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Is ESO heading down the dark path of deliberate inconvenience with housing furnishings?

2

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  • GdemamiGdemami Member EpicPosts: 12,342
    cheyane said:
    This guy is pretty mad
    ...pretty stupid too.
  • synless_oceansynless_ocean Member CommonPosts: 8
    edited January 2017
    Thane said:
    yea, most people bitch about grind since they first had to grind to reach something.

    short answer: not everything in life comes for free, or because mommy buys it.
    for some things, you actually gotta work. get used to it.
    I think you're confusing real life with land of make believe
  • mgilbrtsnmgilbrtsn Member EpicPosts: 3,430
    They have to incentive to buy things in order to make coin.  You can argue to what degree, but it has to be done.  In this case, with a non P2W store, you have to increase that incentive since buying non 'Advantage' giving items is a tougher sell for many. 

    I self identify as a monkey.

  • SpottyGekkoSpottyGekko Member EpicPosts: 6,916
    Tbh, I don't have much of a problem with this.

    ESO is one of the top MMORPG's currently, and their value is excellent. I expect them to find new ways to increase revenue, and so far they've done it without  compromising the core game play.

    Zenimax is not a charity.
  • KatillaKatilla Member UncommonPosts: 829
    I own the CE of this game, saw the housing expantion was finally going to come out and was considering returning.  Until I saw how much they cost.  Aion pretty much did the same shit with housing.
  • cheyanecheyane Member LegendaryPosts: 9,386
    Gdemami said:
    cheyane said:
    This guy is pretty mad
    ...pretty stupid too.
    I thought it was a not too subtle boost about the 6 million he had .
    Garrus Signature
  • KyleranKyleran Member LegendaryPosts: 43,975
    Thane said:
    yea, most people bitch about grind since they first had to grind to reach something.

    short answer: not everything in life comes for free, or because mommy buys it.
    for some things, you actually gotta work. get used to it.
    I think you're confusing real life with land of make believe
    No, in some games, particularly MMORPGs there are hardships and challenges that have to be overcome or endured to reach a goal, even if not necessarily enjoyable.

    Just like real life, not every worthwhile activity is "fun", but you just have to soldier up and "get er done."


    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

    Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

    "This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon






  • HarikenHariken Member EpicPosts: 2,680
    edited January 2017
    I don't really care about playing decorate in mmo's. The quest to get an inn room will be fine for me. Since i don't care about housing the quest will just be something to do in all faction zones if i want to. But Zos putting the best houses in the crown store is no surprise and shouldn't be to anyone that plays mmo's today. They will make a ton of money from it no matter how much you complain. Blame it on the whales in every mmo that buys this stuff. Don't boost these gamer's ego's when they brag ingame about what they bought in the store. They are the reason this crap happens.
  • KyleranKyleran Member LegendaryPosts: 43,975
    Tbh, I don't have much of a problem with this.

    ESO is one of the top MMORPG's currently, and their value is excellent. I expect them to find new ways to increase revenue, and so far they've done it without  compromising the core game play.

    Zenimax is not a charity.
    This is the reality of modern game development. I am positive in almost every title being made today, MMO, single player, MOBA or whatever the development teams regularly get together to discuss how to increase revenues in their games.

    Especially long term online games, the consumer pattern has long been established and refined.

    Devs now know the can collect money from people before even getting started. (KS) They can sell a variety of early access options including pre-orders, founders packs, deluxe editions, beta or even alpha access and of course head starts at launch.

    Then they can collect an initial B2P package fee frequently with a sub or patron fee that will bring in strong revenues at launch.

    So as time passes, even the most successful MMOs start to lose their playerbases, and getting new players more challenging.

    So devs turn to a variety of mechanisms to continue solid revenue flows.

    One is to offer P2A items in a cash shop. While very popular with some (whales) they tend to piss off other players in proportion to how much advantage they give others.

    On the other side is selling items of pure convenience, that have no real impact on gameplay.

    This is tricky, I believe the vanity market is much smaller then the P2A one, so how do we get players to buy them.

    It's been a proven method to offer something new like housing that many players have wanted, and put it behind an inconvenience paywall so players are strongly incentived to buy it in the store in order to "get it now"

    Thing is, they know many of their customers actually have the money to spend $100, $200 or even more on cash shop purchases, the only trick is generating enough desire to spend it.

    So one way is to offer a solid game at a fair price to get people hooked..er I mean playing ;) then toss in items such as housing that are very desirable and put a solid level of incovenience to obtaining it from in game methods.

    Here's the bottom line, there's nothing wrong with doing this, all just part of the business model at the end of the day.  

    It's a long known business fact, it is far easier and more profitable to find ways to retain and encourage your current customers vs obtaining new ones, and I view changes such as ESOs housing to be consistent with this policy.

    Don't get me wrong, this is a thin and tricky line Devs must walk, and often just one mis-step will drive away a substantial portion of the customer base for good. 

    Time will tell how this change will be received, same with the cash boxes.

    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

    Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

    "This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon






  • DistopiaDistopia Member EpicPosts: 21,183
    Deliberate inconvenience is an inevitable outcome in any cash shop. B2p or otherwise. As a need to push for additional income to keep up with profit expectancy is an inevitable outcome for any corporately managed online game. The best one can hope for is that push stays within the confines of extras, and do not intrude on the core gaming systems. Housing is an extra, so in that sense profit is a logical motivator on ZOS' end. 

    For every minute you are angry , you lose 60 seconds of happiness."-Emerson


  • WizardryWizardry Member LegendaryPosts: 19,332
    Even the OP who seems to understand a very small bit is missing the point of a mmorpg,keywords ...ROLE playing.

    Immersion must be there for the entire game,NOTHING i mean nothing should be in a cash shop.Of course a CS is optional,it is always optional,again point missed.

    How do those items get into the game,who is making them,what npc is delivering them?They are not part of the world,they are from some magical FAKE store in the sky,100% immersion lost.

    Housing...Well of course every player should have somewhere to live,it would be very unrealistic to think players are just sleeping on the ground with the dangerous foes lurking about.So how do those houses appear,are we crafting them,do we gather resources to craft them,NO they are from again some FAKE magical store in the sky.

    Every single last item that is in a game ,belongs in the game and nowhere else,that is immersion,it has absolutely NOTHING to do with p2w or convenience,it is ruining the very essence of what a role playing experience should be about.

    These games are far too often just a bunch of gimmicks an d ideas tossed together with a login screen and called a ROLE PLAYING game but offer very little as such.Tons of FAKE rpg's running around,genre is flooded by crappy greedy developers.


    Never forget 3 mile Island and never trust a government official or company spokesman.

  • centkincentkin Member RarePosts: 1,527
    You want a game where housing is very rewarding, and very hard.  It is istaria.  Dragon Laircrafting takes forever for some of the better rooms.  But you can then fly around in them and they are impressive. 

    Now think if it was $20 in a shop.  It isn't all that nice anymore.  If you monitize something at a level where you have the choice of work 200 hours or pay $20, anyone reasonable will do the latter *OR* decide that even if they were willing to do the former before the latter became an option, the former is no longer worthwhile.
  • gervaise1gervaise1 Member EpicPosts: 6,919
    Wizardry said:
    Even the OP who seems to understand a very small bit is missing the point of a mmorpg,keywords ...ROLE playing.

    I disagree that @Iselin is missing the point; the question asked is "is this the best way" for Zenimax to generate income. And as I basically said above I am not sure it is.

    We don't know the cash shop prices so we don't know. If the crown costs align with the gold costs / difficulty to make the items however the prices will be significant. Enough to put many people off - and upset them as well if they are "keen" on housing. Selling housing as DLC however will no doubt put other people off - especially as I am sure there would still be extras in the cash shop. And the exam question is which approach will make them the most money.

    Zenimax have the data and have decided to go for - what is essentially - a full on cash shop approach. @Iselin 's - and myself - are questioning Zenimax's wisdom in doing this. I wonder, for example, whether they have considered both day 1 DLC purchases and downstream DLC bundling opportunities. And the more general impact on the game. And maybe they have.

    Simply lamenting the existence of a cash shops in general - understand the sentiment but the cash shop exists. And seems poised to move into overdrive with the housing drop.
  • SaunZSaunZ Member UncommonPosts: 472
    every single night when I log off I run back to the closest Inn, go to that little bed room where the bed is, lie on the bed and log off

    Sz  :)
  • Tiamat64Tiamat64 Member RarePosts: 1,545
    edited January 2017
    cheyane said:


    This guy is pretty mad
    "I work 40 hours a week.  How am I supposed to get this achievement of owning all three manors when they're so expensive?"

    (paraphrased)

    He kinda answered himself already there.

    http://www.nerfnow.com/comic/1503

    I agree that the whole "impossible carrot on a stick for in-game gold, pushing people to buy it with cash" thing is true and "unethical", but I feel that if I were hypothetically a greedy business person pressured by investors and a duty to make profits, I'd actually be annoyed at someone saying "I work 40 hours a day and thus am capable of paying for your game but don't want to!"

    I also disagree that being forced to pay money (for housing) is needed to "fully experience the game", albeit mainly on the grounds that "Housing is complete ass right now and doesn't do anything, therefore there's nothing to "experience" there in the first place."

    I also find that his extreme anger at the situation in part stemming from the fact that he "plays MMOs for the achievements, and now there's an achievement he won't achieve" to be a rather odd illogical philosophy for someone to take on life.  But then, as an obsessive completionist myself, I suppose that's expected.  MMORPG players, me included, tend to be illogical I suppose. (why else would we play games that force you to grind many hours before you can actually play the game?)
  • IselinIselin Member LegendaryPosts: 18,719
    Thane said:
    yea, most people bitch about grind since they first had to grind to reach something.

    short answer: not everything in life comes for free, or because mommy buys it.
    for some things, you actually gotta work. get used to it.
    Lol. Not everything related to gaming can be reduced to a millennial participation medal cliche.

    Even in ESO, which has never been a grindfest by any stretch of the imagination, there are things that are hard to achieve: completing Cradle of Shadows in veteran hard mode, veteran Maw of Lorkhaj completion, veteran Maelstrom Arena, getting a hold of a sharpened vMA reward dagger...

    Yeah, some people bitch about that too but I don't: some things should be difficult or rare and doing or getting them feels that much better because of it.

    But not everything should be. If everything, even a run of the mill common thing, is a PITA grind that's just poor game design that most people will not play. Games also have their own inner design consistencies that you get to know and understand as you play them. Some games lean toward the easy, casual and some lean the other way.

    ESO has, IMO, a pretty good balance between casual easy and hardcore rare.... hence its mass market appeal. You can either like it or dislike it for that reason alone and there have been many threads about that. This isn't one of them.

    This is about a change where one thing - crafting - that itself has a mix of casual to hardcore with respect to materials, styles and especially the ability to craft 9-trait sets that take literally, months or even years of RL time to research, has a new type of crafting introduced that is inconsistent.

    The large quantity of very rare materials required to craft even the most trivial of housing furnishings bears no resemblance to what is required to craft any other thing that is craftable in the game. It's not that very rare prestige housing items are hard to find materials for and difficult to craft - if that was the case, that would fit with ESO's internal crafting consistency... but that isn't the case: everything related to crafting ANY housing furnishings requires at least 10 times the effort to find the materials required, all gated behind RNG drops from regular harvesting nodes that have a rare chance to drop the special woods, stones, metals, cloth, etc. that are unique to crafting furnishings.

    So why is this type of crafting different than all other types of crafting in the game? Because unlike the other types this one has a cash shop alternative.

    It's a change of direction that affects one of the very basic MMORPG activities, crafting.



    "Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”

    ― Umberto Eco

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    ― CD PROJEKT RED

  • IselinIselin Member LegendaryPosts: 18,719
    edited January 2017
    Torval said:
    Do the housing recipes share mats with the armour, weapon, and consumable recipes? That could seriously affect the rest of crafting too, if so.
    No. They use brand new, unique types of woods, metals, cloth, leather, etc. They also don't have their own corresponding unique harvesting nodes: they are rare drops from regular nodes in addition to the regular materials you harvest there.

    Like I said in my OP, think Nirncrux... if you know how that drops.

    EDIT: I should add though, that in addition to those new materials that must be part of every crafted furnishing item there is also a sprinkling of shared mats. 
    "Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”

    ― Umberto Eco

    “Microtransactions? In a single player role-playing game? Are you nuts?” 
    ― CD PROJEKT RED

  • kitaradkitarad Member LegendaryPosts: 8,164
    Iselin said:
    Torval said:
    Do the housing recipes share mats with the armour, weapon, and consumable recipes? That could seriously affect the rest of crafting too, if so.
    No. They use brand new, unique types of woods, metals, cloth, leather, etc. They also don't have their own corresponding unique harvesting nodes: they are rare drops from regular nodes in addition to the regular materials you harvest there.

    Like I said in my OP, think Nirncrux... if you know how that drops.
    Oh joy some more things to collect in the limited inventory space.

  • Tiamat64Tiamat64 Member RarePosts: 1,545
    The fact that housing mats don't have their own unique nodes threatens to crash the market for other crafting mats (if one still exists).  Players will farm current existing nodes like CRAZY in an attempt to get housing materials and in doing so, will likely end up with a very large surplus of normal materials as well, thus saturating the market with them.
  • IselinIselin Member LegendaryPosts: 18,719
    edited January 2017
    Kyleran said:
    Here's the bottom line, there's nothing wrong with doing this, all just part of the business model at the end of the day.  

    It's a long known business fact, it is far easier and more profitable to find ways to retain and encourage your current customers vs obtaining new ones, and I view changes such as ESOs housing to be consistent with this policy.

    Don't get me wrong, this is a thin and tricky line Devs must walk, and often just one mis-step will drive away a substantial portion of the customer base for good. 

    Time will tell how this change will be received, same with the cash boxes.

    You're a bit more tolerant and pragmatic in general about core game changes to incentivize the cash shop than I am... it's like you're at one end of the spectrum and Wizardry's at the other... I'm somewhere between you :)

    But there are many more ways than one to do this.

    For example, using ESO's furnishings crafting... they could just as easily make the bulk of common, everyday, mundane housing items as easy to craft as any other type of crafting and then, additionally, you add better beds with nicer artwork, better filigreed chests and other unique, decorative things, and make those hard to craft.

    That would actually be more consistent with ESO's current Crown Store offerings -- actually how almost all cash shops in all games do it - where fancy mounts and costumes can be bought there but lesser equivalents can be obtained in game.

    I think that's an infinitely less tricky line to walk.
    "Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”

    ― Umberto Eco

    “Microtransactions? In a single player role-playing game? Are you nuts?” 
    ― CD PROJEKT RED

  • SpottyGekkoSpottyGekko Member EpicPosts: 6,916
    Iselin said:
    Kyleran said:
    Here's the bottom line, there's nothing wrong with doing this, all just part of the business model at the end of the day.  

    It's a long known business fact, it is far easier and more profitable to find ways to retain and encourage your current customers vs obtaining new ones, and I view changes such as ESOs housing to be consistent with this policy.

    Don't get me wrong, this is a thin and tricky line Devs must walk, and often just one mis-step will drive away a substantial portion of the customer base for good. 

    Time will tell how this change will be received, same with the cash boxes.

    You're a bit more tolerant and pragmatic in general about core game changes to incentivize the cash shop than I am... it's like you're at one end of the spectrum and Wizardry's at the other... I'm somewhere between you :)

    But there are many more ways than one to do this.

    For example, using ESO's furnishings crafting... they could just as easily make the bulk of common, everyday, mundane housing items as easy to craft as any other type of crafting and then, additionally, you add better beds with nicer artwork, better filigreed chests and other unique, decorative things, and make those hard to craft.

    That would actually be more consistent with ESO's current Crown Store offerings -- actually how almost all cash shops in all games do it - where fancy mounts and costumes can be bought there but lesser equivalents can be obtained in game.

    I think that's an infinitely less tricky line to walk.
    Perhaps the PTS feedback will change some things.

    But it certainly appears that they've decided on a more "hard sell" approach for the furniture.

    As someone else suggested, widespread node farming for rare furniture materials will likely fllod the market with heaps of common materials. Not a bad thing really, the high-end crafting mats have been oversupplied for a very long time, but lower-level materials have always been in much shorter supply. This has made it relatively expensive for new players to grind out crafting professions.
  • GdemamiGdemami Member EpicPosts: 12,342
    edited January 2017
    God forbid they run their business as they see fit....outrageous greedy bastards....

    These threads....
  • gervaise1gervaise1 Member EpicPosts: 6,919
    edited January 2017
    Tiamat64 said:
    The fact that housing mats don't have their own unique nodes threatens to crash the market for other crafting mats (if one still exists).  Players will farm current existing nodes like CRAZY in an attempt to get housing materials and in doing so, will likely end up with a very large surplus of normal materials as well, thus saturating the market with them.
    Won't make any difference imo. Why though won't be obvious to someone who doesn't play / doesn't play much.

    All items that crafters make are a) made with refined material b) are "white" con.

    Arguably the lynchpin of the ESO economy are reagents; in particular legendary reagents that upgrade purple gear to yellow.

    Refining raw materials or farming Enchantment nodes plays a key part. Consequently nodes are already "farmed like crazy". Its also the reason why players have crafters, not to make stuff but because of how reagents work.
  • d_20d_20 Member RarePosts: 1,878
    SlyLoK said:
    This just arrived on the PTS days ago. I am sure these things will be tweaked.

    Other than that this thread is going to be the home for blind hate. As already can be see by the usual house trolls.
    All you added to the discussion was name calling.


  • R_M_BR_M_B Member UncommonPosts: 42
    edited January 2017
    Iselin said:
    That would actually be more consistent with ESO's current Crown Store offerings -- actually how almost all cash shops in all games do it - where fancy mounts and costumes can be bought there but lesser equivalents can be obtained in game.
    With armour or mounts motivation to get a fancy version come from the urge to show off. You pay for better version so others will see you wearing / riding that unique and expensive cash shop item. 

    Does housing provide similar incentive? Can you - figuratively speaking - stand in the centre of your alliance capitol and show others a perfectly designed interior of your house?

     
    Because if not then I perfectly understand why they made housing items that way.
      
    B)
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