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https://forums.elderscrollsonline.com/en/discussion/668861

Daily Endeavours: Complete TWO Heist Missions

  • AzuraFan
    AzuraFan
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    Taril wrote: »
    At some point, during this line of reasoning, one must stop and ask... "What is the point of all this?"

    What exactly is the purpose for this constant rotation of daily endeavors? What does it add to the game over simply having a static list of generic options that people might simply achieve by doing their normal gameplay?

    I think the point is that ZOS is able to say that players don't have to buy crown crates to earn what's inside them. They can also buy the items with endeavor seals. It's a legal thing. [snip]

    [edited for bashing]
    Edited by ZOS_Icy on November 15, 2024 3:27PM
  • Taril
    Taril
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    AzuraFan wrote: »
    I think the point is that ZOS is able to say that players don't have to buy crown crates to earn what's inside them. They can also buy the items with endeavor seals. It's a legal thing. [snip]

    But again, what is the purpose of this specific design of rotating endeavors?

    It literally takes more work for them to implement a system of rotating through different endeavors AND creating all the different endeavors than it does for them to slap on a static list for people to continually do.

    Like, even after this long after the system was introduced, they're still adjusting values of endeavors. Meaning dedicating time and resources into them (However small).

    Unless you mean to say that they're explicitly trying to make endeavors purposely annoying so less people do them thus will entice people into buying Crown Crates instead of hoarding seals... But then why do they keep randomly having ridiculously easy things that take no time or effort to achieve?

    The way the system is being handled makes no sense from either a player focused design perspective or a full corpa perspective.

    [edited to remove quote]
    Edited by ZOS_Icy on November 15, 2024 3:28PM
  • AzuraFan
    AzuraFan
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    Taril wrote: »
    But again, what is the purpose of this specific design of rotating endeavors?

    It literally takes more work for them to implement a system of rotating through different endeavors AND creating all the different endeavors than it does for them to slap on a static list for people to continually do.

    Like, even after this long after the system was introduced, they're still adjusting values of endeavors. Meaning dedicating time and resources into them (However small).

    Unless you mean to say that they're explicitly trying to make endeavors purposely annoying so less people do them thus will entice people into buying Crown Crates instead of hoarding seals... But then why do they keep randomly having ridiculously easy things that take no time or effort to achieve?

    The way the system is being handled makes no sense from either a player focused design perspective or a full corpa perspective.

    Your guess is as good as mine. It shouldn't take a lot more work to have rotating endeavors over a static list. Having five picked at random from a pool is trivial. But I do agree that they seem to be tinkering with them. Some forum posters have suggested that they're trying to make them more annoying so people will buy crates, but as you said, sometimes the choices are trivial. And there will be people who never buy crates, so... we can only speculate. But as far as why endeavors were introduced, it was to satisfy some legal requirement.
  • Calastir
    Calastir
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    Taril wrote: »
    But again, what is the purpose of this specific design of rotating endeavors?

    It literally takes more work for them to implement a system of rotating through different endeavors AND creating all the different endeavors than it does for them to slap on a static list for people to continually do.

    Like, even after this long after the system was introduced, they're still adjusting values of endeavors. Meaning dedicating time and resources into them (However small).

    Unless you mean to say that they're explicitly trying to make endeavors purposely annoying so less people do them thus will entice people into buying Crown Crates instead of hoarding seals... But then why do they keep randomly having ridiculously easy things that take no time or effort to achieve?

    The way the system is being handled makes no sense from either a player focused design perspective or a full corpa perspective.
    As in politics, devs must have different visions for the game and our role as customers. This could explain odd contradictions like this being implemented.
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  • Necrotech_Master
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    a "complete 1 weekly endeavor" does seem kind of an odd choice, especially if you can have already completed the weekly endeavor earlier in the week and this one is then automatically excluded as a viable choice
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
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