TheRealPotoroo wrote: »
[snip] Two wrongs don't make a right, we know this, but this is yet again about PVE players being forced into PVP areas they are unprepared for and have no hope in when targeted by PVP players that ZOS insist on bullying them into doing in order to achieve a PVE goal.
What PvE goal? The item can be used for any build. ZOS is not bullying you, it's trying to cater to everyone, and if you are unprepared, then that's on you. The very same argument can me made for any reward: if you want a trial gear you have to be prepared to go into a trial, and so on. Newsflash, no one is enjoying running content they don't like and/or aren't good at, that includes stuff from PvP to trials to fishing. It's a good thing some unique things are locked behind all sorts of content, it's very healthy for the game, in fact this should be more the case.
TheRealPotoroo wrote: »It's amazing how people expect the game to cater to one side this late in the game. Amazing in a bad way. I do PvE, PvP, and a bit of RP and I don't even care that I have to go into the IC or Cyrodiil. If people are so averted by PvP that they instantly balk that literally eight of the leads are 'locked' behind PvP, then they don't need those items very much. Yet the rest of them are all in fact locked through PvE activities aside from the starter greens in each zone. Mara forbid that they actually include PvPers for a change despite the short end of the performance stick they've gotten for ages or the fact that BGers can't queue with just ONE friend.
I think it would have not been as much of a point of annoyance for people if it was "ok so these items are pvp only, even if its a 5 lead mythic" rather then each item having parts all over the place.
but.. as i said.. they want to increase participation metrics, so what better way to do it, than scatter particularly good rewards all over the place. it goes in the opposite direction too, they want their pvp only players to step back into pve that they have otherwise been avoiding.
they have been including pvpers for a while now though. between golden vendor, some very cool rewards, including furniture being pvp specific etc - they do include pvpers. but even as they include them, it was still fairly contained until this point. but they don't want people staying in their lanes.
So out of 282 leads, having 8 of those leads locked behind PvP itheyt "too much". LOL!
did you miss the point on purpose or did I explain badly again?
at least one of those leads is part of a desirable item that also required various pve leads. that's what can make it so frustrating - for both sides. cause there you are with an item that's partly complete, but to complete it you are going to have to do something particularly unenjoyable. and haven't you wondered WHY did they hide that lead specificaly... not in Cyrodil. not in battlegrounds. in IC? in case I'm being too subtle - its because people don't like IC so even after being made free for all players, players STILL don't like going there. so there's your motivating factor. a shiny new ring.
they did it to pve only leads as well, spreading them across variety of activities, that tend to be in different lanes for different pve people.
me? I have accepted that there are some leads i'm simply not getting because i'm too old and too tired to be cajoled into spending my game time on activities i do not find fun. but.. i still understand that instead of resignation i'm feeling, other people are feeling frustration.
Okay so a few things here; I won't be 'cajoled' into empathizing with people who don't want to run the content. Do you want to know how many months I had to run vDSA before they added transmutation to get the drop I needed for my 'PvP' build back in the day? Longer than months. Same with vMA. Before transmutation do you want to know how many drops I had to vendor trash that had the wrong trait? Spoiler alert, I was in there for over a year and two months. I finally stopped and waited until they released Clockwork City. So don't give me the whole "the content isn't fun". Running vMA sometimes seven times a day on my days off made Orsinium an abject failure in my eyes. Oh, and let's not forget about the abysmal drop rates of some of the overland gear pieces where you have to spend an arm and a leg at a guild store from some PvEer who doesn't even know why it's expensive and coveted.
So you'll have to forgive me if I'm pressing F on the world's smallest keyboard to those who don't want to run through it to get the shiny.
[snip] Two wrongs don't make a right, we know this, but this is yet again about PVE players being forced into PVP areas they are unprepared for and have no hope in when targeted by PVP players that ZOS insist on bullying them into doing in order to achieve a PVE goal.
Did it not occur to anyone that the reason they are in PVP or the Dungeons is to encourage players to try out and experience what else the game has to offer?
People are complaining about not getting leads immediately because they want all the items this week
The Antiquities system is something that was added which contributes to the long term of the game.
Which is why there are leads everywhere.
If you could get all the leads immediately and without having to leave your bubble then it wouldn’t do what it was intended to do.
1. Give something new to do for long time players. A reason to explore completed content
2. Push players to do things they haven’t tried.
You may not like PvP having leads but I’m sure there are various PvP players who appreciate it. After all many PvP players don’t enjoy going through PvE content but have to to get what they want/need.
Expecting the game to 100% cater to one play style is selfish as it doesn’t consider other people who play the game.
Of course people are hating the grind if all they’re doing is farming leads and trying to get them as fast as possible.
It’s supposed to be something you do as you play - like crafting.
TineaCruris wrote: »The antiquities system is as much a ploy to ease server load than it is anything else. And for those that don't have Greymoor, it's a slap in the face every time they get a lead.
Sylvermynx wrote: »TineaCruris wrote: »The antiquities system is as much a ploy to ease server load than it is anything else. And for those that don't have Greymoor, it's a slap in the face every time they get a lead.
I don't consider leads a "slap in the face". I'd be annoyed if leads took up inventory space, but they don't. I do think it would be nice if I could give the ones I find to my friend who really does want to "catch 'em all".
1. They can make leads tradable.c'mon guys, is there ANYWHERE ZOS could put them that would make everyone happy? Just mail every single player every single lead, would that do it?
1. They can make leads tradable.c'mon guys, is there ANYWHERE ZOS could put them that would make everyone happy? Just mail every single player every single lead, would that do it?
2. They can make leads sold by mechants for special currency, dropped from all lead sources.
3. They can make a lead luxury merchant like Golden.
4. They can make leads dropping from all sources (fishing, crafting, bosses, rewards).
Those are actually a great ideas. Fully support that.1. They can make leads tradable.c'mon guys, is there ANYWHERE ZOS could put them that would make everyone happy? Just mail every single player every single lead, would that do it?
2. They can make leads sold by mechants for special currency, dropped from all lead sources.
3. They can make a lead luxury merchant like Golden.
4. They can make leads dropping from all sources (fishing, crafting, bosses, rewards).
Ayyyye. I actually really like how they did antiquities. It's kinda cool you can get leads from doing literally anything. As someone who hasn't PvP'd for 3 years, has never really fished and tries to RP a goodie-goodie never-stealing character (uhhhh... almost never >.> <.<), I absolutely approve of it.
Also - yes, they do have a goal of selling all the parts of the game to you, but honestly, I LIKE how there're new things to do in old zones, I like how they're all alive. I also think they did a rather light job at 'gating' - the dungeon leads drop in the easiest dungeons in the game, and in their normal versions too, the 'PvP' leads do not require you to actually PvP, there're no leads locked behind trials (afaik at least), no leads locked behind murdering NPCs, and overall droprates seem pretty high - I mean, RNG is RNG, but seems if you set your mind to it, you normally really won't have to grind for weeks or anything, it's all within reach.
I see people complaining about leads being locked behind dungeons, people complaining about leads being locked behind PvP, people complaining about leads being locked behind fishing, people complaining about leads being locked behind WB, people complaining about leads being locked behind stealing...c'mon guys, is there ANYWHERE ZOS could put them that would make everyone happy? Just mail every single player every single lead, would that do it?
It's a game, it's meant to be played. Games have rewards, that's how they incentivize people to play. This is the very idea - people do certain content to get certain rewards. If you don't do certain content, you don't get certain rewards, it's simple as that. And since it all ultimately is for fun, the real question in the end of the day is whether the fun of obtaining the reward is worth doing the content for you. If it isn't, then you just don't do it, it's simple as that, no one is forcing you.
Tl;dr - antiquities are awesome, give us moar stuff like that!
1. They can make leads tradable.c'mon guys, is there ANYWHERE ZOS could put them that would make everyone happy? Just mail every single player every single lead, would that do it?
2. They can make leads sold by mechants for special currency, dropped from all lead sources.
3. They can make a lead luxury merchant like Golden.
4. They can make leads dropping from all sources (fishing, crafting, bosses, rewards).
1. No, you will not buy them on day 1, because somebody needs to get this lead on the day 1. How many people are actually buying the whole DLC dungeon motif on day 1 (from guild store)?1. They can make leads tradable.c'mon guys, is there ANYWHERE ZOS could put them that would make everyone happy? Just mail every single player every single lead, would that do it?
2. They can make leads sold by mechants for special currency, dropped from all lead sources.
3. They can make a lead luxury merchant like Golden.
4. They can make leads dropping from all sources (fishing, crafting, bosses, rewards).
This is a fair opinion, but one I personally disagree with.
1)Ultimately it's up to ZOS to decide, but imho it is one of the biggest strengths of the system that this stuff is BoP and not trade-able/sell-able. Getting gold is relatively easy in this game, there're a LOT of people with millions of gold, all sellable antiquities would mean is that they'd buy all of them on day 1 and be done with it. This way, we all have relatively equal chances and we all actually have to play the game.
4)Leads already do drop from all sources including resource nodes, so I'm not sure what you mean there. Unless you want ALL leads to drop from ALL sources, but this would mean that the droprates for a specific lead would be absolutely abysmal.
2&3 are relatively middle ground, I suppose like with other things it might actually be something ZOS will do in a year or so, once the novelty wears off. But then again, given high-ish droprates, maybe they won't.
Not at all. Some Leads already come from several sources. Those are fine. Like the Knight's Sarcophagus from Stormhaven - it can only come from Stormhaven, but it can come from Treasure chests, Thieves Troves, Public Dungeon bosses, ore nodes, random Daedra spawns, dolmens.4)Leads already do drop from all sources including resource nodes, so I'm not sure what you mean there. Unless you want ALL leads to drop from ALL sources, but this would mean that the droprates for a specific lead would be absolutely abysmal.1. They can make leads tradable.c'mon guys, is there ANYWHERE ZOS could put them that would make everyone happy? Just mail every single player every single lead, would that do it?
2. They can make leads sold by mechants for special currency, dropped from all lead sources.
3. They can make a lead luxury merchant like Golden.
4. They can make leads dropping from all sources (fishing, crafting, bosses, rewards).
Sylvermynx wrote: »TineaCruris wrote: »The antiquities system is as much a ploy to ease server load than it is anything else. And for those that don't have Greymoor, it's a slap in the face every time they get a lead.
I don't consider leads a "slap in the face". I'd be annoyed if leads took up inventory space, but they don't. I do think it would be nice if I could give the ones I find to my friend who really does want to "catch 'em all".
It is very strange that leads are not tradable. There's no logical reason for them not to be. Granted, I think it was a good design decision to not make the leads tradable, though going that route does mean that the location of lead drops needed to be considered carefully. To some extent they did that, but they implemented a few choices in where leads drop that is really questionable from a customer perspective.
By far the most notable example of this is that some of the mythic items straight up require the customer to make an additional purchase to get all the leads for it. That's not okay and "additional purchases necessary to complete your antiquities" should have been very explicitly mentioned in their advertising material. Compared to that, some leads dropping only in PvP is a minuscule issue.
Poorly integrated? Why should a system from a paid Chapter be integrated into other DLCs? The Psijic Guild skill line from Summerset wasn't integrated into Orsinium, and still managed to make us visit tons of base game zones. The Necromancer class from Elsweyr wasn't integrated into Murkmire.If Mythic leads had not been in every zone, or at least many DLC zones too, it would have felt like the system was poorly integrated. And for people with ESO+, having us find leads in all the various zones is fun. I like that content I am doing anyway drops leads. Sometimes, those leads encourage me to then do things I wouldn't normally do. I think that is a success of the system.
It is extremely easy to check whether seller has bought new chapter or not and either allow or forbid selling the lead. Since you need Greymoor to scry and dig, it will also make buying leads without this chapter pointless.Thechuckage wrote: »Sylvermynx wrote: »TineaCruris wrote: »The antiquities system is as much a ploy to ease server load than it is anything else. And for those that don't have Greymoor, it's a slap in the face every time they get a lead.
I don't consider leads a "slap in the face". I'd be annoyed if leads took up inventory space, but they don't. I do think it would be nice if I could give the ones I find to my friend who really does want to "catch 'em all".
It is very strange that leads are not tradable. There's no logical reason for them not to be. Granted, I think it was a good design decision to not make the leads tradable, though going that route does mean that the location of lead drops needed to be considered carefully. To some extent they did that, but they implemented a few choices in where leads drop that is really questionable from a customer perspective.
By far the most notable example of this is that some of the mythic items straight up require the customer to make an additional purchase to get all the leads for it. That's not okay and "additional purchases necessary to complete your antiquities" should have been very explicitly mentioned in their advertising material. Compared to that, some leads dropping only in PvP is a minuscule issue.
There is a logical reason for them to be non-tradeable. So you buy greymoor, full stop. Every time that message pops up with the new lead you discovered, pings away at that part of the brain thats saying "Oh complete that" Its a underhanded and somewhat disgusting form of advertising.
This has been done, along with putting the fragments in DLC zones (as others have said) purely to make more money. I have no issue with a company making money, just how it goes about doing it. Some make reliable great products. Others make slipshod, quick to break junk. Being that its more cost effective to entice players to buy more, rather than fix long standing bugs then its really a no brainer.
Poorly integrated? Why should a system from a paid Chapter be integrated into other DLCs? The Psijic Guild skill line from Summerset wasn't integrated into Orsinium, and still managed to make us visit tons of base game zones. The Necromancer class from Elsweyr wasn't integrated into Murkmire.
Antiquities isn't a base game update. If it was (like the Justice system updates, or Housing) then sure, we could talk about how it should be integrated into all zones including DLC zones.
Also, it's one thing to enjoy things, and another whether those things are actually good. Housing was an added system to the game that didn't have anything locked behind it, and people do it and enjoy it because the system itself is fun. So you saying that you enjoy exclusive gated drops pushing you to do content that you wouldn't actually do because the content itself is pointless and uninteresting doesn't make the system good, it just gives another company shortcut reason for designing it that way (instead of making content that people want to do).
If people enjoy the system (Antiquities) - and why shouldn't they, a lot of people play mobile games like Candy Crush too - they wouldn't need or want the rewards to be DLC-locked and the lead drops to be gated and grindy. If their enjoyment depends on these gated/locked rewards, then they don't enjoy the system for itself.Plenty of people do enjoy the system, and do find it fun. I don't consider any of the things I've done in Antiquities excessively gated at all - but I haven't tried for the mount and don't intend to. I don't consider any of it even essential - I still don't use any of the mythics in PvE and I only have a couple pvp builds so far leveraging them.Also, it's one thing to enjoy things, and another whether those things are actually good. Housing was an added system to the game that didn't have anything locked behind it, and people do it and enjoy it because the system itself is fun. So you saying that you enjoy exclusive gated drops pushing you to do content that you wouldn't actually do because the content itself is pointless and uninteresting doesn't make the system good, it just gives another company shortcut reason for designing it that way (instead of making content that people want to do).
As to the comment RE: old content, sure, it is boring - but if I cam going to level a new charcter through dungeons anyway, it is pretty cool to get leads my max levels can use.
It is extremely easy to check whether seller has bought new chapter or not and either allow or forbid selling the lead. Since you need Greymoor to scry and dig, it will also make buying leads without this chapter pointless.
"encourage to try out" is a very charitable way of saying "cajole and push people into activities that they don't otherwise enjoy to improve participation metrics"
Those are actually a great ideas. Fully support that.1. They can make leads tradable.c'mon guys, is there ANYWHERE ZOS could put them that would make everyone happy? Just mail every single player every single lead, would that do it?
2. They can make leads sold by mechants for special currency, dropped from all lead sources.
3. They can make a lead luxury merchant like Golden.
4. They can make leads dropping from all sources (fishing, crafting, bosses, rewards).
Well, yes. Antiquities are made to a) sell Greymoor; b) sell all other DLCs with dig sites. With any suggestion we should keep that in mind. Sometimes it is possible to argue with design, but it is always impossible to argue with marketing.Thechuckage wrote: »It is extremely easy to check whether seller has bought new chapter or not and either allow or forbid selling the lead. Since you need Greymoor to scry and dig, it will also make buying leads without this chapter pointless.
-snipped for brevity-
But (the all important but) that would take the possible sale off the table. And even if someone had gremoor but not say morrowind, well if they have to dig anything up in there bust out that wallet!
Also take into account that the game couldn't differentiate between people who bought greymoor and who hadn't for a number of days. Highly likely the same type of issue would appear for selling leads.
[sarcasm]Dusk_Coven wrote: »The Golden already deprecated monster sets making earning them in vet dungeons and earning Undaunted Keys all but worthless. It's easier to just shop at the Golden. Selling too many leads undermines the very experience of Antiquities -- the excitement of finding a lead and then going out to do it.
"encourage to try out" is a very charitable way of saying "cajole and push people into activities that they don't otherwise enjoy to improve participation metrics"
^ This.
They've made it quite obvious in various interviews with several different devs that they are overly concerned with charts and metrics. They care more about forcing people into particular content to satisfy metrics than satisfying customers.
It is extremely easy to check whether seller has bought new chapter or not and either allow or forbid selling the lead. Since you need Greymoor to scry and dig, it will also make buying leads without this chapter pointless.Thechuckage wrote: »Sylvermynx wrote: »TineaCruris wrote: »The antiquities system is as much a ploy to ease server load than it is anything else. And for those that don't have Greymoor, it's a slap in the face every time they get a lead.
I don't consider leads a "slap in the face". I'd be annoyed if leads took up inventory space, but they don't. I do think it would be nice if I could give the ones I find to my friend who really does want to "catch 'em all".
It is very strange that leads are not tradable. There's no logical reason for them not to be. Granted, I think it was a good design decision to not make the leads tradable, though going that route does mean that the location of lead drops needed to be considered carefully. To some extent they did that, but they implemented a few choices in where leads drop that is really questionable from a customer perspective.
By far the most notable example of this is that some of the mythic items straight up require the customer to make an additional purchase to get all the leads for it. That's not okay and "additional purchases necessary to complete your antiquities" should have been very explicitly mentioned in their advertising material. Compared to that, some leads dropping only in PvP is a minuscule issue.
There is a logical reason for them to be non-tradeable. So you buy greymoor, full stop. Every time that message pops up with the new lead you discovered, pings away at that part of the brain thats saying "Oh complete that" Its a underhanded and somewhat disgusting form of advertising.
This has been done, along with putting the fragments in DLC zones (as others have said) purely to make more money. I have no issue with a company making money, just how it goes about doing it. Some make reliable great products. Others make slipshod, quick to break junk. Being that its more cost effective to entice players to buy more, rather than fix long standing bugs then its really a no brainer.
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