timidobserver wrote: »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.
It isn't about difficulty. It is about time and effort. Basically, this game wants you to put time and effort into something whilst knowing that you reward will be worthless. About 15-30 minutes spent gathering runes or alchemy mats will get you more valuable items than 4-5 hours spent playing PVE content.
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.
No. We should get much more loot and crafting supplies, period. If you can't understand what I'm writing, just stop trying and go away. I'm allowed to have my own opinion and that opinion is that this MMO bull *** reward system is too stingy.
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.
No. We should get much more loot and crafting supplies, period. If you can't understand what I'm writing, just stop trying and go away. I'm allowed to have my own opinion and that opinion is that this MMO bull *** reward system is too stingy.
No? No what? So you are a pro loot for reward player? That is a bit contradictory to your stance on hating MMOs is it not? Elder Scrolls titles have never been about uber loot but MMOs generally are made with loot rewards in mind. So you would rather loot drop as opposed to crafting your gear? I am utterly confused with the direction your argument is going. Maybe that was your intent.
I have never implied nor stated you were not allowed to have an opinion. My only issue is that you continue to not answer the questions I presented to you. It appears you would rather rant about anything and everything that is or is not MMO related.
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.
No. We should get much more loot and crafting supplies, period. If you can't understand what I'm writing, just stop trying and go away. I'm allowed to have my own opinion and that opinion is that this MMO bull *** reward system is too stingy.
No? No what? So you are a pro loot for reward player? That is a bit contradictory to your stance on hating MMOs is it not? Elder Scrolls titles have never been about uber loot but MMOs generally are made with loot rewards in mind. So you would rather loot drop as opposed to crafting your gear? I am utterly confused with the direction your argument is going. Maybe that was your intent.
I have never implied nor stated you were not allowed to have an opinion. My only issue is that you continue to not answer the questions I presented to you. It appears you would rather rant about anything and everything that is or is not MMO related.
I don't answer questions if they are presented in large paragraphs. After many forums, I've learned that dissecting posts is never ending. If you have specific questions, ask it separately.
TES always gave a lot of loot in dungeons, chests, and as rewards. It also gave enough supplies to craft anything you wanted. I am not seeing the same in this game due to some forced economy crap and I think we should be able to earn enough on our own without having to farm.
Crisscross wrote: »I disagree. Personally, I play Diablo and Borderlands when I want my fix of finding phat lewtz. I don't really think that loot hunting should be a design feature of MMOs - just for the fact that I believe gear and the progression of it should be as fair as possible for the sake of PVP and endgame dungeons. I think the devs should really just focus on making the content itself better, not finding a good carrot to make people want to play through flawed content.
Crisscross wrote: »I disagree. Personally, I play Diablo and Borderlands when I want my fix of finding phat lewtz. I don't really think that loot hunting should be a design feature of MMOs - just for the fact that I believe gear and the progression of it should be as fair as possible for the sake of PVP and endgame dungeons. I think the devs should really just focus on making the content itself better, not finding a good carrot to make people want to play through flawed content.
Nobody raids just for the fun of raiding, for example. They do it for the rewards it brings....In fact, until the (wrong) turn the genre has taken in recent years, that was the whole point of MMOs....You group and raid with others to accomplish things and derive rewards that you could not on your own. It's the entire POINT of playing an MMO and how we've strayed so far from that lately is just beyond me.
SuraklinPrime wrote: »timidobserver wrote: »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.
It isn't about difficulty. It is about time and effort. Basically, this game wants you to put time and effort into something whilst knowing that you reward will be worthless. About 15-30 minutes spent gathering runes or alchemy mats will get you more valuable items than 4-5 hours spent playing PVE content.
Sorry but that just isn't true.
You'd have to be luck with runes and diligent with alchemy over a longer period to get good items, and if you have tried levelling enchanting you will know it is not swift.
The other crafts all require you to get a minimum of 8 gold materials per item to make top gear which given the drop rates from refining is the work of many hours. You might drop a few of hirelings but not many.
Plus crafters still have to PvE to get items with traits to research.
Overall uber gear dropping everywhere is not going to make a better game, either you will end up facerolling content with you blade of instakill & you armour of 'ooo stop, that tickled' OR they end up buffing the monsters so you feel it is hard work again anyway.
The key is in interesting rewards that have odd synergies or unique looks and the various dropped sets are a step in the right direction. If I was doing it the sets would drop at more levels... i.e. There is a nice set at VR6 which I would not use at VR12 because of the level... so why not allow it to drop at level of area like other random drops?
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.
No. We should get much more loot and crafting supplies, period. If you can't understand what I'm writing, just stop trying and go away. I'm allowed to have my own opinion and that opinion is that this MMO bull *** reward system is too stingy.
No? No what? So you are a pro loot for reward player? That is a bit contradictory to your stance on hating MMOs is it not? Elder Scrolls titles have never been about uber loot but MMOs generally are made with loot rewards in mind. So you would rather loot drop as opposed to crafting your gear? I am utterly confused with the direction your argument is going. Maybe that was your intent.
I have never implied nor stated you were not allowed to have an opinion. My only issue is that you continue to not answer the questions I presented to you. It appears you would rather rant about anything and everything that is or is not MMO related.
I don't answer questions if they are presented in large paragraphs. After many forums, I've learned that dissecting posts is never ending. If you have specific questions, ask it separately.
TES always gave a lot of loot in dungeons, chests, and as rewards. It also gave enough supplies to craft anything you wanted. I am not seeing the same in this game due to some forced economy crap and I think we should be able to earn enough on our own without having to farm.
Translation: I want everything handed to me just because I showed up.
You have options to get everything in this game. You can craft and get hirelings, do it on alts as well, you can farm or you can buy mats and gear from other players. If you don't like the multiple and varied options available that's another thing entirely.
MMOs simply can't be the monty haul experiences that single player games can be for a lot of reasons but, suffice it to say, because of the multiplayer aspects of the game. It's not just bad for the economy and bad for player interest and retention, but can be very easily OP when players approach a game in the way MMOs are intended...working together cooperatively. The only reason anyone would have a problem with this is if they approach an MMO as a single player game, which it isn't. ESOs problems stem not from having too much "economy crap," as you say, but not enough of it. There is more to it than just what's for sale. When done correctly, the right economic model fuels a healthy multiplayer game environment and infinite replayability. This game has gone so far to cater to solo players and to insulate players from multiplayer as it is it now has so far to go to achieve that. And is the root of most of the game's problems.
And, frankly, this is YOUR problem, not a design flaw or something broken with the game. You might consider that perhaps MMOs aren't for you and maybe you should stick to single player games. You won't have to deal with "economy crap" and we won't have to deal with you and those like you trying to make MMOs even weaker and easier than they've already become.
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.
Malpherian wrote: »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.
Again, I am 100% against anything that makes Crafting Useless after hitting max level and spending MONTHS researching traits.
Any system that rewards items which are better then what you can craft will make all that time and work on crafting stuff, Pointless and obsolete, because people will then just run dungeons for the loot drops and ignore crafting (Just like they did in WoW until they made the stuff you can craft = to the stuff that would drop).
The only way for this to work is to add "Recipes" and Materials, which only drop from those encounters. Not Items themselves.
TERA Online has the right way to do it. ZOS should take a serious look at that game.
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.
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.
Or they could make a better game with TRUE OPEN WORLD PVP- and NON- INSTANCED player housing.
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 making an assumption in regards to whether or not this game would exist as an MMO. There are all sorts of successful MMOs that have been created without having strong lore and fans behind them. If we really want to get into arguing about the merits of having a strong fanbase, then the only successful game with a proven IP and fans prior to launching as an MMO is World of Warcraft.Translation: I don't know how to translate.
This game would not exist without the Elder Scrolls fans who asked for a multiplayer game. Go ahead and try to say the same about the MMO fanbase, because you can't. The game should be designed more like TES, not like generic WoW clones.