I am expecting to see a premium Golden Pursuit as well for each season so they can generate some income instead of selling chapters. I mean yearly chapter sales must be bringing considerable amount of income so they can not abandon it entirely.
TwiceBornStar wrote: »I always want to experience something before I judge it, or condemn it. More variety sounds good. Change sounds good. Adressing performance issues sounds good. Updating visuals sounds good. Bringing a brand-new skillset to PvP sounds good. Increasing overland difficulty? Sound supergood! (less boredom!)
Also, discovering new content in existing zones sounds good. I still have zones I absolutely love spending my time in, eventhough there's not much else to do there anymore because I've completed everything. Anything that gives me a reason to explore existing zones for something new sounds good!
So. Don't lament the past too much when there's a lot to look forward to!
Can someone explain what "seasonal model" means? Does it mean that there will be certain content that's only available for 3 months and after that it disappears forever? This would be sad for people who enjoy new stories and lore but can't play for a while due to personal reasons like health, family or job issues.
ZOS_JessicaFolsom wrote: »Thank you for all the great questions so far, everyone. We are keeping a list to help inform what we need to answer and explain more later. And we will. One thing we do want to clarify today are the questions about seasonal content. Our plans are not to remove content such as quests, stories, and new areas like some other games do when a season is over.
I am expecting to see a premium Golden Pursuit as well for each season so they can generate some income instead of selling chapters. I mean yearly chapter sales must be bringing considerable amount of income so they can not abandon it entirely.
Can someone explain what "seasonal model" means? Does it mean that there will be certain content that's only available for 3 months and after that it disappears forever? This would be sad for people who enjoy new stories and lore but can't play for a while due to personal reasons like health, family or job issues.
That is indeed what a seasonal model means, but fortunately Jessica clarified in the main thread that they won't be removing any content:ZOS_JessicaFolsom wrote: »Thank you for all the great questions so far, everyone. We are keeping a list to help inform what we need to answer and explain more later. And we will. One thing we do want to clarify today are the questions about seasonal content. Our plans are not to remove content such as quests, stories, and new areas like some other games do when a season is over.
That is indeed what a seasonal model means, but fortunately Jessica clarified in the main thread that they won't be removing any content:ZOS_JessicaFolsom wrote: »Thank you for all the great questions so far, everyone. We are keeping a list to help inform what we need to answer and explain more later. And we will. One thing we do want to clarify today are the questions about seasonal content. Our plans are not to remove content such as quests, stories, and new areas like some other games do when a season is over.
alternatelder wrote: »I stopped playing every game (very seldomly) that pushed their content to a seasonal model. Please reconsider and do not stop the chapter release schedule. You push fomo hard as it is, and seaonal models will only burn people out even faster. Such a terrible idea for ESO, although I saw this coming a while ago.
tsaescishoeshiner wrote: »alternatelder wrote: »I stopped playing every game (very seldomly) that pushed their content to a seasonal model. Please reconsider and do not stop the chapter release schedule. You push fomo hard as it is, and seaonal models will only burn people out even faster. Such a terrible idea for ESO, although I saw this coming a while ago.
What fomo-inducing features were in the announcement today? I think people are assuming the worst based on other games that use the word "season" to refer to more of a battlepass.
They just used the word "season" to announce a shift from yearly themes/chapters. We're going from "Year of the Legacy of the Bretons" to "Season of the Druids". For that part, I'm excited, because it sounds like we can get new content on a related theme without it being part of a whole year of content, or a bunch of unrelated new stuff.
Integral1900 wrote: »I do not like the sound of seasons at all
Why would I want to do content which only disappears a short time later?
This is the very reason I walked away from Diablo four
Can someone explain what "seasonal model" means? Does it mean that there will be certain content that's only available for 3 months and after that it disappears forever? This would be sad for people who enjoy new stories and lore but can't play for a while due to personal reasons like health, family or job issues.
That is indeed what a seasonal model means, but fortunately Jessica clarified in the main thread that they won't be removing any content:ZOS_JessicaFolsom wrote: »Thank you for all the great questions so far, everyone. We are keeping a list to help inform what we need to answer and explain more later. And we will. One thing we do want to clarify today are the questions about seasonal content. Our plans are not to remove content such as quests, stories, and new areas like some other games do when a season is over.
I_killed_Vivec wrote: »Because if they are as permanent as we might hope, then how are they different from DLC?
I'm nervous about this, for a number of reasons.
"Event Fatigue" is real. The "Gotta get 'X' now!" and "Gotta experience 'Y' before it's gone/over" push is tiresome if it becomes an endless treadmill. I get it, some members of the audience crave and need short-term goals and activities. But a significant portion of long-term MMO players engage in long-term progression activities. They shouldn't feel alienated by tipping the focus too far over to short-term things.
There are benefits in software development to focusing on smaller, concentrated areas either one at a time or in organized groups. But development teams are also vulnerable to getting trapped in short-term thinking and project cycles, leading to shallow progression and losing sight of larger, long-term project goals and cohesiveness. It can be aggravated short-term profit gains, which please the sales/marketing group, which drives further focus on short-term projects and further drift from cohesive, long-term project milestones. I don't want to see ESO fall into that trap. Don't let the game become "flavor of the month" with diminishing coherency as a well-developed, complete and consistent world.
Yes, the game's UI has been messy from the start and hasn't really gotten any better over the years. BUT -- I feel that good UI design is largely dead in the world. At this point, I genuinely fear that any "improvements" will only be for the worse. Just unify the existing keyboard/mouse and gamepad interface -- basically by adding an invokeable "gamepad mouse cursor" to get to keyboard/mouse tooltips and menus, and call it a day. That will be messy enough, but it will make the existing system functional in a modern world. I've seen too many "professional" UI redesigns that do nothing but make an old, opaque UI even worse -- all in the name of "discoverability" and "modern refreshed looks". Just. Don't. Do. That.
Overworld difficulty, or lack thereof, gets flamed regularly -- but be careful with any re-works. Don't do things that will mess up advancement through the overworld quests for new players and newly-created characters. Not everyone wants the overworld to be an endless DPS-check. Some are here for the story. Don't spoil that.
Cyrodiil... Well, this is the closest to an admission I've ever seen that Cyrodiil is still broken even after repeated efforts to fix it. So burning down the fundamental PvP gameplay mechanics and rebuilding them with performance in mind is as good an idea as any. BUT -- there may be more to do than just that. The problem is that Cyrodiil also contains PvE elements -- NPC quests, skyshards, delves, fishing, etc. The PvE in a PvP area aspect has been an issue not just among player's opinions about playstyle, but likely also has an effect on performance too. This may turn into a source of headaches and probably needs to be picked apart and resolved once and for all. Cyrodiil is just going to keep on being a can of worms to deal with.
Last, the announcement was that the focus was to be on quality of life, tending to things that needed fixing, and getting off the restrictive dev-cycle treadmill, plus a lot of small events to spice things up, driven by the game's anniversary. This announcement sounds like not much of that happened, but this time it's what's going to be done. What? So what did happen in 2024? Or is 2025 supposed to be "everything we wanted to do in 2024 but never got off the ground?"
Personally, this latest announcement doesn't fill me with a lot of confidence; rather, I'm foreseeing a lot of chaos in the year ahead. Sometimes a little chaos is good for shaking things up and re-focusing. Sometimes it's just... chaos alone. I really hope we do get some substantive fixes and improvements though.