still, it would be an interesting number to hear.