I'm not. The game became worse for this. The grind is much worse, for one. Motif pages/fragments? Unheard of until right before they got rid of subs. Horses used to come with pre-leveled stats and you could level different ones independently, as opposed to right now a new character needing 6 months to get their riding skill maxed. Content updates are much smaller than during the first year (vet dungeons, lower & upper craglorn, orsinium). But rest assured that there's always some time-limited special offer in the crown store... *sigh*
MLGProPlayer wrote: »MLGProPlayer wrote: »
It did fail. The player base was on the verge of collapse. You had like 500 people online through Steam.
Link to source of player numbers and ZOS financial records please.
I've been here since early access, or more accurately since the last few open betas. I was in guilds and happily playing away when ESO lost its mandatory sub. I didn't see the player base on the verge of collapse, but if you can prove otherwise please do so.
https://steamcharts.com/app/306130
Steam is no where even close to an accurate count.
There were WAY more non steam players than steam players by a very large margin.
There probably still are way more non steam accounts
starkerealm wrote: »I'm not. The game became worse for this. The grind is much worse, for one. Motif pages/fragments? Unheard of until right before they got rid of subs. Horses used to come with pre-leveled stats and you could level different ones independently, as opposed to right now a new character needing 6 months to get their riding skill maxed. Content updates are much smaller than during the first year (vet dungeons, lower & upper craglorn, orsinium). But rest assured that there's always some time-limited special offer in the crown store... *sigh*
Let's pick this apart.
Orsinium released in fall of 2015, over a year after Craglorn released.
The Dwemer motif was added in November 2014. So, that puts it a month after the release of Upper Craglorn.
The horse changes were based around the Crown store. But, do you honestly remember how horses worked back then? It was per mount. If you screwed up, and put a point someplace you didn't want, you needed to buy another mount, and back then 17k gold was not a trivial amount of cash. Combine that with the part where mounts had a level cap, and you couldn't spend more than 50 points on them total.
Also, thinking back to the first year of content updates, we got upper and lower craglorn. We got Crypt of Hearts 2, and City of Ash 2... and, that was pretty much it.
Compare that to last year, where we got four dungeons, one zone that was at least on the scale of Craglorn, and an extra zone on top of that.
So, yes, tell me again, how wonderful it was back in the halcyon days of having to grind each character to v14 sepereately.
Ragnarock41 wrote: »MLGProPlayer wrote: »
It did fail. The player base was on the verge of collapse. You had like 500 people online through Steam.
Link to source of player numbers and ZOS financial records please.
I've been here since early access, or more accurately since the last few open betas. I was in guilds and happily playing away when ESO lost its mandatory sub. I didn't see the player base on the verge of collapse, but if you can prove otherwise please do so.
https://steamcharts.com/app/306130 Here is your ''proof''. The charts do tell what you need to know about how successful sub model was.
Look, you may be satisfied by those Steam numbers. To me they say next to nothing. They represent a fraction of the player base and there is no financial information attached. The numbers certainly are lower in 2014 than now, but I don't see a steep decline as someone claimed earlier as the reason for dropping mandatory subscriptions. And in the end the game will have to be paid somehow. I believe a sub is much more transparent and fair than microtransactions, which are predatory and have a negative impact on gameplay (which they demonstrably have had).
starkerealm wrote: »I'm not. The game became worse for this. The grind is much worse, for one. Motif pages/fragments? Unheard of until right before they got rid of subs. Horses used to come with pre-leveled stats and you could level different ones independently, as opposed to right now a new character needing 6 months to get their riding skill maxed. Content updates are much smaller than during the first year (vet dungeons, lower & upper craglorn, orsinium). But rest assured that there's always some time-limited special offer in the crown store... *sigh*
Let's pick this apart.
Orsinium released in fall of 2015, over a year after Craglorn released.
The Dwemer motif was added in November 2014. So, that puts it a month after the release of Upper Craglorn.
The horse changes were based around the Crown store. But, do you honestly remember how horses worked back then? It was per mount. If you screwed up, and put a point someplace you didn't want, you needed to buy another mount, and back then 17k gold was not a trivial amount of cash. Combine that with the part where mounts had a level cap, and you couldn't spend more than 50 points on them total.
Also, thinking back to the first year of content updates, we got upper and lower craglorn. We got Crypt of Hearts 2, and City of Ash 2... and, that was pretty much it.
Compare that to last year, where we got four dungeons, one zone that was at least on the scale of Craglorn, and an extra zone on top of that.
So, yes, tell me again, how wonderful it was back in the halcyon days of having to grind each character to v14 sepereately.
I loved the grind to VR14. Did it on 8 characters. Now you see people make a new toon, hop to Alik'r, follow a bloody anchor-farming train and become max-leveled, cp-capped in 2 hours, then complain that they don't have enough skill points, that mages and fighters guild, as well as undaunted, should be account wide, and that dlc dungeons are too hard.
Ragnarock41 wrote: »MLGProPlayer wrote: »
It did fail. The player base was on the verge of collapse. You had like 500 people online through Steam.
Link to source of player numbers and ZOS financial records please.
I've been here since early access, or more accurately since the last few open betas. I was in guilds and happily playing away when ESO lost its mandatory sub. I didn't see the player base on the verge of collapse, but if you can prove otherwise please do so.
https://steamcharts.com/app/306130 Here is your ''proof''. The charts do tell what you need to know about how successful sub model was.
Also not everyone uses steam to play ESO on pc so who knows the real numbers besides ZOSstarkerealm wrote: »Ragnarock41 wrote: »MLGProPlayer wrote: »
It did fail. The player base was on the verge of collapse. You had like 500 people online through Steam.
Link to source of player numbers and ZOS financial records please.
I've been here since early access, or more accurately since the last few open betas. I was in guilds and happily playing away when ESO lost its mandatory sub. I didn't see the player base on the verge of collapse, but if you can prove otherwise please do so.
https://steamcharts.com/app/306130 Here is your ''proof''. The charts do tell what you need to know about how successful sub model was.
Relevant factor: ESO was in much worse shape overall back in 2014/2015. I wouldn't cite Tamriel Unlimited as the turning point, but it looks like the release of Orsinium (or, possibly a Steam Sale in October 2015) drove attention on that platform.
MLGProPlayer wrote: »Ragnarock41 wrote: »MLGProPlayer wrote: »
It did fail. The player base was on the verge of collapse. You had like 500 people online through Steam.
Link to source of player numbers and ZOS financial records please.
I've been here since early access, or more accurately since the last few open betas. I was in guilds and happily playing away when ESO lost its mandatory sub. I didn't see the player base on the verge of collapse, but if you can prove otherwise please do so.
https://steamcharts.com/app/306130 Here is your ''proof''. The charts do tell what you need to know about how successful sub model was.
Look, you may be satisfied by those Steam numbers. To me they say next to nothing. They represent a fraction of the player base and there is no financial information attached. The numbers certainly are lower in 2014 than now, but I don't see a steep decline as someone claimed earlier as the reason for dropping mandatory subscriptions. And in the end the game will have to be paid somehow. I believe a sub is much more transparent and fair than microtransactions, which are predatory and have a negative impact on gameplay (which they demonstrably have had).
What impact have microtransactions had on gameplay?
Also not everyone uses steam to play ESO on pc so who knows the real numbers besides ZOSstarkerealm wrote: »Ragnarock41 wrote: »MLGProPlayer wrote: »
It did fail. The player base was on the verge of collapse. You had like 500 people online through Steam.
Link to source of player numbers and ZOS financial records please.
I've been here since early access, or more accurately since the last few open betas. I was in guilds and happily playing away when ESO lost its mandatory sub. I didn't see the player base on the verge of collapse, but if you can prove otherwise please do so.
https://steamcharts.com/app/306130 Here is your ''proof''. The charts do tell what you need to know about how successful sub model was.
Relevant factor: ESO was in much worse shape overall back in 2014/2015. I wouldn't cite Tamriel Unlimited as the turning point, but it looks like the release of Orsinium (or, possibly a Steam Sale in October 2015) drove attention on that platform.
MLGProPlayer wrote: »Ragnarock41 wrote: »MLGProPlayer wrote: »
It did fail. The player base was on the verge of collapse. You had like 500 people online through Steam.
Link to source of player numbers and ZOS financial records please.
I've been here since early access, or more accurately since the last few open betas. I was in guilds and happily playing away when ESO lost its mandatory sub. I didn't see the player base on the verge of collapse, but if you can prove otherwise please do so.
https://steamcharts.com/app/306130 Here is your ''proof''. The charts do tell what you need to know about how successful sub model was.
Look, you may be satisfied by those Steam numbers. To me they say next to nothing. They represent a fraction of the player base and there is no financial information attached. The numbers certainly are lower in 2014 than now, but I don't see a steep decline as someone claimed earlier as the reason for dropping mandatory subscriptions. And in the end the game will have to be paid somehow. I believe a sub is much more transparent and fair than microtransactions, which are predatory and have a negative impact on gameplay (which they demonstrably have had).
What impact have microtransactions had on gameplay?
Nemesis7884 wrote: »Your choices are kinda unclear - what do you consider eso plus? I assume subs. For you means mandatory only....i like the current balance that eso strikes
I would consider ESO+ a sub. I see ESO as both right now.
MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »
It did fail. The player base was on the verge of collapse. You had like 500 people online through Steam.
Link to source of player numbers and ZOS financial records please.
I've been here since early access, or more accurately since the last few open betas. I was in guilds and happily playing away when ESO lost its mandatory sub. I didn't see the player base on the verge of collapse, but if you can prove otherwise please do so.
https://steamcharts.com/app/306130
Steam is no where even close to an accurate count.
There were WAY more non steam players than steam players by a very large margin.
There probably still are way more non steam accounts
Of course, but low population numbers through Steam are indicative of low population numbers through the launcher too.
FlyingSwan wrote: »The reason the ESO sub failed is because the game does not have the quality we expect from subscription games. Upon release, ZOS were charging a premium price for a mandatory sub and yet the game was in many way more broken than it even is today, support was awful and content releases were lethargic. So people just stuck two fingers up to ESO and left en masse for 'proper' sub games, I went to FFXIV for example, which is a superbly run game for which I am happy to pay a mandatory sub.
ZOS seem to have found ways to fund the game, it's a shame that cash shop gouging for tat is one of them, but if people buy it, it obviously works. It's just a shame ZOS are not using this revenue to overhaul the game in any meaningful way.