Lord Xanhorn wrote: »At that point a good player will find the opportunity to attemp different skilled builds for fun. A poor player will eventually get better through trial and error. If that fails, there is always grouping and learning tactics.
Oh that sounds like great marketing. 'Come play our game where if you are really good, you can just keep trying different builds while you demolish the same crap easy content.'
Its pretty lonely at the top. why not gimp yourself and play a pacifist. Light armor, offhand shield, no weapon, and only the fighter's guild skills? The unarmed combat animations are pretty slick.
Lord Xanhorn wrote: »At that point a good player will find the opportunity to attemp different skilled builds for fun. A poor player will eventually get better through trial and error. If that fails, there is always grouping and learning tactics.
Oh that sounds like great marketing. 'Come play our game where if you are really good, you can just keep trying different builds while you demolish the same crap easy content.'
Its pretty lonely at the top. why not gimp yourself and play a pacifist. Light armor, offhand shield, no weapon, and only the fighter's guild skills? The unarmed combat animations are pretty slick.
Or why not create content for those more dedicated players, rather than tell them to F off from your casual game?
Oh right, $$$-
starkerealm wrote: »Lord Xanhorn wrote: »At that point a good player will find the opportunity to attemp different skilled builds for fun. A poor player will eventually get better through trial and error. If that fails, there is always grouping and learning tactics.
Oh that sounds like great marketing. 'Come play our game where if you are really good, you can just keep trying different builds while you demolish the same crap easy content.'
Its pretty lonely at the top. why not gimp yourself and play a pacifist. Light armor, offhand shield, no weapon, and only the fighter's guild skills? The unarmed combat animations are pretty slick.
Or why not create content for those more dedicated players, rather than tell them to F off from your casual game?
Oh right, $$$-
I get that you're being sarcastic, but, really, think about this for a second.
You're running a business. Why are you going to throw, say, 10%-20% of your current operational budget at something that will only be consumed by 2%-5% of your customers? With the added bonus that it will alienate some of your customers causing them to leave.
The vet upgraded dungeons are a compromise on this, with content for that 2%-5%, without having to actually commit serious funds to building entirely fresh content, or risking alienating players.
But, we've seen people trying to go and make the ultra-hardcore MMO for the Dark Souls generation. And... Secret World is pretty dead. The starter zones have the population you'll see in ESO's vet zones. Get into the late game content, and you can see a handful of players running around doing their dailies, but that's about it.
While casual players might create the numbers, it's the more hardcore audience that creates excitement for the game.
Vet dungeons content for 2%-5%?
I'd say those are completable for atleast 90% of players.
starkerealm wrote: »Vet dungeons content for 2%-5%?
I'd say those are completable for atleast 90% of players.
No. Because less than 90% players will ever reach vet ranks in the first place. Most will leave long before then.
As a general statistic, roughly 2% to 5% of an MMO's population will ever reach and participate in end game content.
That isn't an ESO specific statistic.
Now, I'll agree that vet dungeons are probably completable for 90% of players based on the skill level required to complete the content, but most players won't put the necessary hundred or so hours into the game. (Or learning the game's systems, for that matter.) So, they'll never see that content, much less complete it.
starkerealm wrote: »Vet dungeons content for 2%-5%?
I'd say those are completable for atleast 90% of players.
No. Because less than 90% players will ever reach vet ranks in the first place. Most will leave long before then.
As a general statistic, roughly 2% to 5% of an MMO's population will ever reach and participate in end game content.
That isn't an ESO specific statistic.
Now, I'll agree that vet dungeons are probably completable for 90% of players based on the skill level required to complete the content, but most players won't put the necessary hundred or so hours into the game. (Or learning the game's systems, for that matter.) So, they'll never see that content, much less complete it.
Ah, that's a good point.
I think the question then is whether MMOs should be made with the MMO players in mind (ones that stick around), or the ones that want a "Skyrim Online" and then quit midway through.
Do you want long term players, or short term cash grabs.
I think Zenimax's stance is quite clear.
starkerealm wrote: »As a general statistic, roughly 2% to 5% of an MMO's population will ever reach and participate in end game content.
starkerealm wrote: »Vet dungeons content for 2%-5%?
I'd say those are completable for atleast 90% of players.
No. Because less than 90% players will ever reach vet ranks in the first place. Most will leave long before then.
As a general statistic, roughly 2% to 5% of an MMO's population will ever reach and participate in end game content.
That isn't an ESO specific statistic.
Now, I'll agree that vet dungeons are probably completable for 90% of players based on the skill level required to complete the content, but most players won't put the necessary hundred or so hours into the game. (Or learning the game's systems, for that matter.) So, they'll never see that content, much less complete it.
Ah, that's a good point.
I think the question then is whether MMOs should be made with the MMO players in mind (ones that stick around), or the ones that want a "Skyrim Online" and then quit midway through.
Do you want long term players, or short term cash grabs.
I think Zenimax's stance is quite clear.
The players unfortunately want to rush through content in general because somehow they believe if "they're not first, they are last" with the shake n bake mentality.
You vets might have completed 99+% of the achievements available, but have your read all the lore pages collected? Have you completed all the quests available in each zone? I found the story collected in the motifs very interesting as well.
This game is an RPG first, and MMO second, although I'm sure a lot of people will disagree with me.
starkerealm wrote: »The players unfortunately want to rush through content in general because somehow they believe if "they're not first, they are last" with the shake n bake mentality.
Not quite. The proliferation of the rushing psychology in MMOs is more a symptom of players reacting to the subscription system, that the games used to follow. Now it's become a normal approach to the genre, however, and lives on even as sub MMOs are becoming a novelty.
They sadly went the "Action Adventure" route, similar to Skyrim, instead of where the roots of Elder Scrolls are, RPG (Arena, Daggerfall, Morrowind).
starkerealm wrote: »The players unfortunately want to rush through content in general because somehow they believe if "they're not first, they are last" with the shake n bake mentality.
Not quite. The proliferation of the rushing psychology in MMOs is more a symptom of players reacting to the subscription system, that the games used to follow. Now it's become a normal approach to the genre, however, and lives on even as sub MMOs are becoming a novelty.
Then I must have been playing with non-typical players in EQ2 when everyone was just grinding for levels so they could start crossing the rivers into new continents while I wanted to play a cavern in the middle of no where... and alas no one else was there because it was super tough and grinding a skeleton mob was much much easier.
starkerealm wrote: »They sadly went the "Action Adventure" route, similar to Skyrim, instead of where the roots of Elder Scrolls are, RPG (Arena, Daggerfall, Morrowind).
The irony is, when you look at the way the game's written and put together, it's a lot more in line with the earlier RPG titles.
When you get into the game mechanics it's more aimed at the modern streamlined stuff.
That said, it would be nice to have the 3rd Era stats back.
starkerealm wrote: »They sadly went the "Action Adventure" route, similar to Skyrim, instead of where the roots of Elder Scrolls are, RPG (Arena, Daggerfall, Morrowind).
The irony is, when you look at the way the game's written and put together, it's a lot more in line with the earlier RPG titles.
When you get into the game mechanics it's more aimed at the modern streamlined stuff.
That said, it would be nice to have the 3rd Era stats back.
They are not easy enough for the Skyrim generation to understand, so they will never happen. Nor will any other addition that would add depth or complexity to the game.
starkerealm wrote: »They sadly went the "Action Adventure" route, similar to Skyrim, instead of where the roots of Elder Scrolls are, RPG (Arena, Daggerfall, Morrowind).
The irony is, when you look at the way the game's written and put together, it's a lot more in line with the earlier RPG titles.
When you get into the game mechanics it's more aimed at the modern streamlined stuff.
That said, it would be nice to have the 3rd Era stats back.
They are not easy enough for the Skyrim generation to understand, so they will never happen. Nor will any other addition that would add depth or complexity to the game.
Remember the old days of Tomb Raider back when Eidos developed it, or the first two Resident Evil games when we had to try to solve puzzles with a limited number of clues and resources our psychic powers?
There are some aspects here with that, just look at the fishing guide... should someone actually take the time to read and comprehend them. I'm glad I kept all my crawlers and insects and guts, now with fish possibly being a food craftable ingredient. Are there message in a bottle quests in fishing?
olemanwinter wrote: »At that point a good player will find the opportunity to attemp different skilled builds for fun.
olemanwinter wrote: »olemanwinter wrote: »At that point a good player will find the opportunity to attemp different skilled builds for fun.
So, having encountered cheese easy content, the good player will start slotting less effective skills, wear worse gear, and purposefully achieve less synergy to handicap himself because the game is a cake walk?
Doubtful.
Fun? No freaking way.
starkerealm wrote: »Lord Xanhorn wrote: »At that point a good player will find the opportunity to attemp different skilled builds for fun. A poor player will eventually get better through trial and error. If that fails, there is always grouping and learning tactics.
Oh that sounds like great marketing. 'Come play our game where if you are really good, you can just keep trying different builds while you demolish the same crap easy content.'
Its pretty lonely at the top. why not gimp yourself and play a pacifist. Light armor, offhand shield, no weapon, and only the fighter's guild skills? The unarmed combat animations are pretty slick.
Or why not create content for those more dedicated players, rather than tell them to F off from your casual game?
Oh right, $$$-
I get that you're being sarcastic, but, really, think about this for a second.
You're running a business. Why are you going to throw, say, 10%-20% of your current operational budget at something that will only be consumed by 2%-5% of your customers? With the added bonus that it will alienate some of your customers causing them to leave.
The vet upgraded dungeons are a compromise on this, with content for that 2%-5%, without having to actually commit serious funds to building entirely fresh content, or risking alienating players.
But, we've seen people trying to go and make the ultra-hardcore MMO for the Dark Souls generation. And... Secret World is pretty dead. The starter zones have the population you'll see in ESO's vet zones. Get into the late game content, and you can see a handful of players running around doing their dailies, but that's about it.
frosth.darkomenb16_ESO wrote: »starkerealm wrote: »Lord Xanhorn wrote: »At that point a good player will find the opportunity to attemp different skilled builds for fun. A poor player will eventually get better through trial and error. If that fails, there is always grouping and learning tactics.
Oh that sounds like great marketing. 'Come play our game where if you are really good, you can just keep trying different builds while you demolish the same crap easy content.'
Its pretty lonely at the top. why not gimp yourself and play a pacifist. Light armor, offhand shield, no weapon, and only the fighter's guild skills? The unarmed combat animations are pretty slick.
Or why not create content for those more dedicated players, rather than tell them to F off from your casual game?
Oh right, $$$-
I get that you're being sarcastic, but, really, think about this for a second.
You're running a business. Why are you going to throw, say, 10%-20% of your current operational budget at something that will only be consumed by 2%-5% of your customers? With the added bonus that it will alienate some of your customers causing them to leave.
The vet upgraded dungeons are a compromise on this, with content for that 2%-5%, without having to actually commit serious funds to building entirely fresh content, or risking alienating players.
But, we've seen people trying to go and make the ultra-hardcore MMO for the Dark Souls generation. And... Secret World is pretty dead. The starter zones have the population you'll see in ESO's vet zones. Get into the late game content, and you can see a handful of players running around doing their dailies, but that's about it.
You're actually pretty off base here.
First and foremost, every player eventually becomes better by playing.
No one gates bad by playing the game, so unless someone stops playing for a year, eventually, everyone will be able to tackle and enjoy the content.
frosth.darkomenb16_ESO wrote: »Second, if WoW losing millions of subscribers taught us anything, making the game easier is a mistake. The same patern repeated in all games that did the same error.
This hard content is that you do not have acces to, or aren't able to achieve yet, is the carrot. It serves as a motivation to play more to improve both your character and your own skill.
Working as a team to improve your runs provides the social hooks to remain in game too. Those guys need you and you need them and once you achieved something, it is your success, you earned it.
frosth.darkomenb16_ESO wrote: »Third, Trials and their leaderboards are a great tool to motivate what I said before, and we need more and harder ones.
Scaling the existing ones would be imposible. How can you have a leaderboard representing a competition of players if they don't all tackle the same challenge.
frosth.darkomenb16_ESO wrote: »And finally, and most important point, those 2-5% players are your most loyal fans. They are those releasing videos of their runs, posting guides about builds and content, they are the core members of guilds and the ever present guys necessary for a snowball effect to occur.
frosth.darkomenb16_ESO wrote: »If there isn't enough room in a game for hardcore PvEers, then the community cannot prosper.
frosth.darkomenb16_ESO wrote: »Optional scalling of some content is fine. The solo instanced ones should have both options. Same for dungeons. But the veteran version, trials and some new added zones need to be a "next step" evolution for your character.
MasterSpatula wrote: »The sense of progression is essential to me. Once it's lost, it's no longer a good RPG. This is why I never play Oblivion without mods to fix the scaling (though none of them really got it right, IMO).
starkerealm wrote: »The irony is, when you look at the way the game's written and put together, it's a lot more in line with the earlier RPG titles.
When you get into the game mechanics it's more aimed at the modern streamlined stuff.
MasterSpatula wrote: »starkerealm wrote: »The irony is, when you look at the way the game's written and put together, it's a lot more in line with the earlier RPG titles.
When you get into the game mechanics it's more aimed at the modern streamlined stuff.
That's always been one of the most baffling things about ESO to me. It's like they're trying really hard to please two distinct audience that not only don't want the same thing from their games but in fact want the opposite thing from their games.
This comes out the absolute worst in group dungeons, where I never get the chance to appreciate the beautiful storytelling, the supreme attention to detail, the haunting sense of loss and inspiring heroism in all the dungeon storylines because all of the good dungeon groups are made of actions gamers who just want to rush ahead to the next fight.
starkerealm wrote: »MasterSpatula wrote: »The sense of progression is essential to me. Once it's lost, it's no longer a good RPG. This is why I never play Oblivion without mods to fix the scaling (though none of them really got it right, IMO).
Not even the one that would completely randomly populate the world, so you could see crap like Land Dreugh wandering around as soon as you exited the sewers?