emilyhyoyeon wrote: »SeaGtGruff wrote: »emilyhyoyeon wrote: »Zachary_Shadow wrote: »These changes, although we are only viewing them from the PTS point of view, are something that I've thought on more from my initial post. Although I hope the decision is reverted on the endeavors for DLCs/requirement for guildmates as endeavors should be something accessible by everyone, I do see how ZOS could be adding these very specific endeavors to promote more people grouping for these events, dungeons, etc.
How does ''complete Fang Lair'' push players more into grouping for events than ''complete any 1 dungeon'' does?
Because many of the players who are interested in doing that particular endeavor will be looking for other players who also want to complete Fang Lair for that endeavor, versus everyone wanting to complete a different dungeon than everyone else.
I'm pretty sure most players, when the dungeon endeavor pops up, aren't hellbent on doing one specific dungeon to complete it; they just want to do any dungeon for the seals. ie. We queue for a random dungeon.
SeaGtGruff wrote: »emilyhyoyeon wrote: »SeaGtGruff wrote: »emilyhyoyeon wrote: »Zachary_Shadow wrote: »These changes, although we are only viewing them from the PTS point of view, are something that I've thought on more from my initial post. Although I hope the decision is reverted on the endeavors for DLCs/requirement for guildmates as endeavors should be something accessible by everyone, I do see how ZOS could be adding these very specific endeavors to promote more people grouping for these events, dungeons, etc.
How does ''complete Fang Lair'' push players more into grouping for events than ''complete any 1 dungeon'' does?
Because many of the players who are interested in doing that particular endeavor will be looking for other players who also want to complete Fang Lair for that endeavor, versus everyone wanting to complete a different dungeon than everyone else.
I'm pretty sure most players, when the dungeon endeavor pops up, aren't hellbent on doing one specific dungeon to complete it; they just want to do any dungeon for the seals. ie. We queue for a random dungeon.
But not everyone queues for random dungeons; a lot of players don't even like to queue for random dungeons at all, because they don't like PUGs and prefer pre-made groups.
emilyhyoyeon wrote: »The issue isn't DLC vs non DLC btw, it's specific vs non specific.
I don't think most players solo dungeons at all. Most players are questers who are playing this as a solo TES game. Doing a dungeon for them is a group activity regardless of what the dungeon is.
And I refuse to believe ZOS's logic by adding specific dungeons is ''people will group if their specific dungeons, not if they're any-dungeon, so let's change the endeavor to specific dungeons.''
emilyhyoyeon wrote: »The issue isn't DLC vs non DLC btw, it's specific vs non specific.
I never said it was. I was answering your question about why one would force grouping and the other wouldn't.I don't think most players solo dungeons at all. Most players are questers who are playing this as a solo TES game. Doing a dungeon for them is a group activity regardless of what the dungeon is.
I'm not sure about that. I think a lot of people come to ESO because it's Elder Scrolls, but quickly figure out that this isn't a solo TES game. I think many people can solo FG1, at least.And I refuse to believe ZOS's logic by adding specific dungeons is ''people will group if their specific dungeons, not if they're any-dungeon, so let's change the endeavor to specific dungeons.''
I don't think ZOS's goal is to force grouping. I think ZOS wants the endeavors to be more difficult to do, and it knows that by requiring people to group, that will be the case. The result is that fewer players will earn the maximum number of seals each day.
I was hoping that ZOS wasn't introducing these endeavors to make seals difficult to get, but Kevin's response, claiming that these new specific endeavors offer more diversity, has made me believe that they're trying to increase crown crate sales.
Anyway, I think this change will backfire big-time because players who mainly log in to do endeavors will simply stop logging in.
starkerealm wrote: »Now, a suggestion:
The specific dungeon and trial endeavors might be able to work in a new endeavor category, (for sake of illustration, let's call these "Elite Endeavors") which occupies a sixth optional slot, and counts as an alternative for the three normal daily completions.
This would have been a better approach to take, but I have to toss in the "pessimism card" on it. That is probably too much effort for the team between now and Live. I think they can rewrite, add, or remove existing Endeavors, to a limit, but adding UI elements and additional logic is going to take them months of discussion, design, implementation, and testing that they do not have.
tomofhyrule wrote: »I will say that it's good that we're not losing the live crop of Endeavors, as I do actually find them fun to do. And I do appreciate having more options.
However, I will echo the above that "Run March of Sacrifices with a Guildmate" is inherently more restrictive than "Run 1 Dungeon," even as much as I do love March in the first place.
I think that world events like Dolmens and Geysers are excellent Endeavors, as we do have Dragons as a current one, but I don't remember seeing other other world events. I also think that Tales of Tribute is an excellent choice for an Endeavor as well. There are also a few activities in game that I have never seen an Endeavor for (and we've had similar Endeavors in the past), and I think would make excellent additions to the list:
- Catch X fish
- Fillet X fish
- Buy X gold worth of items from Guild Traders
- Buy X gold worth of items from merchants
- Buy X AP/Tel Var worth of items from merchants
- Repair X pieces of armor
- Complete X daily crafting writs
- Visit X Striking Locales (possilby in zone Y)
- Loot 1 Heavy Sack
- Complete 1 Dark Anchor/Abyssal Geyser/Harrowstorm/Oblivion Portal/Volcanic Vent/Bastion Nymic
- Win X matches of Tribute (counting NPC matches)
- Play 1 match-made round of Tribute
- Transmute or Reconstruct 1 piece of gear
- Improve X pieces of gear to Y quality
- Capture 1 resource in Cyrodiil
- Complete 1 scouting quest in Cyrodiil
- Activate 1 Ayleid Well
- Heal X HP worth of damage to other players
- Take X damage to your health
- Do 1 Undaunted Pledge
- Do 1 guild quest for Cardea Gallus/Alvur Baren/Bolgrul
- Do 1 preparation quest for Jee-Lar or Zahari
- Complete a job for the Thieves Guild Tip Board or the Marked for Death book
- Do 1 quest for the Ashlanders of Ald'ruhn/the Ordinators of Vivec/the denizens of the Clockwork City/the Divine Prosecution of Summerset/Cyrodilic Collections/the Northern Elsweyr Defence Force/the Shields of Senchal/the Swords of Solitude/the Stonehands of Markarth/the Leyawiin Chamber of Legates/the Saarathu Tong/the Knights of High Isle/the Druids of Galen/the Ordinators of Necrom
- Ride X meters when mounted
- Kill X enemies with a Companion
- Equip a Companion with a piece of gear
- Complete 1 quest with a Companion
- Travel to a wayshrine X times
- Travel to another zone using a Navigator X times
- Swim with the slaughterfish
- Collect X antiquity leads (keep them any quality, as players can always purchase leads for map furnishings or get the blue leads from zones when digging the green zone lead)
I would hope that the team would prefer more Endeavors like the above and fewer that go too hard into specifics for group content as we have seen on PTS thus far.
emilyhyoyeon wrote: »The original comment I responded to said that specific dungeon endeavors vs any dungeon endeavors could be to promote grouping for events. I AGREE that the intent is to make endeavors harder to do. I DON'T AGREE--which is what the comment I responded to guessed--that the endeavors are intended to promote events like Undaunted. I asked them how does (SPECIFIC) promote Undaunted more than (RANDOM). Unless they're changing how the Undaunted event works.
emilyhyoyeon wrote: »The original comment I responded to said that specific dungeon endeavors vs any dungeon endeavors could be to promote grouping for events. I AGREE that the intent is to make endeavors harder to do. I DON'T AGREE--which is what the comment I responded to guessed--that the endeavors are intended to promote events like Undaunted. I asked them how does (SPECIFIC) promote Undaunted more than (RANDOM). Unless they're changing how the Undaunted event works.
You misunderstood. I was agreeing with what you quoted. Just restating it to offer my take.
emilyhyoyeon wrote: »If you're agreeing with the original comment I quoted, I don't really know what you're saying now actually. You said a few posts up you think the new endeavors' intent is to make them harder to do.
''I don't think ZOS's goal is to force grouping. I think ZOS wants the endeavors to be more difficult to do, and it knows that by requiring people to group, that will be the case.''
emilyhyoyeon wrote: »If you're agreeing with the original comment I quoted, I don't really know what you're saying now actually. You said a few posts up you think the new endeavors' intent is to make them harder to do.
''I don't think ZOS's goal is to force grouping. I think ZOS wants the endeavors to be more difficult to do, and it knows that by requiring people to group, that will be the case.''
Yes, both things are true. I believe that ZOS's intent isn't to force people to group, and also that they're trying to make the endeavors more difficult to do. The appearance of wanting people to group is just a means to the true end - to DISCOURAGE some players from doing those endeavors.
To be even clearer, ZOS knows that people who don't want to group or don't have a lot of time to find a group just won't do the endeavors - and not wanting to group or not having the time is what makes them more difficult to do. So while it might appear at first glance that they're trying to encourage grouping, they're actually not. They're hoping people will skip the endeavors and buy more crown crates. I think that approach will backfire on them, but I guess we'll see.
emilyhyoyeon wrote: »What do you mean both things are true?
I'm talking about Undaunted event vs making the endeavors harder, not force people to group vs making endeavors more difficult to do.
We are talking about different things.
KlauthWarthog wrote: »I am not inclined to assume this is a ploy to push crates - they are using FOMO polymorphs bundled with large packs of crates for that.
I am inclined to believe this is an attempt to induce a set of behaviors. I am also inclined to believe it will backfire horribly. The ease of going through a daily routine is one of the strong points in this game, and those changes work against that.
emilyhyoyeon wrote: »What do you mean both things are true?
I'm talking about Undaunted event vs making the endeavors harder, not force people to group vs making endeavors more difficult to do.
We are talking about different things.
Maybe we are talking about different things, but I was responding to you saying you didn't know what I'm saying. I tried to explain. If you still don't understand, I'm not sure what else I can say. I guess we'll leave it at that.
emilyhyoyeon wrote: »Except my question for the original comment was ''How does ''complete Fang Lair'' push players more into grouping for events than ''complete any 1 dungeon'' does?''
I was watching the tavern stream on Bethesda_DE and they have doubled down on what Kevin commented yesterday so it looks like this is pretty much a done deal.
[snip]
[edited for bashing]
I was watching the tavern stream on Bethesda_DE and they have doubled down on what Kevin commented yesterday so it looks like this is pretty much a done deal.
SilverBride wrote: »The only thing as detrimental to player satisfaction than this was Account Wide Achievements. Both of these greatly decrease my ability to play as I want.
I'm glad the team is listening to our feedback. Just want to point out that the changes with the specific dungeon endeavor does not add a more diverse way to earn Seals. It's the same as the old way, only more restrictive, taking away the player's choice of which dungeon to complete. This feels like we are being told we are getting more when we're really not.
I was watching the tavern stream on Bethesda_DE and they have doubled down on what Kevin commented yesterday so it looks like this is pretty much a done deal.
Not unexpected.SilverBride wrote: »The only thing as detrimental to player satisfaction than this was Account Wide Achievements. Both of these greatly decrease my ability to play as I want.
Perfected Maelstrom Weapons was detrimental to player satisfaction, as well. I am not going to rank the various debacles that the community has suffered through over the years, though.
tomofhyrule wrote: »I wonder if the team will be collecting data about how many people do the 'new, improved' endeavors versus the older ones when this goes live.
Please at least then keep adding more endeavors to the pool every update. I've got that list of Endeavor ideas a few pages back that would be great things for them to add into this or the next update (really, Fishing is part of the game too, and there are a few like going to map markers or transmuting, or resourses the new players should also be introduced to).
I really hope they do go back and take some of those as well as they continue to add more to this system.
RaddlemanNumber7 wrote: »Sunday's
Nothing there I'd go out of my way to do.
RaddlemanNumber7 wrote: »Sunday's
Nothing there I'd go out of my way to do.