I kinda wish ZOS could release the playercount for all 3 versions. Not games sold, like active unique daily players who have logged into the game the past month or something to get an average.
Z0$ are actively not being transparent when it comes to player activity. Why wouldn't a company let the players know this data?
Its to shield and muddy the water so when a game does go downhill, its takes longer for people to notice.
Personofsecrets wrote: »I think it's a marketing push to get more people on ESO+, the same way that free access weeks were a marketing push to get more people to join the game.
The crates work in two ways, one as a way to stop subscribers being mad everyone gets a free bunch of ESO+ and also as the taster of crates which might make players buy more.
As for the management it really depends, I don't like their current marketing style so a shake up there (at at least a re-evaluation of how it's handled) would be nice, otherwise I am happy with the development and direction of the game.
Don't forget customer support.
It seems like peoples experiences with the support team are of high variance.
Personofsecrets wrote: »Gods forbid they should market their product. Must be the end of the world!
Also where was there any evidence of such a "management shakeup"?
All things during the content drought pre-IC looked like all hands on deck to make the console release happen.
Here is the evidence that you requested.
https://www.linkedin.com/in/paul-sage-b7b3a41/
There were some other folks who also left, but I can't remember their names.
I kinda wish ZOS could release the playercount for all 3 versions. Not games sold, like active unique daily players who have logged into the game the past month or something to get an average.
Z0$ are actively not being transparent when it comes to player activity. Why wouldn't a company let the players know this data?
Its to shield and muddy the water so when a game does go downhill, its takes longer for people to notice.
Is releasing population numbers something common in other MMO's? I don't really play other games so I am not sure.
Personofsecrets wrote: »Gods forbid they should market their product. Must be the end of the world!
Also where was there any evidence of such a "management shakeup"?
All things during the content drought pre-IC looked like all hands on deck to make the console release happen.
Here is the evidence that you requested.
https://www.linkedin.com/in/paul-sage-b7b3a41/
There were some other folks who also left, but I can't remember their names.
If you look at the dates of when things were happening, including IC drop date, PTS dates, Paul's departure, and taking into consideration time for development, it doesn't line up for me.
Paul left 3 weeks after console launch, and IC hit about 2 months later. IC was in development before Paul left. The content drought started way way before that in summer 2014. What did he do, put in a 6-9 month notice of intent to resign? That makes a whole lot of sense.
That lull in updates was almost certainly due to getting console ESO to ship. No studio in their right mind is going to stop content development because some higher up(s) are on their way out unless things are horribly bad.
Gods forbid they should market their product. Must be the end of the world!
Also where was there any evidence of such a "management shakeup"?
All things during the content drought pre-IC looked like all hands on deck to make the console release happen.
Doctordarkspawn wrote: »Gods forbid they should market their product. Must be the end of the world!
Also where was there any evidence of such a "management shakeup"?
All things during the content drought pre-IC looked like all hands on deck to make the console release happen.
@Sigtric
People have allready posted Paul Sages profile but let me give some backround on that.
Paul sage was a part of the creative director from when the game launched to the console launch. Meaning he likely oversaw the game until june 2015. He oversaw the Craglorn release, and the original balance along with the release of Tamriel Unlimited.
Paul quit at the time, or near to the time, over fifty people at Zenimax online lost their jobs. This, I do have a citation for.
http://www.eurogamer.net/articles/2015-12-18-elder-scrolls-online-irish-customer-service-office-closed-and-300-jobs-lost-report
The basic TLDR from this link: Local news sources reported that Zenimax had cut 300 jobs. Zenimax's PR department made a statement, saying that only 50 jobs had been cut. Whatever the case, this is generally when the actual in game game-masters got canned.
Shortly after, Imperial city launched, which made radical changes to the combat system including the now imfamous block change.
So, in other words, shortly -after- the rocky launch of consoles, Paul Sage Quit, along with a massive cut of jobs. We dont know -what- jobs were cut, but we know they were, so even in game game-masters would qualify as management.
Doctordarkspawn wrote: »Gods forbid they should market their product. Must be the end of the world!
Also where was there any evidence of such a "management shakeup"?
All things during the content drought pre-IC looked like all hands on deck to make the console release happen.
@Sigtric
People have allready posted Paul Sages profile but let me give some backround on that.
Paul sage was a part of the creative director from when the game launched to the console launch. Meaning he likely oversaw the game until june 2015. He oversaw the Craglorn release, and the original balance along with the release of Tamriel Unlimited.
Paul quit at the time, or near to the time, over fifty people at Zenimax online lost their jobs. This, I do have a citation for.
http://www.eurogamer.net/articles/2015-12-18-elder-scrolls-online-irish-customer-service-office-closed-and-300-jobs-lost-report
The basic TLDR from this link: Local news sources reported that Zenimax had cut 300 jobs. Zenimax's PR department made a statement, saying that only 50 jobs had been cut. Whatever the case, this is generally when the actual in game game-masters got canned.
Shortly after, Imperial city launched, which made radical changes to the combat system including the now imfamous block change.
So, in other words, shortly -after- the rocky launch of consoles, Paul Sage Quit, along with a massive cut of jobs. We dont know -what- jobs were cut, but we know they were, so even in game game-masters would qualify as management.
Sure.
This all happened at the very end of the content drought. My point is a "management shakeup" had nothing to do with it.
Personofsecrets wrote: »I wonder how many players trust the development team.
Maybe that was it. That was the edition I got, actually. LOL.MarbleQuiche wrote: »Gold Edition released in Sep. I believe it was on sale in Nov.
And this as well. I guess the "free to play" weekend was extremely successful.The first ever "free to play weekend" in Nov followed by a very nice sale price was what got me to try the game again (and stick around) and I'm sure many others.
http://www.elderscrollsonline.com/en-us/news/post/2016/11/15/eso-free-play-weekend--playstation-4-and-pcmac
Doctordarkspawn wrote: »
Actually considering how widespread it is, it's much more likely to be a technical issue with latency.
Or a datacenter malfunctioning. How about you try to draw a conclusion from the facts, and not the facts to support a conclusion?