silvereyes wrote: »@SnowP already said that this was from a clean EU character copy, never used on PTS before PTS v7.3.3. They hadn't logged in to the EU characters until PTS v7.3.3, despite the fact that the character copy was there last week. They should have had no account-wide achievements yet to conflict with.Dark_Lord_Kuro wrote: »silvereyes wrote: »Or, it could just as easily be indicative of a deeper problem, like not reverting all the code / data tables that need reverting, and that could easily get propagated to the live server. I wouldn't dismiss the symptoms out of hand, if I were ZOS. It's always worth looking a little deeper for root causes.Dark_Lord_Kuro wrote: »Here are some Tests on the PTS v7.3.3 using a clean Char not used on the PTS before:
Wrothgar
Achievement is char dependent, but when starting the quest and displaying Agra Crun, it is not marked in the achievement.
Kari`s List Thieves Guild
Achievement is char dependent, but as you can see below charater wide benefits are still removed - you get no advancement in the skill line when earning the achievement.
pre:
post:
It seems to me that the buggy code of v7.3.0 was only a little tweaked instead of using the working code that we have on live right now. That is a very bad decision in my oppinion.
Could be a result of unlocking then relocking the acheivement, if so it wont happen on live
Easy to test for zos tough
Make a na character copy before the end of pts
If my hypotesis hold true, it should solve itself out since character woulnt unlock then relock acheivement
I suppose it's possible that a DBA mangled the PTS data, even with accounts that hadn't logged in to PTS yet, but I think it more likely that they just missed something.
At any rate, ZOS can query the db directly and see the code to trace down the exact cause. No need to rely on PTS at all, and they shouldn't wait until next week to investigate anyways.
A question to those on PTS.
Are account wide achievements affecting more than just merging achievement progress for all of your characters?
I was under the impression that account wide achievements would not have any effect on quest progression, since the achievements themselves are moreso just trackers for the things you’ve already accomplished.
Sounds like they should wait until High Isle for this to go Live. Also a lot more players would be happy if you were able to see each of the characters who earned an achievement including the dates earned. This would avoid losing character history.
Araneae6537 wrote: »I see your point. I had been thinking if I don’t log on at all or with only one character then the data is still there, right?
Araneae6537 wrote: »I was thinking maybe an add-on could catch that data when I did log in and record it and keep track from there and so enable me to keep track of what I’ve done on each character since ZOS can’t be arsed to do so apparently.
Araneae6537 wrote: »But even that wouldn’t solve the problem of their identity in the game, characters talking to them as if they’ve done things they haven’t, it’s all so so stupid to not first fix how character progression is tracked and then they could merge achievements or delete them altogether for all I care!
Edit: This is not okay, not okay at all. I cannot renew my ESO+ until I see something different. Only 9 days left now.
tomofhyrule wrote: »tomofhyrule wrote: »kringled_1 wrote: »kringled_1 wrote: »This implementation affects questing deeply if you're playing on a second character.wenchmore420b14_ESO wrote: »wenchmore420b14_ESO wrote: »Sheezabeast wrote: »In all objectivity, will the amount of people buying the new Breton chapter plus the people buying the shiny new statue, outweigh the revenue loss of people canceling their subs?
People who care about achievements at all are an extremely tiny minority.
With 1700+ responses and 58 pages in 3 weeks, I beg to differ.
I don't think you realize just how few people actually participate on a forum compared to the number of people who play the game and just do quests.
Having been a participant of forums since closed beta in 2013, I have found that the consensus on forums is a good demographics of the community as a whole and reflects most wants, doesn't want, likes, dislikes, etc.
Only one other thread I can remember has caused this kind of feedback, and ZoS's silence on the matter only deepens it.
Wait till it goes live and watch zone chat of the people who don't follow forums and log in to all their alts history gone.
And I would guess 95% of people won't even notice that their achievements are merged because it doesn't affect questing.
How? You still have the ability to do quests on multiple characters, your character still can do whatever lines it wants.
NPCs talking to you as if you've already done their quest when you're just starting. Epilog quest lines shut out because the game thinks you're already done. The two queens in Rimmen.
They developed this game for years with achievements and major quest completion mapped 1:1. Some of the issues are resolvable in time as they change things to point at the hidden quest tracking log. Some things were never tracked as a quest, only as an achievement so they break in this implementation.
I expect to see bugs on an active development test server, it means almost nothing.
...isn't the point of the test server to catch and fix those bugs before they go live?!?
They've fixed one. Out of the many that have been reported. And even they admitted they were still looking for a more elegant solution.
So... shouldn't this be delayed until said elegant solution had been found, and tested to make sure there are no issues?!
Yes and no.
Ok, I'll bite.Which would require a few things:because most of the bugs where characters are showing up or saying stuff when they aren't supposed to be aren't really dependent on anything and can be "fixed" by tying those lines to quests instead of achievements.
- New quests to be made for these, since they don't exist already.
- How would characters be granted credit? Since the 'fix' from the PTS only proved that all character-specific data is gone. That would mean all characters would either be granted a completed quest (so the problem stands that alts who haven't done it would et credit) or an unfinished quest (forcing characters who have completed it to redo it)
As we saw on PTS, the 'fix' simply deleted the achievement data for all characters, and now there are several characters with a bugged achievement - they have the Petraloop in the museum, but it's not checked off. They can't re-get it, so they're now permanently locked out of it.They're oversights that can be retroactively fixed if need be.
They didn't copy over a hidden character data. Because it's gone. If AwA as is goes live, there is no backup data to copy over anymore.Yes, which should happen before AwA is released. If you're going to build a house, you don't build the house and then decide 'eh, I'll fix the foundation when I get to it.' If the problem is that museums (and quests, and XP, and a number of other things people have mentioned) is tied to achievements, that needs to be severed first. Only then can they deal with making achievements account-wide, since then they're not connected to anything.I assume the stuff like museums where they had to revert they would need to recode how they are handled entirely.The coding as it is showing on PTS is that the character-specific data that was tied to achievements is being removed. They have no place to store that. That means it's irreversible. And again, it's a hypothetical you're suggesting. There will be no more data to copy over.They have said they are redoing the base code for the game, so it can be assumed those would eventually be moved back to account wide as well.
To use another weird analogy, if you're moving from one house to another, you need to find somewhere to put all the boxes with your stuff while you move. You can't just throw away all of your furniture and wait until you get to the new place and expect you can get it back. Similarly, if the server rearchitecture is going to mess with achievements, they need to keep data as complete as possible, not compact it in a lossy way until the new code is written.Which is why people are scared. Because if this goes live and they 'fix' bugs the same way, it will be destructive.It's not really a matter of if they should at this point , it's "this is happening, help us find oversights to make it smoother."
Okay, I'll use a specific example to illustrate it.
You do The Coral Heart quest and Tythis the banker praises you for saving the heart. That line would be tied to completing the Coral Heart achievement currently, so characters that haven't done it yet might also hear it from him. You change the flag on the line from being connected to the achievement to the coral heart questline, so that characters that did the quest would continue to hear it, and characters who hadn't would stop. They would have to do this for every single flavor line in the game probably, but it isn't impossible to fix, the game still tracks what quests individual characters complete.
Some back-of-the-envelope math...Sheezabeast wrote: »In all objectivity, will the amount of people buying the new Breton chapter plus the people buying the shiny new statue, outweigh the revenue loss of people canceling their subs?
People who care about achievements at all are an extremely tiny minority.
If you're right, then why should ZOS do anything about this whole AwA-thing? Why put efford in programming, testing and bug-fixing for a 'tiny minority' while the 'huge majority' doesn't care?
Performance is probably the main reason why. They have so much data they need to track per character that is mostly redundant, they could conceivably cut it down to somewhere between 1/2 to 1/18 by making things account based.
/script local t = 0 for cI = 1, GetNumAchievementCategories() do local _, nSC = GetAchievementCategoryInfo(cI) for sI = 1, nSC do local _, sCNA = GetAchievementSubCategoryInfo(cI, sI) t = t + sCNA end end d(t)
1959 x (8 + 8 + 8) x 18 = 846,288 bytes = 826.45 KB
Dark_Lord_Kuro wrote: »It may be down to how i explained myself but im also in this game for questing, lore and exploration, i just dont use acheivement for tracking that. In fact i may never have gotten this game if it wasnt a tes title
Dark_Lord_Kuro wrote: »And a question for those of you more familliar with that kinfd of stuff. How does a roll back actually work? Do zos happen to just have copy of the server backed up so like reloading a previous save in a single player or more like a rewind button on a tv remote? Because if its the first one it could mean a copy of character specific acheivement before u33 is somewher at zos(but even then i do not know if its would be usable to restore live acheivement in case of a problem)
silvereyes wrote: »
Some back-of-the-envelope math...
There are 1959 achievements in the game (no, I didn't count, I asked the game to)/script local t = 0 for cI = 1, GetNumAchievementCategories() do local _, nSC = GetAchievementCategoryInfo(cI) for sI = 1, nSC do local _, sCNA = GetAchievementSubCategoryInfo(cI, sI) t = t + sCNA end end d(t)
Each achievement id is a 64 bit integer (4 bytes). So is each achievement's progress indicator number counter. Character ids are likewise large numbers, so let's assume another 64 bit integer.
karthrag_inak wrote: »silvereyes wrote: »
Some back-of-the-envelope math...
There are 1959 achievements in the game (no, I didn't count, I asked the game to)/script local t = 0 for cI = 1, GetNumAchievementCategories() do local _, nSC = GetAchievementCategoryInfo(cI) for sI = 1, nSC do local _, sCNA = GetAchievementSubCategoryInfo(cI, sI) t = t + sCNA end end d(t)
Each achievement id is a 64 bit integer (4 bytes). So is each achievement's progress indicator number counter. Character ids are likewise large numbers, so let's assume another 64 bit integer.
Khajiit is very sorry to correct you, but 64 bits is 8 bytes. Does not change your point much, but accuracy matters!
Bleakrock is properly separated. It's the only one I can check on EU.tomofhyrule wrote: »NB: For anyone on PTS here's another thing to test. Some locations are sharded (Bleakrock before/after the Covenant attack, Starved Plain outside Davon's Watch before/after the quest to calm the spirits). I'd assume they track on quest journal and not achievements? Can someone confirm?
ectoplasmicninja wrote: »I don't work in software so I may be incredibly naive here, but there must be a way to allow titles to be account-wide and merge some achievements like the monster trophy ones
SilverBride wrote: »Having our characters' history and progress trashed is not a minor inconvenience for a huge portion of the playerbase. It will completely destroy the only way I play.
@ZOS_GinaBruno @ZOS_Kevin
Where are our answers? Are you going to do the right thing now that you know how devastating this is for many of us and fix it so we can track our characters progress individually?
We need some answers NOW.
silvereyes wrote: »Some back-of-the-envelope math...Sheezabeast wrote: »In all objectivity, will the amount of people buying the new Breton chapter plus the people buying the shiny new statue, outweigh the revenue loss of people canceling their subs?
People who care about achievements at all are an extremely tiny minority.
If you're right, then why should ZOS do anything about this whole AwA-thing? Why put efford in programming, testing and bug-fixing for a 'tiny minority' while the 'huge majority' doesn't care?
Performance is probably the main reason why. They have so much data they need to track per character that is mostly redundant, they could conceivably cut it down to somewhere between 1/2 to 1/18 by making things account based.
There are 1959 achievements in the game (no, I didn't count, I asked the game to)/script local t = 0 for cI = 1, GetNumAchievementCategories() do local _, nSC = GetAchievementCategoryInfo(cI) for sI = 1, nSC do local _, sCNA = GetAchievementSubCategoryInfo(cI, sI) t = t + sCNA end end d(t)
Each achievement id is a 64 bit integer (8 bytes). So is each achievement's progress indicator number counter. Character ids are likewise large numbers, so let's assume another 64 bit integer.
That leads to a maximum grand total achievements storage space per player of ... drumroll please:826.45 KB1959 x (8 + 8 + 8) x 18 = 846,288 bytes = 826.45 KB
For reference, that's about the same size as two marketing images on the website:
I solved your performance problems, ZOS! Make 20 marketing images 10% smaller, and you're done!
Edit: fixed number of bytes per int 64.
I'll bite. You want to pretend all 20 million players who ever bought the game are actively tracking progress on all achievements on their maxed-out 18 alts (yes, I did multiply by 18 in my math)? That's 15.4 TB. Add in full redundancy and backups, and you are looking at about $1.9k / month for storage on an AWS MongoDB server. That's $0.000095 / month per player, on average, for a highly-available, fast, queryable achievements data set. The db server instance is the expensive part of that proposition, not the storage, and that scales with player count, not data row size.silvereyes wrote: »Some back-of-the-envelope math...Sheezabeast wrote: »In all objectivity, will the amount of people buying the new Breton chapter plus the people buying the shiny new statue, outweigh the revenue loss of people canceling their subs?
People who care about achievements at all are an extremely tiny minority.
If you're right, then why should ZOS do anything about this whole AwA-thing? Why put efford in programming, testing and bug-fixing for a 'tiny minority' while the 'huge majority' doesn't care?
Performance is probably the main reason why. They have so much data they need to track per character that is mostly redundant, they could conceivably cut it down to somewhere between 1/2 to 1/18 by making things account based.
There are 1959 achievements in the game (no, I didn't count, I asked the game to)/script local t = 0 for cI = 1, GetNumAchievementCategories() do local _, nSC = GetAchievementCategoryInfo(cI) for sI = 1, nSC do local _, sCNA = GetAchievementSubCategoryInfo(cI, sI) t = t + sCNA end end d(t)
Each achievement id is a 64 bit integer (8 bytes). So is each achievement's progress indicator number counter. Character ids are likewise large numbers, so let's assume another 64 bit integer.
That leads to a maximum grand total achievements storage space per player of ... drumroll please:826.45 KB1959 x (8 + 8 + 8) x 18 = 846,288 bytes = 826.45 KB
For reference, that's about the same size as two marketing images on the website:
I solved your performance problems, ZOS! Make 20 marketing images 10% smaller, and you're done!
Edit: fixed number of bytes per int 64.
Multiplied by 20 million players... And that's not accounting alts just one character per account.
silvereyes wrote: »I'll bite. You want to pretend all 20 million players who ever bought the game are actively tracking progress on all achievements on their maxed-out 18 alts (yes, I did multiply by 18 in my math)? That's 15.4 TB. Add in full redundancy and backups, and you are looking at about $1.9k / month for storage on an AWS MongoDB server. That's $0.000095 / month per player, on average, for a highly-available, fast, queryable achievements data set. The db server instance is the expensive part of that proposition, not the storage, and that scales with player count, not data row size.silvereyes wrote: »Some back-of-the-envelope math...Sheezabeast wrote: »In all objectivity, will the amount of people buying the new Breton chapter plus the people buying the shiny new statue, outweigh the revenue loss of people canceling their subs?
People who care about achievements at all are an extremely tiny minority.
If you're right, then why should ZOS do anything about this whole AwA-thing? Why put efford in programming, testing and bug-fixing for a 'tiny minority' while the 'huge majority' doesn't care?
Performance is probably the main reason why. They have so much data they need to track per character that is mostly redundant, they could conceivably cut it down to somewhere between 1/2 to 1/18 by making things account based.
There are 1959 achievements in the game (no, I didn't count, I asked the game to)/script local t = 0 for cI = 1, GetNumAchievementCategories() do local _, nSC = GetAchievementCategoryInfo(cI) for sI = 1, nSC do local _, sCNA = GetAchievementSubCategoryInfo(cI, sI) t = t + sCNA end end d(t)
Each achievement id is a 64 bit integer (8 bytes). So is each achievement's progress indicator number counter. Character ids are likewise large numbers, so let's assume another 64 bit integer.
That leads to a maximum grand total achievements storage space per player of ... drumroll please:826.45 KB1959 x (8 + 8 + 8) x 18 = 846,288 bytes = 826.45 KB
For reference, that's about the same size as two marketing images on the website:
I solved your performance problems, ZOS! Make 20 marketing images 10% smaller, and you're done!
Edit: fixed number of bytes per int 64.
Multiplied by 20 million players... And that's not accounting alts just one character per account.
Besides, ZOS is already addressing storage concerns with cold storage. Do you really think they are going to upend game design to eke out an extra few fractions of a penny per player per month? There are better ways, and they are already doing them.
If the average ESO player had 2 characters (I do believesilvereyes wrote: »I'll bite. You want to pretend all 20 million players who ever bought the game are actively tracking progress on all achievements on their maxed-out 18 alts (yes, I did multiply by 18 in my math)? That's 15.4 TB. Add in full redundancy and backups, and you are looking at about $1.9k / month for storage on an AWS MongoDB server. That's $0.000095 / month per player, on average, for a highly-available, fast, queryable achievements data set. The db server instance is the expensive part of that proposition, not the storage, and that scales with player count, not data row size.silvereyes wrote: »Some back-of-the-envelope math...Sheezabeast wrote: »In all objectivity, will the amount of people buying the new Breton chapter plus the people buying the shiny new statue, outweigh the revenue loss of people canceling their subs?
People who care about achievements at all are an extremely tiny minority.
If you're right, then why should ZOS do anything about this whole AwA-thing? Why put efford in programming, testing and bug-fixing for a 'tiny minority' while the 'huge majority' doesn't care?
Performance is probably the main reason why. They have so much data they need to track per character that is mostly redundant, they could conceivably cut it down to somewhere between 1/2 to 1/18 by making things account based.
There are 1959 achievements in the game (no, I didn't count, I asked the game to)/script local t = 0 for cI = 1, GetNumAchievementCategories() do local _, nSC = GetAchievementCategoryInfo(cI) for sI = 1, nSC do local _, sCNA = GetAchievementSubCategoryInfo(cI, sI) t = t + sCNA end end d(t)
Each achievement id is a 64 bit integer (8 bytes). So is each achievement's progress indicator number counter. Character ids are likewise large numbers, so let's assume another 64 bit integer.
That leads to a maximum grand total achievements storage space per player of ... drumroll please:826.45 KB1959 x (8 + 8 + 8) x 18 = 846,288 bytes = 826.45 KB
For reference, that's about the same size as two marketing images on the website:
I solved your performance problems, ZOS! Make 20 marketing images 10% smaller, and you're done!
Edit: fixed number of bytes per int 64.
Multiplied by 20 million players... And that's not accounting alts just one character per account.
Besides, ZOS is already addressing storage concerns with cold storage. Do you really think they are going to upend game design to eke out an extra few fractions of a penny per player per month? There are better ways, and they are already doing them.
I won't pretend I know how this stuff works because honestly I don't.
silvereyes wrote: »I'll bite. You want to pretend all 20 million players who ever bought the game are actively tracking progress on all achievements on their maxed-out 18 alts (yes, I did multiply by 18 in my math)? That's 15.4 TB. Add in full redundancy and backups, and you are looking at about $1.9k / month for storage on an AWS MongoDB server. That's $0.000095 / month per player, on average, for a highly-available, fast, queryable achievements data set. The db server instance is the expensive part of that proposition, not the storage, and that scales with player count, not data row size.silvereyes wrote: »Some back-of-the-envelope math...Sheezabeast wrote: »In all objectivity, will the amount of people buying the new Breton chapter plus the people buying the shiny new statue, outweigh the revenue loss of people canceling their subs?
People who care about achievements at all are an extremely tiny minority.
If you're right, then why should ZOS do anything about this whole AwA-thing? Why put efford in programming, testing and bug-fixing for a 'tiny minority' while the 'huge majority' doesn't care?
Performance is probably the main reason why. They have so much data they need to track per character that is mostly redundant, they could conceivably cut it down to somewhere between 1/2 to 1/18 by making things account based.
There are 1959 achievements in the game (no, I didn't count, I asked the game to)/script local t = 0 for cI = 1, GetNumAchievementCategories() do local _, nSC = GetAchievementCategoryInfo(cI) for sI = 1, nSC do local _, sCNA = GetAchievementSubCategoryInfo(cI, sI) t = t + sCNA end end d(t)
Each achievement id is a 64 bit integer (8 bytes). So is each achievement's progress indicator number counter. Character ids are likewise large numbers, so let's assume another 64 bit integer.
That leads to a maximum grand total achievements storage space per player of ... drumroll please:826.45 KB1959 x (8 + 8 + 8) x 18 = 846,288 bytes = 826.45 KB
For reference, that's about the same size as two marketing images on the website:
I solved your performance problems, ZOS! Make 20 marketing images 10% smaller, and you're done!
Edit: fixed number of bytes per int 64.
Multiplied by 20 million players... And that's not accounting alts just one character per account.
Besides, ZOS is already addressing storage concerns with cold storage. Do you really think they are going to upend game design to eke out an extra few fractions of a penny per player per month? There are better ways, and they are already doing them.
Dear ZOS,
Elder Scrolls has always been an RPG first and foremost. The single player games were not just games to beat, they provided a world you could immerse into, where you could suspend your disbelief and actually feel like a person in that world trying to save it from whatever danger threatened Nirn. ESO had a rocky beginning, but over time, ZOS, you got it right, and it really felt like an Elder Scrolls game. The best part about it was, I wasn't limited to just one character doing the story, I could create multiple characters and they all didn't have to do the same story. I have one character only, my woodelf Kesstryl, who completed Coldharbor and is the one I consider The Vestige. My other characters are heroes in other parts of the world. My Nord Reynild is the hero of Western Skyrim and Markath. My Argonian Speaks-With-Trees is the hero of Morrowind. My Altmer Malatunir, an Ayleid descendant, is the hero of Blackwood and the Deadlands. He also saved the souls of argonians and righted the wrongs of his ancestors in the Murkmire story. My Khajiit Maila is a master thief. My Breton Luceya is a lawful good healer hired by adventurers to keep them safe through evil places (basically my dungeon and trials healer). My Dunmer Varla helped Sotha Sil to save Clockwork City.
Each character played through different content because that was their story. When I replay content, sometimes I'll apply the costume of the first character and pretend it's that character going through it again. I know that's weird, but in my mind each of these stories belongs to one character, and any others repeating them are sort of "dreaming" the story of that character. My characters are not extensions of me the player, they're people living in different places in Tamriel rising to the occasion. I don't want to be reminded that they are just tools I'm using to play a game. I want them to remain individual people in Tamriel with their own histories and stories, and their own achievements and tracking. I don't want to lose this. I don't want to look at a map in a place Reynild has never been to and see it already explored because Kesstryl was already there. I don't want my healer Luceya to have NPCs respond to her as if she's a master thief because Maila put that achievement on my account. I don't want to lose my second chance at talking with Count Ravenwatch at the end of the Markath story for his final thoughts and be welcomed into House Ravenwatch on a character playing through the story again because Reynild was the first to have spoken to him and gotten the achievement. I don't want NPCs in Western Skyrim to respond to Varla, who's never been there, as if she is the one who saved them and not Reynild. I don't want Reynild to be thanked for stopping the Planemeld when it was Kesstryl who did that. Do you see what this mess is doing to my characters? Do you see how it's ruining the game for me? How long, ZOS, do you think people like me will be able to stand this kind of ruin before we simply walk away and don't log in again?
Fine, ZOS, you want to make ESO like every other MMO out there. How about copying what World of Warcraft did, the most successful MMO ever, which was to implement Account Wide Achievements in addition to Character achievements so both existed simultaneously? Why not that? Keep NPCs and quests tied to the character data so the account data doesn't break immersion for my individual characters? Let me track my individual character achievements, and even get the ding message when that character accomplishes something for the first time, just like WoW has. You want to be like other games, but you are ruining what makes an Elder Scrolls game unique, which is that it's built on a solid RPG foundation. RPGs don't merge characters into an amalgamation and have the world treat all alts as if they all did the same thing. It would cease being an RPG and simply be a game to beat once, and then move on to something else. You want people to just beat ESO once and then move on because they achieved it all? Is this a game to beat or an RPG? Is this beautiful and immersive world simply there to be a background to score pushing and beating the system? It's not there to create characters that are part of it and that have stories in it as they work along side some of the best NPCs you ever created that are wonderfully voice acted? You want players to think of their characters as simple tools that you really only need one of because individually they don't exist, only the player exists and that's all that matters? You have no idea how bad this is. Please listen to us and put off the Account Wide Achievement update until you can fix this properly. Otherwise, you could easily save money by firing all the voice actors and writers and just get rid of quests and just make more dungeons and trials and PvP and call it a day. Change the name from Elder Scrolls to something else while you're at it, it will lose its soul as an Elder Scrolls game. Gutting characters is the first step towards that.
So... for anyone else who is concerned... I have a question. Are we communicating in the wrong place? I have seen major ideas be reversed in this game. Does anyone know what truly "got the message through" to ZOS? ...
... Is there anything we can do before it's too late?
nightstrike wrote: »Dear ZOS,
Elder Scrolls has always been an RPG first and foremost. The single player games were not just games to beat, they provided a world you could immerse into, where you could suspend your disbelief and actually feel like a person in that world trying to save it from whatever danger threatened Nirn. ESO had a rocky beginning, but over time, ZOS, you got it right, and it really felt like an Elder Scrolls game. The best part about it was, I wasn't limited to just one character doing the story, I could create multiple characters and they all didn't have to do the same story. I have one character only, my woodelf Kesstryl, who completed Coldharbor and is the one I consider The Vestige. My other characters are heroes in other parts of the world. My Nord Reynild is the hero of Western Skyrim and Markath. My Argonian Speaks-With-Trees is the hero of Morrowind. My Altmer Malatunir, an Ayleid descendant, is the hero of Blackwood and the Deadlands. He also saved the souls of argonians and righted the wrongs of his ancestors in the Murkmire story. My Khajiit Maila is a master thief. My Breton Luceya is a lawful good healer hired by adventurers to keep them safe through evil places (basically my dungeon and trials healer). My Dunmer Varla helped Sotha Sil to save Clockwork City.
Each character played through different content because that was their story. When I replay content, sometimes I'll apply the costume of the first character and pretend it's that character going through it again. I know that's weird, but in my mind each of these stories belongs to one character, and any others repeating them are sort of "dreaming" the story of that character. My characters are not extensions of me the player, they're people living in different places in Tamriel rising to the occasion. I don't want to be reminded that they are just tools I'm using to play a game. I want them to remain individual people in Tamriel with their own histories and stories, and their own achievements and tracking. I don't want to lose this. I don't want to look at a map in a place Reynild has never been to and see it already explored because Kesstryl was already there. I don't want my healer Luceya to have NPCs respond to her as if she's a master thief because Maila put that achievement on my account. I don't want to lose my second chance at talking with Count Ravenwatch at the end of the Markath story for his final thoughts and be welcomed into House Ravenwatch on a character playing through the story again because Reynild was the first to have spoken to him and gotten the achievement. I don't want NPCs in Western Skyrim to respond to Varla, who's never been there, as if she is the one who saved them and not Reynild. I don't want Reynild to be thanked for stopping the Planemeld when it was Kesstryl who did that. Do you see what this mess is doing to my characters? Do you see how it's ruining the game for me? How long, ZOS, do you think people like me will be able to stand this kind of ruin before we simply walk away and don't log in again?
Fine, ZOS, you want to make ESO like every other MMO out there. How about copying what World of Warcraft did, the most successful MMO ever, which was to implement Account Wide Achievements in addition to Character achievements so both existed simultaneously? Why not that? Keep NPCs and quests tied to the character data so the account data doesn't break immersion for my individual characters? Let me track my individual character achievements, and even get the ding message when that character accomplishes something for the first time, just like WoW has. You want to be like other games, but you are ruining what makes an Elder Scrolls game unique, which is that it's built on a solid RPG foundation. RPGs don't merge characters into an amalgamation and have the world treat all alts as if they all did the same thing. It would cease being an RPG and simply be a game to beat once, and then move on to something else. You want people to just beat ESO once and then move on because they achieved it all? Is this a game to beat or an RPG? Is this beautiful and immersive world simply there to be a background to score pushing and beating the system? It's not there to create characters that are part of it and that have stories in it as they work along side some of the best NPCs you ever created that are wonderfully voice acted? You want players to think of their characters as simple tools that you really only need one of because individually they don't exist, only the player exists and that's all that matters? You have no idea how bad this is. Please listen to us and put off the Account Wide Achievement update until you can fix this properly. Otherwise, you could easily save money by firing all the voice actors and writers and just get rid of quests and just make more dungeons and trials and PvP and call it a day. Change the name from Elder Scrolls to something else while you're at it, it will lose its soul as an Elder Scrolls game. Gutting characters is the first step towards that.
@ZOS_Kevin please make sure the developers read this message. It is completely on point.
AWA showcases, IMO, that ZOS prefer to cater to a type of player whose only interest is "end game" no matter how they get there (but, if possible, with the least amount of no effort.
StorybookTerror wrote: »Maybe @ZOS_MattFiror would like to chime in on this AWA change, that is now up to 60 pages of feedback? I certainly think it would be helpful, given how concerned a large portion of the community here is.
Chaquinho89 wrote: »I'm so looking forward to this!!
I have hard modes done in some characters, but speed runs and no-deaths done in others, meaning I can't get the whole stupid achievements to unlock titles and collectibles in my account, if this account-wide update merges them all and I get what I have already earned then I'm freaking excited about it!
I don't have time to play this game for 12 hours a day looking for "end-game" groups, so kudos to ZOS for doing it!