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The Inevitable Discussion of Ingame Rewards

  • Fischblut
    Fischblut
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    I stopped visiting every veteran dungeon where I had to go for meta achievement (no death, hard mode, speedrun) to earn skin or personality, because I was fed up with them afterwards.

    I am personally glad that there are no longer skins and personalities from dungeon meta achievements. I like that we get dyes and some other collectibles simply from veteran dungeon clear nowadays. It's much more relaxing :)

    I see that in upcoming dungeon DLC we are getting titles for trifectas. If I'm not mistaken, it's the first time when dungeon trifectas reward titles? I'm just glad that this time I don't need any of those titles for my characters.

    I might go for Gryphon Handler someday, luckily it only needs Hard Mode in one of dungeons... It would be more appropriate if we got Gryphon as mount in ESO, so I am still unsure ;)

    f0uPpFT.jpg

    Any rewards which might come from veteran trials are not interesting for me, simply because I can't find 11 more people who don't require using voice chat. I don't shame people who buy carries, but I am too proud to buy something which I could achieve by playing the content myself. I would love to see nice rewards which I can eventually unlock, no matter if I need time and effort for them. But veteran trial rewards are gated from me by something not related to the game itself :|

    I was so lucky to get into vMoL and vAS group once! For vMoL I can at least show the skin, but for vAS I have only title - skin is only for hard mode there :'(

    So I would not be against nice cosmetic rewards... for any other activities in game :D
    Edited by Fischblut on February 2, 2022 8:47PM
  • Arthtur
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    Well i was always saying that good rewards keep content alive :x

    About acount-wide achievements - i dont like them (at least not in this "version" that we have on PTS) but i see why some ppl want this. I dont want to talk about this too much as there is multiple threads about this but... It should be pushed back and made better. Right now its hurts more than helps in my opinion.

    About the rewards...
    Yes playing the game is fun. But when im doing the hardest trifecta in DLC Dungeons then i would expect to get something and im not talking about one time reward right now. What we get now for doing dungeons on vet? Purple gear + 50% chance for motif. On HM? 100% for motif. Trifecta? Nothing. So when dlc dungeons are brand new or old we are losing gold. We spend more on potions than we get from doing dungeon... We get gold when there is motif to get but the price is going down rly fast and in the end only chests/legs and maybe 1 more page is selling well. But when there is Style Page for Monster Mask... well u can start giving those motifs almost for free. Im not having problems with gold but it just doesnt fell right. How would casual players feel when They have to pay 10k gold for starting the zone quest while rewards for doing it is "fun" and 5k gold? Of course there will be ppl who dont care about those things as They only need fun and its okay. But some ppl need some rewards for doing content and this is okay too. it not like anyone will lose anything when there is more rewards.

    About the rewards from achievements.
    Im not a fan of titles. My name is my title. But everyone likes diffrent things so i never complained about those. But looking at what ZOS is doing with rewards for content right now.... Well i will do a comparison:

    Short info for ppl who dont know about achievements in dlc dungeons:
    Conqueror achievement - you get this for beating dungeon on veteran difficulty.
    Challenger achievement - you get this for having No Death, Speedrun and HM achievements. U dont need to do all of those in 1 run.
    Trifecta achievement - you get this for No Death, Speedrun and HM run. U need to do all of those in 1 run.

    Shadows of the Hist - 29.07.2016
    Cradle of Shadows:
    - Conqueror - Nothing
    - Hardmode - Nothing
    - Challenger - Skin
    - No Trifecta

    Ruins of Mazzatun:
    - Conqueror - Nothing
    - Hardmode - Nothing
    - Challenger - Skin
    - No trifecta

    For both Conqueror achievements - Title
    Foe entering any of those 2 for first time - Personality

    Horns of the Reach DLC - 14.08.2017
    Falkreath Hold:
    - Conqueror - Title reward
    - Hardmode - Title
    - Challenger - Skin
    - No Trifecta achievement

    Bloodroot Forge:
    - Conqueror - Title
    - HardMode - Title
    - Challenger - Hat
    - No Trifecta achievement

    For both Conqueror achievements - Color
    For entering any of those 2 for first time - emote

    In addition to this for having BOTH Conqueror achievements you can buy a house in Craglorn (Hakkvild's High Hall - Noble House) for 3kk gold.

    Dragon Bones - 12.02.2018
    Fang Lair:
    - Conqueror - Title
    - Hardmode - Title
    - Challenger - Personality
    - Trifecta - Nothing

    Scalecaller Peak:
    - Conqueror - Title
    - Hardmode - Title
    - Challenger - Skin
    - Trifecta - Nothing

    For both Conqueror achievements - Color
    For entering first time - Hat

    Wolfhunter - 11.08.2018
    Moonhunter Keep:
    - Conqueror - Title
    - Hardmode - Title
    - Challenger - Skin
    - Trifecta - Nothing

    March of Sacrifices:
    - Conqueror - Title
    - Hardmode - Title
    - Challenger - Personality
    - Trifecta - Nothing
    - Reward for secrets - Memento (can be done on normal)

    For both Conqueror achievements - Color
    For entering first time - Hat

    Wrathstone - 25.02.2019
    Frostvault:
    - Conqueror - Non-combat pet
    - Hardmode - Nothing
    - Challenger - Title
    - Trifecta - Nothing

    Depths of Malatar:
    - Conqueror - Skin
    - Hardmode - Nothing
    - Challenger - Title
    - Trifecta - Nothing

    For both Conqueror achievements - Color
    For entering first time - Hat

    In addition sometimes u can get special furnishings as a drop. Drop rate is low.

    Scalebreaker - 27.08.2019
    Moongrave Fane:
    - Conqueror - Non-combat pet
    - Hardmode - Title
    - Challenger - Title
    - Trifecta - Nothing

    Lair of Maarselok:
    - Conqueror - Memento
    - Hardmode - Title
    - Challenger - Title
    - Trifecta - Nothing

    For both Conqueror achievements - Color + outfit style for shoulders
    For entering first time - outfit style for helmets
    For completing both on normal - furniture (this unlocks new wing in the home u get for doing Elsweyr main quest)

    In addition sometimes u can get special blueprints as a drop from last boss. Drop rate is low.

    Harrowstorm - 10.03.2020
    Icereach:
    - Conqueror - Outfit style, 2h axe
    - Hardmode - Title
    - Challenger- Nothing
    - Trifecta - Title

    Unhallowed Grave:
    - Conqueror - Body marking
    - Hardmode - Title
    - Challenger - Nothing
    - Trifecta - Title
    - Reward for secrets - Head marking (can be done on normal)

    For both Conqueror achievements - Color
    For entering first time - emote

    This is first DLC dungeon pack with the reward for trifecta achievement. Its still only title tho.

    Stonethorn - 24.08.2020
    Castle Thorn:
    - Conqueror - Skin
    - Hardmode - Title
    - Challenger - Nothing
    - Trifecta - Title

    Stone Garden:
    - Conqueror - Memento
    - Hardmode - Title
    - Challenger - Nothing
    - Trifecta - Title

    For both Conqueror achievements - Color
    For entering first time - Non-combat pet

    Flames of Ambition - 08.03.2021
    The Cauldron:
    - Conqueror - Skin
    - Hardmode - Title
    - Challenger - Nothing
    - Trifecta - Title

    Black Drake Villa:
    - Conqueror - Memento
    - Hardmode - Title
    - Challenger - Nothing
    - Trifecta - Title
    - For secrets - there is a chance that u get a tool that shows you and your group extra chests in dungeon. Nothing for achievements.

    For both Conqueror achievements - color
    For entering first time - Outfit style, maul

    Waking Flame - 23.08.2021
    Red Petal Bastion:
    - Conqueror - Body marking
    - Hardmode - Title
    - Challenger - Nothing
    - Trifecta - Title

    The Dread Cellar:
    - Conqueror - Memento
    - Hardmode - Title
    - Challenger - Nothing
    - Trifecta - Title

    For both Conqueror achievements - Color
    For entering first time - Non-combat pet
    For both secrets - Head Marking

    And in the newest dungeons we have 6 titles, 2 mementos, 1 color and body marking + head marking

    So i dont know what others think but for me rewards for achievements are going lower and lower. And if somebody wants to say that we have pandemic... ZOS didnt had any problems with adding mounts and pets for Collector Edition for the newest DLC Dungeons. Yes those would 100% work as a reward for achievements. And no im not saying that ZOS should stop making money. Its just u get a lot better stuff for buying those dungeons than playing them. Its shouldnt work that way.

    So what would i do? Well...
    If we talk about rewards from dungeons then:
    - Add some furnishings/blueprints as a drop
    - Instead of purple gear add gold gear for HM
    - Add a chance for materials as a rewards. It could scale witch achievements - u did speedrun in this run so +10% chance for this reward, u did speedrun and no death so +20% chance for this reward.
    - Add extra motif, gear drops and 100% chance for blueprint/furnishing/any extra reward for Trifecta.
    - Maybe even add materials nodes in dungeons that u and your group can collect. But those would need to drop more raw materials.
    - Add Transmute crystals as a reward for doing dungeons

    Idealy everyone would have a reason to do those dungeons. Casual players could do it on normal for fun and still get some extra reward and veteran players could go full farming mode in their favorite dungeon instead of farming in overland.

    If we talk about rewards for achievements then:
    - I would add a simple "system":
    First DLC pack - Mount for trifecta/challenger, tatoos for conqueror, something extra for doing it on normal/entering first time, Title for each of achievements (Conqueror, Challenger/HM, Trifecta), hat, pet or something else for secret if there is.
    Second DLC pack - Personality for trifecta/challenger, skin for conqueror. Rest the same as in the 1 pack.
    In both:
    Statue for Trifecta Achievement (i love busts and i would rly like statues for tri)
    Some extras, maybe every second year? Like house that u can buy with gold.

    Of course those are only ideas based on what i like so not everyone will like this.

    Also i would increase the chance of getting motif on normal so weaker players can farm it too.

    And no. Im not trying to gatekeep the best rewards in the hardest content. Im trying to add rewards to each content.

    About trials im not that great. I didnt do much of those but... u need 12 ppl for trials and getting achievements is a lot harder. I rly think there should be more rewards than just titles and single skin/mount per trial....

    About overland... well for me overland is just too easy so im not playing much in there but still... There should be added base mounts for each zone (Guar in VV etc.) and better stuff for group events. Right now most rewards for overland are: motifs for daily quests and stuff in public dungeons that u need to grind for hours or days to get. And group events rewards have rly low drop rate because its "group" content... also i would add some special drops for world bosses.

    About events:
    About those im happy and sad at the same time. I rly liked furnishings rewards for Blackwood event but New Life and Undaunted were boring... I think ZOS should "rework" the 4 main events of the year. I prefer "pick what u want" instead of "u get everything anyway". And Undaunted Celebration.... the only event for dungeons... and it rewards for running in nFG1...

    About Community Events(chapter events):
    Im not gonna lie. I rly didnt like rewards for Blackwood chapter event. Like i got "free" dlc worth 2k crowns that im having anyway because i have ESO+ 99% of the time.... So i got something but not rly. But the point is reward fot those are going down too.
    Summerset - Psijic Villa - Worth 13k crowns i think?
    Elsweyr - Trial Dummy - Worth 6k crowns
    Western Skyrim - House - around 10k crowns probably
    Blackwood - DLC - worth 2k crowns and ppl who have ESO+ didnt rly needed it that much.

    So yeah. If i look just at the crown price it rly hurts. Of course some ppl dont like houses, some dont have eso+ so free dlc was great for them. Sooo... in my opinion ZOS should add few options as a reward and everyone can pick what they like the most.

    And after all of this if we look at the Crown Store.... We are getting outfit styles for 400 gems... We get more and more stuff that costs more and more. ZOS has 0 problems with creating over 40 new mounts each year (10+ per crown season). Its almost like new mount each week. I rly dont see a problem in spending few weeks on creating rewards for content instead for Crown Store. Like if we get 38 mounts this year in Crown Store instead of 42... I dont think anything would break.
    I dont have any problems with ZOS selling stuff in Crown Store. But in my opinion They focus on the Crown store too much right now.

    Better content in the game = more players = more ppl buying crowns = more money for ZOS. At least thats what i think.


    So yeah. I rly want to see better rewards for doing content in the game.
    And if somebody is interested why my post is so long - well, i planned on creating thread like this later so i had some stuff ready :x
    PC/EU @Arthtur

    Toxic Tank for the win :x
  • merpins
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    First, to address the microtransaction store aspect at the beginning of the post: I'm upset about 2 things.
    First, the fact that they offer convenience options like vamp/ww bites and cures, sp and ap resets, and bank/inventory space upgrades without a disclaimer saying that you can buy them in-game for gold, how much gold it would cost, and where to do it. It's one thing to be lazy, I'm sure some people will still buy it, but doing it the way they are doing it just preys on new players that don't know any better. It needs a disclaimer when you try to buy it, asking if you are sure, with the information I mentioned.
    Second, the loot boxes. It's a grey area that every big company is cashing in on, and though I can't guarantee with a 100% certainty, but I am convinced that in 10 years time, this kind of micro-transaction will be banned in most if not all countries. It's gambling, and preys on addiction. This system should not be in the game, at least it shouldn't be in the game as something you pay for. If you could not pay for spins at all, but could earn spins in-game, and then had the option to buy items from the pool for crowns, it would be less of an issue. But the deceptive nature of the loot box system is predatory, and will someday be a thing that we look back on as something malicious.

    In my mind, Zos needs to balance PVP and PVE separately. They've proved time after time that by fixing problems in one, you create problems in the other. Set balancing create imbalance for either PVP or PVE, when they have to balance a set that effects both, and most of the time when they need to balance a set that effects both, they just change/nerf it into irrelevancy. Look at Viper which at one point was highly used only to get nerfed into disuse, and Elegance which was niche to be sure, but got changed entirely to something no one uses in preparation for new sets and mythics that would make it too good.

    PVP and PVE are different yeah? So balance them separately. Make all sets work differently in PVE than they do in PVP, that way they can balance however they want in one, and it won't ruin the other and vice verse.

    Second, rather than saturating the game with new sets each and every major update, they could take old sets no one uses and rework them into something decent. Obviously this runs into the problem of what would drop from new bosses in areas, but I'd argue every new zone doesn't need to drop a new or different set: they could redesign the drop tables to help with this, or just overlap where things drop. Course new dungeons and trials need the new sets and whatnot, but that, too, can be rebalanced in the future.

  • Jaimeh
    Jaimeh
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    Nefas wrote: »
    Introduction
    However, it is no surprise at all why once large numbers of people attain what they want (PvE skins for example), there is a sharp drop in retention or interest for the Trials they got it from which can have interesting effects in that demographic or at least for the next group of people wanting to tackle that content. Certainly some people stick around regardless of the lack of reward, perhaps they've forged their own values, copium or sense of achievement through other things such as scorepushing, teaching people or deriving satisfaction from resulting social interactions.

    There's another more obvious reason people stick around after a reward has been achieved: they enjoy doing that activity, i.e. playing the game. Most people who regularly run trials, simply enjoy challenging group content, without necessarily score pushing, or training in mind, etc. The satisfaction comes from the playing.
  • Vaoh
    Vaoh
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    Awesome post and it pretty much sums up my thoughts on this situation.

    Now in terms of better rewards......
    Vet HM Asylum Sanctorium is easily the most-farmed Trial, thanks to the tiny chance at a runebox. Having an economic benefit that is not a one-off reward is the best possible incentive for people to run trials repeatedly.

    Standardized Trial Rewards
    Normal
    • Title + Pet
    • 5 Transmute Crystals
    Veteran
    • Title + Costume + Momento
    • 5 Transmute Crystals, 5 Seals of Endeavor
    • 1% Chance at Polymorph Runebox
    Hard Mode
    • Title + Skin
    • 10 Transmute Crystals, 15 Seals of Endeavor
    • 5% Chance at Polymorph Runebox
    Trifecta Complete
    • Title + Mount
    • 10 Transmute Crystals, 500 Seals of Endeavor
    • 5% Chance at Polymorph Runebox
    • 100% Chance at a Class Skill Line Ability skin Runebox

    To give some examples.....
    Sunspire:
    Pet = Sunspire senche cub (was 100 crown gems)
    Costume = Same as what enemies wear Momento = 3min duration of ice-fiery effects
    Skin = Sunspire Ice-Fire Skin
    Mount = Sunspire Champion Senche-Lion
    Polymorph = Become an Alkosh Fate add
    Class Skill Line Ability skin = Templar Aedric Spear abilities, animations become ice-fire imbued variants.

    Kyne’s Aegis:
    Pet = Horker
    Costume = Same as what enemies wear Momento = 3min duration of snowy effects
    Skin = Kyne’s Fury Skin (was 400 crown gems)
    Mount = Sanguivorian Prowler (was Radiant Apex)
    Polymorph = Become a Bloodknight add
    Class Skill Line Ability skin = Warden Animal Companions abilities, animations become snowy white-blue variants.

    Right now there’s zero reward to keep running content or push trifectas more than once. The players saying that getting a trifecta title again was their reward, is literally because there is nothing else ZOS offers. We need actual rewards for this stuff now more than ever.
  • frozzzen101
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    Ever since the rug pull of Bloodroot forge skin from dungeon into store we've been having worse and worse rewards for endgame activity. There's much to talk about on this subject but I'll be short and just give couple ideas about replay value of content for endgame that will happen due to implementation of account wide achievements.

    For new trial, make a reward for trifecta runs a part of Arms Pack, like monster packs in crown store. Say, Rockrgove one hander, two hander, bow staff and shield. Once completing a trifecta run, player would be given one random non repeatable non tradable piece from that set. So in order to complete the set, you need 5 Planesbreaker achievements on your account. That's not easy and 5 trifectas in same trial is usually done only by score pushers, and at that point they already have their motivation to do content and can be ignored as far as additional rewards go. It would help with endgame group cohesion and people wouldn't swap groups on cooldown etc. That would solve the situation of replay value for long long time, and by the time new content comes out almost no one in the world would have the arms pack set completed. make those weapons shiny and coveted. While many people will say that there is no need to cater to such small pool of players, I do believe that it's important because ESO streamers and content creators are often times part of that group and support the popularity of the game by making content for it.
    Also I believe that HMs of latest trials are quite hard and you genuinely need group comp and people who will stick around in order to achieve it. It would open some incentives to progress and complete content if there would be tangible reward at the end - like a mount. There aren't many people who are cut out for trifectas, and HM is their upper limit. This would have broaden the appeal of raiding in general. Title rarely cuts for this demographic.
    For regular vet clear give skin or markings or whatever.

    As for dungeons, I think they are much easier and don't require the same level of dedication so we can be a bit more lax on rewards. What I'm proposing is:
    Vet Clear - title
    Challenger (HM, speed and no death separately) - whatever reward associated with dungeon (skin, personality, whatever really)
    Trifecta - title for flexing

    I think that having Challenger give dungeon specific awards like skins is healthiest approach. Trifecta runs can be very demanding and not everyone can do it, but separately many more people can do it with some lucky runs or when they luck out with solid group. The way current dungeons are balanced it's very doable, with non HMs being rather trivial nowdays. Trifectas actually need coms and legit strategies majority of the time so we don't need to lock main rewards behind it, however it would still need some progression and dedication to the content. Motifs are decent motivation to keep up with old dungeons, but please don't ruin their value with haphazard events.

    The only part is that ZoS actually has to be convinced that reward structure is actually a problem, and then they have to sacrifice profits from a couple rewards that be put into game rather than in crownstore. I think this is greatest hurdle and one that will likely be reason why we can't have nice things.
    Also I have to say that this thread is rather sad. So many people here are either philosophers or wet towels. If a class rep puts up a thread about genuine problem that ESO has, then you should probably use the time you spent to try and derail the thread on something productive here. If there is off chance of having class rep breathing down the ZoS' necks about this topic then at least try to use it to better our games experience. As a part of endgame community I tried to address those specific issues, despite the fact that I do not care about reward structure much, but I do see that it's problem for some of my fellow players and groups. And I think this idea would genuinely fix good chunk of issues currently brought forward by the endgame community.
  • Sparxlost
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    if someone gets an achievement or title then they have earned it
    who cares if they got it on their necromancer instead of their dragonknight? why should i have to play any part of the game that i thought was unnecessary just to get the same achievement? ex. fishing
    if you have something to prove then do it on both anyway...
  • BradTheNord
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    Creative director Rich Lambert on his own Twitch stream a few weeks ago….

    Q: Do you think the reward structure is acceptable in its current state? Grinding countless weeks for master angler to receive just a title?

    A: The reward is knowing you went through all that to get that title & the self satisfaction it brings….

    In short they clearly don’t respect the players time & it’s starting to get really tiring.

    :EDIT:

    And let’s be real here for a minute the only reason half the people rocking god slayer etc on this game are still around due to selling skin runs and cashing out the gold, let’s not act like people who play aren’t making lots of real money doing this I could name a lot of very respectable people on Xbox NA who do this and have done this for a long time maybe that’s why a lot of end game players are still here milking the cow until it’s fully gone yano ?
    Edited by BradTheNord on February 3, 2022 1:32PM
  • colossalvoids
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    Also arms packs. Those should be absolutely earnable. Make their pages drop randomly with vas poly chance and be done with "opaline" cringe forever making more game space for something good.
  • Elsonso
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    Nefas wrote: »
    I ultimately find that current discussions are completely irrelevant with people fighting over scraps and with some points being put forward as completely fallacious (whether you're arguing that replayability of content is intrinsically tied in with a sense of accomplishment on alternative characters or that players are silly for not realizing the ultimate reward is "fun" anyway, it's all understandable or perhaps valid to a degree) to the point emotion is clearly ruling over thought although in some cases, a difference of culture (console players tend to equate title/skin/achievement to player skill/status moreso than their PC counterparts) may explain some things too.

    Quoting for the purpose of linking to the top.

    While it is nice to open a discussion about the quality of the rewards that ZOS hands out, and we can have the discussion about the quality of the rewards, I do not see that as the immediate problem at hand.

    Right now, with character based achievements, players do get an achievement reward on each character, as they get the achievement. I have seen people actually laugh at the "pop up" and the thought of this being a reward. Some people have made it clear that they don't think it is a reward, or that the benefit of repeating that reward is so diminished that it might as well be ignored. Regardless, it is a form of reward, even if this is not valued the same by everyone. It might be slim as hell and might be considered pathetic, but it it there.

    So, I am going to analyze the psychology behind this and wonder about motivations to complete content, and ponder the nature of better ones rewards. Later.

    For little ol' me, the immediate problem at hand is that ZOS is going to remove those rewards, they are not going replace them with anything, and they are giving no indication that anything ever will replace them. I realize that, for some, there is an issue with the opposite; ZOS is giving unearned rewards, in the form of titles. I also realize that these two are not the only problems. I appreciate the varied nature and number of problems, but my perspective on them is to be more immediately concerned about removed rewards.

    ZOS, in a single stroke, is planning to remove reward opportunities that have been in the game since launch, that players have built characters and play styles around, and that some people apparently still value. On this large of a scale, I find this very irresponsible. Maybe other studios, and other games, have done the same thing, on the same scale, without putting something in to replace it. ZOS can be added to that case study on why it is a bad idea, but I am more concerned about ESO than other games.

    I see this as bad for obvious reasons. There is no decent mitigation for this on the player side. Game play reward opportunities are removed. Other reward opportunities that already exist are other reward opportunities. Saying that the reward was not really a reward just ignores that it actually was a reward. Saying that the reward should be better is fine, but the achievement is already marked done, the reward opportunity is gone, so what reward are we talking about? Saying that players can find their own reward does not change that ZOS removed the opportunity to get the reward.

    While account-wide achievements are a good idea, and this is how it should have been since launch, it wasn't that way, and it hasn't been that way for the entire 8 year life of the game. If ZOS wants to implement account-wide achievements, they are going to have to step up their game and do better. A lot better.

    Until then, this should be postponed to a future update.
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • Adremal
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    _Zathras_ wrote: »
    Nefas wrote: »
    players start asking themselves and also ask the devs if there ever will be a consistent, ESO-unique reward system (satisfying for every player of every activity)

    Short answer: No.

    As they mentioned in the Reveal, there are 20M players. All individuals, with their own wants, needs, and drives. As with everything else in life, you can't possibly please everyone. The discussions on the forums in the last week deeply underscore that, although any read of any forum in the last 20 years will also give the same results.

    Total players isn't "active players" though. The overwhelming majority of those 20M players probably just bought the game and are now long since inactive. I don't know of any reliable ESO activity checker but some other MMOs have reliable ones and the "total" number of players is almost always 3-4 digits higher than the actual daily/monthly active players.
    Other than that, yes, it's obviously impossible to please everyone... but to displease more than 50% and probably closer to 75% of the active playerbase (between the forum, reddit and general sentiment on guild discords) is another matter entirely.
    I don't think this is a negative thing though, as it should send a strong message and ZoS might act accordingly for the betterment of the game.
  • JN_Slevin
    JN_Slevin
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    Honestly, ever since Wolfhunter released I played this game less and less.

    I fondly remember when Dragonbones released, I was so hyped and had so much fun being in SCP and FL. Because while the dungeons in itself aren't hard, the hardmode is (was). And you had to get that done to get these awesome collectibles.

    After I achieved it i was proud to wear these things. Because I finally did it. For me, the balance of the Dragonbones dungeons was the pinnacle of gamedesign. It was easy on normal, achievable on veteran, and insanely challenging on hardmode. I still love those dungeons.

    Then Wolfhunter came around, which had an awesome personality, the skin i didn't like very much, but that's subjective.

    After that they threw rewards from the challenger achievements into the conqueror achievement. Which took away basically all difficulty of obtaining them, which in turn made them less "valueable".

    And after this it got even worse, now the rewards for the dungeons was a reskinned pet and mementos which are (in my mind) completely useless. I don't want mementos, I wouldn't bat an eye if they were gone tomorrow.

    I for one, simply do not have any motivation anymore to go into new dungeons.

    But this issue is not isolated to dungeons.
    I strongly believe the lack of players in BGs are because you literally get nothing from it. There is no leaderboard which would cause competitive people to play them. There are grindy titles, which do not reflect skill but time spend in them.

    And don't even get me started with Log-In rewards. At this point i honestly want them to go, since all they are doing is clutter my inventory.

    It's sad what the game has come to. There is no challenge anymore, and if there is, there is no way to "show off" your achievements.
    Work hard, and you will be rewarded. Spend wisely, and you will be comfortable. Never steal, or you will be punished.
  • Finedaible
    Finedaible
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    I agree with the amount of sets becoming unsustainable. They already struggle to fix and balance existing sets and others get overlooked or not fixed at all. This is why I've been calling for combat expansions, more class abilities, additional skill lines, undaunted ultimate... anything that doesn't require as much database bloat.
  • Hamiltonmath
    Hamiltonmath
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    There are a lot of things that are annoying to get or hard to get or require you to do a certain subset of something that not everyone does, such as, among other things, Powerful Assault weapons, Hakeijo, Dragon Rheum (I think it's Rheum that is the expensive one), some leads, gold platings. Here are some things that would be cool to see or have: Dungeon scores, Dungeon trifecta dropping gold jewels, REDUCED transmute for random normals, keep transmutes the same for Veteran dungeons, bonus transmutes for DLC, less loss for getting killed in Imperial City (or a different version of Imperial City that is not PVP), sellable Runeboxes per trial (1 percent drop chance? - someone suggested a Mini Zmaja pet!!!), more Triune jewels available, chance of a gold mat from a trial? maybe unlimited free travel for a week/month?, maybe something towards a small house, maybe the ability to grow Columbine/Corn Flower at your house?, maybe some sort of achievement for helping the most people (no idea how that would even work), maybe a drop that is a guaranteed missing thing from your stickerbook?, maybe a drop that is a guaranteed missing motif or a missing recipe?
    I really think we need to have a way to differentiate the title earned on that toon or earned on the account.
  • etchedpixels
    etchedpixels
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    _Zathras_ wrote: »

    As they mentioned in the Reveal, there are 20M players.

    Be careful with that. They said they had hit 20M players. They didn't say if that was total accounts created since launch and if it included free to play ones created during f2p events that were never played since. The devil is in the details. Zenimax has been incredibly resistant to releasing any kind of official player numbers in terms of live users, average simultaneous players and the like. We have some PC simultaneous player numbers from steam (which are clearly well below the real number as many people don't play via steam on PC) but nothing else to go on that's not armwaving about twitch numbers or reddit comment counts.

    More likely 20M people have ever played ESO (actually a few less because some people have several accounts), many of them have moved on, many of them played a tiny bit and left. Of the remainder most of them probably have one character, did a bit of the questing Elder Scrolls style and have never been on the forum, have no idea about this change and don't care either way.

    If you look at the steamdb data the average steam player has played a total of 172 hours but the median is 25 hours which implies a lot of the players played very little.

    So in fact the evidence is you have a relatively small core of players (small being a relative term given that's still a lot of people) who are affected and care either way about it.
    Too many toons not enough time
  • kojou
    kojou
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    I agree fully with the sentiment that the rewards system in ESO is mostly abysmal.

    Case and point:

    I have not set foot into Kyne's Aegis, but I have done pretty much every other trial multiple times. Why? because the primary reward system for most trials is gear, and I have no interest in any of the gear that is in Kyne's Aegis. Sure there is the drive to complete something hard, etc, etc, but if I have a limited amount of time to play (which I do) then I am going to do the content that is the most fun and most rewarding, so I mostly do trials that have gear that I want, because that is the primary reward currently.

    My Opinion on Bad rewards:

    Gear sets should not be the primary reward for content. They are subjective, and finite (i.e. once you have a complete set motivation decreases substantially). I'm ok with it being a secondary reward to fill the sticker-book, but not the primary reward and motivation for doing a trial or dungeon.

    Titles and achievements should not be the primary motivation for content. There are some cool titles that are worth chasing for certain, but again that has a finite value as well.

    What are good rewards/rewards players want?

    There are some things that (end game) players always need. For example, something as simple as a bag of Alchemy materials or an amount to transmute crystals that makes sense. In other words, consumable rewards > 1 time rewards. I always find myself in need of both, but rather than getting them doing the content I want to do I have to go hunt down alchemy surveys or PvP or do random normal dungeons.

    How would I distribute rewards?

    We already have a precedent for ways to distribute rewards for doing difficult content.

    1. Weekly Trial Leaderboard

    Players can get on the leaderboard by completing a trial and achieving a high score, but what do we get for our effort and skill? A set piece that I likely already have and 5 transmute crystals... so for me this is less rewarding than doing a Random Normal Dungeon. At a minimum it should be a curated armor piece (maybe 2) and 10 Crystals, but 15 would probably be more balanced because of the time investment and coordination required to get on the weekly leaderboard is vastly more than doing a Random Normal Dungeon.

    Also, the leaderboard should not be random, it should cycle through all the trials in order, but I digress...

    3. Pledges

    We already have pledges for dungeons. Why not have pledges for trials? Get "Godslayer" and get X Keys, Y Transmute Crystals, and a bag of Alchemy mats as a quest reward, and have lower tier rewards for lower tier completes.

    Undaunted keys could even be expanded to use to buy trials gear, so we can get those last Perfected weapons of False God's that refuse to drop because I keep getting the Nahviintaas pieces that I deconn'ed before the sticker-book tracking system.

    There are more things I could add, but even doing this would be leagues beyond what we have now and might even revitalize the end game community with players that are interested in getting in on the rewards.
    Playing since beta...
  • Elsonso
    Elsonso
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    _Zathras_ wrote: »

    As they mentioned in the Reveal, there are 20M players.

    Be careful with that. They said they had hit 20M players. They didn't say if that was total accounts created since launch and if it included free to play ones created during f2p events that were never played since. The devil is in the details. Zenimax has been incredibly resistant to releasing any kind of official player numbers in terms of live users, average simultaneous players and the like.

    In the past, this number has represented the total number of paid accounts. That representation included duplicate (one player, multiple accounts) but not trial/f2p accounts, does not represent ESO Plus, and gives no indication of how many of those are being played, and or how often. It is not clear whether they include banned accounts.

    Of course, they have been rather loose with tossing these numbers around, and if they change what they mean and don't tell us, we would never know.

    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • Tornaad
    Tornaad
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    Nefas wrote: »
    Introduction

    The recent conversations surrounding the Account-wide achievements/titles on both the forums and other mediums have certainly caused some disconnected disagreement between the varying opinions regarding the upcoming changes

    Regardless of the opinions (I personally lean towards account-wide achievements/titles being more positive than negative), I ultimately find that current discussions are completely irrelevant with people fighting over scraps and with some points being put forward as completely fallacious (whether you're arguing that replayability of content is intrinsically tied in with a sense of accomplishment on alternative characters or that players are silly for not realizing the ultimate reward is "fun" anyway, it's all understandable or perhaps valid to a degree) to the point emotion is clearly ruling over thought although in some cases, a difference of culture (console players tend to equate title/skin/achievement to player skill/status moreso than their PC counterparts) may explain some things too.

    What should be focused on here is why people are passionate/upset about the titles. Simply put, it's one of the very few things that people perceive to have as far as endgame "rewards" go which is rather sad and should be the focal point of all future discussions when it comes to, well, the entire reward system across the board or lack thereof. In a sense, people shouldn't be mad that account-wide titles are happening but mad at the fact that's pretty much all they "had". Indeed, this isn't just isolated to "endgame" players but ALL ESO players regardless of the game activity they partake in.

    In this post, I'd like to present an overview of ESO's reward structure and how the severe lack of satisfaction/rewards has contributed to not only a part of the endgame minority's backlash over titles, the powderkeg that was the Respec Scrolls fiasco on social media and a large part of the lack of growth or interest in specific ingame activities. You are more than free to disagree with me/others or attack my stance, but do please keep the thread civil as I'd prefer to not have it locked, thank you!

    What, Where and Why are the Rewards?

    The degree of a dopamine rush is quite different between collecting a pet just by porting to a new zone or dungeon and collecting a pet by completing content. The same can be said for any kind of reward whether it's a mount (Godslayer, Planesbreaker, Ebon Dwemer Wolf) or personality (Worm Wizard, Beast) or skins. In short, when players think of rewards they often think of collectibles such as skins, titles, the achievement points, mounts, personalities and whatever that can be collected through not only a sense or reality of progression but from the actual content they buy or play.

    With this being said, such rewards have become quite scarce in recent years with skins having the equivalent or superior version of it in the Crown Store and the sheer amount of Mounts locked behind what is essentially gambling on the Crown Store alongside the personalities/skins/emotes/other collectibles.

    The consistency of rewards has also suffered. Perhaps it's body markings this time instead of a skin. Perhaps instead of a Hoarver pet it's a memento that is simply another unused addition to the vast collection of mementos you sometimes barely use or perhaps it's the amount of Transmute Crystals (as of Update 28-33, you get 1 Crystal from Battlegrounds as opposed to 10 Crystals from a Random Normal or 10 Crystals from organizing a total of 12 people for a Trial versus doing two basegame Hard Modes with up to 3 others for 10 Crystals/4 Undaunted Keys) you can get. Maybe in one Trial trifecta, you don't even get a mount, you get a memento. Or if you do get a mount, you don't get a skin. No matter what, there is a clear lack of consistency when it comes rewards in the game whether we want to talk about quality, mode or availability. The nature of this consistency can overlap with player behavior such as many players treating Battlegrounds objective matches as Deathmatches because of the perception of a lack of worthwhile rewards even if you do win.

    This inconsistency is compounded by the lack of what players perceive to be rewards, which in juxtaposition to the overwhelming presence of what players desire being located in the Crown Store, not only contribute to Crown Store fatigue (much like combat balance fatigue) but also a sense of bitterness and dejection that can manifest in tangible form as there are no other alternatives besides dealing with an abysmal gambling rate, encouragement of a certain # of purchases or an extremely grindy alternative that's artificially capped to encourage consumer behavior towards purchase.

    No sane player should call for an end to the microtransactions of the Crown Store as it's clear the proceeds help support the game in both a corporate and financial sense however it is troubling when compared to other games (as an example, FFXIV has over 200 earnable mounts) The Elder Scrolls Online falls rather short of fulfilling the players' sense of achievement in rewards. I would also like to mention here that this is not a zero-sum game where the Crown Store mounts HAVE to go away or that ingame mounts/collectibles be better, that certain players should only be able to earn/buy things, or vice versa, my argument is ultimately that there should be a healthy balance between the base game and its microtransactions store rather than what we have now.

    It is of further note that no sane player or content creator I've talked to or observed throughout the 8 years I've been playing since beta has also said "yes, there's enough rewards in this game, we don't need any more rewards, we don't want to earn mounts, we don't want to earn costumes/polymorphs, we don't want to earn skins, we don't want to earn pets, we don't want to see any new incentives for overland/PvP/PvE/BGs/Trials, etc."

    When players call for more rewards to be added to the game, they often do so from the limited perspective of their demographic. Casual players want rewards that are not only earnable but accessible. Endgame players bemoan they want rewards that are not only earnable but encourage them to keep sticking around. Most players regardless of demographic or playstyle clearly understand that there is something wrong or at bare minimum amiss when it comes to what they can work towards or gain. I believe it's time we stop isolating the discussion of rewards to any specific group of players but rather open up all future discussions of rewards to all players at all levels/tiers.

    But what kind of rewards do players want or maybe in some instances, actually need?

    The Nature of Incentives, Rewards and Players

    There is unfortunately a terrible complexity and difficulty in the determining of rewards particularly on the dev-end. Which players get what? How do players get what? When do players get what? What will affect the ingame economy, etc?

    Much like the proposed compromise of a "gilded title" system put forth by many players, this system objectively changes nothing whatsoever about the incentives of replaying or picking up the content apart from being a short-term solution to appease people. Skins, cosmetics or other "one time" rewards are also not the greatest in terms of retaining either interest or communities although they can certainly act as initial catalysts or motivators in encouraging people to start progressing through the content. It is clear that the presence of desirable rewards can act as incentives as evident by many players still wanting to buy/play Fang Lair runs (released in 2018) to this very day along with a few other similar examples.

    However, it is no surprise at all why once large numbers of people attain what they want (PvE skins for example), there is a sharp drop in retention or interest for the Trials they got it from which can have interesting effects in that demographic or at least for the next group of people wanting to tackle that content. Certainly some people stick around regardless of the lack of reward, perhaps they've forged their own values, copium or sense of achievement through other things such as scorepushing, teaching people or deriving satisfaction from resulting social interactions. This applies to PvP as well where after many years of performance degradation and lack of content, the incentives for players fell for players who wanted to pick up or stay on PvP. The few PvP incentives and dysfunctional reward system (a dye for Grand Overlord, how gaining AP works arguably does not encourage actually doing the activity of PvP and so forth) simply leads to it being something supported only by the attractiveness of the combat system (which is dubious for PvP since the combat needs to work for it to be attractive) and again, social interaction.

    There is however an eventual hard limit to how much players can incentivize for themselves and their communities within the game. We've seen this happen particularly with PvE/PvP where despite trying to incentivize through ingame prizes, events or whatnot the turnouts by the end of this long process can be remarkably small. Once you complete the content and whatever comes with it, your behavior changes into a cyclical one which has increasingly been encouraged since 2017 (Curated Sets, the philosophy of the game's direction, how the game mechanics are implemented and so on) and which also conveniently encourages some of that same consumer behavior as mentioned above.

    This brings us to Perennial Rewards which are, in theory, the flexible parts of a reward system in The Elder Scrolls Online. Why do you do Random Normals on each character? Why do you go to Cyrodiil to farm just enough AP to get Tier 1? Why do you farm specific dungeons or go to specific places and stay there for hours on end? Why did a bunch of PvP'ers also do Veteran Craglorn Trials in 2015 and stuck with doing Trials after? In the case of those PvP'ers in 2015 (who would later become Mechanically Challenged on PC/NA), gold Sun jewelry that was tradeable to other players outside of the group/Trial could be sold. In short, Transmute Crystals, motif collection, furnishing plans and so forth that act as either personal or economic incentives definitely encourage you to do such activities.

    There is certainly a limit to one-time rewards like skins and titles but perennial rewards in whatever form it may be could be something that the devs could explore further alongside rigid rewards. Yet, just like regular rewards, there is a huge absence of these kinds of rewards as well in at least the activities that are the least popular with most ESO players. As an experiment, come up with an idea of a reward or reward system for perhaps a leaderboard or an activity, anything at all... and the result is sadly that no matter what you come up with, it's a terrific idea because in such a vast void anything will stand out as excellent because there is pretty much nothing else.

    Lastly we need to approach the more dangerous and (in my opinion) unsustainable territory of rewards in the form of Item Sets. Item Sets are a huge part of this game (as of Update 32, at least in ESOU's database, there's over 520 entries for Item Sets alone). It's clear that player expectations and the dev-end response to meet those expectations grew exponentially over the years. What rewards do players expect from Dungeons now that there are no longer "good" cosmetics/collectibles? Item sets. Why should players buy our next DLC/Chapter? Item sets. Both players and devs have dug themselves into this hole over the years with these Item Sets and it's a rather vicious cycle which I suspect will meet its limit at one point in the future.

    Is There A Solution?

    As far as the issue of Item Sets as rewards go, offering better collectibles or grinde-able rewards in whatever form in place of item sets until further Item Set audits/combat balancing can resolve the myriad of item sets that see barely any use by many players would be a start but this is such a complicated matter that I certainly don't envy whoever needs to solve it.

    As for everything else, we just need a start to this discussion in the form of this issue being raised more frequently until there's a firm response. It's important in my opinion as we steadily approach the 10th anniversary of ESO's release that players start asking themselves and also ask the devs if there ever will be a consistent, ESO-unique reward system (satisfying for every player of every activity) much like there has been an ESO-unique system for pretty much everything so far from combat to account management because as it is currently I would certainly argue that the current reward system is incredibly weak or completely missing in many parts of the game.

    Wow! I had not even thought about this but now that I have read your extremely well put together thoughts, I am in complete agreement with every point you make. I hope this thread does not die and that it keeps going until this issue gets properly addressed.
  • Finedaible
    Finedaible
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    _Zathras_ wrote: »
    Nefas wrote: »
    players start asking themselves and also ask the devs if there ever will be a consistent, ESO-unique reward system (satisfying for every player of every activity)

    Short answer: No.

    As they mentioned in the Reveal, there are 20M players. All individuals, with their own wants, needs, and drives. As with everything else in life, you can't possibly please everyone. The discussions on the forums in the last week deeply underscore that, although any read of any forum in the last 20 years will also give the same results.

    I would not trust these numbers they throw out there without any proof or context. The simple fact that they had to create a "cold storage" for inactive accounts makes me wonder how many of these "players" are actually still playing to game, or how many accounts are bots, which aspects of the game they even engage with, or how many are subscribed to ESO+.

    It's far too easy to make numbers look like a good thing when there's no context.
  • HappyDan
    HappyDan
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    ESO crown store manager reads this post:
    Yeah that's cool idea
    Alright bois let's release our 200th reskin on senche with fish particles for 200$
  • ThorinOakenshield86
    I love this. RIP to those who wasted their time doing achievments and titles on a multiple characters, but you are just few. Most people don't have a time because we must go to work, or do other rl stuff, have families, etc., or simply playing more than one game. We don't wanna stuck to one character because our best titles are there and don't have your free time to progress on multiple chars.
    Edited by ThorinOakenshield86 on February 3, 2022 7:41PM
  • Whiskey_JG
    Whiskey_JG
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    right now when you finish a hardmode trial, you get:
    -gear
    -maybe golden jewelry
    -some golden amulet worth 10k gold
    -a motif
    -other trash gear

    literally everything of the above is getting deconstructed or sold. And if you dont have eso+ that just fills up your inventory very quickly.

    It's sad that titles and 2 mounts are the only rewards for endgame pve players.

    As a minimum every trifecta achievement needs a mount.

    For example vMoL had the skin reward, but the Dro m'athra senche mount was sold from the crown store. That should have been tied to DmD achievement.
    Right now the only mounts that matters in the game are the Sunspire Senche mount and Planesbreaker mount. (ironically the planesbreaker mount is of a lesser quality even though the achievement is so much harder to get).

    I dont understand why ZoS doesnt get this. Hard earnable mounts = respect between players.

  • Lady_Galadhiel
    Lady_Galadhiel
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    We should have more mounts obtainable with gold as the game desperately needs more gold sinks but we all know they won't do that.
    End gamers get their "special" mount every 2 years and the rest buys from the store, sure some may protest sometimes or refuse to buy them, but as long as enough people buy those mounts if with crowns or even with gems,nothing will change.
    Why change a system which works out pretty well for them? Business is business, only if enough people would stop spending large amounts of money on crown store or s significant amount of people would stop playing the game then maybe something would change,maybe.

    More rewards would be cool but I understand ZOS, if with minimal effort they are able to make enough money I understand why they don't bother with doing more.




    Total ESO playtime: 8325 hours
    ESO plus status: Cancelled
    ESO currently uninstalled.
  • Dojohoda
    Dojohoda
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    The issue is account wide achievements, which is a list, and the eraser or hiding of our character's data and only showing the one character that completed it first.

    I spent some hours at the PTS testing this new feature. Up front, I want to say that I am a huge fan of this game. I have been playing almost daily since 2015. I have two accounts on each of the two PC servers. My gameplay revolves around my individual characters and what I can do or want to accomplish with each one. This individual tracking has caused me to enjoy a rewarding replay of parts of the game. The current achievement system also allows me to track what my characters have not yet completed. I do actually look at the list when I am not sure what to do in the game.

    Rewards are what they are and many of them are enjoyed briefly, or disposable either right away or until something better shows up. Each year new content features new rewards such as account-wide gear that sometimes gets adjusted later and then ditched by the player, new titles which are not account-wide, and new cosmetics which are account wide. Rewards have nothing to do with account wide achievements. The current achievement system is a list for each character and it works very well and it is not broken. I do not want to lose this list.

    If compromise is required, give us both but do not take away the individual character list. :|
    Fan of playing magblade since 2015. (PC NA)
    Might be joking in comments.
    -->(((Cyrodiil)))<--
  • woe
    woe
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    There needs to be longer, harder and more difficult to obtain items/titles/skins/etc.. from more than one activity. Whether that requires solo farming, playing with a group, etc.
    uwu
  • BahometZ
    BahometZ
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    This is a good discussion to have.

    Obviously we play this game for fun, but each individual has different motivations for playing that evolve over the course of playtime. Achieving goals is fun, getting shinies is fun, just kicking about town is fun.

    If we talk about a better reward system in game what would motivate people more? We have been flooded with pets, mementos, emotes, motifs and style pages, there are enough personalities for all 18 toons to be unique. The amount of skins in game has accelerated of late. There are too many item sets. Gold is not difficult to come by after a certain point in the game, same with mats.

    Each trial has an abundance of assets that can be incorporated as rewards, potentially furnishing items, polymorphs, or mechanic emotes (I know more emotes right). It's disappointing that the ra gada polymorph, the celestial skin and the serpent skin have been crown store items rather than rewards for meeting criteria in their clearly relevant trials. Maybe getting a skin for completing a hel ra trifecta would invigorate activity in that content beyond score pushing, or the chance for a polymorph to drop. Looking through all the skins on offer it's funny/sad how many are thematically tied to specific content and yet were just crown store items. Of course the crown seasons are themed, but it's like seeing day one DLC for sale.

    The player base has had mixed success at calling ZOS to task on issues like this; there was a minor success with the godslayer mount, the zmaja skin, but no movement on the seabrume vs seaborn skins. And remember the Kyne's Fury skin for like 600 crown gems right when Kyne's Wrath was a title reward. Get outta here! They clearly feel they have a product that they know we are willing to consume regardless of how parsimonious they are.

    There are also other elements as rewards that have occasionally been touched on, such as player auras, coloured title text, trial mounts or fragments towards them, furnishing mannequins to show off outfits. There could also be specific adornments earned in trials that stand out, like crowns or masks that are thematically linked to the trial. Of course they would glow cool colours. We want to look cool right.

    They could increase the transmute crystal rewards, and add weekly dungeon scores, with gold jewelry rewards. The gold vendor could start selling weapons. Dungeon style mask pages could stop being limited time, but the drop rate would be reduced.

    Some of these might be terrible ideas, but a lot of them might get people feeling like they're time is being respected.

    In any case, thanks for nudging the player base Nefas.
    Pact Magplar - Max CP (NA XB)
  • Amottica
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    Great post.

    But, what is a class representative? First I have seen a tag on someone who posted.

    What class does @Nefas represent?

    I have been around for about 9 months now, why have I not heard or seen a class representative until now?

    Probably the most important question is, what does a class representative do? I am guessing tutor new players or something.
  • Lapin_Logic
    Lapin_Logic
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    Rewards, 400 Crown Gems for a Trifecta. 50 Transmutes for a No Death run.
    These rewards are fair as it does not "Gate Keep" people with Physical impairments or from Geographic regions with poor connections from getting a "Unique reward" that only 5% of players will get, It also gives you that Dopamine hit of "I got this Crown Crate item/Gem Exclusive item for free (or I can sell this for Gold so you don't need to mess around with carries) it also removes the "Gambling" aspect from the crown store, these rewards are also far more tangible than a title that 90% of players don't even see/ bother to look at.

    There is no need to a Unique Mount/house for each dungeon as it only breeds ill will inside the community where the have not's (Can not's) resent the bragging and boasting of the "Toxic end gamers" and the crown store has a boat load of epic looking Radiant Apex mounts already that I could work towards, (Endeavours are a joke, in 2095 I might be able to get a celestial ram, lucky me)
  • Sorced
    Sorced
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    deflorate wrote: »
    There needs to be longer, harder and more difficult to obtain items/titles/skins/etc.. from more than one activity. Whether that requires solo farming, playing with a group, etc.

    I agree. Almost all rewards are too generic and too easy to get.

    And combat-wise there is not enough progression.
  • _Zathras_
    _Zathras_
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    Amottica wrote: »
    what does a class representative do? I am guessing tutor new players or something.

    They are volunteers that give a player-level voice, acting as advisors that ZOS taps into on some issues.

    They don't tutor, and rarely interact with the community as a whole on this level.

    "The selected players should have a deep understanding of at least one class, with extensive knowledge involving abilities, itemization, solo and group play in both PvE and PvP scenarios. Representatives will be asked to work together to compile a list of the top concerns and bugs for each class, and present these notes to members of the ESO Development Team on a quarterly basis. Note that we’re not looking for general class suggestions or ideas at this time; our focus will specifically be on some of the current pain points."

    Source

    Here is an example of the notes taken by Alcast of their meetings.



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