s7732425ub17_ESO wrote: »Noooooo. The 20 hours is good and solves so many problems caused by 24 hours or a set time. If you've never played a game that uses the latter two methods, you won't realize how great the 20 hour timer is.
s7732425ub17_ESO wrote: »Noooooo. The 20 hours is good and solves so many problems caused by 24 hours or a set time. If you've never played a game that uses the latter two methods, you won't realize how great the 20 hour timer is.
Your response to me bringing up the point about doing dailies back to back at reset time was mostly ignored. You simply cited that other dailies are already abused in the same way. That seemed like you ignoring a flaw because you want that system.
Why is this a flaw though? Most of the people who legit are concerned over daily quests/dungeons/whatever do indeed play daily(because otherwise it's a non-issue - everything will have long reset if you don't play for 24+ hours). So even if we do run 2 dungeons back to back for max xp - why not? That means we did not run a random in ~23 hours before that and will not run another in ~23 hours after. Still only 2 dungeons in 2 days. Anyone else who cannot log in at the time of the reset will simply log in at their preferred time and do the (now reset) dungeon then without missing anything.
With the current system...gods forbid our schedule changes even for a day. For example I ran the first set of randoms this event late at night(my time) because I was busy til then that day - but the next day I, on the contrary, had time before that and would rather do them during the day and go to bed earlier but I had to stay up if I wanted my dailies. Now I'm basically stuck staying up late to run dungeons if I want all the rewards. It's really a rather lame system. I don't know why they'd implement it, only thing that comes to mind is so people would be able to run less dungeons(since schedule changes inevitably happen and you end up missing your daily random), but why? It's not like a random dungeon gives you some op tremendous advantage that would be too much to bear if you 100% got it every day. Sure the XP is nice but not THAT nice.
I will say I dont have a vested interest in keeping this system I am simply stating why I believe ZOS went with it.
It boils down to keeping the players playing the game more. If a player logs in to do a daily and sees that the cooldown isnt done, they might decide to do something else until it is. With reset times you know with 100% certainty exactly when you need to log in for the daily, so you are never in a situation where you might need to kill some time. Why is getting players into the game and making them wait desirable for ZOS? Because bored players might check out the ctown store, they might decide to buy some crates and try their luck, or they might simply chat in zone or guild chat, perhaps even helping new players to the game, new players who might go on to sub and make purchases. More players in-game means more money for ZOS.
From my perspective a reset timer would enable players to spend as little time possible in-game while reaping the daily rewards. As a player that sounds nice, but this game wasnt designed by players.
I understand what you are saying, but the scenario can just as easily be reversed so that the personal timer actually interrupts you playing ESO.
Lets say I run a dungeon in the evening and this is my daily goal (like this event). I see no reason to log early in the day because I know the most likely the reset is not off CD. So, I go play something else instead. The problem with that is the other game now has your attention and you may or may not log off to come back into ESO.
If your assertion that ZOS designed the personal CD timer for the reason you listed is true, then their decision is extremely short sighted because the systems does not work in favor for the average daily lifestyle of the target audience.
Another way to look at this is that if the personal 20 hour CD was a brainstorm of an idea, other game companies would have already employed this tactic long ago, but this is the first I have come across it and so far all it has done is interrupted game play.
Your response to me bringing up the point about doing dailies back to back at reset time was mostly ignored. You simply cited that other dailies are already abused in the same way. That seemed like you ignoring a flaw because you want that system.
Why is this a flaw though? Most of the people who legit are concerned over daily quests/dungeons/whatever do indeed play daily(because otherwise it's a non-issue - everything will have long reset if you don't play for 24+ hours). So even if we do run 2 dungeons back to back for max xp - why not? That means we did not run a random in ~23 hours before that and will not run another in ~23 hours after. Still only 2 dungeons in 2 days. Anyone else who cannot log in at the time of the reset will simply log in at their preferred time and do the (now reset) dungeon then without missing anything.
With the current system...gods forbid our schedule changes even for a day. For example I ran the first set of randoms this event late at night(my time) because I was busy til then that day - but the next day I, on the contrary, had time before that and would rather do them during the day and go to bed earlier but I had to stay up if I wanted my dailies. Now I'm basically stuck staying up late to run dungeons if I want all the rewards. It's really a rather lame system. I don't know why they'd implement it, only thing that comes to mind is so people would be able to run less dungeons(since schedule changes inevitably happen and you end up missing your daily random), but why? It's not like a random dungeon gives you some op tremendous advantage that would be too much to bear if you 100% got it every day. Sure the XP is nice but not THAT nice.
I will say I dont have a vested interest in keeping this system I am simply stating why I believe ZOS went with it.
It boils down to keeping the players playing the game more. If a player logs in to do a daily and sees that the cooldown isnt done, they might decide to do something else until it is. With reset times you know with 100% certainty exactly when you need to log in for the daily, so you are never in a situation where you might need to kill some time. Why is getting players into the game and making them wait desirable for ZOS? Because bored players might check out the ctown store, they might decide to buy some crates and try their luck, or they might simply chat in zone or guild chat, perhaps even helping new players to the game, new players who might go on to sub and make purchases. More players in-game means more money for ZOS.
From my perspective a reset timer would enable players to spend as little time possible in-game while reaping the daily rewards. As a player that sounds nice, but this game wasnt designed by players.
paulsimonps wrote: »Mounts, daily random rewards as well as Trial weekly coffers should reset daily and weekly. This 20h and 168h BS is just annoying. Make it more convenient for everyone if it was just reset daily with the writs, pledges and leaderboards. Its a PitA trying to keep your coffers straight on all of your toons and for those that do our mounts on a specific time of day to keep it straight, missing it by a few hours can make you miss the next day completely if you want to get back on track. The timers are unnecessary get rid of them.
Thank you, someone gets it.
The problem with the CD being attached to the character and not the day is that you have to reschedule real life events around the character CD, where as you do not have to reschedule real life events around the day cd.
paulsimonps wrote: »Mounts, daily random rewards as well as Trial weekly coffers should reset daily and weekly. This 20h and 168h BS is just annoying. Make it more convenient for everyone if it was just reset daily with the writs, pledges and leaderboards. Its a PitA trying to keep your coffers straight on all of your toons and for those that do our mounts on a specific time of day to keep it straight, missing it by a few hours can make you miss the next day completely if you want to get back on track. The timers are unnecessary get rid of them.
s7732425ub17_ESO wrote: »Noooooo. The 20 hours is good and solves so many problems caused by 24 hours or a set time. If you've never played a game that uses the latter two methods, you won't realize how great the 20 hour timer is.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Your response to me bringing up the point about doing dailies back to back at reset time was mostly ignored. You simply cited that other dailies are already abused in the same way. That seemed like you ignoring a flaw because you want that system.
Why is this a flaw though? Most of the people who legit are concerned over daily quests/dungeons/whatever do indeed play daily(because otherwise it's a non-issue - everything will have long reset if you don't play for 24+ hours). So even if we do run 2 dungeons back to back for max xp - why not? That means we did not run a random in ~23 hours before that and will not run another in ~23 hours after. Still only 2 dungeons in 2 days. Anyone else who cannot log in at the time of the reset will simply log in at their preferred time and do the (now reset) dungeon then without missing anything.
With the current system...gods forbid our schedule changes even for a day. For example I ran the first set of randoms this event late at night(my time) because I was busy til then that day - but the next day I, on the contrary, had time before that and would rather do them during the day and go to bed earlier but I had to stay up if I wanted my dailies. Now I'm basically stuck staying up late to run dungeons if I want all the rewards. It's really a rather lame system. I don't know why they'd implement it, only thing that comes to mind is so people would be able to run less dungeons(since schedule changes inevitably happen and you end up missing your daily random), but why? It's not like a random dungeon gives you some op tremendous advantage that would be too much to bear if you 100% got it every day. Sure the XP is nice but not THAT nice.
I will say I dont have a vested interest in keeping this system I am simply stating why I believe ZOS went with it.
It boils down to keeping the players playing the game more. If a player logs in to do a daily and sees that the cooldown isnt done, they might decide to do something else until it is. With reset times you know with 100% certainty exactly when you need to log in for the daily, so you are never in a situation where you might need to kill some time. Why is getting players into the game and making them wait desirable for ZOS? Because bored players might check out the ctown store, they might decide to buy some crates and try their luck, or they might simply chat in zone or guild chat, perhaps even helping new players to the game, new players who might go on to sub and make purchases. More players in-game means more money for ZOS.
From my perspective a reset timer would enable players to spend as little time possible in-game while reaping the daily rewards. As a player that sounds nice, but this game wasnt designed by players.
I understand what you are saying, but the scenario can just as easily be reversed so that the personal timer actually interrupts you playing ESO.
Lets say I run a dungeon in the evening and this is my daily goal (like this event). I see no reason to log early in the day because I know the most likely the reset is not off CD. So, I go play something else instead. The problem with that is the other game now has your attention and you may or may not log off to come back into ESO.
If your assertion that ZOS designed the personal CD timer for the reason you listed is true, then their decision is extremely short sighted because the systems does not work in favor for the average daily lifestyle of the target audience.
Another way to look at this is that if the personal 20 hour CD was a brainstorm of an idea, other game companies would have already employed this tactic long ago, but this is the first I have come across it and so far all it has done is interrupted game play.
Say you live on the west coast and the timer resets at 10pm, on friday you run a dungeon in the evening, and then after it resets at 10pm you run another one before going to bed, there is no incentive to play on saturday, because you already did the daily. You can wait until sunday at 9:30pm before having to log in again.
The ultimate goal of the system is to make playing all day everyday the best option to avoid the timers being an inconvenience. Its similar to the crown crates, it doesn't have to work on everybody, just enough to keep the game going. The fact that it might not work on you, and might actually cause you to play less, doesn't really matter to ZOS, because there are plenty of people willing to jump through the hoops to get the prizes.
Like I said before, I don't support these tactics, or like the system, I just see the logic behind using it.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
DMuehlhausen wrote: »paulsimonps wrote: »Mounts, daily random rewards as well as Trial weekly coffers should reset daily and weekly. This 20h and 168h BS is just annoying. Make it more convenient for everyone if it was just reset daily with the writs, pledges and leaderboards. Its a PitA trying to keep your coffers straight on all of your toons and for those that do our mounts on a specific time of day to keep it straight, missing it by a few hours can make you miss the next day completely if you want to get back on track. The timers are unnecessary get rid of them.
Thank you, someone gets it.
The problem with the CD being attached to the character and not the day is that you have to reschedule real life events around the character CD, where as you do not have to reschedule real life events around the day cd.
I'm sorry, but if you're rescheduling RL events arond a dungeon timer, or trial timer, I'd suggest stepping away from the game. That is showing a pretty unhealthy addiction to a game.
Say you live on the west coast and the timer resets at 10pm, on friday you run a dungeon in the evening, and then after it resets at 10pm you run another one before going to bed, there is no incentive to play on saturday, because you already did the daily. You can wait until sunday at 9:30pm before having to log in again.
And yet the timers are an inconvenience on so many fronts its laughable.The ultimate goal of the system is to make playing all day everyday the best option to avoid the timers being an inconvenience.
Its similar to the crown crates, it doesn't have to work on everybody, just enough to keep the game going. The fact that it might not work on you, and might actually cause you to play less, doesn't really matter to ZOS, because there are plenty of people willing to jump through the hoops to get the prizes.
Like I said before, I don't support these tactics, or like the system, I just see the logic behind using it.