Kill 500 enemies will take like 30 minutes tops.
I mean, just look at Vile Manse public dungeon for context. 1 loop of that dungeon has approximately 18 add pulls of 5-6 enemies each. So, in one loop around Vile Manse, which takes like 5 minutes, you are already around 100 kills.
Doing 1 single dungeon will also likely net you close to 100 kills depending on the dungeon. 500 kills in a week is nothing.
Can be done for sure, however all the endeavours we have seen so far are either more restrictive or require a larger time/effort investment from the player (or both) compared to the ones we currently have on live.
Therefore If the rewards do not increase proportionately then is a net loss.
But, we are talking about a weekly here. A weekly than can be done entirely on day 1 of the week. Even stretching this out for a full 7 days, the only people who aren't going to be able to do this are the people sitting at Cyrodil base camps trolling their alliance zone chats. Unless you aren't actually playing the game, 500 kills is going to be done on accident.
Kill 500 enemies will take like 30 minutes tops.
I mean, just look at Vile Manse public dungeon for context. 1 loop of that dungeon has approximately 18 add pulls of 5-6 enemies each. So, in one loop around Vile Manse, which takes like 5 minutes, you are already around 100 kills.
Doing 1 single dungeon will also likely net you close to 100 kills depending on the dungeon. 500 kills in a week is nothing.
Can be done for sure, however all the endeavours we have seen so far are either more restrictive or require a larger time/effort investment from the player (or both) compared to the ones we currently have on live.
Therefore If the rewards do not increase proportionately then is a net loss.
But, we are talking about a weekly here. A weekly than can be done entirely on day 1 of the week. Even stretching this out for a full 7 days, the only people who aren't going to be able to do this are the people sitting at Cyrodil base camps trolling their alliance zone chats. Unless you aren't actually playing the game, 500 kills is going to be done on accident.
Again, not the point.
The point I am trying to make is that doing more for the same reward is a net loss.
Whether it is achievable or not is irrelevant.
You obviously are OK with doing more for less, I however am not.
Not when ZOS has a clear financial incentive to push for this, because it either increases engagement or steers people towards their wallets, either way results on a net win for them and a net loss for us.
It is less likely that those like myself who have become accustomed to earn seals to purchase 'shiny stuff' will give it up altogether, so it will be one of the two: more time or more wallet.
Furthermore this is not a matter of finite resources, supply constraints or fairness. None of that applies to virtual currencies and goods.
Is a matter of pushing the boundaries and see how much can be squeezed, and I don't like to be squeezed without being kissed first.
Kill 500 enemies will take like 30 minutes tops.
I mean, just look at Vile Manse public dungeon for context. 1 loop of that dungeon has approximately 18 add pulls of 5-6 enemies each. So, in one loop around Vile Manse, which takes like 5 minutes, you are already around 100 kills.
Doing 1 single dungeon will also likely net you close to 100 kills depending on the dungeon. 500 kills in a week is nothing.
Can be done for sure, however all the endeavours we have seen so far are either more restrictive or require a larger time/effort investment from the player (or both) compared to the ones we currently have on live.
Therefore If the rewards do not increase proportionately then is a net loss.
But, we are talking about a weekly here. A weekly than can be done entirely on day 1 of the week. Even stretching this out for a full 7 days, the only people who aren't going to be able to do this are the people sitting at Cyrodil base camps trolling their alliance zone chats. Unless you aren't actually playing the game, 500 kills is going to be done on accident.
Again, not the point.
The point I am trying to make is that doing more for the same reward is a net loss.
Whether it is achievable or not is irrelevant.
You obviously are OK with doing more for less, I however am not.
Not when ZOS has a clear financial incentive to push for this, because it either increases engagement or steers people towards their wallets, either way results on a net win for them and a net loss for us.
It is less likely that those like myself who have become accustomed to earn seals to purchase 'shiny stuff' will give it up altogether, so it will be one of the two: more time or more wallet.
Furthermore this is not a matter of finite resources, supply constraints or fairness. None of that applies to virtual currencies and goods.
Is a matter of pushing the boundaries and see how much can be squeezed, and I don't like to be squeezed without being kissed first.
But in the case of this particular weekly, you aren't doing more. You are just doing. Just playing the game and this will pop up. But now, instead of popping up on Tues/Wed, it now pops up on Fri/Sat.
Literally requires nothing of you to kill 500 enemies other than play the game.
In addition, you can earn Zenithar’s Delightful Parcel boxes by participating in the following activities:
Completing the introductory quest “The Unrefusable Offer”
Completing any Master Writ, per discipline, per account, each day
Subsequent Master Writs of the same discipline won’t provide further boxes until the daily reset
First daily Crafting Writ, per account, completed each day
Each time you defeat a world boss while grouped with a player who is in at least one of your player guilds
Each time you complete a world event while grouped with a player who is in at least one of your player guilds
You also have a chance to earn a Zenithar’s Delightful Parcel box when conquering each round of a group-based arena challenge while teamed up with a player who is a member of at least one of your guilds.
16BitForestCat wrote: »On the article that just went up about Zeal of Zenithar on live, here are three of the listed methods for getting reward parcels. People complained about this when Zeal was on PTS, but it looks like ZOS is just extremely determined to go ahead with all this forced grouping-with-guildmate mess.In addition, you can earn Zenithar’s Delightful Parcel boxes by participating in the following activities:
Completing the introductory quest “The Unrefusable Offer”
Completing any Master Writ, per discipline, per account, each day
Subsequent Master Writs of the same discipline won’t provide further boxes until the daily reset
First daily Crafting Writ, per account, completed each day
Each time you defeat a world boss while grouped with a player who is in at least one of your player guilds
Each time you complete a world event while grouped with a player who is in at least one of your player guilds
You also have a chance to earn a Zenithar’s Delightful Parcel box when conquering each round of a group-based arena challenge while teamed up with a player who is a member of at least one of your guilds.
I know most of us weren't holding out much hope that things would be changed before the new Endeavors make it to live, but this is still...Not Great. Hoping this event raises enough of an uproar on live that ZOS will actually have to pull their heads out of the sand, but, again, not looking up given the previous track record.
I am admittedly confused as to why ZOS is suddenly obsessed with players specifically completing group content with a guild mate lately. I’m not sure what the benefit is for ZOS to have this happen as opposed to people grouping with random individuals.
I am admittedly confused as to why ZOS is suddenly obsessed with players specifically completing group content with a guild mate lately. I’m not sure what the benefit is for ZOS to have this happen as opposed to people grouping with random individuals.
Perhaps an indirect attempt to get some inactive players back? I started playing a couple of months before U35 dropped. Joined some guilds. Most of them are kinda dead or limping along right now. I think the idea here is getting people to call their old guildmates back for a trial run or two.
I think the newly implemented “grouping with guild member” requirement is for two things.
One, to further incentivize guild membership.
Two, to not play alone. (When I do dailies I normally just do dailies, alone. WBs I kill with other players, sure, but not grouped with them.) Now grouping specifically through guilds, where I have to ask in guilds, is being pushed.
I think I read somewhere that social bonds hold players to mmos better than gameplay. That gameplay can deteriorate, but players will stay because of friends.
I think this is zos’s attempt to have us socialize.
16BitForestCat wrote: »On the article that just went up about Zeal of Zenithar on live, here are three of the listed methods for getting reward parcels. People complained about this when Zeal was on PTS, but it looks like ZOS is just extremely determined to go ahead with all this forced grouping-with-guildmate mess.In addition, you can earn Zenithar’s Delightful Parcel boxes by participating in the following activities:
Completing the introductory quest “The Unrefusable Offer”
Completing any Master Writ, per discipline, per account, each day
Subsequent Master Writs of the same discipline won’t provide further boxes until the daily reset
First daily Crafting Writ, per account, completed each day
Each time you defeat a world boss while grouped with a player who is in at least one of your player guilds
Each time you complete a world event while grouped with a player who is in at least one of your player guilds
You also have a chance to earn a Zenithar’s Delightful Parcel box when conquering each round of a group-based arena challenge while teamed up with a player who is a member of at least one of your guilds.
I know most of us weren't holding out much hope that things would be changed before the new Endeavors make it to live, but this is still...Not Great. Hoping this event raises enough of an uproar on live that ZOS will actually have to pull their heads out of the sand, but, again, not looking up given the previous track record.
I am admittedly confused as to why ZOS is suddenly obsessed with players specifically completing group content with a guild mate lately. I’m not sure what the benefit is for ZOS to have this happen as opposed to people grouping with random individuals.
I am admittedly confused as to why ZOS is suddenly obsessed with players specifically completing group content with a guild mate lately. I’m not sure what the benefit is for ZOS to have this happen as opposed to people grouping with random individuals.
SilverBride wrote: »I am admittedly confused as to why ZOS is suddenly obsessed with players specifically completing group content with a guild mate lately. I’m not sure what the benefit is for ZOS to have this happen as opposed to people grouping with random individuals.
Why force grouping at all?
I don't want to have to rely on other players to get my daily tasks finished and this includes endeavors.
I would say that forcing grouping will have the opposite effect on most SOLO players... force us and we will go elsewhere. It also does NOT live up to the motto of "Play the Way You Wish" (which is why a lot of us like the Elder Scrolls line for!)
I think I read somewhere that social bonds hold players to mmos better than gameplay. That gameplay can deteriorate, but players will stay because of friends.
this is my understanding as well. also i've read that the more diverse a player's activities are in a game the longer they stay active, thus zos's efforts to get people into cyrodiil/ic/pve progression even with a lot of pushback. they are also constantly rowing upstream against their play how you want rhetoric which is really only true for overland and becomes more restricted the harder and more group dependent the activity. i think play how you want is in conflict with the financial benefit of having more socially connected players doing group activities. i see this tightening of endeavour completion conditions as an attempt to chivvy us into groups to promote retention.
SilverBride wrote: »I am admittedly confused as to why ZOS is suddenly obsessed with players specifically completing group content with a guild mate lately. I’m not sure what the benefit is for ZOS to have this happen as opposed to people grouping with random individuals.
Why force grouping at all?
I don't want to have to rely on other players to get my daily tasks finished and this includes endeavors.
I think you misunderstand me. I mean, I’m not arguing with your viewpoint. I’m a solo player too. I just seemed really odd why ZOS was so dang specific.
That’s the part I was questioning; what does ZOS get out of that this bargain?
SilverBride wrote: »SilverBride wrote: »I am admittedly confused as to why ZOS is suddenly obsessed with players specifically completing group content with a guild mate lately. I’m not sure what the benefit is for ZOS to have this happen as opposed to people grouping with random individuals.
Why force grouping at all?
I don't want to have to rely on other players to get my daily tasks finished and this includes endeavors.
I think you misunderstand me. I mean, I’m not arguing with your viewpoint. I’m a solo player too. I just seemed really odd why ZOS was so dang specific.
That’s the part I was questioning; what does ZOS get out of that this bargain?
I was agreeing with your post and just expanding on it.
I would say that forcing grouping will have the opposite effect on most SOLO players... force us and we will go elsewhere. It also does NOT live up to the motto of "Play the Way You Wish" (which is why a lot of us like the Elder Scrolls line for!)
It certainly has always had the opposite effect on me. Reminds me of a teacher telling everyone to make groups of four to complete some project, where you know only one person knows what they're doing and does most of the work, and the other three goof off and get the same credit. This persistent passive-aggressive nagging that solo players are somehow naughty and should be catapulted out of their contemptible introversion is so incredibly tiresome.
I'm not antisocial, I'm Pro-Solitude.
SilverBride wrote: »I am admittedly confused as to why ZOS is suddenly obsessed with players specifically completing group content with a guild mate lately. I’m not sure what the benefit is for ZOS to have this happen as opposed to people grouping with random individuals.
Why force grouping at all?
I don't want to have to rely on other players to get my daily tasks finished and this includes endeavors.
chessalavakia_ESO wrote: »SilverBride wrote: »I am admittedly confused as to why ZOS is suddenly obsessed with players specifically completing group content with a guild mate lately. I’m not sure what the benefit is for ZOS to have this happen as opposed to people grouping with random individuals.
Why force grouping at all?
I don't want to have to rely on other players to get my daily tasks finished and this includes endeavors.
Games tend to have more staying power if they cause the players to develop connections to one another as then quitting means leaving your friends behind.
I would say that forcing grouping will have the opposite effect on most SOLO players... force us and we will go elsewhere. It also does NOT live up to the motto of "Play the Way You Wish" (which is why a lot of us like the Elder Scrolls line for!)
chessalavakia_ESO wrote: »SilverBride wrote: »I am admittedly confused as to why ZOS is suddenly obsessed with players specifically completing group content with a guild mate lately. I’m not sure what the benefit is for ZOS to have this happen as opposed to people grouping with random individuals.
Why force grouping at all?
I don't want to have to rely on other players to get my daily tasks finished and this includes endeavors.
Games tend to have more staying power if they cause the players to develop connections to one another as then quitting means leaving your friends behind.
ZOS's new content delivery strategy leaves them vulnerable to players that liked the previous method quitting as depending on their interests it can be months between when they complete the content that the game has and when the next content release that appeals to them will be.
Socially, ESO is probably one of the weakest MMOs that I've played. The multi-guild setup and needing to join a massive guild to sell stuff can easily leave players surrounded by people that they don't really interact with. The incentives in significant portions of the content mean that much of the population doesn't really want to be present and it drags the experience down. Players are frequently positioned in group content to let you down rather than to do well. It's not that the people are bad (ESO's population is nicer than many of the games I've played) it's just that design doesn't really position people to have positive interactions much.