https://youtu.be/Xhx_5NmtWMc ShedsHisTail wrote: »hmsdragonfly wrote: »Coop Skyrim, while it's amazing, won't last long. There's no incentive for people to sub, they will just buy the game, play through, and move to other games. Things like end-game PvE and PvP are what keep people coming back from time to time after playing through the game.
To all of the short-sighted people who keep saying "but I have fun picking up flowers, crafting gear, farming mats and selling them on the market, and I have never set foot on PvP-land so the game would totally viable without PvP". WRONG. DEAD WRONG. Who do you think will buy your flowers, your gear, and your mats? Roleplayers? So they could send flowers to their roleplaying partner? No, PvPers and hard-core competitive PvEers buy those things. They keep your playstyle viable, without them, there will be no demand for your flowers, have fun vendoring Columbine to NPCs for 2g each.
This is coming from a TES fan who plays both PvE and PvP.
I was thinking about this and I'm not sure I agree.
I honestly think that games in general have been sort of creatively slacking in the PvP department, giving us the same thing over and over again.
PvP means Player vs Player... That can mean a lot of things but at it's base it means competition. It doesn't have to mean killing one another. Players can compete against one another in different ways, we do it all the time in real life. You could conceivably create a mostly PvE game which includes competitive aspects that aren't so twitch heavy, or aren't so based on builds or whatever.
I mean, look at VMA. It's competitive, but it's not PvP. Yeah, that's still really reliant on builds and twitching, but it's just one example.
I mean, I'm sure if we actually think outside the box a little we can come up with other ways for people to compete that aren't necessarily killing one another. I think of games like Civilization where there are multiple ways to claim a victory and not all of them include ruining your opponent. Surely a developer could come up with some manner of analog to the Science victory, or the Diplomatic victory, or the Religious victory.
I guess what I'm saying is, removing PvP -combat- from the game doesn't have to also remove replay-ability and competition. The dev team just has to think a little harder to implement other systems to keep it fun.
DaveMoeDee wrote: »hmsdragonfly wrote: »Coop Skyrim, while will be amazing, won't last long. There's no incentive for people to sub, they will just buy the game, play through, and move to other games...
Not if they:
- Keep releasing DLC for years
- Store progress online, making characters and progress persistent
There is little incentive to sub right now anyway, unless we are talking about crafting bags. If that is the incentive, then they can just make inventory management suck like it does here.
If they are also going to milk the whales with cosmetics, they need everything online and persistent.hmsdragonfly wrote: »...
You can find better lore elsewhere: Mass Effect, Warhammer, TES single player games, Fallout etc
...
This comment misses the main appeal of ESO. You can't separate the 'TES single player games'. It is the same world and they are developing the same lore. That is the #1 attraction of ESO. Fleshing out Tamriel further. TES single player games can't have better lore because it is the same lore.
That is why it makes so much sense to have all this PvE DLC. It is full of lore. Adding PvP, coop, and large group play are all nice game modes to add to an Elder Scrolls game, but I for one have no interest in spending a cent on such things. What I appreciate is having persistent characters and the world's state stored online in a way that I can't tweak with console commands. I will play all DLC because it is more of Tamriel.
hmsdragonfly wrote: »DaveMoeDee wrote: »hmsdragonfly wrote: »Coop Skyrim, while will be amazing, won't last long. There's no incentive for people to sub, they will just buy the game, play through, and move to other games...
Not if they:
- Keep releasing DLC for years
- Store progress online, making characters and progress persistent
There is little incentive to sub right now anyway, unless we are talking about crafting bags. If that is the incentive, then they can just make inventory management suck like it does here.
If they are also going to milk the whales with cosmetics, they need everything online and persistent.hmsdragonfly wrote: »...
You can find better lore elsewhere: Mass Effect, Warhammer, TES single player games, Fallout etc
...
This comment misses the main appeal of ESO. You can't separate the 'TES single player games'. It is the same world and they are developing the same lore. That is the #1 attraction of ESO. Fleshing out Tamriel further. TES single player games can't have better lore because it is the same lore.
That is why it makes so much sense to have all this PvE DLC. It is full of lore. Adding PvP, coop, and large group play are all nice game modes to add to an Elder Scrolls game, but I for one have no interest in spending a cent on such things. What I appreciate is having persistent characters and the world's state stored online in a way that I can't tweak with console commands. I will play all DLC because it is more of Tamriel.
Of course we are talking about the crafting bag. This is why I said everything is tied in together: If it's just about completing quests, there's very little use of alchemy, provisioning, or any of the trade skills, because you don't need any of them to play through the content. There's no need for theorycrafting and making effective builds. Crafters have no work, there's no point in becoming a crafter. As a result, even if the inventory sucks even more, the craftbag is useless, so, there's no reason to sub. If people don't sub and buy stuffs from crownstore, ZOS simply can't generate enough money to maintain the server and develop new content at the same time, they will have to cut down the cost, so on the brightest scenario, the quality of the new content will be greatly affected. The darkest scenario: the devs will stop developing content all together and the game will be in life support mode.
Yes, ESO's lore is great, it's why I buy this game in the first place, I will also play all DLCs because it is more of Tamriel. I am a TES fan. However, if there's nothing else beside the lore and the questing, I won't sub, and after finishing the storyline I will praise the game and then simply stop playing it, go back to my other games. A dead MMO doesn't generate profit, without profit, the game will go into life support mode and there won't be any further content development.
TequilaFire wrote: »After creating and playing through all PvE to date with 8 characters the only thing that keeps me from moving on is PvP.
Without PvP I would've never even joined a guild and made all the awesome friends I now have.
great question...personally - without pvp, I would have played the game for maybe six months to a year...going on two years (console) now, and, it's the pvp that keeps me logging in...
Rainwhisper wrote: »My favorite thing about One Tamriel is that it was a huge step in making Elder Scrolls Online feel more like an Elder Scrolls game, with friends, rather than an Elder Scrolls-branded MMO. Housing is another excellent step in that direction.
As anyone who has read my posts on the subject knows, I've hated PvP in every MMO I've played since the days of text MUD's. Nothing about the playstyle or goals of PvP aligns with what I want to get out of an roleplaying game. Likewise, I think of PvP as antithetical to what makes Elder Scrolls games so enjoyable, since in those games are about exploring a vast, highly-detailed, socially complex world while building a character who eventually can navigate that world with ease.
Nonetheless, PvP has been available as an option in ESO since launch, and conventional wisdom seems to be that major MMO's have to provide PvP as an option if they want a sufficiently large player base to be financially viable. Unfortunately, as I've seen in every MMO I've played, the challenges of balancing PvP and PvE leave people in both camps frustrated, and those frustrations seem to me to be growing. In addition, the development philosophy of ESO, much to my chagrin, seems to be trending toward greater, not less, integration of PvP with the PvE experience and world.
Obviously this question is hypothetical, since the ship has long-since sailed, but:
Do you think Elder Scrolls Online would have been viable as a PvE-only experience?
Which is to say, if it essentially replicated the experience of playing Skyrim, but with friends, would it have had enough content, activities, options, and experiences to attract and retain a large enough playerbase to be viable long-term?
I genuinely don't know if there are enough players who share my goals and priorities out there to justify the existence of a PvE, open-world, multiplayer RPG. If not, I still wonder if, because of the differences in playstyles, it makes sense to try and integrate in any way the PvE and PvP aspects of the game.
https://www.youtube.com/watch?v=rfeMROJhXSYRainwhisper wrote: »As anyone who has read my posts on the subject knows, I've hated PvP in every MMO I've played since the days of text MUD's. Nothing about the playstyle or goals of PvP aligns with what I want to get out of an roleplaying game.
Rainwhisper wrote: »Nonetheless, PvP has been available as an option in ESO since launch, and conventional wisdom seems to be that major MMO's have to provide PvP as an option if they want a sufficiently large player base to be financially viable.
Rainwhisper wrote: »Unfortunately, as I've seen in every MMO I've played, the challenges of balancing PvP and PvE leave people in both camps frustrated, and those frustrations seem to me to be growing.
Rohamad_Ali wrote: »Lord of the Rings is a huge title . Big PVE community . They avoided PVP to make player vs monster characters instead , thinking their gigantic following and the amount of roleplayers would hold the title for years . Now that's a name brand bigger then any other in fantasy ...
They couldn't of been more wrong . Within two years massive boredom and closing of servers despite consistent and large PVE updates . Food for thought . Lesson learned is don't underestimate the amount of PVP players out there . It's more then then a lot of people think .
great question...personally - without pvp, I would have played the game for maybe six months to a year...going on two years (console) now, and, it's the pvp that keeps me logging in...
DaveMoeDee wrote: »hmsdragonfly wrote: »DaveMoeDee wrote: »hmsdragonfly wrote: »Coop Skyrim, while will be amazing, won't last long. There's no incentive for people to sub, they will just buy the game, play through, and move to other games...
Not if they:
- Keep releasing DLC for years
- Store progress online, making characters and progress persistent
There is little incentive to sub right now anyway, unless we are talking about crafting bags. If that is the incentive, then they can just make inventory management suck like it does here.
If they are also going to milk the whales with cosmetics, they need everything online and persistent.hmsdragonfly wrote: »...
You can find better lore elsewhere: Mass Effect, Warhammer, TES single player games, Fallout etc
...
This comment misses the main appeal of ESO. You can't separate the 'TES single player games'. It is the same world and they are developing the same lore. That is the #1 attraction of ESO. Fleshing out Tamriel further. TES single player games can't have better lore because it is the same lore.
That is why it makes so much sense to have all this PvE DLC. It is full of lore. Adding PvP, coop, and large group play are all nice game modes to add to an Elder Scrolls game, but I for one have no interest in spending a cent on such things. What I appreciate is having persistent characters and the world's state stored online in a way that I can't tweak with console commands. I will play all DLC because it is more of Tamriel.
Of course we are talking about the crafting bag. This is why I said everything is tied in together: If it's just about completing quests, there's very little use of alchemy, provisioning, or any of the trade skills, because you don't need any of them to play through the content. There's no need for theorycrafting and making effective builds. Crafters have no work, there's no point in becoming a crafter. As a result, even if the inventory sucks even more, the craftbag is useless, so, there's no reason to sub. If people don't sub and buy stuffs from crownstore, ZOS simply can't generate enough money to maintain the server and develop new content at the same time, they will have to cut down the cost, so on the brightest scenario, the quality of the new content will be greatly affected. The darkest scenario: the devs will stop developing content all together and the game will be in life support mode.
Yes, ESO's lore is great, it's why I buy this game in the first place, I will also play all DLCs because it is more of Tamriel. I am a TES fan. However, if there's nothing else beside the lore and the questing, I won't sub, and after finishing the storyline I will praise the game and then simply stop playing it, go back to my other games. A dead MMO doesn't generate profit, without profit, the game will go into life support mode and there won't be any further content development.
I think you don't understand how people like me play. I don't do anything competitive. I go with a guild in PvP now and then, but mostly for leveling or for hanging out. I do not min-max at all. I don't do trials, or even many vet dungeons. I have ~520 CP and 5 characters so far at max (only one former v16), so I have played a decent amount. Yet I do all crafting. I have major inventory problems.
You have a major disconnect in your comment "Crafters have no work, there's no point in becoming a crafter." I am not looking for work. My main is max is all 6, finished all research ages ago, and I have few other max level crafters in each craft. My main tries to learn all motifs, though I don't care what my gear looks like. I actually do periodically sub to move mats into crafting bags. I subbed one month for DB for that very reason, and one month during the anniversary where mats were raining down (where I also knocked out most of the remaining DB achievements).
You also miss something in your cost of business calculus. If there are a lot of people like me, they make a lot of revenue when DLC drops, but I don't tax the servers because I don't do much in between DLC (or events) and I don't PvP (which is taxing on infrastructure). People who only PvP are bigger headaches for infrastructure, while also having no interest in many of the DLC. Subbing can also be pointless if they aren't looting mats. So PvP players can more easily stick around as freeloaders compared to the players eagerly awaiting the continuation of the narrative. People like me also don't care about balance. Heck, part of the fun of the game is trying each class. ZOS doesn't have to waste dev time responding to my subjective complaints because I don't make such complaints.