Parasaurolophus wrote: »I was looking, really looking for that piece from the Slashlurk stream, but I can't find it. There are quite a few streams for several hours each. And in almost every one he is asked about the vet. overland, sometimes several times. [snip] I actually heard Rich say that the average duration of a game in eso is six weeks. In addition, in 2016, Matt Firor gave an interview, where he said that the largest population of the game occurs at the time of the release of new content. This is mostly due to returning players. Therefore, we see, and they have been talking about this for a long time, that the main audience that eso is aimed at is completely different from the people who are called casuals on the forum. I believe that all the people on this forum are involved players. It doesn't matter if you do houseing, take a long time to complete quests, or you are a high-end player with all the achievements. You are an involved player who plays a lot. And I love these players equally, really. But the main part of playes of the game is those who play a little. These are the players who buy the game, play it for several weeks, maybe spend some more money. And then, perhaps, return to the next dlc and play for a while. It seems absurd, but this is the state of the entire gaming industry today, alas. It's like mobile gaming. It seems that any person looking at mobile games will think - why play this when there is pc gaming and console gaming, why else donate to it. But this is a colossal huge business. It is these players who make the very statistics that they like to talk about here. This is why we have year-long stories, because it is easier to retain the that players this way. That is why we have events every two weeks, which seems just crazy. We all feel great loss of ping and reduced performance during these events. But ZoS continues to do this because it is profitable.
Now I want to draw your attention to a few points and ask a few questions:
1. Why, if the main problem of Craglorn was the high difficult content, then ZoS just did not reduce it, continuing to release a new Adventure Zone. Look at Craglorn - 3 different types of anchors, 5 each. Several small dungeons such as Skyrich or Shada's Tear with their own daily quests. Where is all this in future content? Many players during the one year event wrote that Craglorn was an interesting new experience for them with the amount of content it offers.
2. Why aren't the developers doing long side quest lines anymore like they did on Vvardenfell? Remember those wonderful and deep stories of Sun-in-Shadow and Veya Releth? Why did ZoS abandon them so quickly? Everyone liked them. They are still remembered as examples of great quests and interesting stories. So why isn't ZoS doing it anymore? Why are the locations again filled with dozens of short, unrelated quests that are not remembered later?
3. Why is even the crown store so rarely updated with new items? Why are 99% of new products only in crown ctrates?
4. Why are quests in a story-focused game so linear? Why do we almost never have a choice? Why do we almost never have different options for completing quests? We ask for this a lot because variability is good for our roleplaying.
5. Why doesn't this story-focused game have the dungeon / trial story mod we've all been asking for?
I think the answer is very simple - most of the players just do not have time to complete most of the content. This is why less new content is being made. That is why the overland is not only easy, but also does not have various interesting content, because most of the players will never get to it. The same was most likely shown by the statistics regarding the long quest lines on Vvardenfell. And it's much easier to just return old items to the store for a new wave of players. Just leave the loot boxes to the "whales". Rather than building a large, stable and loyal player base, ZoS has opted to rely on a large number of fickle players.
[edited for baiting]
Seminolegirl1992 wrote: »I think inherently their data is flawed. If they're basing numbers off how many people do vet trials or other end game content, and not how many people want engaging story enemies, they're getting flawed data.
Seminolegirl1992 wrote: »AlexanderDeLarge wrote: »trackdemon5512 wrote: »But the veteran players who want to rerun old story content are clearly a fairly small subset of the vet player crowd. So much so that throwing them a vet overland or slider is too much for too little.
You're misrepresenting the argument. We don't want to simply 'rerun old story content'. This is for all past, current and future content that we're not going to bother experiencing because it's trivialized beyond enjoyment due to the power creep that has been discussed ad-nauseam. Who wants to go through an entire campaign of riding a horse between destinations and one-shotting enemies for thirty or so hours?
Speaking for myself, I certainly don't and can't bother bringing myself to play through them unless I'm on a completely new character and due to the aforementioned power creep I have fifty levels of fun before it becomes miserable again.
1.) I'm running out of character slots to do this on.
2.) It's objectively the majority of the content in the game.
3.) It's the majority of what we're paying for every year.
I don't see how the existence of veteran dungeons, trials and arenas invalidates the fact that we're being told that the majority of the content wasn't designed for us even though that's what we're buying twice a year. A single chapter can get you up to the level 40 range so if you account for the base game, a chapter and a DLC or two, a small fraction of the available content will get you to that gets you to the point in progression (CP300) when the majority of the game's content becomes trivialized.
I don't know who these unicorn players are that have played multiple releases and somehow not reached that point in progression where the majority of the content becomes trivialized but is the only argument against it that it's not worth doing because there's no outcry yet? Because believe me it's inevitable and it's up to ZOS to decide whether or not to be proactive or reactive on the subject and I'm not quite sure how it makes sense to disregard loyal, paying customers to such a degree.
This. It's not about old story content. It's content going forward. We want it to be engaging. So yeah they're seeing low numbers on people doing the same quests and over again. Because, well yeah lol
Seminolegirl1992 wrote: »I think inherently their data is flawed. If they're basing numbers off how many people do vet trials or other end game content, and not how many people want engaging story enemies, they're getting flawed data.
SilverBride wrote: »Seminolegirl1992 wrote: »I think inherently their data is flawed. If they're basing numbers off how many people do vet trials or other end game content, and not how many people want engaging story enemies, they're getting flawed data.
They can track how many players do end game content. They cannot track how many players want engaging story enemies because whether or not the story and enemies are engaging is personal opinion.
The only thing they can go by what they have observed over the years. Hardly anyone was playing Cadwell's Silver and Gold veteran overland before One Tamriel so they got rid of it, and now they are doing better than they ever have.
spartaxoxo wrote: »Seminolegirl1992 wrote: »I think inherently their data is flawed. If they're basing numbers off how many people do vet trials or other end game content, and not how many people want engaging story enemies, they're getting flawed data.
They are looking at how people play the entire game not any single thing. Their data isn't flawed because it's not only built on who does trials. They can see how many people choose to use the hard content already available in Overland, compare things normal dungeons to hard dungeons, and normal trials to hard trials. They can compare dragons and Harrowstorms to Dolmens and see despite being newer and having better drops, the harder ones are less popular.
They can see how many people just skip through dialog and how many people are actually listening to the dialogue or at least reading it. And their data don't lie, casuals make up most of the playerbase. That's generally the case in most games so I don't know why it's so surprising when it's the online version of a fairly casual friendly single player rpg. There's a lot of people that treat this game like Skyrim with friends and just do whatever dumb build they want and do the stories with them and then bounce
trackdemon5512 wrote: »For those wanting more engaging story content, are you fine with ZOS releasing less content each year now then?
Ya gotta have a trade off. Can’t have more story without it affecting development times, cost, quality, etc.
Seminolegirl1992 wrote: »Why would we want to spend our time playing the game doing hard dolmens and fighting dragons?
trackdemon5512 wrote: »For those wanting more engaging story content, are you fine with ZOS releasing less content each year now then?
Ya gotta have a trade off. Can’t have more story without it affecting development times, cost, quality, etc.
trackdemon5512 wrote: »For those wanting more engaging story content, are you fine with ZOS releasing less content each year now then?
Ya gotta have a trade off. Can’t have more story without it affecting development times, cost, quality, etc.
Seminolegirl1992 wrote: »SilverBride wrote: »Seminolegirl1992 wrote: »I think inherently their data is flawed. If they're basing numbers off how many people do vet trials or other end game content, and not how many people want engaging story enemies, they're getting flawed data.
They can track how many players do end game content. They cannot track how many players want engaging story enemies because whether or not the story and enemies are engaging is personal opinion.
The only thing they can go by what they have observed over the years. Hardly anyone was playing Cadwell's Silver and Gold veteran overland before One Tamriel so they got rid of it, and now they are doing better than they ever have.
Right, exactly. They can't measure how many people want that unless they were to do a survey upon logging in or something. And still- they would be getting a lack of response for the people that have quit the game due to lack of engaging content, so those numbers would still be off because of how many folks just don't bother logging in anymore. Cadwell's Silver and Gold is another bad example though. Players didn't want to go through the same thing in a different zone, but more tedious and limited to your faction. One Tamriel was good in that all players from all factions could be in the same zone. Their idea of people not liking harder content because of low Cadwell participation is just bad data. People don't want repeatable quests for base game; most of us are asking for engaging bosses going forward. So of course noone wants vet Cadwell. We just want the daedric prince in Summerset to actually hit like a daedric prince, for instance
spartaxoxo wrote: »Seminolegirl1992 wrote: »Why would we want to spend our time playing the game doing hard dolmens and fighting dragons?
Because it's fun? They know you want it. They just also know you won't use it. You're calling engaging in the existing vet overland content a waste of time. Many share that sentiment. Since nobody is actually doing the content, why would they make more of it? What numbers are there to give them confidence that this is something people would actually use?trackdemon5512 wrote: »For those wanting more engaging story content, are you fine with ZOS releasing less content each year now then?
Ya gotta have a trade off. Can’t have more story without it affecting development times, cost, quality, etc.
I don't think adding a challenge banner with an extra mechanic or two would require them to release less content. It completely depends on how they get that content in there. They have already started adding more mechs to the boss fights.
Seminolegirl1992 wrote: »Cadwell's Silver and Gold is another bad example though. Players didn't want to go through the same thing in a different zone, but more tedious and limited to your faction.
1, When Rich spoke of players not doing the vet zones he was speaking of Silver and Gold. And they did make it easier which is what we have now. Craglorn was a different issue as it was a zone designed for forced grouping. Beyond that, Each DLC zone added has had its own thing, well, many of them.
3. Hallothiel is correct that the devs do not run the crown store, it is the business side.
It is sort of interesting that there are people who hone in on Rich mentioning Silver and Gold and think that is all there is to it and he is not answering the question. Over the years, we have heard them mention how few people do hard content, and we can even see this in the platform achievement rates. This is why I don't take Rich literally and think he is only talking about Silver and Gold and that his information is out of date. That is just what prompted the change to One Tamriel, and he can safely say this without giving away any secrets.
One thing that surprised me recently was a statement that, yes, the development team is much more involved with the Crown Store than I previously thought. I, too, thought that most of the direction came from Bethesda marketing and that what the studio minders did was make sure that assets were available when they needed to be. That may not be the case.
SilverBride wrote: »Seminolegirl1992 wrote: »Cadwell's Silver and Gold is another bad example though. Players didn't want to go through the same thing in a different zone, but more tedious and limited to your faction.
That isn't it at all.
"A ton of people completed their own alliance storylines to get to silver and gold. A ton of people did. People just did not like the extra difficulty in the story stuff."
We built the game with difficulty in mind and 2/3rds of the game was never played by players so we changed it." - Rich Lambert
Seminolegirl1992 wrote: »spartaxoxo wrote: »Seminolegirl1992 wrote: »Why would we want to spend our time playing the game doing hard dolmens and fighting dragons?
Because it's fun? They know you want it. They just also know you won't use it. You're calling engaging in the existing vet overland content a waste of time. Many share that sentiment. Since nobody is actually doing the content, why would they make more of it? What numbers are there to give them confidence that this is something people would actually use?trackdemon5512 wrote: »For those wanting more engaging story content, are you fine with ZOS releasing less content each year now then?
Ya gotta have a trade off. Can’t have more story without it affecting development times, cost, quality, etc.
I don't think adding a challenge banner with an extra mechanic or two would require them to release less content. It completely depends on how they get that content in there. They have already started adding more mechs to the boss fights.
But it isn't, not as a main activity. Harrowstorms are fun, but I don't want that to be the thing I do all the time for engaging content. Same with trials. I don't want to do trials *all* of the time. I don't want to spend my day farming Harrowstorms or dragons. Those bosses are amazing- I have to be careful or I will die. I still die to them on main toons. I love that. But I don't want to do that as my only vet content in the game yknow? I want to fight the big bad guy in the story and enjoy the fight with it. The only vet overland content they have is Craglorn. Once it's done once, why would I do it again? And again? So of course the numbers are low. Craglorn is not a great example of why vet overland would be unpopular.
Seminolegirl1992 wrote: »SilverBride wrote: »Seminolegirl1992 wrote: »Cadwell's Silver and Gold is another bad example though. Players didn't want to go through the same thing in a different zone, but more tedious and limited to your faction.
That isn't it at all.
"A ton of people completed their own alliance storylines to get to silver and gold. A ton of people did. People just did not like the extra difficulty in the story stuff."
We built the game with difficulty in mind and 2/3rds of the game was never played by players so we changed it." - Rich Lambert
I think there's a difference in making the alliance stories tedious and making them engaging. They've missed the mark on that. Also many people just wanted to complete their alliance story/main story once. They didn't want to basically 'redo' the story but in a different alliance. So if his idea of people not liking the difficulty was because people didn't like the concept of "kill Molag Bal, then go to another alliance to see their version of history" then that data could be inaccurate. I've heard a lot of people say that they loved doing the main story but it seemed silly to just go do it again ish but different alliance. I think they would be surprised if they added a toggle or option to vet bosses in new expansions. Those stories are fresh, new. They are not main story 2.0 and main story 3.0. I don't think he's considering that in his argument.
SilverBride wrote: »Seminolegirl1992 wrote: »SilverBride wrote: »Seminolegirl1992 wrote: »Cadwell's Silver and Gold is another bad example though. Players didn't want to go through the same thing in a different zone, but more tedious and limited to your faction.
That isn't it at all.
"A ton of people completed their own alliance storylines to get to silver and gold. A ton of people did. People just did not like the extra difficulty in the story stuff."
We built the game with difficulty in mind and 2/3rds of the game was never played by players so we changed it." - Rich Lambert
I think there's a difference in making the alliance stories tedious and making them engaging. They've missed the mark on that. Also many people just wanted to complete their alliance story/main story once. They didn't want to basically 'redo' the story but in a different alliance. So if his idea of people not liking the difficulty was because people didn't like the concept of "kill Molag Bal, then go to another alliance to see their version of history" then that data could be inaccurate. I've heard a lot of people say that they loved doing the main story but it seemed silly to just go do it again ish but different alliance. I think they would be surprised if they added a toggle or option to vet bosses in new expansions. Those stories are fresh, new. They are not main story 2.0 and main story 3.0. I don't think he's considering that in his argument.
I find the story and quests engaging even after playing all these years. I have never had a problem with the story part... my problem was the veteran levels. I got tired of dying trying to complete what was supposed to be simple quests.
I don't hear anyone talking about Silver and Gold today because it's been 5 years since One Tamriel... except in these threads.
SilverBride wrote: »Seminolegirl1992 wrote: »SilverBride wrote: »Seminolegirl1992 wrote: »Cadwell's Silver and Gold is another bad example though. Players didn't want to go through the same thing in a different zone, but more tedious and limited to your faction.
That isn't it at all.
"A ton of people completed their own alliance storylines to get to silver and gold. A ton of people did. People just did not like the extra difficulty in the story stuff."
We built the game with difficulty in mind and 2/3rds of the game was never played by players so we changed it." - Rich Lambert
I think there's a difference in making the alliance stories tedious and making them engaging. They've missed the mark on that. Also many people just wanted to complete their alliance story/main story once. They didn't want to basically 'redo' the story but in a different alliance. So if his idea of people not liking the difficulty was because people didn't like the concept of "kill Molag Bal, then go to another alliance to see their version of history" then that data could be inaccurate. I've heard a lot of people say that they loved doing the main story but it seemed silly to just go do it again ish but different alliance. I think they would be surprised if they added a toggle or option to vet bosses in new expansions. Those stories are fresh, new. They are not main story 2.0 and main story 3.0. I don't think he's considering that in his argument.
I find the story and quests engaging even after playing all these years. I have never had a problem with the story part... my problem was the veteran levels. I got tired of dying trying to complete what was supposed to be simple quests.
I don't hear anyone talking about Silver and Gold today because it's been 5 years since One Tamriel... except in these threads.
By you, and those who think simply buffing the enemies health and damage would be the fix, like Rich hinted towards in that quote you've been sharing between every other post. The same thing can be accomplished with self nerfing and people don't do it because the enemies aren't any more of a threat when you do that, just tedious. Enemies intentionally waste their own time, work against one another, and for players, both new and long term, who've gotten used to how to play this game, at their best even the biggest bad is nothing more than a glorified punching bag.
SilverBride wrote: »SilverBride wrote: »Seminolegirl1992 wrote: »SilverBride wrote: »Seminolegirl1992 wrote: »Cadwell's Silver and Gold is another bad example though. Players didn't want to go through the same thing in a different zone, but more tedious and limited to your faction.
That isn't it at all.
"A ton of people completed their own alliance storylines to get to silver and gold. A ton of people did. People just did not like the extra difficulty in the story stuff."
We built the game with difficulty in mind and 2/3rds of the game was never played by players so we changed it." - Rich Lambert
I think there's a difference in making the alliance stories tedious and making them engaging. They've missed the mark on that. Also many people just wanted to complete their alliance story/main story once. They didn't want to basically 'redo' the story but in a different alliance. So if his idea of people not liking the difficulty was because people didn't like the concept of "kill Molag Bal, then go to another alliance to see their version of history" then that data could be inaccurate. I've heard a lot of people say that they loved doing the main story but it seemed silly to just go do it again ish but different alliance. I think they would be surprised if they added a toggle or option to vet bosses in new expansions. Those stories are fresh, new. They are not main story 2.0 and main story 3.0. I don't think he's considering that in his argument.
I find the story and quests engaging even after playing all these years. I have never had a problem with the story part... my problem was the veteran levels. I got tired of dying trying to complete what was supposed to be simple quests.
I don't hear anyone talking about Silver and Gold today because it's been 5 years since One Tamriel... except in these threads.
By you, and those who think simply buffing the enemies health and damage would be the fix, like Rich hinted towards in that quote you've been sharing between every other post. The same thing can be accomplished with self nerfing and people don't do it because the enemies aren't any more of a threat when you do that, just tedious. Enemies intentionally waste their own time, work against one another, and for players, both new and long term, who've gotten used to how to play this game, at their best even the biggest bad is nothing more than a glorified punching bag.
The reason it's mentioned in these threads is to show how many players did not like the veteran overland zones and how little they were played. But no one outside these forums is speaking of it that I've seen.
SilverBride wrote: »The reason it's mentioned in these threads is to show how many players did not like the veteran overland zones and how little they were played. But no one outside these forums is speaking of it that I've seen.
They didn't like stupid mobs with senseless health and damage buffs. Making enemies not worthless in a fight isn't the same as padding those enemies who do nothing but run from fights or blow bubbles. Does that make sense?
SilverBride wrote: »SilverBride wrote: »The reason it's mentioned in these threads is to show how many players did not like the veteran overland zones and how little they were played. But no one outside these forums is speaking of it that I've seen.
They didn't like stupid mobs with senseless health and damage buffs. Making enemies not worthless in a fight isn't the same as padding those enemies who do nothing but run from fights or blow bubbles. Does that make sense?
That wasn't it at all. They didn't like difficult things in the story.
SilverBride wrote: »SilverBride wrote: »The reason it's mentioned in these threads is to show how many players did not like the veteran overland zones and how little they were played. But no one outside these forums is speaking of it that I've seen.
They didn't like stupid mobs with senseless health and damage buffs. Making enemies not worthless in a fight isn't the same as padding those enemies who do nothing but run from fights or blow bubbles. Does that make sense?
That wasn't it at all. They didn't like difficult things in the story.
Some people don't like difficulty in their stories, other people, as clearly shown in this thread, aren't like you. Some people like it when an end of the world threat is able to fight their way out of a wet paper bag. Do you not understand that other people can seek enjoyment from things you don't personally enjoy?
SilverBride wrote: »SilverBride wrote: »SilverBride wrote: »The reason it's mentioned in these threads is to show how many players did not like the veteran overland zones and how little they were played. But no one outside these forums is speaking of it that I've seen.
They didn't like stupid mobs with senseless health and damage buffs. Making enemies not worthless in a fight isn't the same as padding those enemies who do nothing but run from fights or blow bubbles. Does that make sense?
That wasn't it at all. They didn't like difficult things in the story.
Some people don't like difficulty in their stories, other people, as clearly shown in this thread, aren't like you. Some people like it when an end of the world threat is able to fight their way out of a wet paper bag. Do you not understand that other people can seek enjoyment from things you don't personally enjoy?
And vice versa. But it all comes down to what the majority wants and what is feasible.
trackdemon5512 wrote: »The results of ZOS’ recent BG test are in. They pretty much confirm what we’ve been saying about listening to the forum minorities:
“First, it’s valuable to note the general feedback on this test was quite polarizing. While there were certainly a lot of players that liked only having Deathmatch available, there were just as many that didn’t enjoy it. A frequent complaint we saw, though, was the disappointment that we removed something that is ultimately at the core of our game: the freedom of choice. And in the case of this test, the data appeared to back that up as well. Although we initially saw a very slight bump in participation, it quickly declined and has left Battleground populations in a fairly unhealthy state.” - Gina Bruno
And before anyone gets and tries to use her freedom of choice point as an argument in favor of vet overland, understand that you have never had a choice. There was never an option between regular and vet overland. The game just had zones at different levels.
And since One Tamriel came about, with zones all the same level, the game and its population have only gotten bigger and stronger. The evidence is against vet overland.
trackdemon5512 wrote: »The results of ZOS’ recent BG test are in. They pretty much confirm what we’ve been saying about listening to the forum minorities:
*snip*
And before anyone gets and tries to use her freedom of choice point as an argument in favor of vet overland, understand that you have never had a choice. There was never an option between regular and vet overland. The game just had zones at different levels.
And since One Tamriel came about, with zones all the same level, the game and its population have only gotten bigger and stronger. The evidence is against vet overland.
Parasaurolophus wrote: »Here are a few things that have made the game more popular:
Cancellation of a mandatory subscription.
Cancellation of division of alliances.
Free exploration of the world without levels.
DLC`s quality was much higher than vanilla.
Excellent and completely replayable High-End content.
trackdemon5512 wrote: »The results of ZOS’ recent BG test are in. They pretty much confirm what we’ve been saying about listening to the forum minorities:
“First, it’s valuable to note the general feedback on this test was quite polarizing. While there were certainly a lot of players that liked only having Deathmatch available, there were just as many that didn’t enjoy it. A frequent complaint we saw, though, was the disappointment that we removed something that is ultimately at the core of our game: the freedom of choice. And in the case of this test, the data appeared to back that up as well. Although we initially saw a very slight bump in participation, it quickly declined and has left Battleground populations in a fairly unhealthy state.” - Gina Bruno
And before anyone gets and tries to use her freedom of choice point as an argument in favor of vet overland, understand that you have never had a choice. There was never an option between regular and vet overland. The game just had zones at different levels.
And since One Tamriel came about, with zones all the same level, the game and its population have only gotten bigger and stronger. The evidence is against vet overland.