Stafford197 wrote: »What’s the goal here? Everyone who wants a 6 year old DLC already has it, and in fact some people do not want it due to the implications it has on random group finder. Furthermore, no one is buying this content and certainly not a single player will return for this. I’d be surprised if any players who quit the game even see this!
ZOS needs to make all DLC 3 years or older into base game content to condense the intimidating DLC wall they’ve accumulated.
At the very least we need Greymoor and all previous DLC to become base game. This would allow essential features like antiquities, transmuting, jewelry craft to be part of the game instead of locked behind a paywall when new players attempt to interact with these systems.
ESO_player123 wrote: »alpha_synuclein wrote: »ESO_player123 wrote: »alpha_synuclein wrote: »alpha_synuclein wrote: »Are people really so stuck into thinking that the primary function of random normal is to farm transmutes that they are willing to decline free dungeons just because they might not be fast enough?
Yes.
Apart from maybe levelling a new character on lower levels, I literally have no other reason to ever do random normals.
Why would I?
If I want gear, I queue for the specific one.
If I want challenge, normals aren't providing that.
If I want story, I sure as hell won't get that in a random group.
What other reasons are there for doing RNDs?
And this is why it was a big mistake to turn entry level content into farm fest for vet players.
Perhaps, but I think one of the reasons was to populate the queue. No interesting reward -> long queues for random normal dungeons.
As a result we have very popular content that barely anyone actually enjoys running. I'm not sure if it's a good tradeoff.
Unfortunately, for an old game like this rewards is the only way to make long time players repeat content. So, good or not, it's their way to populate the queue.
ESO_player123 wrote: »alpha_synuclein wrote: »ESO_player123 wrote: »alpha_synuclein wrote: »alpha_synuclein wrote: »Are people really so stuck into thinking that the primary function of random normal is to farm transmutes that they are willing to decline free dungeons just because they might not be fast enough?
Yes.
Apart from maybe levelling a new character on lower levels, I literally have no other reason to ever do random normals.
Why would I?
If I want gear, I queue for the specific one.
If I want challenge, normals aren't providing that.
If I want story, I sure as hell won't get that in a random group.
What other reasons are there for doing RNDs?
And this is why it was a big mistake to turn entry level content into farm fest for vet players.
Perhaps, but I think one of the reasons was to populate the queue. No interesting reward -> long queues for random normal dungeons.
As a result we have very popular content that barely anyone actually enjoys running. I'm not sure if it's a good tradeoff.
Unfortunately, for an old game like this rewards is the only way to make long time players repeat content. So, good or not, it's their way to populate the queue.
Well.... it does depend on the player. I repeat content all the time on new characters. A LOT of content. Quest lines, depending on the character (each is different so the quest lines repeated vary widely). Also, the Psijic quest line and the Scribing quest line, on every character. And for me, rewards are of no interest at all....
alpha_synuclein wrote: »alpha_synuclein wrote: »Are people really so stuck into thinking that the primary function of random normal is to farm transmutes that they are willing to decline free dungeons just because they might not be fast enough?
Yes.
Apart from maybe levelling a new character on lower levels, I literally have no other reason to ever do random normals.
Why would I?
If I want gear, I queue for the specific one.
If I want challenge, normals aren't providing that.
If I want story, I sure as hell won't get that in a random group.
What other reasons are there for doing RNDs?
And this is why it was a big mistake to turn entry level content into farm fest for vet players.
alpha_synuclein wrote: »alpha_synuclein wrote: »Are people really so stuck into thinking that the primary function of random normal is to farm transmutes that they are willing to decline free dungeons just because they might not be fast enough?
Yes.
Apart from maybe levelling a new character on lower levels, I literally have no other reason to ever do random normals.
Why would I?
If I want gear, I queue for the specific one.
If I want challenge, normals aren't providing that.
If I want story, I sure as hell won't get that in a random group.
What other reasons are there for doing RNDs?
And this is why it was a big mistake to turn entry level content into farm fest for vet players.
I agree.
But what other options are there to populate the queue for entry-level dungeons? I doubt there are enough new players or old players with new characters to have a somewhat consistently popping queue. So either new players wait for an hour in the queue - a bad experience that you want to avoid - or have the current compromise.
I don't sprint through the dungeon when there are low-level players in the group. There's not much else you can do.
GuuMoonRyoung wrote: »Seems like many people are worried about their RND queue. How about we change the two queue into 4 queue?
RND: dungeons up to imperial city dlc, daily completion gives 5 transmute.
RDD: random dlc dungeons, dungeons released after IC dlc, gives 10 transmute crystals for daily completion.
RCVD: random classic vet dungeon, vet version of RND, gives 10 transmute crystals for daily completion.
RDVD: random dlc vet dungeon, vet version of RDD. gives 20 transmute crystals for daily completion.
GuuMoonRyoung wrote: »Seems like many people are worried about their RND queue. How about we change the two queue into 4 queue?
RND: dungeons up to imperial city dlc, daily completion gives 5 transmute.
RDD: random dlc dungeons, dungeons released after IC dlc, gives 10 transmute crystals for daily completion.
RCVD: random classic vet dungeon, vet version of RND, gives 10 transmute crystals for daily completion.
RDVD: random dlc vet dungeon, vet version of RDD. gives 20 transmute crystals for daily completion.
Way too many options. The current system is fine. I also wouldn’t want to lose access to ten transmutes per RND when I’m not subbed…
I’m personally not worried about my RND queues this month, because I’m the one in full control over whether or not I accept the two free DLCs.
GuuMoonRyoung wrote: »GuuMoonRyoung wrote: »Seems like many people are worried about their RND queue. How about we change the two queue into 4 queue?
RND: dungeons up to imperial city dlc, daily completion gives 5 transmute.
RDD: random dlc dungeons, dungeons released after IC dlc, gives 10 transmute crystals for daily completion.
RCVD: random classic vet dungeon, vet version of RND, gives 10 transmute crystals for daily completion.
RDVD: random dlc vet dungeon, vet version of RDD. gives 20 transmute crystals for daily completion.
Way too many options. The current system is fine. I also wouldn’t want to lose access to ten transmutes per RND when I’m not subbed…
I’m personally not worried about my RND queues this month, because I’m the one in full control over whether or not I accept the two free DLCs.
You are allergic to more trasnmute crystals? With my suggestion, you could literally earn, 45 transmute crystals per character every day...
I personally have minimal interest in doing random vet dungeons, and even less interest in doing random vet DLC dungeons, especially when I’m tanking (everyone just loves doing a random with DDs who do less than 20k DPS combined — NOT).
I just do RNDs on all seven characters when I need transmutes (“tanks” that can also DPS, so I can carry all the abysmal damage dealers who queue for RNDs). 70 transmutes per day in exchange for maybe an hour of my time or less is fine. Your proposed system would reduce my transmute gain to 5 per character, yielding only 35 transmutes per day. Not fine.
ESO_player123 wrote: »ESO_player123 wrote: »alpha_synuclein wrote: »ESO_player123 wrote: »alpha_synuclein wrote: »alpha_synuclein wrote: »Are people really so stuck into thinking that the primary function of random normal is to farm transmutes that they are willing to decline free dungeons just because they might not be fast enough?
Yes.
Apart from maybe levelling a new character on lower levels, I literally have no other reason to ever do random normals.
Why would I?
If I want gear, I queue for the specific one.
If I want challenge, normals aren't providing that.
If I want story, I sure as hell won't get that in a random group.
What other reasons are there for doing RNDs?
And this is why it was a big mistake to turn entry level content into farm fest for vet players.
Perhaps, but I think one of the reasons was to populate the queue. No interesting reward -> long queues for random normal dungeons.
As a result we have very popular content that barely anyone actually enjoys running. I'm not sure if it's a good tradeoff.
Unfortunately, for an old game like this rewards is the only way to make long time players repeat content. So, good or not, it's their way to populate the queue.
Well.... it does depend on the player. I repeat content all the time on new characters. A LOT of content. Quest lines, depending on the character (each is different so the quest lines repeated vary widely). Also, the Psijic quest line and the Scribing quest line, on every character. And for me, rewards are of no interest at all....
What you describe are solo activities. Dungeons are designed for 4 people, so, if there is no suitable reward, players could be subjected to a long wait if not enough players are enticed to do them. A player can do a quest or complete the Psijic quest line any time they like without depending on others.
GuuMoonRyoung wrote: »This thread was about whether or not ZOS could add all year 1 and year 2 dlc to the base game to make the experience a complete run storywise starting at base game and finishin in clockwork city for all players.
And it ended up in RND and transmute crystal farming discussion... I feel like this community has some tunnel vision problem...
Maybe not a popular optinion but I want players to subscribe/buy content, so that ZOS is creating more.
For 2 years now the content of the 2nd part of the chapter (small zone/2 Dungeons) was cancelled due to QOL improvements and fixes which made things a bit better, but not in the extent I expected for giving up so much content.
I am pretty sure this is mostly related to players spending their crowns rather on crates, mounts and cosmetics than on small DLC and I think that you wont get a significant portion of the free-riders to buy content by giving it away for free. Someone is either willing to invest additional RL money in a game or they are not.
Instead you are taking away at least 1 or 2 old costumes/pet give aways that would come for free in the "old days" from paying members by using the daily gifts for this. Why not give some costume, weapon pack or pet to the players that already bought the DLC (or all players)?
Rearding the "DLC wall" for new players I think it would be better to include the DLC in the base game (like IC) instead of handing it out in a one time log in basis and rubbing it into the face of people buying it then that its now for free and let them question whether a permanent ESO+ subscription is really worth it with a reduction in new DLC content and a an ever increasing number of free give aways for older DLCs.