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Why is overland group events and daily rewards restricted to motifs and overland sets?

Callosum
Callosum
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I am honestly confused here. Does players feel like the rewards from group events and zone dailies are rewarding? Harrowstorms, Geysers, Dragons, Overland bosses is for me some of the coolest content in the overland, yet there seems to be no incentive to group up with players and explore it. It is possible that i'm in the minority here but would it be a problem to let the first overland events you do in DLC zones each day drop a couple of transmutes and give an option to select gold or transmutes instead of the coffers after completing a daily zone quest?

A little side question: Can anybody tell me what the rewards are from taking down the new veteran overland bosses in the upcoming deadlands zone?
  • Narvuntien
    Narvuntien
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    Because it is overland content...

    Sometimes I do the dragons just because I like fighting them.

    Overland weapons and motifs are worth a lot of gold sometimes.
  • Callosum
    Callosum
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    Narvuntien wrote: »
    Because it is overland content...

    Sometimes I do the dragons just because I like fighting them.

    Overland weapons and motifs are worth a lot of gold sometimes.

    Again I find myself confused. Why should overland content be unrewarding? isn't the zone/group events and world bosses meant to be compelling to all kind of players and also give endgame players something to do in the zones? I just think the rewards for this kind of content should be attractive to a broad group of players. If players want motifs and zone gearsets be my guest but shouldn't there just be other rewards for those who has zero interest in these? Just and option to select a different reward than the coffer e.g.

    Yea it's quite amazing that players actually kill dragons despite their lack of rewards. They obviously did a great job creating them but still I find the dragonscours empty which is sad. I would just love to see players and guild mates reach out to take down dragons or harrowstorms instead of always being looking for 3 dd's and a low level char for a random normal. It would give players a reason to use the already existing content.

    Sometimes yes :D most really aren't
    Edited by Callosum on October 6, 2021 10:26AM
  • Parasaurolophus
    Parasaurolophus
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    Because events are needed only to create population.
    Edited by Parasaurolophus on October 6, 2021 11:48AM
    PC/EU
  • VaranisArano
    VaranisArano
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    ZOS typically hands out the extra rewards you want for doing the group overland events/zone dailies during Events.

    Think about it in terms of the lifespan of an MMO. Content starts off new and shiny, and players need little incentive to do the dailies to get new rewards like motifs. Then, as the content becomes old, players move on to whatever DLC and Chapter is new and shiny. You can temporarily lure players back to old content with special events and new shiny rewards, but the effect of extra rewards would be diminished if you handed them out all the time.

    So apply that to Geysers. When Summerset launched, everyone did Geysers. Geysers were just swarmed with players. Why? Because it was new, players wanted the Alchemy reagents, and the wanted the daily rewards. Now, three years later, relatively few players do Geysers because most people already got the reward they wanted within the last two years.

    Does that mean ZOS needs to up the rewards for Geysers

    Why would they? The same type of players who swarmed the Geysers three years ago are now swarming the new Oblivion Portals and will swarm the new Deadlands bosses and dailies.

    It makes more sense to let players get the normal rewards for the new content. It's new. It's shiny. Players want to do it. No extra rewards (bribes, really) needed.

    But what about poor three year old Summerset and empty Geysers? Well, fear not, ZOS will bribe players with Event Coffers in the upcoming Daedric Wars Event, currently being tested on the PTS. Having been sufficiently bribed with new rewards to go back to old content, players will once again swarm the Geysers and drive the sloads back into the sea.

    And then, because it's an event, when the rewards/bribes end, they'll leave and go back to the new content they bought. This is just fine for ZOS.

    However, if you throw in extra rewards for the Geysers all the time, you aren't going to attract players to swarm them all the time. Players will get enough of what they want and stop, and then you have the same problem as before. Or they'll swarm the relatively easier Geysers and avoid the harder Harrowstorms for the same rewards. There's plenty of unintended side effects that adding extra, long term rewards has for the game.

    If you want extra rewards, or you just want to farm Dragon hunts while everyone is fighting them, it's going to be most efficient to wait for Dragons to be featured in another event. Or the Anniversary Event, where every daily quest gives you extra rewards.


    And finally, if you want transmute crystals, your best bet is to do normal group dungeons or PVP. I see that attempt to get an easy source of crystals from non-grouped PVE dailies and I think its quite unlikely to happen.
  • Ippokrates
    Ippokrates
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    YES.

    Loot from overland content is rewarding.

    It gives you weapons, motifs, plenty of companion stuff, designs, materials, sometimes furnishing, etc. which you can use for your own benefit or sell, usually for a good price.

    To compare, what do you have from dungeon? You cannot sale weapons. You are getting very few materials from hs or killed trash. Maybe motif or style, but they are usually available on the highest difficulty. That is all.

    So yes, overland loot is rewarding, sometimes very, but do not expect gazylions bezosians just for being in the game. You need to invest your time and make some effort to sell this stuff.
  • Cillion3117
    Cillion3117
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    The fun of playing the game is the reward.
  • Callosum
    Callosum
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    ZOS typically hands out the extra rewards you want for doing the group overland events/zone dailies during Events.

    Think about it in terms of the lifespan of an MMO. Content starts off new and shiny, and players need little incentive to do the dailies to get new rewards like motifs. Then, as the content becomes old, players move on to whatever DLC and Chapter is new and shiny. You can temporarily lure players back to old content with special events and new shiny rewards, but the effect of extra rewards would be diminished if you handed them out all the time.

    So apply that to Geysers. When Summerset launched, everyone did Geysers. Geysers were just swarmed with players. Why? Because it was new, players wanted the Alchemy reagents, and the wanted the daily rewards. Now, three years later, relatively few players do Geysers because most people already got the reward they wanted within the last two years.

    Does that mean ZOS needs to up the rewards for Geysers

    Why would they? The same type of players who swarmed the Geysers three years ago are now swarming the new Oblivion Portals and will swarm the new Deadlands bosses and dailies.

    It makes more sense to let players get the normal rewards for the new content. It's new. It's shiny. Players want to do it. No extra rewards (bribes, really) needed.

    But what about poor three year old Summerset and empty Geysers? Well, fear not, ZOS will bribe players with Event Coffers in the upcoming Daedric Wars Event, currently being tested on the PTS. Having been sufficiently bribed with new rewards to go back to old content, players will once again swarm the Geysers and drive the sloads back into the sea.

    And then, because it's an event, when the rewards/bribes end, they'll leave and go back to the new content they bought. This is just fine for ZOS.

    However, if you throw in extra rewards for the Geysers all the time, you aren't going to attract players to swarm them all the time. Players will get enough of what they want and stop, and then you have the same problem as before. Or they'll swarm the relatively easier Geysers and avoid the harder Harrowstorms for the same rewards. There's plenty of unintended side effects that adding extra, long term rewards has for the game.

    If you want extra rewards, or you just want to farm Dragon hunts while everyone is fighting them, it's going to be most efficient to wait for Dragons to be featured in another event. Or the Anniversary Event, where every daily quest gives you extra rewards.


    And finally, if you want transmute crystals, your best bet is to do normal group dungeons or PVP. I see that attempt to get an easy source of crystals from non-grouped PVE dailies and I think its quite unlikely to happen.

    Thanks for your comprehensive answer! I do get your point and my intent wasn't to make rewards that would make players swarm the content all the time. This would of course result in the negative side effect that you are referring to. What I would like to see is that he rewards from this kind of content became a bit more attractive for those of us who isn't interested in motifs, overland gear, furniture etc. I actually want the opposite than making players farm the same content over and over again. That is why I suggested that the "new reward" should just be for the first dragon, harrowstorm, geyser you did each day and maybe only on one character a day so you had to visit different zones but it couldn't actually be farmed.
    I aren't interested in extra rewards (please trust me on this) and don't really like doing the overland content doing the events because it seems like the content wasn't meant to be encountered by so many players which takes the fun part out of it for me. And again i don't really have any big interest in the event rewards and it would be nice if you could actually trade your tickets for transmutes, alliance point or tel var stones so that the events would be more compelling to all kinds of players. I feel like there is some kind of discrepancy between the content and rewards. With dragons and overland bosses being attractive content for skilled players who likes progression and the rewards which are targeting players who likes houses, fashion and that stuff (of course many players like both i know that)

    Considering the transmute crystals i suggested those because these could both be attractive for those who already got it all and for those who aren't interested in the existing rewards. I really don't want i to be an easy source but just an alternative source. It's already quite easy to get them if you wan't to use all your time doing normal dungoens. The problem is that it is boring to do the same over an over again and i dont think this way of farming them are healthy for the game considering the fake tank problem, players leaving when they get a DLC dungeon and high CP players who rush the dungeons despite being grouped with new players. It could be 2 crystals for the first group event you did in each DLC zone a day (maybe 3 for dragons) but only on one character. Even if they also added 1 crystal for the first world boss you did each day in every zone it would still not be more effective that just running normal dungoens over and over again with a low level char in your group.
  • VaranisArano
    VaranisArano
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    Callosum wrote: »
    ZOS typically hands out the extra rewards you want for doing the group overland events/zone dailies during Events.

    Think about it in terms of the lifespan of an MMO. Content starts off new and shiny, and players need little incentive to do the dailies to get new rewards like motifs. Then, as the content becomes old, players move on to whatever DLC and Chapter is new and shiny. You can temporarily lure players back to old content with special events and new shiny rewards, but the effect of extra rewards would be diminished if you handed them out all the time.

    So apply that to Geysers. When Summerset launched, everyone did Geysers. Geysers were just swarmed with players. Why? Because it was new, players wanted the Alchemy reagents, and the wanted the daily rewards. Now, three years later, relatively few players do Geysers because most people already got the reward they wanted within the last two years.

    Does that mean ZOS needs to up the rewards for Geysers

    Why would they? The same type of players who swarmed the Geysers three years ago are now swarming the new Oblivion Portals and will swarm the new Deadlands bosses and dailies.

    It makes more sense to let players get the normal rewards for the new content. It's new. It's shiny. Players want to do it. No extra rewards (bribes, really) needed.

    But what about poor three year old Summerset and empty Geysers? Well, fear not, ZOS will bribe players with Event Coffers in the upcoming Daedric Wars Event, currently being tested on the PTS. Having been sufficiently bribed with new rewards to go back to old content, players will once again swarm the Geysers and drive the sloads back into the sea.

    And then, because it's an event, when the rewards/bribes end, they'll leave and go back to the new content they bought. This is just fine for ZOS.

    However, if you throw in extra rewards for the Geysers all the time, you aren't going to attract players to swarm them all the time. Players will get enough of what they want and stop, and then you have the same problem as before. Or they'll swarm the relatively easier Geysers and avoid the harder Harrowstorms for the same rewards. There's plenty of unintended side effects that adding extra, long term rewards has for the game.

    If you want extra rewards, or you just want to farm Dragon hunts while everyone is fighting them, it's going to be most efficient to wait for Dragons to be featured in another event. Or the Anniversary Event, where every daily quest gives you extra rewards.


    And finally, if you want transmute crystals, your best bet is to do normal group dungeons or PVP. I see that attempt to get an easy source of crystals from non-grouped PVE dailies and I think its quite unlikely to happen.

    Thanks for your comprehensive answer! I do get your point and my intent wasn't to make rewards that would make players swarm the content all the time. This would of course result in the negative side effect that you are referring to. What I would like to see is that he rewards from this kind of content became a bit more attractive for those of us who isn't interested in motifs, overland gear, furniture etc. I actually want the opposite than making players farm the same content over and over again. That is why I suggested that the "new reward" should just be for the first dragon, harrowstorm, geyser you did each day and maybe only on one character a day so you had to visit different zones but it couldn't actually be farmed.
    I aren't interested in extra rewards (please trust me on this) and don't really like doing the overland content doing the events because it seems like the content wasn't meant to be encountered by so many players which takes the fun part out of it for me. And again i don't really have any big interest in the event rewards and it would be nice if you could actually trade your tickets for transmutes, alliance point or tel var stones so that the events would be more compelling to all kinds of players. I feel like there is some kind of discrepancy between the content and rewards. With dragons and overland bosses being attractive content for skilled players who likes progression and the rewards which are targeting players who likes houses, fashion and that stuff (of course many players like both i know that)

    Considering the transmute crystals i suggested those because these could both be attractive for those who already got it all and for those who aren't interested in the existing rewards. I really don't want i to be an easy source but just an alternative source. It's already quite easy to get them if you wan't to use all your time doing normal dungoens. The problem is that it is boring to do the same over an over again and i dont think this way of farming them are healthy for the game considering the fake tank problem, players leaving when they get a DLC dungeon and high CP players who rush the dungeons despite being grouped with new players. It could be 2 crystals for the first group event you did in each DLC zone a day (maybe 3 for dragons) but only on one character. Even if they also added 1 crystal for the first world boss you did each day in every zone it would still not be more effective that just running normal dungoens over and over again with a low level char in your group.

    I appreciate that you'd added some clarification for your ideas!

    Maybe its just that I'm at the part of my gameplay when I no longer chase rewards unless I want to play the content, but it seems to me that adding more incentives to do dailies and overland encounters (even once per day) is just adding more make-work to ESO. We already have a lot of make-work just with the new content. Do we need more of it in old content, beyond events?

    Now, it might not even be bad make-work, depending on the player. I've certainly lamented the lack of players doing Dragon Hunts in Elsweyr, two years after the Chapter launch, and so something like this might get a few more players to answer the call in zone chat.

    Still, getting those new rewards is make-work. The grind for daily quests always is. Events are make-work too, just with shiny new bribes rewards. And so I'm not really sure how I feel about creating one more daily task.
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