Mystrius_Archaion wrote: »Nihility42 wrote: »Yolokin_Swagonborn wrote: »Nihility42 wrote: »Yolokin_Swagonborn wrote: »I maintain, however, that this is a bad, new precedent for charging per-use cost in a cosmetic system when all our previous costs have been up front, once, and then free to modify forever. I also maintain that "Free for ESO+ subscribers" is an acceptable if unfortunate middle ground in my book.
@Recremen
I just did some further investigating and you are more right then you know. This is NOT a gold sink. It's something much more sinister. All of the people getting into huge arguments about economics in this thread are completely missing the point.
I REPEAT THIS IS NOT A GOLD SINK!!!
We are being played again... Here's where it gets ugly:
Lets look carefully at the outfit station.
Hmm what's that:
So it will cost me 3000 gold to change 1 piece of armor or just 1... just 1 what? Lets click apply and find out.
Outfit Change Tokens? What the hell is that?
Clicking on the Buy link brings you here:
Looks like it hasn't been implemented yet but you can be assured it will be when this goes live.
Outfit change tokens.
Sold for crowns.
So take one currency that already has you psychologically detached from its real world monetary value and transfer it into yet another fake currency even farther detached. Does this smell like a mobile game yet?
I bet there will be "Outfit Change Token" sales on the crown store soon. Get your outfit change tokens here folks! Just 35 glip glops for a schmee splop! Such a great Value! Limited time only!
Excuse me while I go throw up.
This isn't some sort of conspiracy. They openly announced this with the announcement of the system. This is probably one of the most benign cash shop options possible. It doesn't affect gameplay on any way and the alternative gold cost is small. Take a deep breath and give your bold key a break.
NO
I apologize for the theatrics but there is just something about the way ZOS keeps monetizing everything that makes my skin crawl. The original business model was so simple. I will never get used to this micro-pay bs and its kind of depressing knowing that every new QOL feature implemented in the game from now on will be designed and operated from the perspective of micro-pay.
How else do you expect them to keep releasing content? The game is buy to pay, which probably hardly brings in any revenue with the game being on sale for 10 bucks or less most of the time. Games are extremely expensive to make and maintain, DLCs, expansions, and ESO+ won't sustain it on their own. If you want the amount of content that we currently get to continue, the cash shop is a necessary "evil." The way ZOS does it is extremely unintrusive and doesn't affect actual gameplay in any meaningful way.Nihility42 wrote: »Yolokin_Swagonborn wrote: »I maintain, however, that this is a bad, new precedent for charging per-use cost in a cosmetic system when all our previous costs have been up front, once, and then free to modify forever. I also maintain that "Free for ESO+ subscribers" is an acceptable if unfortunate middle ground in my book.
@Recremen
I just did some further investigating and you are more right then you know. This is NOT a gold sink. It's something much more sinister. All of the people getting into huge arguments about economics in this thread are completely missing the point.
I REPEAT THIS IS NOT A GOLD SINK!!!
We are being played again... Here's where it gets ugly:
Lets look carefully at the outfit station.
Hmm what's that:
So it will cost me 3000 gold to change 1 piece of armor or just 1... just 1 what? Lets click apply and find out.
Outfit Change Tokens? What the hell is that?
Clicking on the Buy link brings you here:
Looks like it hasn't been implemented yet but you can be assured it will be when this goes live.
Outfit change tokens.
Sold for crowns.
So take one currency that already has you psychologically detached from its real world monetary value and transfer it into yet another fake currency even farther detached. Does this smell like a mobile game yet?
I bet there will be "Outfit Change Token" sales on the crown store soon. Get your outfit change tokens here folks! Just 35 glip glops for a schmee splop! Such a great Value! Limited time only!
Excuse me while I go throw up.
This isn't some sort of conspiracy. They openly announced this with the announcement of the system. This is probably one of the most benign cash shop options possible. It doesn't affect gameplay on any way and the alternative gold cost is small. Take a deep breath and give your bold key a break.
@Nihility42
I agree that it's not a conspiracy, but it absolutely affects gameplay. It doesn't affect combat, but for a huge number of players, even ones that care about combat, a big part of end game is playing magickal cat barbie. Our usual options have all been one-and-done expenses that were then free to switch around across our whole account. This is the first system that has incurred a per-use cost, and I do not like it and believe it should be changed.
It is a one and done expense. You make an outfit, you pay the gold, and it's done. No more gold necessary. You want to make a new outfit? You pay the one time fee for that outfit and it's done. Each new outfit is a new fee. It's only a recurring fee if you change,
Really? DLCs and Expansions won't sustain it?
Why are we free to play at all then? World of Wacraft gets away with a mandatory subscription AND charging for DLC and cosmetics in a cash shop.
I know most people bought Morrowind and plan to buy the next chapter. I know plenty of people blew tons of money on crown crates, and even I did on the first season because it had what I wanted most.
There is no way this outfit system will make or break them by having a crown store token or not. The gold cost however, just to encourage the crown tokens, will encourage a lot of "ill will" the likes of which EA has seen with Star Wars Battlefront 2 if it spreads to more systems in the future.
You just don't input grind into a game just to encourage paying to get around it. It needs to be reasonable without paying extra or people hate it.
Edit:
FYI, it's not "one and done" if you are like anybody else and repeatedly tweak outfits to improve them or completely change them on a whim. That's the beauty of the system as it has been so far. It allowed changing often like it should.
You know what? City of Heroes still had better customization over 13 years ago when it launched. That had in game costs to change costumes but they were much more reasonable and had much more freedom and were in at launch, not 4-5 years after launch like this game.
Newer games still not learning from older games and just charging more for better old stuff. The future looks bleak.
Eh. I would prefer it if there wasn't any gold fee, but ZOS gonna ZOS.
As an aside, I loved how LOTRO's fashion system worked. And Champions Online as well (and I say that as a COH fan)
Nihility42 wrote: »Mystrius_Archaion wrote: »Nihility42 wrote: »Mystrius_Archaion wrote: »disintegr8 wrote: »I do not understand the need for gold sinks but gold is easy to come by, so they do not bother me. There are always going to be these people in the game and there will always be complaints about how much everything costs.
The issue here is that, like people who live for PVP, or those that live to farm trials or vMA for the best gear, the kind of people who will be using the outfitting the most do not have (or make) the time to go and earn gold. Maybe they spend all day in front of the mirror checking out how they look (joke only).
After buying all of the available houses I can with in game gold, I have run out of things to spend my gold on.
"Rich people problems."
The only people ok with this are people who have farmed their brains out over years or paid real money to a bot farmer for gold.
You can't deny that you either spent a LOT of time on this game or/and have been here forever, since launch maybe.
I've played since the end of October and have several million in gold and saleable assets. I've spent maybe a handful of hours actually farming. The rest has been mostly passive flipping and normal end game activities like dungeons, trials and PVP. I've never bought gold. You clearly have never made any signigivsntnanount of gold before or even tried, so what makes you think you're an authoritative source on how much effort it takes?Everybody forgets about the perspective of newer players, but newer players keep the game going. If profit doesn't grow then they shut the game down.
City of Heroes was shut down because profit was stable. They were not losing money but profit wasn't growing.
Do you want ESO to be shut down?
You're being over dramatic. Any new player starting an MMO knows they'll be grinding, and the grind is a lot easier in Eso than on a lot of games. Gold is super easy to get. I was able to afford a full set of legendary crafted endgame gear within a month of playing without any specific work to make gold. ESO is doing just fine even with the apparently oppressive gold sinks already in place.
You've earned your gold by "flipping"....
Do you even know why that works?
It is the very definition of inflation. You are selling something for more than it was worth for you to buy it. You are creating currency out of thin air, but that currency has to, inevitably, come from somewhere, somebody "doing the dirty work of direct farming".
I don't inflate prices at all. I buy underpriced items and sell them for their actual worth. That isn't any definition of inflation.Try direct farming to get your gold. See how that feels. Is that fast enough for you?
How much gold does a quest give you at the cap? How much gold does a chest give you even with the increased chest gold CP? How much gold does each enemy have on average? Not much.
The most reliable method for getting high gold, without flipping or selling to other players that have farmed before the hard way, is to steal items and fence them which requires time and luck and the strategy of mostly ignoring white items and often ignoring greens and going with blues, which are the best you can hope to reliably get to sell. This is not a fast process and has a hard limit of 140 items sold per day per character, meaning 35000 gold max per character after a fairly long time farming and ignoring other valuable items just to sell blues only. I tried this a few times. It took me hours, hours I wasn't doing quests or running with groups. I had to farm just to be able to afford an inventory upgrade to be able to farm some more.
You forget or fail to mention that there are thousands and thousands of players making gold without trying. Just by running pledges and vendoring junk, you make several thousand per day. It's not particularly significant individually, but this is millions of new gold coming into the game just by players playing. Add in people thieving, farming gold, farming items to vendor, etc and it's easy to see how there is so much gold in the game, bots aside. Even individually, you should be able to make a decent amount of gold from these passive sources over time just by playing.
And if it's not fast enough, this is a multiplayer game, so try playing with other people and doing some of the trading thing. I promise it's not too scary.Maybe the developers should delete all gold from the game and/or disable the ability to trade or use guild stores for a few months and see how that works for people having to farm their own items and gold.
Everyone would hate that because it is so slow but so necessary because items and gold both come from farming initially.
I am not being over dramatic. I have seen games do things like this before. They tried it to get rid of the bot farmers and real money trade accounts after finding that banning the accounts didn't work when they just create new ones.
Real life hasn't even been able to get a perfect economy working even with thousands of years of history.
Welcome to the doom of any game....the grind and the battle against bot farming. The developers want grind and try to use it to fight bots but that just encourages people to buy from bots which encourages bot farmers to get more clever at getting away with it and the winners are the bot farmers and the losers are the honest players.
Again, you're being overdramatic. You don't like trading and don't put effort into making gold, so no one else can have gold either I guess?
ParaNostram wrote: »Gold sinks are important for mmo economies.
So before this thread gets derailed into an ethics of econ course I'd like to try to bring it back around to the topic at hand: if people think making gold is easy (which for many, actually, it isn't), how does that affect this system at all? It doesn't change the fundamental arguments against a per-use cost for a cosmetic system, which is something they've never done before. The whole thing sets a bad precedent.
So before this thread gets derailed into an ethics of econ course I'd like to try to bring it back around to the topic at hand: if people think making gold is easy (which for many, actually, it isn't), how does that affect this system at all? It doesn't change the fundamental arguments against a per-use cost for a cosmetic system, which is something they've never done before. The whole thing sets a bad precedent.
What would you recommend instead? Drop the gold cost and replace with tokens? So you can use Outfits only for Crowns? They gave you a choice. If you can't farm gold that's L2P issue. In this game farming gold is a breeze.
HeroOfNone wrote: »I think its necessary for more hold sinks as good is easy to make in this game. I think that dye costs should be removed however and eso plus members can use this feature free of charge
There's already so many gold sinks, though! And gold is not that easy to make unless you're strictly farming for gold. If you actually play the content or PvP then gold is actually very precious. Indeed, some systems, like any kind of crafting, will actually have you operating at a loss!ParaNostram wrote: »Gold sinks are important for mmo economies.
Cool then the dozen existing gold sinks don't need competition.
Could you list out several of the gold sinks and how this additional sink is negatively impacting your game in anyway different from today on live? It may be a pain to get the hold to get the exact look you've dreamed of, but it shouldn't prevent you from farming out and crafting a look you like from the motifs that you have. You also have costumes as well if it's a dropped set.
To me this is a cosmetic gold sink, like housing. Something that looks nice but won't get you much in terms of better loot, higher dps, or more kills; meaning it's optional. That's just my opinion though.
@HeroOfNone
Current Gold Sinks
- Luxury Vendor
- Golden Vendor
- Houses
- Achievement Furniture
- General Furniture
- Crafting/Furniture Recipes
- Master Writ Items
- Motifs
- Gear
- Riding Lessons
- Crafting Materials
The first few are direct gold sinks, the rest are indirect and depend on your level of engagement. For instance, learning all the Master Writ furniture recipes will, for most people, require that they buy master writs from other people, or buy the recipes directly from others who already got all the master writs needed. Some rare few might get lucky on one character and just get a ton of really good master writs so they can afford it all on their own, and some might do master writs on every character on multiple accounts, but that's not the norm. Same idea with motifs. I farm like the dickens, but even I end up buying some missing motifs here and there, especially on ones like Buoyant Armiger, where they were so rare that people were flat out unwilling or unable to trade duplicates around. Some of these are capped (I just finished riding lessons on my last character a couple weeks ago), but most are a continuous expense.
Now as far as impact goes. I like to engage with all of the above systems. I like to do PvE, PvP, crafting, the works. Having a wide breadth of experiences and tools lets me then make better stories for the community when I have time to do content creation. The outfit system has been something I've been begging for/looking forward to for a long time. And not only have they delivered everything I could have asked for, they went above and beyond my desired feature list. This was going to open up a whole new world for making new content, with almost as much potential as the housing system.
Now the potential is still there, but it comes at even greater costs than what I've already invested to get here. Housing is expensive as heck and I've been pouring huge resources into get stuff prepared for more stories. Having to also juggle a per-use expenditure for aesthetic changes really is that much more of a burden. It feels like an average player is able to experience less and less of the game due to these stacking expenses, and even spending in the cash shop (which I do frequently) can't alleviate the burden. I'm not even an average player, I spend more time in the game than most, and I still feel my schedule being squeezed by all these things you need to grind and all this gold you need to sink.
Also, I feel I've miscommunicated somehow. The problem isn't finding a single look I like. That's easy. I have loads of costumes I love, at least one standard outfit that I know I'm going to buy a slot for, and plenty of ideas for new outfits. It's that last part that's the problem. I want the freedom to experiment with new styles on a regular basis. I want to be able to show the new motifs to my friends when I finish farming them so they can make a better decision regarding whether or not they too want to farm it. I want to do these things without incurring exorbitant expenses. For example, under the current system, did you know that showing off all aspects of the Apostle and Ebonshadow motifs would run you 144k gold? Just to show each motif once. That's ludicrous!
Finally, I get what you're saying about it being an aesthetic thing and not a combat performance thing, but there's no reason to value one more than the other. For many, end-game combat performance is also optional. Indeed, most won't get close to being end-game combat ready. For a lot of people, the real end game is playing magickal cat barbie. They should not be charged a per-use fee for each engagement with the system any more than us PvE or PvP folks should be charged gold to enter a dungeon or Cyro.
Longstride wrote: »My gripe is thus:
I am being force to pay for the privilege of using something I earned. I worked for the achievements that rewarded exclusive dyes, and I killed mobs, pocked pockets, and used gold to buy motifs and style ingredients in order to create a visually unique character. I was very excited for the new system; however, now I am being forced to pay for things that I already worked for.
HeroOfNone wrote: »HeroOfNone wrote: »I think its necessary for more hold sinks as good is easy to make in this game. I think that dye costs should be removed however and eso plus members can use this feature free of charge
There's already so many gold sinks, though! And gold is not that easy to make unless you're strictly farming for gold. If you actually play the content or PvP then gold is actually very precious. Indeed, some systems, like any kind of crafting, will actually have you operating at a loss!ParaNostram wrote: »Gold sinks are important for mmo economies.
Cool then the dozen existing gold sinks don't need competition.
Could you list out several of the gold sinks and how this additional sink is negatively impacting your game in anyway different from today on live? It may be a pain to get the hold to get the exact look you've dreamed of, but it shouldn't prevent you from farming out and crafting a look you like from the motifs that you have. You also have costumes as well if it's a dropped set.
To me this is a cosmetic gold sink, like housing. Something that looks nice but won't get you much in terms of better loot, higher dps, or more kills; meaning it's optional. That's just my opinion though.
@HeroOfNone
Current Gold Sinks
- Luxury Vendor
- Golden Vendor
- Houses
- Achievement Furniture
- General Furniture
- Crafting/Furniture Recipes
- Master Writ Items
- Motifs
- Gear
- Riding Lessons
- Crafting Materials
The first few are direct gold sinks, the rest are indirect and depend on your level of engagement. For instance, learning all the Master Writ furniture recipes will, for most people, require that they buy master writs from other people, or buy the recipes directly from others who already got all the master writs needed. Some rare few might get lucky on one character and just get a ton of really good master writs so they can afford it all on their own, and some might do master writs on every character on multiple accounts, but that's not the norm. Same idea with motifs. I farm like the dickens, but even I end up buying some missing motifs here and there, especially on ones like Buoyant Armiger, where they were so rare that people were flat out unwilling or unable to trade duplicates around. Some of these are capped (I just finished riding lessons on my last character a couple weeks ago), but most are a continuous expense.
Now as far as impact goes. I like to engage with all of the above systems. I like to do PvE, PvP, crafting, the works. Having a wide breadth of experiences and tools lets me then make better stories for the community when I have time to do content creation. The outfit system has been something I've been begging for/looking forward to for a long time. And not only have they delivered everything I could have asked for, they went above and beyond my desired feature list. This was going to open up a whole new world for making new content, with almost as much potential as the housing system.
Now the potential is still there, but it comes at even greater costs than what I've already invested to get here. Housing is expensive as heck and I've been pouring huge resources into get stuff prepared for more stories. Having to also juggle a per-use expenditure for aesthetic changes really is that much more of a burden. It feels like an average player is able to experience less and less of the game due to these stacking expenses, and even spending in the cash shop (which I do frequently) can't alleviate the burden. I'm not even an average player, I spend more time in the game than most, and I still feel my schedule being squeezed by all these things you need to grind and all this gold you need to sink.
Also, I feel I've miscommunicated somehow. The problem isn't finding a single look I like. That's easy. I have loads of costumes I love, at least one standard outfit that I know I'm going to buy a slot for, and plenty of ideas for new outfits. It's that last part that's the problem. I want the freedom to experiment with new styles on a regular basis. I want to be able to show the new motifs to my friends when I finish farming them so they can make a better decision regarding whether or not they too want to farm it. I want to do these things without incurring exorbitant expenses. For example, under the current system, did you know that showing off all aspects of the Apostle and Ebonshadow motifs would run you 144k gold? Just to show each motif once. That's ludicrous!
Finally, I get what you're saying about it being an aesthetic thing and not a combat performance thing, but there's no reason to value one more than the other. For many, end-game combat performance is also optional. Indeed, most won't get close to being end-game combat ready. For a lot of people, the real end game is playing magickal cat barbie. They should not be charged a per-use fee for each engagement with the system any more than us PvE or PvP folks should be charged gold to enter a dungeon or Cyro.
the Gear, the riding lessons, and the crafting materials are all what I might consider gold sinks, along with repair costs & storage space, which I assumed you missed. the other stuff doesn't do much to give you an advantage nor is it forced upon you, so this is a difference in priorities, but recognize that's what gives some of the style stuff value. Also, given the setup without using motif stones and being able to apply it across multiple accounts, you can potentially get huge value where you would have to recreate and reforge armor in the past to have the newest look. If the price is dynamic, and changes based on the rarity and the age of the motif, I feel this is fair, as trying to get the motif pieces and materials are already as expensive.
HeroOfNone wrote: »I think its necessary for more hold sinks as good is easy to make in this game. I think that dye costs should be removed however and eso plus members can use this feature free of charge
There's already so many gold sinks, though! And gold is not that easy to make unless you're strictly farming for gold. If you actually play the content or PvP then gold is actually very precious. Indeed, some systems, like any kind of crafting, will actually have you operating at a loss!ParaNostram wrote: »Gold sinks are important for mmo economies.
Cool then the dozen existing gold sinks don't need competition.
Could you list out several of the gold sinks and how this additional sink is negatively impacting your game in anyway different from today on live? It may be a pain to get the hold to get the exact look you've dreamed of, but it shouldn't prevent you from farming out and crafting a look you like from the motifs that you have. You also have costumes as well if it's a dropped set.
To me this is a cosmetic gold sink, like housing. Something that looks nice but won't get you much in terms of better loot, higher dps, or more kills; meaning it's optional. That's just my opinion though.
@HeroOfNone
Current Gold Sinks
- Luxury Vendor
- Golden Vendor
- Houses
- Achievement Furniture
- General Furniture
- Crafting/Furniture Recipes
- Master Writ Items
- Motifs
- Gear
- Riding Lessons
- Crafting Materials
The first few are direct gold sinks, the rest are indirect and depend on your level of engagement. For instance, learning all the Master Writ furniture recipes will, for most people, require that they buy master writs from other people, or buy the recipes directly from others who already got all the master writs needed. Some rare few might get lucky on one character and just get a ton of really good master writs so they can afford it all on their own, and some might do master writs on every character on multiple accounts, but that's not the norm. Same idea with motifs. I farm like the dickens, but even I end up buying some missing motifs here and there, especially on ones like Buoyant Armiger, where they were so rare that people were flat out unwilling or unable to trade duplicates around. Some of these are capped (I just finished riding lessons on my last character a couple weeks ago), but most are a continuous expense.
Now as far as impact goes. I like to engage with all of the above systems. I like to do PvE, PvP, crafting, the works. Having a wide breadth of experiences and tools lets me then make better stories for the community when I have time to do content creation. The outfit system has been something I've been begging for/looking forward to for a long time. And not only have they delivered everything I could have asked for, they went above and beyond my desired feature list. This was going to open up a whole new world for making new content, with almost as much potential as the housing system.
Now the potential is still there, but it comes at even greater costs than what I've already invested to get here. Housing is expensive as heck and I've been pouring huge resources into get stuff prepared for more stories. Having to also juggle a per-use expenditure for aesthetic changes really is that much more of a burden. It feels like an average player is able to experience less and less of the game due to these stacking expenses, and even spending in the cash shop (which I do frequently) can't alleviate the burden. I'm not even an average player, I spend more time in the game than most, and I still feel my schedule being squeezed by all these things you need to grind and all this gold you need to sink.
Also, I feel I've miscommunicated somehow. The problem isn't finding a single look I like. That's easy. I have loads of costumes I love, at least one standard outfit that I know I'm going to buy a slot for, and plenty of ideas for new outfits. It's that last part that's the problem. I want the freedom to experiment with new styles on a regular basis. I want to be able to show the new motifs to my friends when I finish farming them so they can make a better decision regarding whether or not they too want to farm it. I want to do these things without incurring exorbitant expenses. For example, under the current system, did you know that showing off all aspects of the Apostle and Ebonshadow motifs would run you 144k gold? Just to show each motif once. That's ludicrous!
Finally, I get what you're saying about it being an aesthetic thing and not a combat performance thing, but there's no reason to value one more than the other. For many, end-game combat performance is also optional. Indeed, most won't get close to being end-game combat ready. For a lot of people, the real end game is playing magickal cat barbie. They should not be charged a per-use fee for each engagement with the system any more than us PvE or PvP folks should be charged gold to enter a dungeon or Cyro.
Everything is cosmetic, so it should be a gold sink.
Enough said.
@Cenom
Being cosmetic doesn't matter, as I already pointed out in the quoted text. We don't charge PvP and PvE players gold to enter Cyro, Battlegrounds, or Trials, so there should be no per-use charge for cosmetics either. It should be one and done.
Enough said.
Wreuntzylla wrote: »I haven't tried the system and don't know when you get charged, but outfits are like significant others. You have to try them out for a while, sometimes fix a few things here or there, before you settle on one you really like.
Hopefully the charge comes an hour or two after completion?
Wreuntzylla wrote: »I haven't tried the system and don't know when you get charged, but outfits are like significant others. You have to try them out for a while, sometimes fix a few things here or there, before you settle on one you really like.
Hopefully the charge comes an hour or two after completion?
No, it's right when you finalize the outfit. There shouldn't be a charge at all, though. Cosmetic freedom is top priority. If we've gathered the motifs and earned the dyes, we have done enough. These extra costs are foolish.
Avran_Sylt wrote: »The outfit system having a gold cost is fine. (The values themselves though, are certainly up for debate). Why? It's a method for Fashion Players to interact with other aspects of the game with incentive.
Much like a player getting and upgrading a set of items whose effect they're interested in, if they want to get another set they're gonna have to go and get it (motif), and upgrade it (Outfitting Cost) just the same as the first.
Except the Fashion Player has many more options to choose from in regards to how they go about obtaining this 'new set', as all you need is some gold.
For player retention and for more gameplay, it's a good system. You may not like it, but it's good for the game.
Wreuntzylla wrote: »I haven't tried the system and don't know when you get charged, but outfits are like significant others. You have to try them out for a while, sometimes fix a few things here or there, before you settle on one you really like.
Hopefully the charge comes an hour or two after completion?
No, it's right when you finalize the outfit. There shouldn't be a charge at all, though. Cosmetic freedom is top priority. If we've gathered the motifs and earned the dyes, we have done enough. These extra costs are foolish.
The charge is so small it's like nothing. Noone forced you to spend millions on housing and motifs anyway. If you gathered all the motifs you have already spent time and gold (probably millions as I said) on them anyway. Don't tell me getting 2000g / very rare style piece will bankkrupt you. RPers, Fashion Players want everything for free? Play the game.
You seem to be forgetting that fashion players already need to get the motifs, and that there the outfit station incurs a per-use cost, which is completely different from getting end-game gear. A more apt comparison would be to compare getting and upgrading the gear (a single cost) with getting the motif (a single cost). You don't then keep spending money once you have your end-game gear, you're done, and once you finish getting the motif you should be done as well.
It's also important to distinguished that there are far more combinations of styles than combinations of gear you would need. At worst, you need to get every set piece in every trait, though in actuality that's not the case since most traits are undesirable. That's only a few thousand possible expenditures, and once you've acquired them all you're done. Comparatively, there are thousands of trillions of possible motif combinations, and you have to pay for each one you switch to.
Your claims about player retention and gameplay are, additionally, completely unsupported. Did you just throw that on the end for fun?
Avran_Sylt wrote: »You seem to be forgetting that fashion players already need to get the motifs, and that there the outfit station incurs a per-use cost, which is completely different from getting end-game gear. A more apt comparison would be to compare getting and upgrading the gear (a single cost) with getting the motif (a single cost). You don't then keep spending money once you have your end-game gear, you're done, and once you finish getting the motif you should be done as well.
Yes, you continue to pay for your end-game gear:
Repairing the gear (many costs) with replacing part of an Outfit (many costs)It's also important to distinguished that there are far more combinations of styles than combinations of gear you would need. At worst, you need to get every set piece in every trait, though in actuality that's not the case since most traits are undesirable. That's only a few thousand possible expenditures, and once you've acquired them all you're done. Comparatively, there are thousands of trillions of possible motif combinations, and you have to pay for each one you switch to.
Ah, but you get to preview all these combinations without even needing to pay! Did you know you can equip unknown motif styles and still see how it looks with other styles? And can turn your character around to see it from various angles! (Only gripe here would be to have an over-the-shoulder view included).
So those 'thousand expenditures' don't need to be expenditures since you can see the combinations in real-time. No longer needing to even bother going out and getting a motif to see how exactly it looks on your character. (Ah, ESO Fashion days).Your claims about player retention and gameplay are, additionally, completely unsupported. Did you just throw that on the end for fun?
I was working on an argument against that, but I will rescind that as yeah, that was a misguided statement. This system isn't meant to keep players around, per say, but to act as a gold sink.
I knew you'd bring up repair costs, but once again the argument doesn't add up. You only damage your gear if you're doing content that will earn you gold anyway. You end up profiting hugely from doing content where you end up having to worry about repair costs. This is not the case with the outfits. You can't be fancy at NPCs and earn gold.
I did know you can equip unknown motifs to try it out, that's not the point. We're talking about changing to and using all these different styles, not previewing. That's why the per-use expenditure matters. If people are just finding one good look and sticking to it then it's an absurdly cheap system, but that's not how a lot of us who've been championing this system wanted it. We want to be able to frequently change our look, and that's not happening with the this system. That's when the price becomes exorbitant and divorced from what we've been asking for.
Avran_Sylt wrote: »I knew you'd bring up repair costs, but once again the argument doesn't add up. You only damage your gear if you're doing content that will earn you gold anyway. You end up profiting hugely from doing content where you end up having to worry about repair costs. This is not the case with the outfits. You can't be fancy at NPCs and earn gold.
And that's why your Outfit doesn't 'degrade' (It very easily could, but then two systems are double dipping). But also remember that getting motifs from Player Trading is not necessarily the game oriented method, and that looting chests,crates,houses, Coffers, Dailies,Trials, etc. Also provides you with gold sources as well if you choose to farm for the motif yourself. Hence why a gold sink may be beneficial. (It should be noted that some of these systems do double dip: Dailies/Trials)I did know you can equip unknown motifs to try it out, that's not the point. We're talking about changing to and using all these different styles, not previewing. That's why the per-use expenditure matters. If people are just finding one good look and sticking to it then it's an absurdly cheap system, but that's not how a lot of us who've been championing this system wanted it. We want to be able to frequently change our look, and that's not happening with the this system. That's when the price becomes exorbitant and divorced from what we've been asking for.
An inquiry for you:
When 'changing' up your style, do you change a few small pieces to better accentuate a currently existing getup/theme? Or do you completely overwrite it with a new one?
Do these styles echo across all of your characters or do you only have a few each character uses?
...If you like changing things up even a little bit, you're paying for it...
People who want to change their look up a lot with the new system have to go so much above and beyond what other players are expected to keep up with...I need to juggle even more expenditures just to fully utilize it? That doesn't seem fair.
So when changing up the style, I was hoping to do fully-fledged new looks... And in my day-to-day activity I like to switch up, at the very least, my dyes for whatever I'm wearing at the time, be it a costume or armor. I was hoping for this system to be a natural continuation of that, a grand aesthetic Renaissance at least for my main character. My other characters are likely to have one, or at most a handful, of standard looks that I won't need to deviate from. Though I do now have a "second main"...who will also need to switch up frequently because I fundamentally play him as the same person.
Avran_Sylt wrote: »...If you like changing things up even a little bit, you're paying for it...
People who want to change their look up a lot with the new system have to go so much above and beyond what other players are expected to keep up with...I need to juggle even more expenditures just to fully utilize it? That doesn't seem fair.
So when changing up the style, I was hoping to do fully-fledged new looks... And in my day-to-day activity I like to switch up, at the very least, my dyes for whatever I'm wearing at the time, be it a costume or armor. I was hoping for this system to be a natural continuation of that, a grand aesthetic Renaissance at least for my main character. My other characters are likely to have one, or at most a handful, of standard looks that I won't need to deviate from. Though I do now have a "second main"...who will also need to switch up frequently because I fundamentally play him as the same person.
... Out of curiosity, what would your reaction have been to this system if, per outfit, you simply paid the initial 'cost' for a learned motif style. Swapping between 'crafted' motifs for an Outfit had no additional expense?
BlazingDynamo wrote: »So I guess everyone in this thread wants to get charged every time they switch costumes? Sweet..
I can't tell if you guys are geniuses or just plain ignorant.
Nihility42 wrote: »BlazingDynamo wrote: »So I guess everyone in this thread wants to get charged every time they switch costumes? Sweet..
I can't tell if you guys are geniuses or just plain ignorant.
Gold sinks are generally good for MMO economies, so I would rather pay a trivial fee for an outfit and have a healthier economy.