Ability choices are about compromise, just like anything in life. Why should a game be any different? The fact that some combinations of abilities lead to being massively over-powered notwithstanding (which is something that does need a fix), if you choose to play a healer, your obvious choice of armour is light because of complimentary passives; in this case you are compromising your armour rating. If you choose to play a healer who wears heavy armour, you take the advantage that heavy armour gives but compromise your passive abilities to enhance your healing. That's fair isn't it? Work around it....frodoteabaginz wrote: »one of my biggest complaints is this
i play a healer orginaly i wanted to use plate but do to the fact plate passive's. do not support healer's i was forced to use cloth. i guess in batheasda's eyes healer's do not use plate. only cloth normally this would be a game breaker for me. as i prefer the survivability of plate healer's but in ESO while a healer can use plate. its not efficient enough to be a feasible healer because plate just doe's not have the passive's to support your magicka. both regen and reduced spell costs and max magicka because of this bathesda is basically saying. that if you want to play a fully functionable healer you must where cloth. but wasn't one of the games main aspects that any class can use any armor type. and stille be fully functionable?
this is an easy fix though give plate 2 set's of passives one for tank and one for healer's but make it so that player's can only chose one or the other not both so that it's not OP
Ok, this latest "fix" for the bosses are just ridiculous.
Having the timer being global (as in not boss specific) just makes it silly. You go in and kill a group challenge in a public dungeon (the one in cold harbour) and killed the little sub boss and then killed the masin boss and noone gets anything from it because we already killed a "boss".
This timer can't be there if it's so lazyily coded so it's global. I can't understand how that didn't get caught before it got implemented.
The timer as it has been implemented just punishes people that want to play the game.
frodoteabaginz wrote: »one of my biggest complaints is this
i play a healer orginaly i wanted to use plate but do to the fact plate passive's. do not support healer's i was forced to use cloth. i guess in batheasda's eyes healer's do not use plate. only cloth normally this would be a game breaker for me. as i prefer the survivability of plate healer's but in ESO while a healer can use plate. its not efficient enough to be a feasible healer because plate just doe's not have the passive's to support your magicka. both regen and reduced spell costs and max magicka because of this bathesda is basically saying. that if you want to play a fully functionable healer you must where cloth. but wasn't one of the games main aspects that any class can use any armor type. and stille be fully functionable?
this is an easy fix though give plate 2 set's of passives one for tank and one for healer's but make it so that player's can only chose one or the other not both so that it's not OP
TL;DR CONCLUSION...
- Free to play
- More logical VR 1-10 content
- Solo quest instances
- Fix/balance alliance war pops
- Make it worth our while to group with lower level friends.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
Indeed, history shows no matter how vocal the developer is that the 'store' will only contain 'fluff' it never stays like that as 'fluff' doesn't pay the bills.
I played GW1 only briefly so the 'shop' never came up as an issue. I have played GW2 a lot, I have 5 level 80s and enjoyed getting them there and certainly bought basic things like inventory and bank expansions.It can be done. The cash shop in GW1 and at least to the extent of the cash shop itself in GW2 (ie, you can trade gems for gold), it was pure fluff. There are a few 'non-fluff' things in them but they are so trivial no one really spends gems in them.
But I guess it works because the whole game was about fluff. The endgame gearing is about making your character look badass in both games, so the fluff in the cash shop is actually very attractive to their players.
ruze84b14_ESO wrote: »
World of Warcraft and EvE Online (as well as even Everquest 1 and Ultima Online, which are both hitting record numbers) are both pay-to-play subscription models which are incredibly successful. Dark Age of Camelot was also a subscription that saw it's peak. Subscription models bring content updates and patches faster than free-to-play, which is a proven fact. They also tend to last longer, time wise.
Plus, the number of F2P champions that are reporting consumer losses due to the tendency for power gear to creep into a promised 'vanity only' marketplace is rather staggering. The company doesn't make enough money off of vanity, they introduce a pack of potions or a set of armor, and people start leaving.
And while they obviously have fewer players than free-to-play, this means that fewer server assets and bot headaches to manage. More players don't mean better, unless those players all spend money.
LOTRO to my mind is the most egregious I have played. Turbine were ADAMANT that the Store wouldn't affect game design, yet Helm's Deep shows just how much the game design is now used to 'drive' Store revenues.
Turbine parroted an nauseum that there would be nothing vital to playing the game which would be Store-exclusive and as far as I know that's still true .. what is also true though that now some very important items such as buff pots are only acquirable in-game for barter tokens that are rarer than hen's teeth as drops.
WoW, Eve, EQ and UO are all over a decade old. They were produced in the dawn of MMOs and had/have a loyal player base to justify the sub. New sub-based MMOs cannot compete against the staggering amount of f2p options available.
Some points you say are valid, like the increase in numbers resulting in increased server constraints and more prevalent botting. But this is far outweighed by the increased revenue from sheer numbers. Yes, there will be a high percentage of players who don't spend a cent on a cash shop, but there is also a large amount that spend well in excess of $15 per month. The box cost doesn't have to be removed, only the subscription. General consumers don't like being pigeon-holed into a subscription model. I would happily stake my career in marketing to prove that a f2p model would generate more revenue in this instance.
As Xaei mentioned, look at GW2 for an example of a pure cosmetic/convenience cash shop model that functions perfectly. Or DDO, as it is the most recent and relevant example of a dying mmo transformed into a thriving mmo.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
WhiskeyRiver.AZub17_ESO wrote: »I am not sure this is the place to put this,but I could find no other place. I have found that for solo players,it is quite rough going. Everything is priced very high,and the amount of gold or items,armor,etc,you get from quests are slim. Many quests,you just get a furtherance of the quest itself,and no reward.Also,most everything I check,wardrobes,desk,crates,backpacks,etc,..
have only a few ingredients,or lockpicks. In Morrowind,you had hope of finding random bits of real good armor,or weapons.Not so in TESO.Why did you make it this rough for solo players? I love the game,dont get me wrong,but,Jeez is it rough. And a mount? Forget that.What with repairing armor,and weapons,one can never afford one.Unles you pay more money,..$15.00. Wasnt $59.00 enough?
ruze84b14_ESO wrote: »I do not feel the current guild mechanics, quest system or lack of drive to AvAvA will earn a loyal playerbase. If Zenimax can improve this in a quick manner, with good communication, they will see that playerbase become loyal.
I want to see Zenimax / Bethesda reach the highest turnover possible to accelerate the development cycle and extend the lifespan of this game. I know they can't reach this potential with a subscription model.
Keep the box cost, remove the sub, implement a cash shop.
This is what I truly believe.
And do not fear the cash shopIt can be catered to sell player content, convenience, cosmetic items and 'perhaps' content access (races etc) - These are things that do not sway pvp balance greatly and will definitely reach large sales amounts.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
Yup, indeed, that's what Turbine said when LOTRO went hybrid .. the reality today shows it's a lie.And do not fear the cash shopIt can be catered to sell player content, convenience, cosmetic items and 'perhaps' content access (races etc)
Because those still playing are incapable of figuring out for themselves whether or not they want to carry on an need you to tell then, right?id advise ANYONE reading this if you havnt already- cancel your sub- and wait about 2-3 more years for them to TRY to fix this massive letdown.
Why is this game so antisocial? Grouping is pointless, slows you down; spawning is awkward, needs relogs to SOMETIMES work, and Armys invading citys while guards chill and are totally incompetent for a 2014 80$ game is kinda a letdown, id advise ANYONE reading this if you havnt already- cancel your sub- and wait about 2-3 more years for them to TRY to fix this massive letdown.