Reward us for completing each stage, then we might actually get more enthusiastic, like a real reward, not just unlocking at the end of the event something we already paid for.
I totally agree that we need leaderboard for these sort of events.
Then when event concludes, or phases conclude. One should get extra rewards based on their contribution. Lets say different tiers for contribution.
For example you are at top %10 and you will get something. Top %50 gets less of the same reward etc.
lostineternity wrote: »You forgot about one very very exciting reward Coldharbour Surreal Estate (the house that was in the game for ages, to be clear 8 years, you can buy it anytime for 1 mil. gold).
Yeah it's a reward and probably valuable but you can't avoid allegations of over the top usage of recycled content for this event.
I mean if you marketing this event as a huge and unique thing, maybe you should create unique and not so easy accessible reward for that purpose?
Another issue is a lot (I mean really a lot) of dedicated players already have this house and what compensation did they get? Maybe something valuable and exciting?
Yeah, right, 10k gold compensation... How exciting...
Being explicitly told on PC servers that ZoS was going to hobble us a ton compared to everyone else really took the wind out of everybody's sails, IMO.
DenverRalphy wrote: »Being explicitly told on PC servers that ZoS was going to hobble us a ton compared to everyone else really took the wind out of everybody's sails, IMO.
How exactly were the PC servers hobbled?
The metrics are setup based on active population on each server. If the PC servers have a lower percentage of their active population working to push the progress bar, how is that on ZOS?
That’s the thing about an online game. It’s alive, in a sense. It’s in a dialogue with players, who are often more than happy to tell game makers what they like and what they don’t. And the creators of ESO were listening and changing. Those changes altered the core of how players on every platform would experience the game, and they were inspired, in part, by watching console players.
“When traditional MMOs add new content, typically it was only if you completed all the other content could you actually go into the new content,” Firor said. “And so we had these two diametrically opposed philosophies.”
Some people thought they should cater to hardcore fans, while others thought that it was better to cast a wider net.
“ESO on console,” he said, “was veering much more towards the ‘just log in and play and have fun world’ and veering away from the traditional MMO model. So we thought long and hard about that. And that’s why our first big expansion, DLC—whatever you want to call it—Orsinium, was not level-based. You could just go in and play no matter what level you were. Because we knew it was great content, we wanted lower-level players to be able to go in and have fun. But we wanted max-level players to go in and continue their journey. And so we just made level scaling work in that zone, and then suddenly everyone could play together. And it was probably the best decision we made in the game up to that point, because then we realized, ‘Oh, my God, level scaling is the way to go, because it makes the game much more social.’”
spartaxoxo wrote: »DenverRalphy wrote: »Being explicitly told on PC servers that ZoS was going to hobble us a ton compared to everyone else really took the wind out of everybody's sails, IMO.
How exactly were the PC servers hobbled?
The metrics are setup based on active population on each server. If the PC servers have a lower percentage of their active population working to push the progress bar, how is that on ZOS?
While this is true, there may have been some issues in how ZOS estimated how many would be active. They may have given an overly generous handicap to XBOX EU, for example.
Yeah, I suspect this event landed better with more casual users than more core ones. I'm using casual in this case for the types of activities they enjoy vs playtime. I know in the past the devs have talked about how console is significantly more casual in its playtime and how that shaped the development of the game.That’s the thing about an online game. It’s alive, in a sense. It’s in a dialogue with players, who are often more than happy to tell game makers what they like and what they don’t. And the creators of ESO were listening and changing. Those changes altered the core of how players on every platform would experience the game, and they were inspired, in part, by watching console players.
“When traditional MMOs add new content, typically it was only if you completed all the other content could you actually go into the new content,” Firor said. “And so we had these two diametrically opposed philosophies.”
Some people thought they should cater to hardcore fans, while others thought that it was better to cast a wider net.
“ESO on console,” he said, “was veering much more towards the ‘just log in and play and have fun world’ and veering away from the traditional MMO model. So we thought long and hard about that. And that’s why our first big expansion, DLC—whatever you want to call it—Orsinium, was not level-based. You could just go in and play no matter what level you were. Because we knew it was great content, we wanted lower-level players to be able to go in and have fun. But we wanted max-level players to go in and continue their journey. And so we just made level scaling work in that zone, and then suddenly everyone could play together. And it was probably the best decision we made in the game up to that point, because then we realized, ‘Oh, my God, level scaling is the way to go, because it makes the game much more social.’”
DenverRalphy wrote: »How exactly were the PC servers hobbled?
The metrics are setup based on active population on each server. If the PC servers have a lower percentage of their active population working to push the progress bar, how is that on ZOS?
spartaxoxo wrote: »Yet, I suspect this event landed better with more casual users than more core ones. I'm using casual in this case for the types of activities they enjoy vs playtime. I know in the past the devs have talked about how console is significantly more casual in its playtime and how that shaped the development of the game.
DenverRalphy wrote: »How exactly were the PC servers hobbled?
The metrics are setup based on active population on each server. If the PC servers have a lower percentage of their active population working to push the progress bar, how is that on ZOS?
If metrics were set fairly, how probably would it be that, within the same timespan, one server would gain 12% and the other only 4%? Shouldn't differences be much smaller? It's looks like things were miscalculated.
DenverRalphy wrote: »spartaxoxo wrote: »DenverRalphy wrote: »Being explicitly told on PC servers that ZoS was going to hobble us a ton compared to everyone else really took the wind out of everybody's sails, IMO.
How exactly were the PC servers hobbled?
The metrics are setup based on active population on each server. If the PC servers have a lower percentage of their active population working to push the progress bar, how is that on ZOS?
While this is true, there may have been some issues in how ZOS estimated how many would be active. They may have given an overly generous handicap to XBOX EU, for example.
Yeah, I suspect this event landed better with more casual users than more core ones. I'm using casual in this case for the types of activities they enjoy vs playtime. I know in the past the devs have talked about how console is significantly more casual in its playtime and how that shaped the development of the game.That’s the thing about an online game. It’s alive, in a sense. It’s in a dialogue with players, who are often more than happy to tell game makers what they like and what they don’t. And the creators of ESO were listening and changing. Those changes altered the core of how players on every platform would experience the game, and they were inspired, in part, by watching console players.
“When traditional MMOs add new content, typically it was only if you completed all the other content could you actually go into the new content,” Firor said. “And so we had these two diametrically opposed philosophies.”
Some people thought they should cater to hardcore fans, while others thought that it was better to cast a wider net.
“ESO on console,” he said, “was veering much more towards the ‘just log in and play and have fun world’ and veering away from the traditional MMO model. So we thought long and hard about that. And that’s why our first big expansion, DLC—whatever you want to call it—Orsinium, was not level-based. You could just go in and play no matter what level you were. Because we knew it was great content, we wanted lower-level players to be able to go in and have fun. But we wanted max-level players to go in and continue their journey. And so we just made level scaling work in that zone, and then suddenly everyone could play together. And it was probably the best decision we made in the game up to that point, because then we realized, ‘Oh, my God, level scaling is the way to go, because it makes the game much more social.’”
They didn't give out individual handicaps though. It's based on the average active population of each server. So if all servers fielded the exact same percentage of their active population doing the exact same number of daily quests per player, then they should all finish at the same time. That's the theory anyway.
Now if one server has an overabundant number of players who do little more than ogin, do the bare minimum to collect their daily rewards, and logout. Well that's on the players themselves. Not really on ZOS.
Take PSNA for example.. started strong, then faltered a bit for about a week. Last couple of days the playerbase seemed to kick it into gear and give it more effort. One thing I'm seeing a lot of on PSNA now, are characters constantly leveling up at the questgivers in the fellowship camp. Which to me shows that more players are breaking out their lowbies, or creating new characters, to push that bar. And the results are starting to show.
DenverRalphy wrote: »How exactly were the PC servers hobbled?
The metrics are setup based on active population on each server. If the PC servers have a lower percentage of their active population working to push the progress bar, how is that on ZOS?
If metrics were set fairly, how probably would it be that, within the same timespan, one server would gain 12% and the other only 4%? Shouldn't differences be much smaller? It's looks like things were miscalculated.spartaxoxo wrote: »Yet, I suspect this event landed better with more casual users than more core ones. I'm using casual in this case for the types of activities they enjoy vs playtime. I know in the past the devs have talked about how console is significantly more casual in its playtime and how that shaped the development of the game.
I'm not sure if anyone enjoys doing the same fetch and crafting quests every day for reward boxes that contain nothing useful.
Even for people who play this game like a singleplayer game or just to hang around in Tamriel, these quests have nothing interesting to them, I'd think. The (rather limited) background lore and dialogues might be okay the first time, but after that they're also not interesting anymore. Then it's just crafting things or tediously searching for what ever you're supposed to fetch, for barely any good reward in return.
DenverRalphy wrote: »DenverRalphy wrote: »How exactly were the PC servers hobbled?
The metrics are setup based on active population on each server. If the PC servers have a lower percentage of their active population working to push the progress bar, how is that on ZOS?
If metrics were set fairly, how probably would it be that, within the same timespan, one server would gain 12% and the other only 4%? Shouldn't differences be much smaller? It's looks like things were miscalculated.
My guess? PC players resting on their laurels cuz "We da bomb! We gotz the most players. Nobody can beatz us! Let's all take a nap, wake us when it's done."
Classic tortoise and the hare.
spartaxoxo wrote: »DenverRalphy wrote: »spartaxoxo wrote: »DenverRalphy wrote: »Being explicitly told on PC servers that ZoS was going to hobble us a ton compared to everyone else really took the wind out of everybody's sails, IMO.
How exactly were the PC servers hobbled?
The metrics are setup based on active population on each server. If the PC servers have a lower percentage of their active population working to push the progress bar, how is that on ZOS?
While this is true, there may have been some issues in how ZOS estimated how many would be active. They may have given an overly generous handicap to XBOX EU, for example.
Yeah, I suspect this event landed better with more casual users than more core ones. I'm using casual in this case for the types of activities they enjoy vs playtime. I know in the past the devs have talked about how console is significantly more casual in its playtime and how that shaped the development of the game.That’s the thing about an online game. It’s alive, in a sense. It’s in a dialogue with players, who are often more than happy to tell game makers what they like and what they don’t. And the creators of ESO were listening and changing. Those changes altered the core of how players on every platform would experience the game, and they were inspired, in part, by watching console players.
“When traditional MMOs add new content, typically it was only if you completed all the other content could you actually go into the new content,” Firor said. “And so we had these two diametrically opposed philosophies.”
Some people thought they should cater to hardcore fans, while others thought that it was better to cast a wider net.
“ESO on console,” he said, “was veering much more towards the ‘just log in and play and have fun world’ and veering away from the traditional MMO model. So we thought long and hard about that. And that’s why our first big expansion, DLC—whatever you want to call it—Orsinium, was not level-based. You could just go in and play no matter what level you were. Because we knew it was great content, we wanted lower-level players to be able to go in and have fun. But we wanted max-level players to go in and continue their journey. And so we just made level scaling work in that zone, and then suddenly everyone could play together. And it was probably the best decision we made in the game up to that point, because then we realized, ‘Oh, my God, level scaling is the way to go, because it makes the game much more social.’”
They didn't give out individual handicaps though. It's based on the average active population of each server. So if all servers fielded the exact same percentage of their active population doing the exact same number of daily quests per player, then they should all finish at the same time. That's the theory anyway.
Now if one server has an overabundant number of players who do little more than ogin, do the bare minimum to collect their daily rewards, and logout. Well that's on the players themselves. Not really on ZOS.
Take PSNA for example.. started strong, then faltered a bit for about a week. Last couple of days the playerbase seemed to kick it into gear and give it more effort. One thing I'm seeing a lot of on PSNA now, are characters constantly leveling up at the questgivers in the fellowship camp. Which to me shows that more players are breaking out their lowbies, or creating new characters, to push that bar. And the results are starting to show.
Yeah that's true. I have noticed the same uptick on PSNA. I do wonder if it's calculated correctly though when the difference is so dramatic between XBOX EU and everyone else. I do also wonder if some of it has to do with the devs thinking they were a long shot iirc. That kind of thing can definitely stir people into action.
DenverRalphy wrote: »My guess? PC players resting on their laurels cuz "We da bomb! We gotz the most players. Nobody can beatz us! Let's all take a nap, wake us when it's done."
Classic tortoise and the hare.
DenverRalphy wrote: »My guess? PC players resting on their laurels cuz "We da bomb! We gotz the most players. Nobody can beatz us! Let's all take a nap, wake us when it's done."
Classic tortoise and the hare.
I play on PC and know lots of other people who do, and no one of them has this attitude. It honestly feels completely outlandish to me to think people care for what system they use - or even about this competition no one asked for.
Generally I find it a rather strange belief that people had fundamentally different mindsets or ideas based on something as arbitrary as which console or pc they might use or whether they live on the East or the West of an ocean. In the end, the system and server people use will mostly depend on what they have available and what fits their time zone best. I'd expect there to be roughly the same amount of people who like to grind or don't like to grind, who enjoy competitions or not, who are lazy or diligent. That's why I'd expect that percentages should increase about the same (with tiny differences, maybe 1-3% - not one server only reaching a third of what another has reached within the same time) - if everything had been calculated correctly.
Of course we can have pointless debates now. There's no way we can prove anything as not even the numbers of the counters are transparent. A percentage says nothing if there is no hint on how it is calculated. And spontanously "adjusting" the percantages at will makes it even worse.
I am only doing the 3 gold boxes daily b/c I hate this event thoroughly, and play like it's not eve happening. I have limited spare time and I'm just not interested in this event or its rewards.