Caps would cure it however... it would also mean a highly skill group could kill an entire zerg repeatedly ..This would lead to a loss in subscriptions.. They are far more casual players and lower skilled players then power gamers and high skilled players...
Caps would cure it however... it would also mean a highly skill group could kill an entire zerg repeatedly ..This would lead to a loss in subscriptions.. They are far more casual players and lower skilled players then power gamers and high skilled players...
thats how rvr works...
the masses or zergers are meant to lose to skilled players.
this is how it worked in daoc for many many years.
they have 3 options:
they either learn from it and stop zerging
continue zerging because they dont mind failure
or they quit the game.
They stack going through choke points...
frosth.darkomenb16_ESO wrote: »No matter how counter intuitive it sounds, catering to the masses is not a viable business decision.
If you look at the top 10 mmo by revenue, many of them are niches. Look at Eve.
Even wow has been losing subs steadily since it started catering and is now trying to turn things around.
http://www.superdataresearch.com/blog/us-digital-games-market/
What keeps people subbed is engaging gameplay and a high skill ceiling to grow into.
companies who attempt to cater to the masses, never have quality pvp.
thats why daoc did so well. it didnt hand hold, it had consequences for your actions, resulting in a higher skill level and thus better pvp.
assuming that all zergers will quit if the skill cap is increased, is incorrect.
see CU / MJs founders principles for how to build a competitive pvp environment.
frosth.darkomenb16_ESO wrote: »No matter how counter intuitive it sounds, catering to the masses is not a viable business decision.
If you look at the top 10 mmo by revenue, many of them are niches. Look at Eve.
Even wow has been losing subs steadily since it started catering and is now trying to turn things around.
http://www.superdataresearch.com/blog/us-digital-games-market/
What keeps people subbed is engaging gameplay and a high skill ceiling to grow into.
Hilarious. EvE has 3% market share. WoW has 36% market share. Yes, ESO should definitely follow the EvE model /boggle
And how do you jump to the conclusion that "catering to the masses" is behind the loss of subscriptions to WoW? Which "catering" that the masses demanded led to this decline?
When WoW started they were successful because they identified the problems other MMOs had and solved those issues or at least made it easier for the players.
Don't want leveling to take years? Do it in WoW in months.
Don't want to fight for dungeon spawns? Do it in WoW instances.
Don't want to PvP? Join a WoW PvE server.
Want to PvP? Join a WoW PvP server.
Don't want to group? Level solo in WoW.
Yes, not listening to what players want is the way to go /eyeroll