How about giving better rewards? After all that's what people want...to feel an extreme rush of finding a super great item....This game lacks that sensation at every turn....no one cares if vet zones are harder...If the drops are worth the fight then more people would be happy to team up....don't clutter the struggling world with useless crap....like useless white items....fill it with bind on pick up or bound gold items...When a hirling brings in better drops then a storyline boss....no one wants to play. That sense of "look what I found" is not in this game at any level...other then the motif books...and that's only exciting because you know you can at least sell it to pay for repairing your armor from fighting mudcrabs.
Better rewards even yielding higher sale prices...tthat's how you excite the masses of rpg/mmo. Fill up the areas because they are worth the effort...not because you have to replay other factions....no one on this forum could say "this needs to be easier" when they get a purple or gold uncraftable styled 500 armor chest piece for the battle...or find a hidden book giving 5 skill points....or open some chest in a dungeon that pops out some awesome looking glowing effect sword doing 200 damage with a 40% critical chance.
emeraldbay wrote: »How about, instead of making drops more powerful, just give them unique effects that you can't get while crafting. That would make it so that instead of having the choice between crafting substandard gear and finding awesome gear, you can now choose to craft and get X effect, or go through dungeons and have Y effect.
I don't think that better rewards are the answer. A broader selection of things to do at max-level and an easier leveling curve in Veteran zones could be.
This game is sorely lacking end-game activities. Cyrodiil, two Trials and one VR12 dungeon just isn't going to cut it.
Trials seem to be built around the strategy of zerg-rushing as quickly as possible to place on the leader board. End-game PVE content which you can blow through in 15-20 minutes is silly. There is no sense of progression, no sense of accomplishment for refining strategy and learning encounter mechanics. It just turns into a speed-run to get it done as quickly as possible and that's it. The fact that there is no tiered difficulty levels leads to content either being stupid easy, or ridiculously hard with no middle ground to progress through.
Only having a single VR12 Dungeon is a sad state of affairs. Granted, I think they are working on having dungeons level up based on the party leader's level so that may help somewhat.
Personally, I'm starting to get bored with ESO. I really had high hopes for this game when it was announced, and I still hope that they will develop some more engaging, longer lasting content. I just fear that it may be too little, too late.
I personally don't give a *** what mmo's do, all crafting ingredients should be for sale by NPCs. This tryhard economy crap needs to stop. If I want to built a nice outfit, I shouldn't have to pay other players for their crap, I should be able to make it myself. That how TES is supposed to be.
indytims_ESO wrote: »The game is already too easy. "Better rewards", if you mean 'better gear', will trivialize the game even further. So instead of seeing people shouting about how the rewards suck, they'll be shouting about how easy the game is.
And if you improve rewards, you'd have to improve crafting, as well.
I'm not sure carrots, of any size, will get people to come back. Maybe some. What they need is an event (w/ carrots if you like). Something that would not only draw someone back but their friends as well.
I personally don't give a *** what mmo's do, all crafting ingredients should be for sale by NPCs. This tryhard economy crap needs to stop. If I want to built a nice outfit, I shouldn't have to pay other players for their crap, I should be able to make it myself. That how TES is supposed to be.
I have to ask you, is this your first MMO? If not then you would know that part of an MMO is the social aspect and crafting is typically one of the primary ingredients of the social recipe. It helps create an in game economy and allows for a diverse range of players and play styles.
Not everyone wants to craft or at the very least have a crafter for each crafting skill. Mats are already attainable by all through the very unique deconstruction feature at a crafting station. There is no need for another gold sink that sells crafting materials. As stating you can decon them or purchase the needed materials through guild stores or chat.
TES is just the brand for this MMO and the mindset that this is strictly a TES game is faulty one. TESO is not a single player Elder Scrolls game. It is a living, breathing world peopled by other gamers.
I personally don't give a *** what mmo's do, all crafting ingredients should be for sale by NPCs. This tryhard economy crap needs to stop. If I want to built a nice outfit, I shouldn't have to pay other players for their crap, I should be able to make it myself. That how TES is supposed to be.
I have to ask you, is this your first MMO? If not then you would know that part of an MMO is the social aspect and crafting is typically one of the primary ingredients of the social recipe. It helps create an in game economy and allows for a diverse range of players and play styles.
Not everyone wants to craft or at the very least have a crafter for each crafting skill. Mats are already attainable by all through the very unique deconstruction feature at a crafting station. There is no need for another gold sink that sells crafting materials. As stating you can decon them or purchase the needed materials through guild stores or chat.
TES is just the brand for this MMO and the mindset that this is strictly a TES game is faulty one. TESO is not a single player Elder Scrolls game. It is a living, breathing world peopled by other gamers.
No, MMO is just a genre for a TES game, and trying to copy other MMO's is is what's faulty. This economy crap will be the reason people hate this MMO ***. We want to earn gold and get nice stuff, not deal with a bunch of farming MMO neckbeards.
I personally don't give a *** what mmo's do, all crafting ingredients should be for sale by NPCs. This tryhard economy crap needs to stop. If I want to built a nice outfit, I shouldn't have to pay other players for their crap, I should be able to make it myself. That how TES is supposed to be.
I have to ask you, is this your first MMO? If not then you would know that part of an MMO is the social aspect and crafting is typically one of the primary ingredients of the social recipe. It helps create an in game economy and allows for a diverse range of players and play styles.
Not everyone wants to craft or at the very least have a crafter for each crafting skill. Mats are already attainable by all through the very unique deconstruction feature at a crafting station. There is no need for another gold sink that sells crafting materials. As stating you can decon them or purchase the needed materials through guild stores or chat.
TES is just the brand for this MMO and the mindset that this is strictly a TES game is faulty one. TESO is not a single player Elder Scrolls game. It is a living, breathing world peopled by other gamers.
No, MMO is just a genre for a TES game, and trying to copy other MMO's is is what's faulty. This economy crap will be the reason people hate this MMO ***. We want to earn gold and get nice stuff, not deal with a bunch of farming MMO neckbeards.
That is some pretty faulty logic. I must assume it is due to this being your first MMO experience. Who are you specifically calling a neckbeard and what does that even mean?
I personally don't give a *** what mmo's do, all crafting ingredients should be for sale by NPCs. This tryhard economy crap needs to stop. If I want to built a nice outfit, I shouldn't have to pay other players for their crap, I should be able to make it myself. That how TES is supposed to be.
I have to ask you, is this your first MMO? If not then you would know that part of an MMO is the social aspect and crafting is typically one of the primary ingredients of the social recipe. It helps create an in game economy and allows for a diverse range of players and play styles.
Not everyone wants to craft or at the very least have a crafter for each crafting skill. Mats are already attainable by all through the very unique deconstruction feature at a crafting station. There is no need for another gold sink that sells crafting materials. As stating you can decon them or purchase the needed materials through guild stores or chat.
TES is just the brand for this MMO and the mindset that this is strictly a TES game is faulty one. TESO is not a single player Elder Scrolls game. It is a living, breathing world peopled by other gamers.
No, MMO is just a genre for a TES game, and trying to copy other MMO's is is what's faulty. This economy crap will be the reason people hate this MMO ***. We want to earn gold and get nice stuff, not deal with a bunch of farming MMO neckbeards.
That is some pretty faulty logic. I must assume it is due to this being your first MMO experience. Who are you specifically calling a neckbeard and what does that even mean?
MMO is just a genre, not a set of rules. This economy crap is the reason all rewards are so skimpy and it's bull ***. It's not even real money, but people farming alts treat it as such, and the rest of us get shafted.
Economies are commonplace in MMOs and are in fact essential to the health of the game.
Economies are commonplace in MMOs and are in fact essential to the health of the game.
Bull ***. Just because other MMO's were successful, and they had strict trading, doesn't mean all MMO's need this. TES sells because of the lore, action, and customization. The more they try to keep players poor, the less they can customize which is killing a big part of what makes Elder Scrolls great.
I was reading in other threads that even the farmers can only get enough supplies to make one gold outfit after weeks. This is ridiculous! Some of us have lives and want to earn nice things without the farming crap.
Economies are commonplace in MMOs and are in fact essential to the health of the game.
Bull ***. Just because other MMO's were successful, and they had strict trading, doesn't mean all MMO's need this. TES sells because of the lore, action, and customization. The more they try to keep players poor, the less they can customize which is killing a big part of what makes Elder Scrolls great.
I was reading in other threads that even the farmers can only get enough supplies to make one gold outfit after weeks. This is ridiculous! Some of us have lives and want to earn nice things without the farming crap.
You are all over the place. You have yet to answer any of my questions and are choosing to pick parts of my statement to just argue about. In fact, I am not clearly sure what your real reason is for being agitated with the economy.
You do not have an easy way to obtain gold? Respec costs too high? Gear is difficult to make because of having to depend on other players? Gear mats are hard to get and too expensive?
These are the things you are sort of referencing but keep regurgitating your disdain for this MMO having an economy. I hope that you understand that in an MMO, player driven economies only go away when the player base disappears. So essentially you have to just accept that there is an economy. This MMO is branded as an Elder Scrolls game and there are workarounds for the other issues you hinted at about disliking.