ZOS_JasonBarnes wrote: »We’re also investigating several other areas, including:
• How encounters scale when larger groups of players are present
• Drop rates and the experience of pursuing specific rewards
• Better messaging and clearer ways to know when an encounter is active or approaching
We appreciate everyone’s patience while we review the feedback and work toward broader improvements to the system as a whole.
Please keep the feedback coming. We want to hear both the pain points you’re experiencing and your ideas for making Dynamic Encounters better.
ZOS_JasonBarnes wrote: »Thanks for the feedback, everyone. We’re gathering an incredible amount of data on the Dynamic Encounter system and are already discussing and working on adjustments going forward.
Many of the pain points raised in this thread are already part of those conversations. We want to continue investing in this system, make the encounters feel more dynamic and exciting, and improve how players track them and understand their progress.
One change I can confirm is that we plan to cut the respawn time in half. While this is not exactly the fixed hour and half-hour schedule being requested, Dynamic Encounters will be able to start every 15 minutes instead of every 30 minutes in Update 51. This should significantly reduce the amount of time players may spend waiting for the next encounter.
We’re also investigating several other areas, including:
• How encounters scale when larger groups of players are present
• Drop rates and the experience of pursuing specific rewards
• Better messaging and clearer ways to know when an encounter is active or approaching
We appreciate everyone’s patience while we review the feedback and work toward broader improvements to the system as a whole.
Please keep the feedback coming. We want to hear both the pain points you’re experiencing and your ideas for making Dynamic Encounters better.
katanagirl1 wrote: »katanagirl1 wrote: »Thanks for the update @ZOS_JasonBarnes the reduced time should help a lot.
I don’t have the Eel Pie recipe that supposedly had the drop rate increased, I don’t have all of the style pages, and I don’t have the gem yet. I did get the house fragment.
The good news on the style pages is that they're available on guild vendors. I ended up buying the last few I needed just so I would have it done.
As for the "drop rate increase" on the eel recipe: I don't have it yet either. Most people don't, and the few I've seen for sale have been for six digits of gold. It's been seeming like MAYBE one person in the crowd per round of the event gets the recipe. Yes, doubling the drop rate from 1 in 10K to 2 in 10K is technically an increase (I'm just saying that as an example, I don't know the actual drop rate) but if an increase is not actually visible to the players in the results, then it's not enough of an increase.
Yes you can buy the style pages, I did actually buy a couple, but the two I am missing now are the arm cops and the helmet, and they are listed for much more than the others for some reason, like perhaps they don’t drop as often for everyone else too. I did also price the recipes and saw the same prices, those are too high, I hoped I could get lucky enough to get a drop but it just isn’t happening.
I wonder if there is some mechanic that, on top of the drop rate, limits the number of players who can get the drop to the 1 or 2 that I also have been seeing. Several players have also said they got multiples of the recipe when many others have got none. Is there some other unrelated condition that is preventing some players from getting it as well? This all just doesn’t add up.
As for the gem drop rate being so low, I don’t understand that one either. We got the mythic from the questline but are being prevented from upgrading it. Why?
ZOS_JasonBarnes wrote: »Thanks for the feedback, everyone. We’re gathering an incredible amount of data on the Dynamic Encounter system and are already discussing and working on adjustments going forward.
Many of the pain points raised in this thread are already part of those conversations. We want to continue investing in this system, make the encounters feel more dynamic and exciting, and improve how players track them and understand their progress.
One change I can confirm is that we plan to cut the respawn time in half. While this is not exactly the fixed hour and half-hour schedule being requested, Dynamic Encounters will be able to start every 15 minutes instead of every 30 minutes in Update 51. This should significantly reduce the amount of time players may spend waiting for the next encounter.
We’re also investigating several other areas, including:
• How encounters scale when larger groups of players are present
• Drop rates and the experience of pursuing specific rewards
• Better messaging and clearer ways to know when an encounter is active or approaching
We appreciate everyone’s patience while we review the feedback and work toward broader improvements to the system as a whole.
Please keep the feedback coming. We want to hear both the pain points you’re experiencing and your ideas for making Dynamic Encounters better.
tomofhyrule wrote: »katanagirl1 wrote: »katanagirl1 wrote: »Thanks for the update @ZOS_JasonBarnes the reduced time should help a lot.
I don’t have the Eel Pie recipe that supposedly had the drop rate increased, I don’t have all of the style pages, and I don’t have the gem yet. I did get the house fragment.
The good news on the style pages is that they're available on guild vendors. I ended up buying the last few I needed just so I would have it done.
As for the "drop rate increase" on the eel recipe: I don't have it yet either. Most people don't, and the few I've seen for sale have been for six digits of gold. It's been seeming like MAYBE one person in the crowd per round of the event gets the recipe. Yes, doubling the drop rate from 1 in 10K to 2 in 10K is technically an increase (I'm just saying that as an example, I don't know the actual drop rate) but if an increase is not actually visible to the players in the results, then it's not enough of an increase.
Yes you can buy the style pages, I did actually buy a couple, but the two I am missing now are the arm cops and the helmet, and they are listed for much more than the others for some reason, like perhaps they don’t drop as often for everyone else too. I did also price the recipes and saw the same prices, those are too high, I hoped I could get lucky enough to get a drop but it just isn’t happening.
I wonder if there is some mechanic that, on top of the drop rate, limits the number of players who can get the drop to the 1 or 2 that I also have been seeing. Several players have also said they got multiples of the recipe when many others have got none. Is there some other unrelated condition that is preventing some players from getting it as well? This all just doesn’t add up.
As for the gem drop rate being so low, I don’t understand that one either. We got the mythic from the questline but are being prevented from upgrading it. Why?
The reason those pages are so much more expensive is that each of the Dynamic Encounters only drops certain pages. Auridon's is the only one that drops helm, hands, and shoulders. Since Auridon's doesn't drop anything else unique though like the skill style fragments or the recipe or leads, that one's not getting run near as much as the other two. As such, its unique drops are more expensive.
CatalinaWineMixer2 wrote: »ZOS_JasonBarnes wrote: »Thanks for the feedback, everyone. We’re gathering an incredible amount of data on the Dynamic Encounter system and are already discussing and working on adjustments going forward.
Many of the pain points raised in this thread are already part of those conversations. We want to continue investing in this system, make the encounters feel more dynamic and exciting, and improve how players track them and understand their progress.
One change I can confirm is that we plan to cut the respawn time in half. While this is not exactly the fixed hour and half-hour schedule being requested, Dynamic Encounters will be able to start every 15 minutes instead of every 30 minutes in Update 51. This should significantly reduce the amount of time players may spend waiting for the next encounter.
We’re also investigating several other areas, including:
• How encounters scale when larger groups of players are present
• Drop rates and the experience of pursuing specific rewards
• Better messaging and clearer ways to know when an encounter is active or approaching
We appreciate everyone’s patience while we review the feedback and work toward broader improvements to the system as a whole.
Please keep the feedback coming. We want to hear both the pain points you’re experiencing and your ideas for making Dynamic Encounters better.
This is some great news! These types of events are something I and many of our Guild members asked for! I am so very glad to see them. There is a lot of potential. Please consider offering Holiday and Weekly ones, rotating rewards and perhaps even Group Finder ones.
ZOS_JasonBarnes wrote: »Thanks for the feedback, everyone. We’re gathering an incredible amount of data on the Dynamic Encounter system and are already discussing and working on adjustments going forward.
Many of the pain points raised in this thread are already part of those conversations. We want to continue investing in this system, make the encounters feel more dynamic and exciting, and improve how players track them and understand their progress.
One change I can confirm is that we plan to cut the respawn time in half. While this is not exactly the fixed hour and half-hour schedule being requested, Dynamic Encounters will be able to start every 15 minutes instead of every 30 minutes in Update 51. This should significantly reduce the amount of time players may spend waiting for the next encounter.
We’re also investigating several other areas, including:
• How encounters scale when larger groups of players are present
• Drop rates and the experience of pursuing specific rewards
• Better messaging and clearer ways to know when an encounter is active or approaching
We appreciate everyone’s patience while we review the feedback and work toward broader improvements to the system as a whole.
Please keep the feedback coming. We want to hear both the pain points you’re experiencing and your ideas for making Dynamic Encounters better.
Dalsinthus wrote: »CatalinaWineMixer2 wrote: »ZOS_JasonBarnes wrote: »Thanks for the feedback, everyone. We’re gathering an incredible amount of data on the Dynamic Encounter system and are already discussing and working on adjustments going forward.
Many of the pain points raised in this thread are already part of those conversations. We want to continue investing in this system, make the encounters feel more dynamic and exciting, and improve how players track them and understand their progress.
One change I can confirm is that we plan to cut the respawn time in half. While this is not exactly the fixed hour and half-hour schedule being requested, Dynamic Encounters will be able to start every 15 minutes instead of every 30 minutes in Update 51. This should significantly reduce the amount of time players may spend waiting for the next encounter.
We’re also investigating several other areas, including:
• How encounters scale when larger groups of players are present
• Drop rates and the experience of pursuing specific rewards
• Better messaging and clearer ways to know when an encounter is active or approaching
We appreciate everyone’s patience while we review the feedback and work toward broader improvements to the system as a whole.
Please keep the feedback coming. We want to hear both the pain points you’re experiencing and your ideas for making Dynamic Encounters better.
This is some great news! These types of events are something I and many of our Guild members asked for! I am so very glad to see them. There is a lot of potential. Please consider offering Holiday and Weekly ones, rotating rewards and perhaps even Group Finder ones.
I could not disagree more - I hate dynamic encounters with the fire of 1,000 suns. Yet I’m glad that someone enjoys them and I am genuinely curious as to why. Would you mind explaining what it is you like about these things? I promise not to argue about it, I just want to hear a different perspective because these things have killed my enjoyment of the game.
Dalsinthus wrote: »CatalinaWineMixer2 wrote: »ZOS_JasonBarnes wrote: »Thanks for the feedback, everyone. We’re gathering an incredible amount of data on the Dynamic Encounter system and are already discussing and working on adjustments going forward.
Many of the pain points raised in this thread are already part of those conversations. We want to continue investing in this system, make the encounters feel more dynamic and exciting, and improve how players track them and understand their progress.
One change I can confirm is that we plan to cut the respawn time in half. While this is not exactly the fixed hour and half-hour schedule being requested, Dynamic Encounters will be able to start every 15 minutes instead of every 30 minutes in Update 51. This should significantly reduce the amount of time players may spend waiting for the next encounter.
We’re also investigating several other areas, including:
• How encounters scale when larger groups of players are present
• Drop rates and the experience of pursuing specific rewards
• Better messaging and clearer ways to know when an encounter is active or approaching
We appreciate everyone’s patience while we review the feedback and work toward broader improvements to the system as a whole.
Please keep the feedback coming. We want to hear both the pain points you’re experiencing and your ideas for making Dynamic Encounters better.
This is some great news! These types of events are something I and many of our Guild members asked for! I am so very glad to see them. There is a lot of potential. Please consider offering Holiday and Weekly ones, rotating rewards and perhaps even Group Finder ones.
I could not disagree more - I hate dynamic encounters with the fire of 1,000 suns. Yet I’m glad that someone enjoys them and I am genuinely curious as to why. Would you mind explaining what it is you like about these things? I promise not to argue about it, I just want to hear a different perspective because these things have killed my enjoyment of the game.
Riinaraiith wrote: »[snip]
So you want all the rare stuff, right from the update, on a scheduled timer, with guaranteed drops?
And what will you do with all your remaining time until the next update?
Brag about how "you found it first"? Good grief, if that is what your life is about in an MMO, I feel sorry for you.
It won't be much of a rarity and achievement if everyone gets it like that.
Not to mention what it would do to the Guild Merchants.
There's just no "Try or Die. And then try some more." mentality for games these days.
Pathetic.
Admittedly, the DE's (as well as the NM) is utterly useless. It's zerging for minimal profit.
And the FreeRunner quests are abysmal. "Please take the note on the table next to this board and claim your reward from the box on the other side of the same board." Really ZoS?
Second Thieves Guild storyline? Meh. Done in a day. If the game doesn't lock on transitions.
You know what helped me?
Deleting 2 older characters and starting anew. I got more achievements, rare plans, missing stickerbook equipment and gold from that in a day than playing my main for a week.
Go put some effort in the game. Because the challenge is there. You may not like it, but that would be a you-problem.
ZOS_JasonBarnes wrote: »Thanks for the feedback, everyone. We’re gathering an incredible amount of data on the Dynamic Encounter system and are already discussing and working on adjustments going forward.
Many of the pain points raised in this thread are already part of those conversations. We want to continue investing in this system, make the encounters feel more dynamic and exciting, and improve how players track them and understand their progress.
One change I can confirm is that we plan to cut the respawn time in half. While this is not exactly the fixed hour and half-hour schedule being requested, Dynamic Encounters will be able to start every 15 minutes instead of every 30 minutes in Update 51. This should significantly reduce the amount of time players may spend waiting for the next encounter.
We’re also investigating several other areas, including:
• How encounters scale when larger groups of players are present
• Drop rates and the experience of pursuing specific rewards
• Better messaging and clearer ways to know when an encounter is active or approaching
We appreciate everyone’s patience while we review the feedback and work toward broader improvements to the system as a whole.
Please keep the feedback coming. We want to hear both the pain points you’re experiencing and your ideas for making Dynamic Encounters better.
karthrag_inak wrote: »Khajiit has done many of them (all achievements they are responsible for, got recipe, couple dozen of the ingredients for recipe) , and in general enjoys them a great deal. They are something else to do and as such khajiit welcomes them
Not every activity has to be steak and taters on khajiit's menu. These encounters....these are delightful bag of snack chips. Sometimes that's all that's called for.
This one does hope for some more substantive content in the near future - hopefully the trial will provide that.
ZOS_JasonBarnes wrote: »Thanks for the feedback, everyone. We’re gathering an incredible amount of data on the Dynamic Encounter system and are already discussing and working on adjustments going forward.
Many of the pain points raised in this thread are already part of those conversations. We want to continue investing in this system, make the encounters feel more dynamic and exciting, and improve how players track them and understand their progress.
One change I can confirm is that we plan to cut the respawn time in half. While this is not exactly the fixed hour and half-hour schedule being requested, Dynamic Encounters will be able to start every 15 minutes instead of every 30 minutes in Update 51. This should significantly reduce the amount of time players may spend waiting for the next encounter.
We’re also investigating several other areas, including:
• How encounters scale when larger groups of players are present
• Drop rates and the experience of pursuing specific rewards
• Better messaging and clearer ways to know when an encounter is active or approaching
We appreciate everyone’s patience while we review the feedback and work toward broader improvements to the system as a whole.
Please keep the feedback coming. We want to hear both the pain points you’re experiencing and your ideas for making Dynamic Encounters better.