Lack of meaningful rewards. Rewards in ESO are anemic across the board, but they're especially insulting in this event. I really hope the new leadership team will take a hard look at this topic heading into ESO's next decade. Compared to other games, ESO simply doesn't reward investment in the gameplay loops that players are expected to engage with. Dopamine hits are weekly at best instead of hourly. With regard to this event, the non-gold coffers are, simply put, garbage. Overland gear is not exciting. Plunder worth <5k gold is not exciting. I don't expect this complaint to effect change, but I really hope someone at ZoS cares enough to audit rewards in this game and realize that if players don't feel their time is valued, they will leave.
Lack of urgency. The cross-server competition proceeds at a snail's pace. The camps are glorified dolmens; there are no repercussions to winning or "losing". I understand that there is likely a "need" internally to manufacture some longevity into this event/content -- there usually is in MMOs -- but a competition designed to feel like a race is not the place for that. When I log in and do a dozen event dailies, I don't see or feel any discernible difference vs. doing 3 dailies for gold coffers. The progress bar for the server doesn't budge either way; my contribution is far too small to matter given the scale involved. That's a problem, because the rewards for the event activities suck, which means I'm unlikely to engage with the event more than the bare minimum. To me, that suggests poor game design. If I don't feel like my contribution matters AND I don't feel like my contribution yields worthwhile rewards... why should I keep playing beyond habit?
Is fun not the reward? I'm deadly serious. Do people play for fun and satisfaction or intangible digital items that could be wiped out by a solar flare?
You are correct, rewards give a dopamine hit, which leads to addiction. Having less dopamine hits is a bad thing?
Reward the grind with recognition. Next time, relax limits on contributions per day. Let the grinders grind (and make continued grinding rewarding!). But beyond giving grinders merely something to occupy their time with, give them recognition, too. This event absolutely should have shipped with a Leaderboard to spotlight top contributors, with unique rewards dangled as incentives for the top X contributors per phase per server.
Make it a sprint, not a marathon. Next time, lean harder into the race concept. We had plenty of forewarning that this event was happening as players, and plenty of time to get hyped about it and to ensure we were free to participate. Each phase should be taking a week -- not three! Compressing the timeline makes progress and participation feel more meaningful at an individual and at a server level. It also creates FOMO, which is a critical ingredient in successful MMO design (despite the chorus of casual players who resent it). FOMO IS GOOD. FOMO makes people play your game instead of other games. The only piece of FOMO in this event is the Wall Breaker title, which I think is a fine yet tiny step in the right direction.
Don't doctor the numbers. I understand that certain servers have dramatically higher populations than others, and that the thresholds for participation/progress are adjusted accordingly for fairness and practicality. Well... races aren't fair. Races are about winning. Moreover, the fact that ZoS has seen the need to tweak progress #s along the way to calibrate for desired end date undermines the entire point of the competition. Next time, instead of asking console to jump over a 1' obstacle and PC to jump over a 5' one, consider letting the more populated servers reap the benefits from their numerical advantage & the less populated server enjoyers deal with consequences of playing an online game on a low-populated platform. What's the point of a race if each server is artificially positioned to run vastly different distances? It becomes contrived and meaningless.
I'd like to inject a dose of reality.Lack of meaningful rewards. Rewards in ESO are anemic across the board, but they're especially insulting in this event. I really hope the new leadership team will take a hard look at this topic heading into ESO's next decade. Compared to other games, ESO simply doesn't reward investment in the gameplay loops that players are expected to engage with. Dopamine hits are weekly at best instead of hourly. With regard to this event, the non-gold coffers are, simply put, garbage. Overland gear is not exciting. Plunder worth <5k gold is not exciting. I don't expect this complaint to effect change, but I really hope someone at ZoS cares enough to audit rewards in this game and realize that if players don't feel their time is valued, they will leave.
Is fun not the reward? I'm deadly serious. Do people play for fun and satisfaction or intangible digital items that could be wiped out by a solar flare?
You are correct, rewards give a dopamine hit, which leads to addiction. Having less dopamine hits is a bad thing?
tomofhyrule wrote: »But running from siege camp to siege camp and spamming skills at a boss I can’t see and getting no loot because I play a tank and therefore are not top 12 DPS is not fun. So if this game wants me to do that, they need to give me something because “fun” ain’t it.
Moreover, the fact that ZoS has seen the need to tweak progress #s along the way to calibrate for desired end date undermines the entire point of the competition. Next time, instead of asking console to jump over a 1' obstacle and PC to jump over a 5' one, consider letting the more populated servers reap the benefits from their numerical advantage & the less populated server enjoyers deal with consequences of playing an online game on a low-populated platform.
wolfie1.0. wrote: »The problem with races is that for them to work you need clear and defined metrics, rules, objectives, and a way to measure individual performance, incentive, and a time limit.
This event lacks all of that.
allochthons wrote: »Moreover, the fact that ZoS has seen the need to tweak progress #s along the way to calibrate for desired end date undermines the entire point of the competition. Next time, instead of asking console to jump over a 1' obstacle and PC to jump over a 5' one, consider letting the more populated servers reap the benefits from their numerical advantage & the less populated server enjoyers deal with consequences of playing an online game on a low-populated platform.
/Sigh. I thought we were beyond console-shaming. People play on console for many reasons. One of the biggest is that they can't afford to buy and maintain, and keep up to date, a high-end gaming PC.
Please, respect that.
 
                     AvalonRanger wrote: »If this thread means problem of "writhing wall event", then...
I don't have any of complaining against old style DLC.
If developers are planning next DLC, please bring back old style.
I don't want to grind for meaningless contents.

Athometodd wrote: »I play for a sense of pride and accomplishment, so this post doesn't apply to me.
Is fun not the reward? I'm deadly serious. Do people play for fun and satisfaction or intangible digital items that could be wiped out by a solar flare?
Let me start by saying: kudos to ZoS for trying something new. I can appreciate that a lot of work went into making the Writhing Wall event happen, and I think the concept of a cross-server competition has a lot of potential.
In my opinion, though, the event has fallen short of delivering on the hype for several glaring reasons. Here is some feedback about what I perceive to be issues & some ideas that I think could help future events like this one be more positively received.
Problems:
- Lack of meaningful rewards. Rewards in ESO are anemic across the board, but they're especially insulting in this event. I really hope the new leadership team will take a hard look at this topic heading into ESO's next decade. Compared to other games, ESO simply doesn't reward investment in the gameplay loops that players are expected to engage with. Dopamine hits are weekly at best instead of hourly. With regard to this event, the non-gold coffers are, simply put, garbage. Overland gear is not exciting. Plunder worth <5k gold is not exciting. I don't expect this complaint to effect change, but I really hope someone at ZoS cares enough to audit rewards in this game and realize that if players don't feel their time is valued, they will leave.
- Lack of urgency. The cross-server competition proceeds at a snail's pace. The camps are glorified dolmens; there are no repercussions to winning or "losing". I understand that there is likely a "need" internally to manufacture some longevity into this event/content -- there usually is in MMOs -- but a competition designed to feel like a race is not the place for that. When I log in and do a dozen event dailies, I don't see or feel any discernible difference vs. doing 3 dailies for gold coffers. The progress bar for the server doesn't budge either way; my contribution is far too small to matter given the scale involved. That's a problem, because the rewards for the event activities suck, which means I'm unlikely to engage with the event more than the bare minimum. To me, that suggests poor game design. If I don't feel like my contribution matters AND I don't feel like my contribution yields worthwhile rewards... why should I keep playing beyond habit?
---
Suggestions:
- Reward the grind with recognition. Next time, relax limits on contributions per day. Let the grinders grind (and make continued grinding rewarding!). But beyond giving grinders merely something to occupy their time with, give them recognition, too. This event absolutely should have shipped with a Leaderboard to spotlight top contributors, with unique rewards dangled as incentives for the top X contributors per phase per server.
- Make it a sprint, not a marathon. Next time, lean harder into the race concept. We had plenty of forewarning that this event was happening as players, and plenty of time to get hyped about it and to ensure we were free to participate. Each phase should be taking a week -- not three! Compressing the timeline makes progress and participation feel more meaningful at an individual and at a server level. It also creates FOMO, which is a critical ingredient in successful MMO design (despite the chorus of casual players who resent it). FOMO IS GOOD. FOMO makes people play your game instead of other games. The only piece of FOMO in this event is the Wall Breaker title, which I think is a fine yet tiny step in the right direction.
- Don't doctor the numbers. I understand that certain servers have dramatically higher populations than others, and that the thresholds for participation/progress are adjusted accordingly for fairness and practicality. Well... races aren't fair. Races are about winning. Moreover, the fact that ZoS has seen the need to tweak progress #s along the way to calibrate for desired end date undermines the entire point of the competition. Next time, instead of asking console to jump over a 1' obstacle and PC to jump over a 5' one, consider letting the more populated servers reap the benefits from their numerical advantage & the less populated server enjoyers deal with consequences of playing an online game on a low-populated platform. What's the point of a race if each server is artificially positioned to run vastly different distances? It becomes contrived and meaningless.
TLDR: please, give players a reason to engage with the content you work so hard to design. ESO is a beloved game with so many players who want a reason to keep coming back. Whether it's recognition through event-centric leaderboards (pride, envy), shinier, exclusive rewards (pride, greed), or simply leaning harder into FOMO, there are so many ways to make MMO players feel like the game is "worth playing."
I would add here another "what if" suggestion:
It would have been far more interesting, instead of dolmens (camps), to have a PvE version of castles from Cyrodiil, so the Worm Cult could take over a castle/fort in Solstice, and players could siege it, or be sieged and wiped out by some tough monsters like Gish. That way you could have more fun, and would see the map controlled by the Worms or by the Fellowship.
The idea with the leaderboard is great. Also, having guilds compete would have been great, and the top X guilds could get a guild house or something like an unique skin or mount for everyone.
For example, how cool would have been to have the tabards of the top guilds taking part in the event hang in Solstice and on Stirk for the rest of the game future? And have the names of the top three players have plaques and statues in Solstice besides other NPC statues?