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Trial Tokens - The solution to end game longevity and making trials more accessible for all

robertl7
robertl7
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(Originally posted on reddit by me yesterday: https://www.reddit.com/r/elderscrollsonline/comments/ul0cgl/trial_tokens_the_solution_to_end_game_longevity/)

To start this is something I have been thinking about for some time now. With the addition of account wide achievements I think this is even more relevant now. Although I think account wide achievements is a positive addition to the game, one complaint, mostly from end game players, is the lack of incentive to prog end game achievements on other characters now.

I’m going to outline below my idea for what I’ll call “Trial Tokens” or “TTs”. At first I planned on this just being something that end game raiders would be able to get, but I very quickly realised this wouldn’t go down well with a lot of people, and ultimately there’s no reason for it just to be locked to a small group of players. I’ll also explain why I think this will be beneficial not only to all players but also to ZOS, as let’s be honest, if it doesn’t make them money directly or indirectly they probably won’t implement it. (Yes the likelihood of anything like this coming to the game is low but hey, we can dream)

So the basic premise of the idea is to reward players with a TT each time they complete a trial, and increasing the amount of tokens rewarded for harder difficulties. Let’s take Sunspire for example:

Completing normal: 1 Token
Completing veteran: 3 Tokens
Completing Hardmode: 5 Tokens
Completing Trifecta: 25 Tokens

Bonus for individual achievements

Speed run: 5 Tokens
No death: 5 Tokens

Now what would you do with these tokens you ask? Well there would be a “luxury vendor” in each trial, in the starting room. These vendors would stock pretty much just cosmetic items, such as mounts, style pages, furnishings etc that can only be bought with that specific trials tokens. The reason for making it trial specific is to stop people from just farming AS for example, as that is relatively easy and quick in comparison to other trials.

Now the rewards should not just be easy to get, and you shouldn’t just have to do a trial 5 times to unlock everything as that defeats the point of increasing longevity of the trials and encouraging people to come back.

So below are rough costs I think would be reasonable, but please do suggest other rewards you would like to see if this did get implemented.

Emote: 10 Tokens
Momento: 25 tokens
Unique trial specific weapon styles: 50 tokens
Unique trial specific Helm and Shoulder styles: 50 tokens
Gold rated furnishing: 75 tokens
Unique mount: 150 Tokens

These are costs I think are reasonable and would encourage and allow all players to eventually get everything if they put the time into it, but please not I did just pull these numbers out of thin air and I'm sure ZOS would have a way to calculate time played to tokens. Now I know the first argument that will come up is “I don’t play trials it’s not fair if it’s locked behind that”. My response to that is lots of things in any game are locked behind specific activities in the game, and I would encourage you to try it out. This leads me onto the main reason for doing this, it would encourage more players to try out trials, find groups and communities to play with, and ultimately have more things to do in the game.

Zos if you do read this, here’s why I think it would be beneficial to you: it would get people playing the game more, it would bring lots of players back that have left because they have “completed” everything. Have more people playing, means more people buying crown store items, or buying eso plus. Also from a PR perspective it would show commitment to current content and expanding the rewards in game, we all know cosmetics are the real end game, and for “relatively” little work compared to other new mechanics I think the community as a whole would be mostly in favour of this.

This has been a long post, and I’ve condensed it down a lot but I’d love any feedback or suggestions to this, in my head it’s a great idea but maybe not. I love this game and play everyday. I enjoy pvp, I enjoy trials and end game content, but mostly I enjoy playing with people and have met many lifelong friends through it. This simple trial tokens suggestion I believe would lead to many more endless nights making friends and grinding out something new in the game. If you made it this far thanks for reading and happy to answer any questions. If it’s a *** idea tell me and I’ll go crawl back into my hole with my Argonian slaves.
  • LesserCircle
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    Sure I like it, I would play trials this way because right now I don't even play the game, there's nothing new to do and even with the new chapter it's literally just one more zone.
  • isgnidempsey
    i personally i want the vitality bonus back to what it was to start with if you lost it all your vitality and someone died
    they had to stay dead if you wiped with no vitality you had to start again i liked that system
  • Vaoh
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    The idea of tokens in different ways has been suggested countless times.

    One issue is that by now, ZOS has created so many cosmetics available on the crown store that idk if they can make a worthwhile style. I’d hope for armor pieces with fancy effects, or (preferably) ability skins themed after the trial.
  • WhiteCoatSyndrome
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    TBH my big complaint is that they already have a flood of different currencies.
    #proud2BAStarObsessedLoony
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
    A useful explanation for how RNG works
    How to turn off the sustainability features (screen dimming, fps cap) on PC
    Merry Christmas and happy New Life!
  • ApoAlaia
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    TBH my big complaint is that they already have a flood of different currencies.

    Same boat here.

    However there is the fact that the 'real' cosmetic rewards are in the crown store.

    The teams that speedrun trials for instance, they must get a really nice endorphin release from their achievement, because as far as the game goes they are not getting anything else to show for it.

    To me it bears to reason that they should get rewarded with something that screams 'we cleared vRG HM in under 20 minutes'.

    However I am not one of them, not even remotely, and I really don't know if that is what they would like; maybe I am projecting my own biases here and that is not what they want at all.

    Just seems to me that there is a massive disconnect between the difficulty in achieving some of these and what people who do get for it, while we get the flashy stuff dangled in the crown store showcase instead.
  • robertl7
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    TBH my big complaint is that they already have a flood of different currencies.

    So when writing this up I did take this into consideration, however my thoughts are, yes there is already a lot, so I’m a way adding more isn’t going to really harm anyone.

    ApoAlaia wrote: »
    TBH my big complaint is that they already have a flood of different currencies.

    Same boat here.

    However there is the fact that the 'real' cosmetic rewards are in the crown store.

    The teams that speedrun trials for instance, they must get a really nice endorphin release from their achievement, because as far as the game goes they are not getting anything else to show for it.

    To me it bears to reason that they should get rewarded with something that screams 'we cleared vRG HM in under 20 minutes'.

    However I am not one of them, not even remotely, and I really don't know if that is what they would like; maybe I am projecting my own biases here and that is not what they want at all.

    Just seems to me that there is a massive disconnect between the difficulty in achieving some of these and what people who do get for it, while we get the flashy stuff dangled in the crown store showcase instead.

    Just to be clear this would mean everyone can achieve something not just end game players. Although yes I agree, as someone who does play in prog groups for trifectas you did get a big rush when completing one, but after that it’s kind of it
  • robertl7
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    Vaoh wrote: »
    The idea of tokens in different ways has been suggested countless times.

    One issue is that by now, ZOS has created so many cosmetics available on the crown store that idk if they can make a worthwhile style. I’d hope for armor pieces with fancy effects, or (preferably) ability skins themed after the trial.

    These are the things I’d absolutely love, like glowing specific weapon styles to that trial or something, we can dream! Like I said though, I’d hope Zos would see the benefit of making these in game rewards opposed to crown store stuff
  • deleted221205-002626
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    The problem with too much incentive is drawing too many of the wrong kind of player. You'll be overloaded with fake's and 5k dps light attack pro's just to sneak in for rewards.

    The amount of people that Q for vet dungeons that aren't ready for it or sit outside waiting for boss's, dragon's, harrowstorm's etc to be almost dead before running in to tag it is insane and you'll be plagued with that quality of player in trials too!
  • bmnoble
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    You already have people selling the trial specific titles/skins etc... To me this kinda thing is going to result in the carry groups, selling runs to get the tokens.


    If they are going to add a new currency for unique vendors, I would rather it be one currency that comes from multiple sources as in all group content, normal/vet dungeons/arenas/trials at varying rates with trials giving the highest payout of currency.

    As in complete a normal dungeon you get 1 token, complete a vet one 5, a hard mode 10. Complete a normal arena 2 tokens, vets payout would vary based on your score with default staring point being the same as vet dungeons. For trials 10 tokens from normal, 20 for vet and the hard modes 50 and specific achievement runs being a lot higher payouts.

    Could just forgo the new currency and have the payout in seals of endeavor.


    Have rotating vendors sort of like a combination of the golden and luxury vendors with different stuff to choose from each week or month basically it will work similar to seals of endeavor but focus more on getting people into all group content not just trials.

    Maybe they could even add an option to purchase individual crown crates from what ever the current crown crate season is from the vendor but instead of converting items you don't want into gems it converts them into a small number of seals of endeavor as a down side for not spending cash on the crates.
  • HerrKeinTipp_MrNoTip
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    Have done two casual trials as a tank on normal. Wasn't terrible, and a good chance to socialise with guild....but I didn't enjoy them.

    For me, I am a multi-tasking, and often low focus player. I like to be able to ignore the screen for a bit (without having to log off) if I need to answer the phone, deal with a family issue, or go to the bathroom. I often watch tele while I am playing which is why I am default resistant to live discord for things like trials or PVP.

    BUT! ...I put up with turning the tele off and getting on discord for PVP because I see value in getting 50 transmutes per toon per season with only an hour or so's effort each to get to tier 1 for the campaign.

    If trials had a similar incentive...like some of the ideas OP has around crown store items.....heck yeh I'd get into trials more!


    Great idea.
  • HerrKeinTipp_MrNoTip
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    But I agree on currency fatigue comments too.

    I've been playing Warhammer combat cards on mobile for a couple of years. Normal predatory revenue chasing like most mobile games, but it has just two currencies.

    Recently I've given Marvel Contest of Champions a go on mobile....I am so confused. There are like 17 currencies and 36 places in which to claim awards....some of which you wouldn't find or remember again for a month unless you remember to make a mental note....and jeez while it is revenue focussed too of course, it's really confusing as to what you'll even get for spending IRL $. They have clearly chosen not to follow a pay to win model (it's only clear now that I have some context and reddit posts under my belt tho!)...at least it's reallllllly clear what parts of the crown store are tangible (assistants and DLCs etc), and which are purely cosmetic. The closes we get to 'pay to win' is stuff like buying skyshards and skill lines...and you have to have earnt them at least once first anyway.

    Sooooo in summary following my not particularly direct mobile games comparison.....I still like this idea a LOT, and one more currency that is only trial relevant would not be that hard to get out....but an explosion of new currencies would indeed be a confusing detriment to the game.
  • robertl7
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    bmnoble wrote: »
    You already have people selling the trial specific titles/skins etc... To me this kinda thing is going to result in the carry groups, selling runs to get the tokens.


    If they are going to add a new currency for unique vendors, I would rather it be one currency that comes from multiple sources as in all group content, normal/vet dungeons/arenas/trials at varying rates with trials giving the highest payout of currency.

    As in complete a normal dungeon you get 1 token, complete a vet one 5, a hard mode 10. Complete a normal arena 2 tokens, vets payout would vary based on your score with default staring point being the same as vet dungeons. For trials 10 tokens from normal, 20 for vet and the hard modes 50 and specific achievement runs being a lot higher payouts.

    Could just forgo the new currency and have the payout in seals of endeavor.


    Have rotating vendors sort of like a combination of the golden and luxury vendors with different stuff to choose from each week or month basically it will work similar to seals of endeavor but focus more on getting people into all group content not just trials.

    Maybe they could even add an option to purchase individual crown crates from what ever the current crown crate season is from the vendor but instead of converting items you don't want into gems it converts them into a small number of seals of endeavor as a down side for not spending cash on the crates.

    Regards to the carry runs, I think it wouldnt be worth the gold, as the cost for the rewards would be high, so paying 5+ mil per couple of tokens is just not going to be worth it. Sure a small group of people doing RMT and have too much money might, but that would be a very small group of people I "think".

    I like the idea of your rotating vendor idea actually, that way yeah, you could just make the tokens universal. Maybe the vendor could rotate with the weekly trial or something?
  • CoronHR
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    i like this idea, but i don't know if it's good to have so many currencies -- not that there's an extra 'token' currency, but as you say, it'd be tokens that are trial-specific. so that's like 10 different types of tokens. i might go mad trying to figure out what i have and what i don't
    PC - EU - Steam client
  • ApoAlaia
    ApoAlaia
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    robertl7 wrote: »
    Vaoh wrote: »
    The idea of tokens in different ways has been suggested countless times.

    One issue is that by now, ZOS has created so many cosmetics available on the crown store that idk if they can make a worthwhile style. I’d hope for armor pieces with fancy effects, or (preferably) ability skins themed after the trial.

    These are the things I’d absolutely love, like glowing specific weapon styles to that trial or something, we can dream! Like I said though, I’d hope Zos would see the benefit of making these in game rewards opposed to crown store stuff

    I'd just like to see a new category of cosmetics that can only be acquired through these means and are instantly recognizable.

    Ghostly animated tendrils or other 'additions' that pop from the character's back, auras, halos, something that doesn't exist anywhere else in the game and potentially is themed after the trial they were obtained in.

    Some of these teams can clear HM twice in the same time 'my' team clears the regular vet trial and I think this, if they choose to, should be there for everyone to see.

    I like your idea that everyone can get something, but I think that the topmost tier of rewards should only be available to members of a team that performed 'impressive feats' if you will.
  • robertl7
    robertl7
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    CoronHR wrote: »
    i like this idea, but i don't know if it's good to have so many currencies -- not that there's an extra 'token' currency, but as you say, it'd be tokens that are trial-specific. so that's like 10 different types of tokens. i might go mad trying to figure out what i have and what i don't

    Yeah I do agree having another 10 currencies would be frustrating, but people have made some good suggestions here for that, and maybe just 1 flat currency would be better. I was trying to make it so people couldn't abuse the system by just farming AS for example, but that backfired lol
  • Daoin
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    'The amount of people that Q for vet dungeons that aren't ready for it or sit outside waiting for boss's, dragon's, harrowstorm's etc to be almost dead before running in to tag it is insane and you'll be plagued with that quality of player in trials too!'

    Just 'LOL' firstly people are ready for vet dungeons when they feel as though they are and hopefully wont end up in a group to concerned with people looking out for the 'that quality of player' type !
    secondly what exactly is wrong with waiting before running into harrowstorms, bosses and dragons ?
    and lastly in normal dungeons its usually the players that should be queued for vet anyway in them getting everyone killed before they get a chance to experience the place properly.
    Edited by Daoin on May 9, 2022 12:44PM
  • robertl7
    robertl7
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    Daoin wrote: »
    'The amount of people that Q for vet dungeons that aren't ready for it or sit outside waiting for boss's, dragon's, harrowstorm's etc to be almost dead before running in to tag it is insane and you'll be plagued with that quality of player in trials too!'

    JUST 'LOL' firstly people are ready for vet dungeons when they feel as though they are and hopefully wont end up in a group to concerned with people looking out for the 'that quality of player' type !
    secondly what exactly is wrong with waiting before running into harrowstorms, bosses and dragons ?
    and lastly in normal dungeons its usually the players that should be queued for vet anyway in them getting everyone killed before they get a chance to experience the place properly.


    Also think it’s pretty irrelevant to this conversation as the big point would be to encourage people to play with others, join guilds etc. there will also ways be those players but it’s really not an issue for this discussion
  • jaws343
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    While I think a vendor of some sort is a good idea, I think it should probably be tied to achievements and use gold, or undaunted plunder to purchase.

    Mainly because, while the token system is interesting, those proposed values are pretty insane. Would take nearly 1000 runs on normal of the same trial to get everything. When the trials only have a weekly quest associated with them, 1000 attempts, or even 300 on vet is a fairly overdone amount. I don't even think I have done 300 of all trials combined times on both normal and vet. Now, there are what, 12 (+high isle) trials in game. So, roughly 3600 to 12000 clears of all of the trials to get all of the vendor items. 30-60 minutes per trial, you are talking an unreasonable amount of time to even come close to getting any of these items, and it would appear the need to constantly repeat extremely difficult and hard to reproduce achievements to make this go faster.

    Now, by tying it to achievements instead, you have a very specific goal that will unlock a reward to buy. And then by tying it to Plunder to purchase, (or a large gold cost for those who don't want to grind vet for Plunder), you give incentive to do the trial over and over on vet for the plunder, even after the achievements are all completed.

    To add to this, if you really want to make sure a player has to continue doing the trial to even buy the items, make it to where the items can only be bought from the merchant who only shows after the trial has been completed, and only once per week for each trial, tied to the completion of the weekly quest. To prevent players from porting in after a completed instance just to use the vendor. You would have to do the weekly quest, complete the trial and then access the vendor.
    Edited by jaws343 on May 9, 2022 12:50PM
  • Kiralyn2000
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    Not really sure how "more incentive to run Trials" = "more accessibility".

    That makes me think more of things like a Trial Finder, or another 'easy' difficulty, or Guides built in to the game, or things like that.


    Not just "here's more reason feel 'forced' to try this content that you don't really want to do, and aren't ready for."


    /shrug
  • Sylvermynx
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    Eh, there's no way you could "incentivize" me to run trials. I'm done with endgame in any game from now on out - burnt out in my decade plus in WoW and RIFT.

    If it gets added, fine, but I won't touch it personally.
  • MaraxusTheOrc
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    robertl7 wrote: »
    (Originally posted on reddit by me yesterday: https://www.reddit.com/r/elderscrollsonline/comments/ul0cgl/trial_tokens_the_solution_to_end_game_longevity/)

    To start this is something I have been thinking about for some time now. With the addition of account wide achievements I think this is even more relevant now. Although I think account wide achievements is a positive addition to the game, one complaint, mostly from end game players, is the lack of incentive to prog end game achievements on other characters now.

    I’m going to outline below my idea for what I’ll call “Trial Tokens” or “TTs”. At first I planned on this just being something that end game raiders would be able to get, but I very quickly realised this wouldn’t go down well with a lot of people, and ultimately there’s no reason for it just to be locked to a small group of players. I’ll also explain why I think this will be beneficial not only to all players but also to ZOS, as let’s be honest, if it doesn’t make them money directly or indirectly they probably won’t implement it. (Yes the likelihood of anything like this coming to the game is low but hey, we can dream)

    So the basic premise of the idea is to reward players with a TT each time they complete a trial, and increasing the amount of tokens rewarded for harder difficulties. Let’s take Sunspire for example:

    Completing normal: 1 Token
    Completing veteran: 3 Tokens
    Completing Hardmode: 5 Tokens
    Completing Trifecta: 25 Tokens

    Bonus for individual achievements

    Speed run: 5 Tokens
    No death: 5 Tokens

    Now what would you do with these tokens you ask? Well there would be a “luxury vendor” in each trial, in the starting room. These vendors would stock pretty much just cosmetic items, such as mounts, style pages, furnishings etc that can only be bought with that specific trials tokens. The reason for making it trial specific is to stop people from just farming AS for example, as that is relatively easy and quick in comparison to other trials.

    Now the rewards should not just be easy to get, and you shouldn’t just have to do a trial 5 times to unlock everything as that defeats the point of increasing longevity of the trials and encouraging people to come back.

    So below are rough costs I think would be reasonable, but please do suggest other rewards you would like to see if this did get implemented.

    Emote: 10 Tokens
    Momento: 25 tokens
    Unique trial specific weapon styles: 50 tokens
    Unique trial specific Helm and Shoulder styles: 50 tokens
    Gold rated furnishing: 75 tokens
    Unique mount: 150 Tokens

    These are costs I think are reasonable and would encourage and allow all players to eventually get everything if they put the time into it, but please not I did just pull these numbers out of thin air and I'm sure ZOS would have a way to calculate time played to tokens. Now I know the first argument that will come up is “I don’t play trials it’s not fair if it’s locked behind that”. My response to that is lots of things in any game are locked behind specific activities in the game, and I would encourage you to try it out. This leads me onto the main reason for doing this, it would encourage more players to try out trials, find groups and communities to play with, and ultimately have more things to do in the game.

    Zos if you do read this, here’s why I think it would be beneficial to you: it would get people playing the game more, it would bring lots of players back that have left because they have “completed” everything. Have more people playing, means more people buying crown store items, or buying eso plus. Also from a PR perspective it would show commitment to current content and expanding the rewards in game, we all know cosmetics are the real end game, and for “relatively” little work compared to other new mechanics I think the community as a whole would be mostly in favour of this.

    This has been a long post, and I’ve condensed it down a lot but I’d love any feedback or suggestions to this, in my head it’s a great idea but maybe not. I love this game and play everyday. I enjoy pvp, I enjoy trials and end game content, but mostly I enjoy playing with people and have met many lifelong friends through it. This simple trial tokens suggestion I believe would lead to many more endless nights making friends and grinding out something new in the game. If you made it this far thanks for reading and happy to answer any questions. If it’s a *** idea tell me and I’ll go crawl back into my hole with my Argonian slaves.

    We already have the sticker book and some element of duplicate protection with that. I don’t particularly want another currency to juggle, so consider me a vote opposed to a token system in ESO. Not a **** idea in the scheme of many MMO endgames, but I just don’t see ESO having a loot structure that warrants a token system.
  • robertl7
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    jaws343 wrote: »
    While I think a vendor of some sort is a good idea, I think it should probably be tied to achievements and use gold, or undaunted plunder to purchase.

    Mainly because, while the token system is interesting, those proposed values are pretty insane. Would take nearly 1000 runs on normal of the same trial to get everything. When the trials only have a weekly quest associated with them, 1000 attempts, or even 300 on vet is a fairly overdone amount. I don't even think I have done 300 of all trials combined times on both normal and vet. Now, there are what, 12 (+high isle) trials in game. So, roughly 3600 to 12000 clears of all of the trials to get all of the vendor items. 30-60 minutes per trial, you are talking an unreasonable amount of time to even come close to getting any of these items, and it would appear the need to constantly repeat extremely difficult and hard to reproduce achievements to make this go faster.

    Now, by tying it to achievements instead, you have a very specific goal that will unlock a reward to buy. And then by tying it to Plunder to purchase, (or a large gold cost for those who don't want to grind vet for Plunder), you give incentive to do the trial over and over on vet for the plunder, even after the achievements are all completed.

    To add to this, if you really want to make sure a player has to continue doing the trial to even buy the items, make it to where the items can only be bought from the merchant who only shows after the trial has been completed, and only once per week for each trial, tied to the completion of the weekly quest. To prevent players from porting in after a completed instance just to use the vendor. You would have to do the weekly quest, complete the trial and then access the vendor.

    So yeah the values I put are just random ones I pulled out of thin air and are by no means what I would suggest it being as as you point out it would require an unholy amount of time. I do like your idea about things being tied to achievements and gold, and maybe a mix, so some you can only unlock after achievements, with then some by tokens and some by gold
  • majulook
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    TBH my big complaint is that they already have a flood of different currencies.

    I 100% agree.... There are currently over a dozen different items that are used as Currencies.

    See Here for the list --> https://en.uesp.net/wiki/Online:Currency
    Si vis pacem, para bellum
  • Amottica
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    There is a lot of gold to be made farming veteran trials and especially on HM. Then there is the gold jewelry to decon for chromium and leaderboard and related rewards. There is a lot of incentive right there.
  • jecks33
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    I like the idea but achievements-related rewards shouldn't be acquired with these tokens.

    Maybe different mounts or cosmetics (or furnishing/NPCs to put in our houses, related to the specific trial, etc), but not the godslayer or planesbreaker mounts or skins
    PC-EU
  • chessalavakia_ESO
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    If you are actually serious about the design and would actually be willing to have the resources for it's development come out of future trials (Trials right now, I'd suggest talking to some people that currently don't do trials but might consider it.

    As I absolutely loathe raids and think they are a money pit that has plagued MMO's for years that they aren't a good fit for I am a bit biased and would not be a good person to talk to about specifics but, I think your design is flawed when it comes to pulling people in.

    You need to be scaling your rewards so the person doing it gets something rapidly.

    If I'm not willing to put the effort in to a do a Trial now, why would I be willing to do one to get a single token that I need to get ten of to even get anything at all?

    You'd likely want to start people off getting lots of rewards the first trial and gradually reduce the rewards so they start to jump for the harder difficulties.

    With that said, you are going to ram into the issue that it's hard to balance making the new items good enough to pull people into to make the big first step into Trials without denting the Crown Stores revenue too much.

    You already have websites and players in game selling Trial runs which suggests people would have paid Crowns for the items they have already put in Trials.

    Arguably, one of the factors in the price going up for some of the high demand items is due to the transfer of funds form people that are buying runs.

    ZOS also may run into some repercussions when it comes to content difficulty/mechanics if Trials expand in popularity. ZOS is kind of running two different games in one. You can do most of the content in the game while ignoring many of the game mechanics so people that don't love them can still play the game. The content difficulty in much of the game is low enough that nearly anyone can participate. If you toss a bunch of players into Trials they may change due to the Trials or they may want the Trial experience to change.
  • Amottica
    Amottica
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    You need to be scaling your rewards so the person doing it gets something rapidly..

    We do get rewards rapidly. They come with each boss killed and the greater the challenge level the greater the reward.
    If you are actually serious about the design and would actually be willing to have the resources for it's development come out of future trials (Trials right now, I'd suggest talking to some people that currently don't do trials but might consider it.

    As someone who runs with a low-level raiding guild and a much more social and casual guild, there are people who just are not interested in running in large group content. Nothing Zenimax can do to change that other than make trials solo and that pretty much defeats the purpose of them.

    From what I understand the original trial design did not have a normal (easy) mode. Someone either ran with the big dogs or did not come in to play. Zenimax clearly did talk to players and listened as they added the normal mode so pretty much everyone that is interested in seeing the trials and stories can participate. The rewards are sufficient.
  • chessalavakia_ESO
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    My point was he was advocating that his system would draw in more players to Trials but, the initial reward for doing a Trial was nothing in his system.

    If you want to pull people in that you aren't currently getting you'd need to go above what you are currently doing reward wise.

    Trials have over 1,000 items some skins and even a mount for a reward so you'd have to go to a fair bit of effort to top that.

    My impression is that most people in ESO don't do Trials with any regularity and that you'd be able to drag some of them into trying it if the rewards went high enough. (Keeping them doing it would be another matter entirely)

    Sorry about my typos I was multitasking when I typed it up and got a bit distracted.
  • FeedbackOnly
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    I would like something to be done about the perfect jewelry problem. It's hard to get compete perfect jewelry set in current environment
  • FeedbackOnly
    FeedbackOnly
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    The problem for trials is match making system. Not only do you have to lead, get the people there.

    Gathering people for veteran trials can take a lot of time searching and using different tools. It's exhausting
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