Parasaurolophus wrote: »Parasaurolophus wrote: »Well, since this topic has come alive again, I would like to share a recent interview with Matt Firor, in which he said that ZoS plans to continue making walking world bosses. Okay, but that's not enough. From the same interview, it's clear that this is just an idea from IC, and not some kind of vet.overland attempt.
https://www.youtube.com/watch?v=jqU7KjfGNsw&t=1s&ab_channel=Desastre
Such an interview is good and only about 2.500 views. And then ZoS wonders why the community thinks communication is bad.
Yep, watched it as well. The sad part out of it is that he said they wouldn’t add new arenas this year, which leaves us with just 4 dungeons and 1 trial. It’s hard to look forward to new DLCs, when they offer so little for veteran players. Majority of the content would be once again super easy quests you can breeze through in one or two evenings with nothing interesting or engaging to spice things up.
Also, wandering bosses, dragons or harrowstorms are not what i would call a “challenging content”. It’s designed for large group of players with mixed level and experience. They usually end up swarmed with people and drop dead as fast as delve boss. Soloing 10 million bosses in weird (read inconvenient for most) hours is boring slog and have nothing to do with what was asked for in this thread. It’s guild event, nothing more.
Shouldn't there be a new arena in 2022? He didn't talk about it. There was no new arena in the Deadlands.
Parasaurolophus wrote: »Parasaurolophus wrote: »Well, since this topic has come alive again, I would like to share a recent interview with Matt Firor, in which he said that ZoS plans to continue making walking world bosses. Okay, but that's not enough. From the same interview, it's clear that this is just an idea from IC, and not some kind of vet.overland attempt.
https://www.youtube.com/watch?v=jqU7KjfGNsw&t=1s&ab_channel=Desastre
Such an interview is good and only about 2.500 views. And then ZoS wonders why the community thinks communication is bad.
Yep, watched it as well. The sad part out of it is that he said they wouldn’t add new arenas this year, which leaves us with just 4 dungeons and 1 trial. It’s hard to look forward to new DLCs, when they offer so little for veteran players. Majority of the content would be once again super easy quests you can breeze through in one or two evenings with nothing interesting or engaging to spice things up.
Also, wandering bosses, dragons or harrowstorms are not what i would call a “challenging content”. It’s designed for large group of players with mixed level and experience. They usually end up swarmed with people and drop dead as fast as delve boss. Soloing 10 million bosses in weird (read inconvenient for most) hours is boring slog and have nothing to do with what was asked for in this thread. It’s guild event, nothing more.
Shouldn't there be a new arena in 2022? He didn't talk about it. There was no new arena in the Deadlands.
SilverBride wrote: »This may all be a moot point. If they go through with account wide achievements as they now stand there will be little reason for any of us to repeat overland on our alts anyway because most of it will already be done.
FlopsyPrince wrote: »FlopsyPrince wrote: »Iron_Warrior wrote: »FlopsyPrince wrote: »What do you mean "pay" for all the effort made? I saw this type of comment earlier too. We make one-time payment for latest chapters and we sub for ESO+ (people pay for ESO+ for a wide variety of reasons, I mostly pay for the craft bag and increased storage space). What other payments are there for replaying content? It's not like you make additional payments every time you replay an overland zone.FlopsyPrince wrote: »The problem is that the level of effort to make consistent challenging content would be much more than the relatively brief satisfaction of those who want it with such content. It would take more than a run through or two to "pay" for all the effort made.
I could be wrong of course, but I can't see such players being happy with repeating such content so much as those of us who don't demand it are.Not anymore.FlopsyPrince wrote: »Some of you may say debuffs are the answer, but isn't turning of CP something like that?
CP2.0 is not that strong compared to CP1.0. Also ZoS gave extra stats to all characters regardless of CP, when they transitioned from CP1.0 to CP2.0. For example free 1000 weapon and spell damage for everyone, and increased health. You can't turn these off.
Also, you can have builds that do 20k+ dps with good self heals/shields while having enough sustain to fight for days. And this is with only basic gear and zero CP. It comes from knowing well how the game works, and being skilled with your class. Can't exactly turn these "off".
I am not talking about a payment anyone would make. I am using the business term if some effort will "pay" for the effort it costs. That means "will it be worth more than the cost and level of effort it would take."
Hopefully that clarifies things. I was not suggesting making anyone pay more, but life is full of tradeoffs, including all development.
Why are we as players are worrying about the cost of things right now? We know nothing about the business side of things, we are not zenimax employees so talking about it is pointless. Plus zenimax is not an indie company, this is a b2p game with all kinds of monetization, 40$ chapters, sub, lootboxes, cash shop that sells all kinds of things. Stop worrying about corporate incomes.
Some people call us a minority. Ok maybe we are a minority but i'm sure the people that want a harder overland, outnumber the card game fans by at least 10 to 1, yet here we are getting a card game as the main feature of the next chapter
Where did I speak of corporate income?
It sounds like you have not dealt with the business end of things in the real world. Getting a good value for the effort you spend is always a part of planning. Any effort made must give enough feedback to justify its cost.
For example: Spending $1000 to make $100 would be a poor investment if the $100 was the top expected additional income from all areas. Companies will sometimes still spend money on such things if other factors push the value up, but spending lots of money (dev time boils down to costs at some point) to do something that will not get the return is not going to happen in most companies, at least those that want to stay solvent.
Talking about the cost vs. reward of efforts in this area is VERY appropriate because of that.
Unless ZOS would make data about their financial planning public, which is unlikely, discussing cost of anything would do nothing but derail discussion. You can only make inaccurate assumptions based on your perception and limited experience in that area of what is feasible, and what isn’t.
That is not true in the slightest. The software development and game development process is a well-known area. We may not know the exact specifics for ZOS, but we do know general principles. We can assume some broad principles, like the level of effort to customize each and every world zone and boss to make them "harder" (which is still not well-defined).
The payback does not look to be worth the time cost in this case, whatever the exact numbers involved.
Some want debuffs, some despise them and want customized content (much more costly in time/salaries/etc.), some want something that has not been clearly defined.
Thus even the group wanting "harder overland content" is widely split.
So from what data did you draw a conclusion that it would not worth the cost? Everything you wrote is vague assumptions without any details. There wasn’t a single concrete fact of how much would any of the suggestions cost or how much players would be satisfied with any of the changes. Discussing cost vs benefits based on some unrelated quotes from streams isn’t very productive, especially considering how obscure most of them were.
Ok, let’s assume universal veteran instances for all zones are unrealistic. What about limiting it to new content only? What about limiting it to specific locations like main quest, delves and public dungeons within that zone? Or hard mode scrolls for bosses only? Or creating specific challenge areas within that zone?
There was a lot of different suggestions in this thread. Obviously, some of them are less desirable and easier to implement than the others, but it doesn’t look to me that all of them are impossible and there are a lot of possible workarounds.
BroughBreaux wrote: »Novice > Apprentice > Adept > Expert > Master > Legendary
These options would attach a Battle Spirit-like buff and debuff to your character
Legendary:
Damage Taken: 300%
Damage Done: 30%
Healing Taken: 30%
Thats the routes I would prefer to go down, it just needs to be balanced with the appropiate rewards in terms of gold, experience and/or higher item quality.
spartaxoxo wrote: »I actually think AWA makes the possibility of vet overland better, not worse. It solves the incentive issue that Rich touched on earlier about how difficult things need to be incentivized.
He didn't go into big detail, but my guess would be that his concern with incentivizing them in a similar way to other vet content is that they were one time only content per character, so it would be massively unfair to have the normal incentives to vet content because unlike existing content a player could not do it on normal the first time then tackle vet when they are ready. They'd instead actually be permanently punished for having done a quest on normal.
AWA solves that issue because now you can come back later on a different character and still pick up the achievement for your main. Doing it on a different character also tends to be more immersive than having the quest repeatable on the same character, as video games have largely trained us to view new characters as separate stories. But ofc like with all things immersion that is subjective and ymmv.
SilverBride wrote: »spartaxoxo wrote: »I actually think AWA makes the possibility of vet overland better, not worse. It solves the incentive issue that Rich touched on earlier about how difficult things need to be incentivized.
He didn't go into big detail, but my guess would be that his concern with incentivizing them in a similar way to other vet content is that they were one time only content per character, so it would be massively unfair to have the normal incentives to vet content because unlike existing content a player could not do it on normal the first time then tackle vet when they are ready. They'd instead actually be permanently punished for having done a quest on normal.
AWA solves that issue because now you can come back later on a different character and still pick up the achievement for your main. Doing it on a different character also tends to be more immersive than having the quest repeatable on the same character, as video games have largely trained us to view new characters as separate stories. But ofc like with all things immersion that is subjective and ymmv.
I'm not understanding how AWA solves this. Are you saying that a player can do the achievements on normal with a new character, for instance, then come back and do them again on veteran with a stronger character as though they had never been done before? Even with AWA that marks most of these achievements as complete?
One thing that I don't remember being discussed in this thread is if each instance of difficulty would be considered as one, meaning you either do them on normal or veteran and they are considered completed on both... or if each instance is completely separate and completing on one has no effect on the other.
spartaxoxo wrote: »I actually think AWA makes the possibility of vet overland better, not worse. It solves the incentive issue that Rich touched on earlier about how difficult things need to be incentivized.
He didn't go into big detail, but my guess would be that his concern with incentivizing them in a similar way to other vet content is that they were one time only content per character, so it would be massively unfair to have the normal incentives to vet content because unlike existing content a player could not do it on normal the first time then tackle vet when they are ready. They'd instead actually be permanently punished for having done a quest on normal.
AWA solves that issue because now you can come back later on a different character and still pick up the achievement for your main. Doing it on a different character also tends to be more immersive than having the quest repeatable on the same character, as video games have largely trained us to view new characters as separate stories. But ofc like with all things immersion that is subjective and ymmv.
spartaxoxo wrote: »I actually think AWA makes the possibility of vet overland better, not worse. It solves the incentive issue that Rich touched on earlier about how difficult things need to be incentivized.
He didn't go into big detail, but my guess would be that his concern with incentivizing them in a similar way to other vet content is that they were one time only content per character, so it would be massively unfair to have the normal incentives to vet content because unlike existing content a player could not do it on normal the first time then tackle vet when they are ready. They'd instead actually be permanently punished for having done a quest on normal.
AWA solves that issue because now you can come back later on a different character and still pick up the achievement for your main. Doing it on a different character also tends to be more immersive than having the quest repeatable on the same character, as video games have largely trained us to view new characters as separate stories. But ofc like with all things immersion that is subjective and ymmv.
The issue with Rich's comment about needing incentives, is that for some players, having an engaging story that doesn't feel cheap or flat is its own reward. For the past few years I've checked out of the 'year long story' as soon as the Q1 trailer comes out saying what it is. Oh, Dagon's invading? Whatever, let him come, will be easier to kick his teeth in here rather than chase him down for a pre-scripted amount of time. If I would know before going into it that the actual engagement between myself and the story would be memorable, rather than a joke, I would engage with it, no need for fancy titles or achievements.
SilverBride wrote: »How exactly does this solve anything for those of us who will only play normal overland?
SilverBride wrote: »That'll never happen. I've never even run a veteran dungeon. So us normal overland players are still being taken to the cleaners with AWA.
FlopsyPrince wrote: »FlopsyPrince wrote: »FlopsyPrince wrote: »Iron_Warrior wrote: »FlopsyPrince wrote: »What do you mean "pay" for all the effort made? I saw this type of comment earlier too. We make one-time payment for latest chapters and we sub for ESO+ (people pay for ESO+ for a wide variety of reasons, I mostly pay for the craft bag and increased storage space). What other payments are there for replaying content? It's not like you make additional payments every time you replay an overland zone.FlopsyPrince wrote: »The problem is that the level of effort to make consistent challenging content would be much more than the relatively brief satisfaction of those who want it with such content. It would take more than a run through or two to "pay" for all the effort made.
I could be wrong of course, but I can't see such players being happy with repeating such content so much as those of us who don't demand it are.Not anymore.FlopsyPrince wrote: »Some of you may say debuffs are the answer, but isn't turning of CP something like that?
CP2.0 is not that strong compared to CP1.0. Also ZoS gave extra stats to all characters regardless of CP, when they transitioned from CP1.0 to CP2.0. For example free 1000 weapon and spell damage for everyone, and increased health. You can't turn these off.
Also, you can have builds that do 20k+ dps with good self heals/shields while having enough sustain to fight for days. And this is with only basic gear and zero CP. It comes from knowing well how the game works, and being skilled with your class. Can't exactly turn these "off".
I am not talking about a payment anyone would make. I am using the business term if some effort will "pay" for the effort it costs. That means "will it be worth more than the cost and level of effort it would take."
Hopefully that clarifies things. I was not suggesting making anyone pay more, but life is full of tradeoffs, including all development.
Why are we as players are worrying about the cost of things right now? We know nothing about the business side of things, we are not zenimax employees so talking about it is pointless. Plus zenimax is not an indie company, this is a b2p game with all kinds of monetization, 40$ chapters, sub, lootboxes, cash shop that sells all kinds of things. Stop worrying about corporate incomes.
Some people call us a minority. Ok maybe we are a minority but i'm sure the people that want a harder overland, outnumber the card game fans by at least 10 to 1, yet here we are getting a card game as the main feature of the next chapter
Where did I speak of corporate income?
It sounds like you have not dealt with the business end of things in the real world. Getting a good value for the effort you spend is always a part of planning. Any effort made must give enough feedback to justify its cost.
For example: Spending $1000 to make $100 would be a poor investment if the $100 was the top expected additional income from all areas. Companies will sometimes still spend money on such things if other factors push the value up, but spending lots of money (dev time boils down to costs at some point) to do something that will not get the return is not going to happen in most companies, at least those that want to stay solvent.
Talking about the cost vs. reward of efforts in this area is VERY appropriate because of that.
Unless ZOS would make data about their financial planning public, which is unlikely, discussing cost of anything would do nothing but derail discussion. You can only make inaccurate assumptions based on your perception and limited experience in that area of what is feasible, and what isn’t.
That is not true in the slightest. The software development and game development process is a well-known area. We may not know the exact specifics for ZOS, but we do know general principles. We can assume some broad principles, like the level of effort to customize each and every world zone and boss to make them "harder" (which is still not well-defined).
The payback does not look to be worth the time cost in this case, whatever the exact numbers involved.
Some want debuffs, some despise them and want customized content (much more costly in time/salaries/etc.), some want something that has not been clearly defined.
Thus even the group wanting "harder overland content" is widely split.
So from what data did you draw a conclusion that it would not worth the cost? Everything you wrote is vague assumptions without any details. There wasn’t a single concrete fact of how much would any of the suggestions cost or how much players would be satisfied with any of the changes. Discussing cost vs benefits based on some unrelated quotes from streams isn’t very productive, especially considering how obscure most of them were.
Ok, let’s assume universal veteran instances for all zones are unrealistic. What about limiting it to new content only? What about limiting it to specific locations like main quest, delves and public dungeons within that zone? Or hard mode scrolls for bosses only? Or creating specific challenge areas within that zone?
There was a lot of different suggestions in this thread. Obviously, some of them are less desirable and easier to implement than the others, but it doesn’t look to me that all of them are impossible and there are a lot of possible workarounds.
I wrote it based on my extensive development experience and lots of reading about MMOs over many years, including nothing indicating effort in custom content will ever satisfy those who only focus on that, which would be the case here. This is not something to do over and over, it is to do one or perhaps several times and then to want even more challenge.
Note the cost of Tamriel One and Warcraft's past revamp(s). Very costly due to the level of effort.
I am fine with them doing whatever they want for new content and it would make much more sense for something like this. Though many of the replies here would not be satisfied with just that. Also keep in mind that making new zones too hard would alienate many more casual players, doubling the effort for new zones if they wanted (and even could) produce both.
How much large scale software development work have you done? How much/long have you followed the MMO business?
FlopsyPrince wrote: »BroughBreaux wrote: »Novice > Apprentice > Adept > Expert > Master > Legendary
These options would attach a Battle Spirit-like buff and debuff to your character
Legendary:
Damage Taken: 300%
Damage Done: 30%
Healing Taken: 30%
Thats the routes I would prefer to go down, it just needs to be balanced with the appropiate rewards in terms of gold, experience and/or higher item quality.
And that is the key thing that gets denied by many. Some claim they just want to have a higher challenge, but it is fairly clear most want that with higher rewards, which upsets the whole apple cart.
FlopsyPrince wrote: »BroughBreaux wrote: »Novice > Apprentice > Adept > Expert > Master > Legendary
These options would attach a Battle Spirit-like buff and debuff to your character
Legendary:
Damage Taken: 300%
Damage Done: 30%
Healing Taken: 30%
Thats the routes I would prefer to go down, it just needs to be balanced with the appropiate rewards in terms of gold, experience and/or higher item quality.
And that is the key thing that gets denied by many. Some claim they just want to have a higher challenge, but it is fairly clear most want that with higher rewards, which upsets the whole apple cart.
If I spend 2 hours doing quest, I will accomplish fewer quest in that time if those quests are more challenging. Why should I, if choosing a more challenging approach, end up with less at the end of those 2 hours just because I wanted the content to be more engaging? How is it difficult to expect that over the same amount of time, doing the same content, should offer roughly the same rewards, which would require those fewer ticks of rewards (fights mostly since rewarding quest turn in's would make it, so players would just opt into this mode just to do that) to reward more.