I know a lot of people won't agree with me but you wonder why few people are doing the awesome craglorn content? why would you. Why is it hard for me to get people to do dungeons more than once? Why do people not care for farming trials that much?
There is no carrot - no matter how good the stick is people will almost always choose the path of least resistance. IE - /g LF crafter to make (set bonus) light armor OR just make it yourself
Shadowhorn wrote: »What you say is true. Altho I dont necessarily agree with the system of 0,0001% of dropping something you want/need. The best end-game gear should be way harder to obtain. Reasonable way would be - having simply more mats in the crafting system.
14 Voidsteel to get crafted anything you want, a resource that takes what to collect 5 minutes? Ridiculous. I would add some spheres or whatever more materials you can only obtain by doing something challenging and therefore rewarding because you gather materials for you dream armor set.
You are just spoiled by World of Warcraft that's all.
Games that offer the gear treadmill with dungeons, raids and vendor loot just don't last long. WOW is the best example for this, people are bored with the game, bored with doing dungeons and raids every time they log on, hunting loot that they might never even see drop ... its just a horrible system and the loss of 6 Million subs speaks for itself.
Well of course you're being over-simplistic in order to try to make a point, clearly some of those were a result what you're asserting, many (probably most) weren't anything to do with it.Games that offer the gear treadmill with dungeons, raids and vendor loot just don't last long. WOW is the best example for this, people are bored with the game, bored with doing dungeons and raids every time they log on, hunting loot that they might never even see drop ... its just a horrible system and the loss of 6 Million subs speaks for itself..
You are just spoiled by World of Warcraft that's all.
We played MMO´s long before you were forced to raid to find items, before you were forced to kill dungeon or raid bosses 50x to acquire enough points to purchase items at vendors.
I understand that it might be new to you to play like that, but in the end the positives outweigh the negatives.
Without the constant force of raiding every day in and out, People will burn out less, will value the company of others more and most important content wont be single sided anymore.
Games that offer the gear treadmill with dungeons, raids and vendor loot just don't last long. WOW is the best example for this, people are bored with the game, bored with doing dungeons and raids every time they log on, hunting loot that they might never even see drop ... its just a horrible system and the loss of 6 Million subs speaks for itself.
I also don't understand why you want to do just one dungeon or raid for several months, what is the fun about that? You kill a raid boss and then you do this for several months, just because you hope that it might drop an item....
When we were at BT we killed Supremus like 20 times before my shield dropped, it was pure frustration and Illidian never gave me my chest piece either and this in a world class guild - just imagine what those can report that did not play in a professional environment.
You call this carrot on a stick, but I call it frustration.
In my opinion crafting should always be a top valued part of an MMO, it gives those a chance to progress item wise who do not raid, are unlucky or don't do any "high skill" content which is still the majority of the gamers in an MMO.
What ZO should do however is add more variety, as example when I save a farmers daughter, she could teach me about a secret book of her grandfather and in that book I will learn how to make a new type of staff that has some very unique features etc.
Now I would need to go for a hunt, do a dungeon, do quest´s, maybe even do some pvp to collect the pieces of the puzzle to find out where the book has been hidden.
This is good content, to give players a raid and say "do it 50x to find your item" is not, especially in the long run.
Fuzzylumpkins wrote: »TL;DR seriously, wall of yawn.
Are you saying, in short, that players do not really care about content and raids, that they truly only care about gear? Crafting gear has been well earned. Players scream and beg for content. Trials, raids, 4 man dungeons are content. What I am gathering is that you believe players only care about gear and will only do content dungeons/raids if there is gear involved and they do not actually want the content because without the promise of top gear, they otherwise do not care.
Dungeons are empty because players don't want content, they want gear. That's why the trials leader boards and guilds spamming "recruiting top pve players" are a laugh in teso. Hardly competitive when a majority do not care and simply do not feel rewarded.
inf.toniceb17_ESO wrote: »Yeah, ZOS, give these grind lovers a grind pit where they can kill a boss once per 20 hours with a 0.00001% chance to get gear that will allow them to do 1% extra damage to that boss. Just...dont let em out of that pit
Seriously tho the day ZOS will make us grind bosses will be the last day of my sub. Theres a ton of f2p MMOs built on this concept, why would i pay for TESO if it won't be any different?
it can be different I have a hard time believing you even read the thread.
What would you prefer then? Because as it is people logged in that I haven't seen since a few days of craglorn did the new veteran dungeon a couple of times found out its the same old stuff and feel there is no reason to log in again.
What do you propose to fix the issue if you don't think the traditional method is it? just hope people will stick around for no real reason?
You are satisfied not having any incentive to do anything? What about rare cosmetics are you against that too?
You are just spoiled by World of Warcraft that's all.
We played MMO´s long before you were forced to raid to find items, before you were forced to kill dungeon or raid bosses 50x to acquire enough points to purchase items at vendors.
I understand that it might be new to you to play like that, but in the end the positives outweigh the negatives.
Without the constant force of raiding every day in and out, People will burn out less, will value the company of others more and most important content wont be single sided anymore.
Games that offer the gear treadmill with dungeons, raids and vendor loot just don't last long. WOW is the best example for this, people are bored with the game, bored with doing dungeons and raids every time they log on, hunting loot that they might never even see drop ... its just a horrible system and the loss of 6 Million subs speaks for itself.
I also don't understand why you want to do just one dungeon or raid for several months, what is the fun about that? You kill a raid boss and then you do this for several months, just because you hope that it might drop an item....
When we were at BT we killed Supremus like 20 times before my shield dropped, it was pure frustration and Illidian never gave me my chest piece either and this in a world class guild - just imagine what those can report that did not play in a professional environment.
You call this carrot on a stick, but I call it frustration.
In my opinion crafting should always be a top valued part of an MMO, it gives those a chance to progress item wise who do not raid, are unlucky or don't do any "high skill" content which is still the majority of the gamers in an MMO.
What ZO should do however is add more variety, as example when I save a farmers daughter, she could teach me about a secret book of her grandfather and in that book I will learn how to make a new type of staff that has some very unique features etc.
Now I would need to go for a hunt, do a dungeon, do quest´s, maybe even do some pvp to collect the pieces of the puzzle to find out where the book has been hidden.
This is good content, to give players a raid and say "do it 50x to find your item" is not, especially in the long run.
inf.toniceb17_ESO wrote: »it can be different I have a hard time believing you even read the thread.
What would you prefer then? Because as it is people logged in that I haven't seen since a few days of craglorn did the new veteran dungeon a couple of times found out its the same old stuff and feel there is no reason to log in again.
What do you propose to fix the issue if you don't think the traditional method is it? just hope people will stick around for no real reason?
You are satisfied not having any incentive to do anything? What about rare cosmetics are you against that too?
I won't propose any fixes because there is no issue for me. I just log in almost every day to do a few quests, enjoy the story, clear a couple of dungeons, world bosses or dolmens, team up with a friends for a group or public dungeon etc. Even if i will run out of things to do i can always craft (craft. in about 5 minutes. not grind it for months) myself a golden gear and go to Cyrodiil. PVP is never boring. The fact that i'm not forced to do same thing over and over and over again is exactly the reason why i love this game. If i do a dungeon i do it because it's fun, not because i need that rare purple item from the boss and i like it that way.
You are just spoiled by World of Warcraft that's all.
We played MMO´s long before you were forced to raid to find items, before you were forced to kill dungeon or raid bosses 50x to acquire enough points to purchase items at vendors.
I understand that it might be new to you to play like that, but in the end the positives outweigh the negatives.
Without the constant force of raiding every day in and out, People will burn out less, will value the company of others more and most important content wont be single sided anymore.
Games that offer the gear treadmill with dungeons, raids and vendor loot just don't last long. WOW is the best example for this, people are bored with the game, bored with doing dungeons and raids every time they log on, hunting loot that they might never even see drop ... its just a horrible system and the loss of 6 Million subs speaks for itself.
I also don't understand why you want to do just one dungeon or raid for several months, what is the fun about that? You kill a raid boss and then you do this for several months, just because you hope that it might drop an item....
When we were at BT we killed Supremus like 20 times before my shield dropped, it was pure frustration and Illidian never gave me my chest piece either and this in a world class guild - just imagine what those can report that did not play in a professional environment.
You call this carrot on a stick, but I call it frustration.
In my opinion crafting should always be a top valued part of an MMO, it gives those a chance to progress item wise who do not raid, are unlucky or don't do any "high skill" content which is still the majority of the gamers in an MMO.
What ZO should do however is add more variety, as example when I save a farmers daughter, she could teach me about a secret book of her grandfather and in that book I will learn how to make a new type of staff that has some very unique features etc.
Now I would need to go for a hunt, do a dungeon, do quest´s, maybe even do some pvp to collect the pieces of the puzzle to find out where the book has been hidden.
This is good content, to give players a raid and say "do it 50x to find your item" is not, especially in the long run.
i love the defensive post from fan boys...
i mean there could be like one person left playing the game and they would be like still defending lol.
your opinion counts for *** if its contrary to where and why the community is leaving
get it
duh