tomofhyrule wrote: »No. Not at all.
There should never be anything that you can't do. If this is supposed to be a game that lasts for a decades, what's the benefit of locking anyone out of anything because of when they started? What's the benefit of saying to the I've-been-subscribed-since-day-one-and-my-mother-just-died-so-I-had-to-take-a-week-to-go-to-the-funeral person that they don't deserve to participate because they're not devoted to the game like the person who just picked up a free code from a streamer yesterday and then never signs in again after they get the thing?
FOMO is utter [snip]. Down with FOMO.
There was nothing wrong with the old Chapter model. There was nothing wrong with the old Chapter celebration events. There was everything wrong with this one - I actually can't think of a single part of the entire Wall event that didn't have some kind of an issue, and most were rather major issues.
Change for the sake of change is not an improvement. Don't fix what ain't broke.
And on the "more engaging" thing - something can be engaging without being some big spectacle. People were really engaged for the Wrothgar story and the Daedric War story. Why? The writing was good. The game was fun. People were enjoying themselves. And here? Grindgrindgrindgrind for a bunch of literal trash rewards (but a 0.00001% chance of a 1M gold house; may the odds be ever in your favor, suckers!) and then zerg through a trial with 100 of your closest friends that's already 3/4 finished when you enter without even understanding what's happening.
Yes, make it engaging. But don't use FOMO and flashbangs as a substitute for story, because that's just surface-level. That's not "engaging," that's just frustrating.
BardokRedSnow wrote: »tomofhyrule wrote: »No. Not at all.
There should never be anything that you can't do. If this is supposed to be a game that lasts for a decades, what's the benefit of locking anyone out of anything because of when they started? What's the benefit of saying to the I've-been-subscribed-since-day-one-and-my-mother-just-died-so-I-had-to-take-a-week-to-go-to-the-funeral person that they don't deserve to participate because they're not devoted to the game like the person who just picked up a free code from a streamer yesterday and then never signs in again after they get the thing?
FOMO is utter [snip]. Down with FOMO.
There was nothing wrong with the old Chapter model. There was nothing wrong with the old Chapter celebration events. There was everything wrong with this one - I actually can't think of a single part of the entire Wall event that didn't have some kind of an issue, and most were rather major issues.
Change for the sake of change is not an improvement. Don't fix what ain't broke.
And on the "more engaging" thing - something can be engaging without being some big spectacle. People were really engaged for the Wrothgar story and the Daedric War story. Why? The writing was good. The game was fun. People were enjoying themselves. And here? Grindgrindgrindgrind for a bunch of literal trash rewards (but a 0.00001% chance of a 1M gold house; may the odds be ever in your favor, suckers!) and then zerg through a trial with 100 of your closest friends that's already 3/4 finished when you enter without even understanding what's happening.
Yes, make it engaging. But don't use FOMO and flashbangs as a substitute for story, because that's just surface-level. That's not "engaging," that's just frustrating.
Quick note, when I say engaging, I mean that it actually feels like multiple people were needed to accomplish something. I felt involved.
I am commenting on the spectacle factor specifically, I agree writing is important, and wrothgar is probably still the best example of it in eso, plus having actual consequence from your decisions. But that’s you being engaged with the story not necessarily the engagement factor of doing something with others. I hope that the rest of the dlc is much more interesting than the first part of Solstice.
I feel there’s room for spectacle and writing here, and the spectacle for me while cool was second to having to work with the other players to proceed and progress through the public dungeon. That’s also what I mean by being engaging. The act of doing was actually fun.
tomofhyrule wrote: »[snipped quotes]
But again, "oh there's a lot of people" isn't necessarily a good thing as much as "this flows narratively."
Consider any trial: you group together with friends/guildies/randos and you know each person has a job to do. You all og in to work together to perform the task. You start at the beginning where you get the basic idea of a story, you have a general direction to go in, and then you solve the mechanics and defeat enemies. You communicate with those around you and strategize. You then get to the final boss and feel a sense of accomplishment.
Now consider the Fortress as it is: you go to the portal in a zerg and Keshu tells you that you need to finish the wings. You start running to the left portal but then a notification pops on your screen that the west portal is done. You saw none of it. You didn't do a thing for it, but now a whole zerg of people blows past you while you wonder where they came from. Nobody says a word. You turn around to go to the east wing and go through the portal, but you picked the big portal instead of the small portal so there are no enemies around and you're running through an empty field until you finally make it to the boss just as it dies, again missing the entire fight. At least you can follow the zerg to the final boss, right? And then you keel over because there was no indication that the water was bad. By the time you resurrect yourself, the zerg has blown on and you're just following behind.
Which one makes you feel like part of a team? Which one makes you feel like you were needed?
People paid for this content.
In future, people will pay for the same content... which they will not be able to do any more.
It's grubby. Stop it.
ETA: I'm talking about any FOMO event, mind. No one wants to do this nonsense, specifically, again. But things like public dungeons should NEVER be timed events. If you can't do phasing, then do it differently.tomofhyrule wrote: »[snipped quotes]
But again, "oh there's a lot of people" isn't necessarily a good thing as much as "this flows narratively."
Consider any trial: you group together with friends/guildies/randos and you know each person has a job to do. You all og in to work together to perform the task. You start at the beginning where you get the basic idea of a story, you have a general direction to go in, and then you solve the mechanics and defeat enemies. You communicate with those around you and strategize. You then get to the final boss and feel a sense of accomplishment.
Now consider the Fortress as it is: you go to the portal in a zerg and Keshu tells you that you need to finish the wings. You start running to the left portal but then a notification pops on your screen that the west portal is done. You saw none of it. You didn't do a thing for it, but now a whole zerg of people blows past you while you wonder where they came from. Nobody says a word. You turn around to go to the east wing and go through the portal, but you picked the big portal instead of the small portal so there are no enemies around and you're running through an empty field until you finally make it to the boss just as it dies, again missing the entire fight. At least you can follow the zerg to the final boss, right? And then you keel over because there was no indication that the water was bad. By the time you resurrect yourself, the zerg has blown on and you're just following behind.
Which one makes you feel like part of a team? Which one makes you feel like you were needed?
This. In its entirety.