Disingenuous post is disingenuous. These aren't all QoL improvements, they're more like "thing i dislike about the game and you should change them to make me happy".
At some point ZOS will ask themselves when Cyro just needs to be put out of its misery and stop the bad PR.Kittytravel wrote: »And the craft bag thing is exactly his point. Inventory space should not be the big incentive for paying a subscription for this game, that should be available at base... that is what is ridiculously wrong with it.
Okay I don't think anyone disagrees but then you have to give ZOS a way to retain the sub to keep their game up and none of you ever do. If this comes across as a personal attack it is very much not meant to but a lot of us are tired of seeing.
"ZOS the craft bag should be for everyone to fix inventory issues!"
Okay but ZOS has to make money so what do they replace it with to retain subs?
"Uhmmm no they don't." or "Uhmm they can get (insert not at all as incentivizing bonus here)."
At the end of the day the craft bag has become the inherent selling point to ESO+ and is a massive part of their income and they can no longer separate the two because that's their game structure.
You say "that's their only good way of making money and keeping people subbed" and I am saying that it is disappointing it has come down to that, going off of Mursie's original point. Also, we don't have to "give ZOS a way to retain the sub" as the consumer, they're supposed to be ones coming up with the ideas that make having a subscription too good to pass up, and not hooking player's arms by saying you can't store crafting materials unless you pay.
XP gains and cosmetics were two of Mursie's alternatives...
Maybe instead of charging people $100 to buy an in-game house only purchaseable through the Crown Store, maybe make all houses, cosmetics outfits, mounts, etc. obtainable by in-game achievements that are only accessible through DLC content, which requires a sub.
I think Implementing half the things that are locked in the Crown Store in the actual game, that promotes players to work towards something rewarding that they can show off as something that they earned rather than bought would easily boost subscriptions.
I don't know, I'm not part of the ZOS marketing team. However, I don't think the craft bag is be the be all end all for retaining subscriptions if they think about it long enough.
I think you're confusing "things you want" with "things that would be good for the game." They aren't the same thing and most people don't want them. For example, if people wanted non-CP pvp, that would be the most popular campaign instead of a virtual ghost town.
nafensoriel wrote: »Ok I'll bite...
1] CP is being changed. We have no information on this but anyone with a brain expects a major revamp of the system.
Screwing with CP before that revamp is just a waste of dev time.
El_Borracho wrote: »(2) So you want a brand-new player who just hit level 50 to be able to get end-game gear. Ugh. Could not imagine the pugs as a result. Might as well dig up dungeon group finder, kill it, and bury it again
It takes about 1-3 weeks to level up to Level 50, without XP scrolls or double XP events, depending on how often you play. Do you really think you were able to do any trials at that point? How about vet ICP for tanks who want Lord Warden helmet? Vet COS for Velidreth? Vet Scalecaller for Zaan? Vet Bloodroot for Earthgore?
You need CP to be able to survive some, if not most, PVE endgame content. Zero CP level 50's don't have it. Below CP 160 players do not need endgame gear to do content they don't have the resistances to survive. They need experience, figuring out a rotation, and leveling skills more than farming gear that won't be useful until they hit at around CP 300.
(4) Just stop with this. The craft bag is the #1 reason people get ESO+. Not gonna happen.
It takes 1-3 weeks to level up to 50 and maybe 1 week to get CP160... do you really think 160 champion points is a huge indication of growth? Most people are still "new" until 500-600CP.
And yeah, taking away CP is going to make the content more difficult, or they can scale it down to equal it out. Either way, I still think it's a good call.
And the craft bag thing is exactly his point. Inventory space should not be the big incentive for paying a subscription for this game, that should be available at base... that is what is ridiculously wrong with it.
DaveMoeDee wrote: »
XP gains are useless. Long time players have long been at max CP.
I'm confused by your post. You want to both remove craft bag from sub AND move all cosmetics into the game to be acquired for just purchasing DLC, which is extremely cheap considering we already pay for the chapter? So I can get all cosmetics by buying 2 dungeons and 1 zone DLC? And never have to sub again?
I don't think your plan is good at all. I mean, I would love it since I just want the crafting bag. I don't care about cosmetics. I'll save a ton on subs and I already have 27k crowns from subs that I can use to buy the smaller DLCs. I can sub once a year to do DLC dungeons.
I think you're confusing "things you want" with "things that would be good for the game." They aren't the same thing and most people don't want them. For example, if people wanted non-CP pvp, that would be the most popular campaign instead of a virtual ghost town.
Next time I should really open with a statement about how these changes are just my humble opinion on QoL improvements...and may not be the opinion of everyone.
oh wait....
The crafting bag is probably the one thing that that players of all kinds, whether they do housing of fashion or PVE or PVP or putter around killing mudcrabs, can use and enjoy but isn't P2W in any way.
As much as I'd like to get one for free, as a value added perk for subscribers it's brilliant. They'd have to replace it with something just as useful for everyone. The only other thing that might be close is the Outfit System, and then they'd have to take that away from people, which would cause an uproar.
I've got 1300ish CP and 50ish XP scrolls in the bank... an XP boost isn't something I would even notice. Certainly not pay for.
I dont want to be rude or anything, so apologise for saying that, but: This game does not need subscribersEl_Borracho wrote: »(4) Just stop with this. The craft bag is the #1 reason people get ESO+. Not gonna happen.
The crafting bag is probably the one thing that that players of all kinds, whether they do housing of fashion or PVE or PVP or putter around killing mudcrabs, can use and enjoy but isn't P2W in any way.
Tommy_The_Gun wrote: »I dont want to be rude or anything, so apologise for saying that, but: This game does not need subscribersEl_Borracho wrote: »(4) Just stop with this. The craft bag is the #1 reason people get ESO+. Not gonna happen.
or subscription model to gain sit ton of $$$ profit. In fact this game would have died if they did not switched to B2P model.
Tommy_The_Gun wrote: »I dont want to be rude or anything, so apologise for saying that, but: This game does not need subscribersEl_Borracho wrote: »(4) Just stop with this. The craft bag is the #1 reason people get ESO+. Not gonna happen.
or subscription model to gain sit ton of $$$ profit. In fact this game would have died if they did not switched to B2P model.
Really? You're trying to say that a company doesn't need a reliable source of income? I guess all those megaservers are free to use, and the staff to maintain them are all volunteers...
Not saying they don't make massive profits but all companies rely on a steady cash flow regardless of one off purchases
Tommy_The_Gun wrote: »[snip]Tommy_The_Gun wrote: »I dont want to be rude or anything, so apologise for saying that, but: This game does not need subscribersEl_Borracho wrote: »(4) Just stop with this. The craft bag is the #1 reason people get ESO+. Not gonna happen.
or subscription model to gain sit ton of $$$ profit. In fact this game would have died if they did not switched to B2P model.
Really? You're trying to say that a company doesn't need a reliable source of income? I guess all those megaservers are free to use, and the staff to maintain them are all volunteers...
Not saying they don't make massive profits but all companies rely on a steady cash flow regardless of one off purchases
Quality of Life changes that, imho, could help bring more enjoyment and life back into this game:
1. Scrap CP from PvP. It has already been identified and implemented in battlegrounds. It needs to go for all aspects of PvP. It is a time-gate 25-30% stat buff mechanic that kills the initiative of new players to join the game and participate in one of the best end-game activities you can have - open world pvp. As long as you have CP included in PvP, new player growth, for pvp, will continue to stagnate and die
2. Scrap 160CP from end-game gear. End-game gear should be level 50 gear. period. I.E - no cp gear. It is a weird and frustrating experience for a new player to reach level 50 for the first time and realize the gear they are obtaining from dungeons, etc... is infact still not end-game gear because no-CP somehow still needs 160CP to be functional.
3. Remove Group queing from battlegrounds. Either create a separate solo que system for BG's or make it only solo que. Group que functionality against solo que players is a harmful system that kills pvp growth of your game for new and existing players.
4. the Craft Bag needs to be base to the game. Locking it behind ESO+ is extortion. But more than just this, new players experiencing ESO will quickly abandon this game due to the horrific inventory / bag space system that currently exists. Find other ways to incentivize people into purchasing the subscription. Cosmetics and XP+ gains are examples of great ways to do this. Fundamental inventory management systems are absolutely not.
5. Please give potions unique identifier names. Why are their seven variants of "Essence of Health" now, and finding the variant you are looking for on a guild trader is a six hour ordeal even with 3rd party assistance such as tamrieltradecentre.com
6. It goes without saying that the group finder needs to function properly - but it also needs to be more expansive to elements such as trials, DSA, and BRP. You've built these experiences into your game but have not properly created tools for players to easily experience them. The result - many of these experiences sit empty and unexplored by a large number of players
7. performance in pvp - specifically lag in openworld - needs to be addressed. Smart Healing, while novel in concept, likely needs to go - with healing being restricted to only group members in an effort to reduce server loads.
8. Openworld bottlenecks need to be reviewed/addressed - the size of the map, the # of players allowed into an openworld instance - aoe calculations for damage/healing abilities all should be re-assessed for a streamlined approach that improves openworld performance dramatically
9. Remove faction lock or create faction re-assignment tokens. With 12 toons equally spread across three factions, I always kept the game fresh by playing different toons in open world with different functions (i.e. bombing vs. healing vs. brawler vs. rogue.... etc..) - yet now, with the faction lock implementation, I have kept a number of toons "on the shelf' due to being locked out of the only pvp campaign i find remotely enjoyable (no-cp). The CP no faction lock campaign is a great addition, it in combination with bullet point 1 above would solve this QoL issue
Good Luck ESO team. Let's make ESO great again!
Tommy_The_Gun wrote: »Tommy_The_Gun wrote: »I dont want to be rude or anything, so apologise for saying that, but: This game does not need subscribersEl_Borracho wrote: »(4) Just stop with this. The craft bag is the #1 reason people get ESO+. Not gonna happen.
or subscription model to gain sit ton of $$$ profit. In fact this game would have died if they did not switched to B2P model.
Really? You're trying to say that a company doesn't need a reliable source of income? I guess all those megaservers are free to use, and the staff to maintain them are all volunteers...
Not saying they don't make massive profits but all companies rely on a steady cash flow regardless of one off purchases
What I was trying to say is: The source of income is tiny. Too little number of players use it. And speaking of reliability & stability - it is declining. At this point I would be surprised if more than 5% player base used it (In fact I asked in game here and there in a couple of guilds and it was never higher than 5%).
The thing is, I do believe that at this point, if income from ESO+ was taken away, ZOS would barely feel it. Vast majority of cash comes from Chapters, people buying story DLCs and crowns in crown store (huge amount of "regular" players compared to tiny number of ESO+ users).
Other thing is that ESO+ is actually more harmful than useful. Let me explain:
It divides the player base. Some people want to be "VIP" so they pay for it and use ESO+. This actually makes some players that would normally buy something discouraged to paying at all.
That is why I actually thought that this game would be way better for everyone if it did not had premium account at all.
(Once again, I want dont want to be rude or anything. I know many people here can be triggered if you will criticize product they bought and they feel personally attacked if you criticise something They use / identify with).
Tommy_The_Gun wrote: »I dont want to be rude or anything, so apologise for saying that, but: This game does not need subscribersEl_Borracho wrote: »(4) Just stop with this. The craft bag is the #1 reason people get ESO+. Not gonna happen.
or subscription model to gain sit ton of $$$ profit. In fact this game would have died if they did not switched to B2P model.
I think you're confusing "things you want" with "things that would be good for the game." They aren't the same thing and most people don't want them. For example, if people wanted non-CP pvp, that would be the most popular campaign instead of a virtual ghost town.
People want to PvP. Regardless of their preference of CP or no-CP, faction locked or standard, they will put aside their preference to go to a campaign that actually has people playing in it, and right now that is Kaal.
Myself and a lot of regulars loved Sotha Sil, but I see them all in Kaal even if they really don't prefer it for the sole reason being theres action there. It's incredibly sad but it's how it is. Some people can't even play in Kaal because the lag gets so bad.
He also gave a pretty sound explanation for why it would be good for the game, and not just because it's "something he wanted" as you claim: It scaled horribly in BGs and they got rid of it, and it discourages new players when they jump into Cyrodiil and they get wrecked by max CP players who have crazy stat buffs because of it.
"Then the new players should just PvP in the no-CP campaign until they get higher CP"
Despite you already saying it's a dead campaign, keeping the two options (CP and no-CP) in open world is just dividing an already dwindling population at this point.
I think you're confusing "things you want" with "things that would be good for the game." They aren't the same thing and most people don't want them. For example, if people wanted non-CP pvp, that would be the most popular campaign instead of a virtual ghost town.
People want to PvP. Regardless of their preference of CP or no-CP, faction locked or standard, they will put aside their preference to go to a campaign that actually has people playing in it, and right now that is Kaal.
Myself and a lot of regulars loved Sotha Sil, but I see them all in Kaal even if they really don't prefer it for the sole reason being theres action there. It's incredibly sad but it's how it is. Some people can't even play in Kaal because the lag gets so bad.
He also gave a pretty sound explanation for why it would be good for the game, and not just because it's "something he wanted" as you claim: It scaled horribly in BGs and they got rid of it, and it discourages new players when they jump into Cyrodiil and they get wrecked by max CP players who have crazy stat buffs because of it.
"Then the new players should just PvP in the no-CP campaign until they get higher CP"
Despite you already saying it's a dead campaign, keeping the two options (CP and no-CP) in open world is just dividing an already dwindling population at this point.
So your solution is to remove CP and force your preferred option?
Yes people go where the action is but the fact is that the population is in Kaal because most prefer CP PVP, not the other way around.
So if anything should be removed is the least popular option if it's empty and dead, not the most popular.
Honestly, I think that CP is one of the main issues in PvP when game performance is taken out of the running. Namely, it scales too high right now, and break free/roll dodge is too expensive without it.
What this results in is a CP environment where damage mitigation and healing is in abundance (due to CP percentage bloat combined with recent damage nerfs) and a non-CP environment that's actual cancer because of all the effects/sets that are being put in to be effective in CP and extreme passive damage mitigation being necessary because roll dodge/block/break free costs too much without CP. CP fights often end in stalemates and no-CP fights often abuse cheap gimmicks like bombard to bait expensive roll dodges.
The only real way to fix this is a redesign of the CP system; however, giving less points for PvP would be a decent short term fix. ~500 is my suggestion. Then, removing the "Reduce cost of X by Y%" points would be the next step, followed by a static cost reduction for break free & friends and close look at how you can make a progression system interesting without turning to flat percentages, which have a habit of getting out of control very quickly.
When that's all said and done and everything works without the scales being tipped badly in one direction or another, just remove no-CP and balance one PvP mode.
Of course, there are certain classes and skills that need some effects pruned or added to them to either bring them in line or give them more use, but that can come later when the core issues (like lag!) are fixed.