Players are motivated by rewards, these be in form of gold, XP, unique/rare weapons, items to resell in guild stores for a good deal of gold, free costumes, pets etc etc.
This is very basic and logical.
However, this seems to get forgotten far too often. I find myself again and again wondering "what's the point?" when assessing whether to engage in an activity or not.
Some notable examples:
1) Events. You go to the Impresario, you don't like that ugly nth "style pages" that you will never use. You already have the Indrik, the ugly gryphon-ish mount, the minimalistic rewards from the previous year such as those emotes you will never use. There is nothing else interesting to buy from the Impresario. You do not see the value in completing a boring, repetitive quest to get 300 gold as a reward. And you cannot have more than 12 tickets. So what's the point?
2) Achievements. Do this, do that, to get achievement scores. To do what? Nothing. What do you get out of your "achievement score"? Nothing. What's the point?
3) Tales of tribute. You spend a lot of time to win a match, playing a boring card game that comes without instructions and offers miserable rewards and tiny experience.
What's the point?
Etc etc.
Is it so very difficult to realise that many players cannot be bothered to engage in activities that do not bring any measurable rewards?
Players are motivated by rewards, these be in form of gold, XP, unique/rare weapons, items to resell in guild stores for a good deal of gold, free costumes, pets etc etc.
This is very basic and logical.
However, this seems to get forgotten far too often. I find myself again and again wondering "what's the point?" when assessing whether to engage in an activity or not.
Some notable examples:
1) Events. You go to the Impresario, you don't like that ugly nth "style pages" that you will never use. You already have the Indrik, the ugly gryphon-ish mount, the minimalistic rewards from the previous year such as those emotes you will never use. There is nothing else interesting to buy from the Impresario. You do not see the value in completing a boring, repetitive quest to get 300 gold as a reward. And you cannot have more than 12 tickets. So what's the point?
2) Achievements. Do this, do that, to get achievement scores. To do what? Nothing. What do you get out of your "achievement score"? Nothing. What's the point?
3) Tales of tribute. You spend a lot of time to win a match, playing a boring card game that comes without instructions and offers miserable rewards and tiny experience.
What's the point?
Etc etc.
Is it so very difficult to realise that many players cannot be bothered to engage in activities that do not bring any measurable rewards?
AcadianPaladin wrote: »I agree with @JKorr . The only reason I do any activity in game is if it is fun. Any potential rewards are not particularly relevant. I get zero rewards for soloing original zone WBs yet it is one of my fave activities in the game. The way to boost participation (for me) in any activity is to ensure it is fun and I'd prefer to see the focus on making activities more enjoyable, not trying to lure players with shinies.
So as you'll see there will be a lot of people who will respond to posts like this with "Well, it's just not your cup up tea" or "I enjoy this even though you don't" blah blah blah and completely miss the entire point of the post.
The fact of the matter is that while there are lots of things to do for a new player, there is not a great reward incentive in this game. I'm an achievement junky and I do it just because I enjoy seeing the achievement bar fill up, but to say that achievements don't have great rewards would be an understatement. Where are the mounts, the pets and cosmetics tied to end game activities? Oh I know, behind the crown store. ZOS has forever favored locking some of the most favorable parts of MMOs (mount collection, pet collection, cosmetics) behind a pay wall because they can. There's a population of people in this game that spends an insane amount of money on the crown crates and the purchasable crafting motifs and housing and all of that and it makes up for those of us who complain about it and would rather not have a crown store and have everything earnable in game. Whats the point to them of implementing cool in-game earnable mechanics like rare mount drops or real rewards from achievements when they could put in minimal effort and still have people spend an absolute boat load on the game?
At the end of the day, I don't think every person is supposed to play just one MMO. If you're feeling burnt out and wondering what's the point? Then that means that the game has lost a huge appeal to you and I totally agree with your sentiment. I've taken numerous breaks from the game because it lacks a lot of the repeatable gameplay loops that I treasure personally in MMOs. Try out some other MMOs and when High Isle comes out, come back and try it out for a bit and reevaluate. Games are meant to make you happy! Not hopeless Cheers and Happy Wednesday!
So as you'll see there will be a lot of people who will respond to posts like this with "Well, it's just not your cup up tea" or "I enjoy this even though you don't" blah blah blah and completely miss the entire point of the post.
The fact of the matter is that while there are lots of things to do for a new player, there is not a great reward incentive in this game. I'm an achievement junky and I do it just because I enjoy seeing the achievement bar fill up, but to say that achievements don't have great rewards would be an understatement. Where are the mounts, the pets and cosmetics tied to end game activities? Oh I know, behind the crown store. ZOS has forever favored locking some of the most favorable parts of MMOs (mount collection, pet collection, cosmetics) behind a pay wall because they can. There's a population of people in this game that spends an insane amount of money on the crown crates and the purchasable crafting motifs and housing and all of that and it makes up for those of us who complain about it and would rather not have a crown store and have everything earnable in game. Whats the point to them of implementing cool in-game earnable mechanics like rare mount drops or real rewards from achievements when they could put in minimal effort and still have people spend an absolute boat load on the game?
At the end of the day, I don't think every person is supposed to play just one MMO. If you're feeling burnt out and wondering what's the point? Then that means that the game has lost a huge appeal to you and I totally agree with your sentiment. I've taken numerous breaks from the game because it lacks a lot of the repeatable gameplay loops that I treasure personally in MMOs. Try out some other MMOs and when High Isle comes out, come back and try it out for a bit and reevaluate. Games are meant to make you happy! Not hopeless Cheers and Happy Wednesday!
I don't necessarily agree that there isn't a great reward system. It just may not be to the taste of some people. And honestly, I appreciate a game that doesn't require a robust reward system to keep players engaged. When the content itself is the reward.
But I do agree that if a game isn't to your taste or if you are burnt out on it, forcing yourself to play makes no sense. I have 2 games I play every day (ESO and F76), even if it is just to log in and do a few minutes of chores. And then I have a 3rd game that changes regularly depending on mood or completion of the game (currently Fable 2). The play time of the 3rd game depends heavily on how burnt out I am on the main two.
AvalonRanger wrote: »Somebody complained about poor reward of Skyrim dolman at the zone chat.
I agree with that. Dragon combat is also. That is really hard and dangerous mission.
Especially lower level player or non tank people. Need some better gold or 2 gold material for daily reward.
Players are motivated by rewards, these be in form of gold, XP, unique/rare weapons, items to resell in guild stores for a good deal of gold, free costumes, pets etc etc.
This is very basic and logical.
However, this seems to get forgotten far too often. I find myself again and again wondering "what's the point?" when assessing whether to engage in an activity or not.
Some notable examples:
1) Events. You go to the Impresario, you don't like that ugly nth "style pages" that you will never use. You already have the Indrik, the ugly gryphon-ish mount, the minimalistic rewards from the previous year such as those emotes you will never use. There is nothing else interesting to buy from the Impresario. You do not see the value in completing a boring, repetitive quest to get 300 gold as a reward. And you cannot have more than 12 tickets. So what's the point?
2) Achievements. Do this, do that, to get achievement scores. To do what? Nothing. What do you get out of your "achievement score"? Nothing. What's the point?
3) Tales of tribute. You spend a lot of time to win a match, playing a boring card game that comes without instructions and offers miserable rewards and tiny experience.
What's the point?
Etc etc.
Is it so very difficult to realise that many players cannot be bothered to engage in activities that do not bring any measurable rewards?
Thank you all for sharing your views. I just made some examples, and am a fairly senior player.
My feeling is shared by a large number of other senior players, so it is not just me.
It is about assessing "the best use of our time", and not wasting it on activities that do not offer any rewards, and certainly not any fun.
Indeed, new players find everything new and exciting, and that's lovely, but senior players may have a different view.
Thank you all for sharing your views. I just made some examples, and am a fairly senior player.
My feeling is shared by a large number of other senior players, so it is not just me.
It is about assessing "the best use of our time", and not wasting it on activities that do not offer any rewards, and certainly not any fun.
Indeed, new players find everything new and exciting, and that's lovely, but senior players may have a different view.
Players are motivated by rewards, these be in form of gold, XP, unique/rare weapons, items to resell in guild stores for a good deal of gold, free costumes, pets etc etc.
This is very basic and logical.
However, this seems to get forgotten far too often. I find myself again and again wondering "what's the point?" when assessing whether to engage in an activity or not.
Some notable examples:
1) Events. You go to the Impresario, you don't like that ugly nth "style pages" that you will never use. You already have the Indrik, the ugly gryphon-ish mount, the minimalistic rewards from the previous year such as those emotes you will never use. There is nothing else interesting to buy from the Impresario. You do not see the value in completing a boring, repetitive quest to get 300 gold as a reward. And you cannot have more than 12 tickets. So what's the point?
2) Achievements. Do this, do that, to get achievement scores. To do what? Nothing. What do you get out of your "achievement score"? Nothing. What's the point?
3) Tales of tribute. You spend a lot of time to win a match, playing a boring card game that comes without instructions and offers miserable rewards and tiny experience.
What's the point?
Etc etc.
Is it so very difficult to realise that many players cannot be bothered to engage in activities that do not bring any measurable rewards?
- events;
- achievements;
- card games;
- PvP;
- housing / furnishings;
- fashion,
dont make character stronger in PvE, and for people who only care about their character's strength such activities are pointless.
- events;
- achievements;
- card games;
- PvP;
- housing / furnishings;
- fashion,
dont make character stronger in PvE, and for people who only care about their character's strength such activities are pointless.