Hello Face! Ah, yes, I recognize this. I had been tweaking some of the sales groups last year, and this was one of them. I'm sure some loose copy may have gotten out there, as I was splitting the augments to a different sale."Please Stop Her From Talking About Horror Literature If You Value Your Time Lady." I hope your sig influences story-time in DDO!
Quest Bundle is clean and concise.
You are the lady of the store! I think I tormented Cordovan for a spell (he's pretty good @ ignoring me), but augments were supposed to go on sale and never did. Is this you?
Link to sale that never happened (well the augment part at least): https://forums.ddo.com/index.php?threads/sales-february-27th-march-6th.17219/
Help me Obi-Celestrata Bloodsong! You're my only hope (aka can we have this sooner than later since it never happened?!?)
Do you have any pull with cleaning up the store? There seems to be a lot of dead wood in there.
Thanks for talking with us!![]()
Ah ha! Love it! This is much more helpful; now we're speakin' the same language.Here's an answer the question why it is "dumb."
Contrary to the zergers, min-maxers, etc. there are people out there that play your game for the role-play and story aspect, even while they are reincarnating. Using your own TV analogy, if you release a quest one week, it will get played when it comes out. Then, following your "episodic" quest timeline, that character has to wait for the next quest/episode to continue (however long that may be). The end result is the character gets parked (game not being played). Consequently, if you release the pack in one bundle, all quests in that story get completed (at the players convenience), then they'll continue to the next storyline (once again, at the players convenience). Hence, progression continues, i.e. game gets played.
You know, what you're describing here was one of my fears. That it's easy for our brain meats to look at this format and say "it's an upcharge" despite the math not being formatted that way at all. I'm gonna do some thinking on this, because sometimes this comes down to how the pitch is positioned. The benefit gets hidden amongst the multiple purchase points, so it doesn't "feel" or get perceived like a benefit. Better exposing the benefit in some way may be a help here, but again, gonna sit with this for a bit.Some good insight! I love this open-communication approach!
"Quest Bundle" is a good clear name - distinct from "Adventure Pack" since the quests aren't connected.
The part I'm disliking is that since the Bundle is cheaper, my brain looks at the individuals and says "buying them individually is more expensive". I like freedom of choice, but as someone who's careful about how they spend their resources, it doesn't feel like I have a choice in whether I buy the individual quests, or the bundle - if I buy them individually, I'm wasting money/DDO Points.
If I was in a situation where I had very few DDO points and was earning them slowly, the lower price point of the individual packs would not permit my brain to buy the individuals because I know that unless I buy the FULL version I'm wasting resources.
That's why I'm resistant to this new pricing structure. If the bundle was the exact same price as the sum of the quests, then I'd know I have total freedom to either put my trust up-front in SSG that they'll deliver content I like, or buy the quests one-by-one as they come out.
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Additional feedback for the Shop Lady:
1) I'd love to be able to buy more Regularly Priced Shared Bank Space! The bank space in the coffers feels prohibitively expensive to me.
2) I've love for there to be upgrade paths for the Patron coffers. I bought the Middle Mechanichalized Coffer on sale, but now I can't buy the Large one without feeling like I'm wasting points!
Ooooooh, a memory lane trip! Excellent! Let us journey!A sale needs to be enough of a discount to feel like a deal. 15 years ago there was one item that was 75% off and one item that was 50% off each week. That really should return. At the very least, 35% off should be the default rate. If you are worried about losing too much money because some items are useable in infinite quantity (like potions and cakes) then fine, keep those at 20%. But for items that can only be purchased once, have bigger sales.
...lol, you have no clue how many times I've made shopping cart jokes. I left video games for a bit and went over to mainstream companies and all I heard about were shopping carts. Straight up obsessed. Shopping cart experiences for days. How do you best make a shopping cart? How should the cart be formatted? Where should you stick in the coupons? Are there too many steps between sale and checkout? But what if we could make a shopping cart for your shopping cart, so your shopping cart can shop while your cart is shopping?Can the Shop Lady give us a Shopping Cart?
And, knowing all of that, you still decided to create the situation where 1 person in a group would have 1st quest from the pack, 2 persons have 3rd one and the rest have none ?And this is where we run directly into a catch-22: Everyone wants to play on their own time, but some people won't play if they can't get a group on their own time. There are multiple ways this problem gets created. You listed one of them above: People parking a character and not touching it in order to keep it "even" with something else - the storyline, a static group, your friends, etc. This problem is also created in another way too: When people blow through content in a weekend and then leave because they're waiting for the next content wave.
Oh, and just when you thought you were a player playing this game, reality strikes you with : "You are just a mere lab rat in a social experiment."That's very valid, and it's why one of the goals I'm monitoring here is "what will the community do with these quests in this format?" I'm going to be looking at how people engage with these quests and how they get run and compare that against how the community has used Adventure Packs in the past. If there's too much breakup and it looks like groups aren't getting reliably created, then that's a blow against this format.
Well, as it seems you know more than me in this arena, you're welcome to elaborate.For years players ask to make more Adventure Packs free so we can have more players and do not need to break the groups to often. And now you decided to do quite the opposite to that. What goals are you hoping to achieve there I wonder ?![]()
Your communication at the very least is much appreciated!Well, as it seems you know more than me in this arena, you're welcome to elaborate.I certainly don't mind. Hit me with what you think I'm doing.
Cuz at the end of the day, when I walk out of the building, I'm also just a player who sits in the same boat. I'm subject to the same stuff, after all.
Well, if you data show more players don't break groups in any case why don't you get their accounts info and send the invitation to buy each quest separately personally ?Well, as it seems you know more than me in this arena, you're welcome to elaborate.
I very much doubt it.I'm also just a player who sits in the same boat
This. So. Much. This.Characters progress too quickly to wait for content that is intended to be played in a sequential fashion.
I know. It's a very common sentiment that's widely applied to people in my position; that we don't play games or don't have a gaming background. We're the "business people." And, yeah, there are definitely business people out there who do not play games. I've met them many times too, they exist.I very much doubt it.
I'm certainly open to the idea of having one or two items for 50/75% off and then large groups of items for 20-30% (essentially a combination of both sales strategies). This gives me something to look forward to every week and gives the people that like the current sale style large numbers of things to find on a smaller sale.Ooooooh, a memory lane trip! Excellent! Let us journey!
I remember this format, because I remember the feedback on it and the discussions we had as a marketing team at the time. I was over in Community, but all of this stuff were things we were always talking about as a team. Turbine was still new at F2P games and we were searching for what felt good to offer on a recurring sales cadence.
We liked the 75% off and 50% off styled offers because, much as you said, it felt like a good chunky discount. The feedback we received, however, is going to be familiar: "The sales are dumb - 2 items a week sucks. Why are you so stingy?" We then looked into the data to see how people were using the 75%/50% sales, and there wasn't a big adoption rate. The discount was nice, but the scope of the sale was really limited.
So, the team took the feedback seriously and went back to the drawing board. What came out of that process is the weekly sales we're talking about right now. It became a lower discount but a wider range of items and that ended up garnering better feedback and better adoption rates amongst the community. The team then forged and named the sales groups that we still have today.
But, as you pointed out (and other players and my co-workers have pointed out), it's been 15 years. It's probably time to freshen things up a bit, especially as things around us have changed and the market has evolved. So while I can't say if big sales like that are going to come back, I can say that it's probably time to slowly try new things with that initiative.
Or at the very least eliminate all (or the vast majority) of overlevel and powerleveling penalties. Epics functions pretty well. Legendary quests even better. Heroic though still has people strictly running quests in a 1 or 2 level range most of the time because of all the bonuses and penalties involved.Just need to make quests that be set to the level of the party leader and then so many issues would be solved for groups outleveling/not needing to park for content.(like the challenge system but with designs that I'd want to run more than once per HC season for favor)
I love the feedbackHello Face! Ah, yes, I recognize this. I had been tweaking some of the sales groups last year, and this was one of them. I'm sure some loose copy may have gotten out there, as I was splitting the augments to a different sale.
To answer your question, yes, it will be happening, and I can see what we can do about the schedule if it's something that's of interest sooner rather than later.
Ah ha! Love it! This is much more helpful; now we're speakin' the same language.
So contrary to the zergers and min-maxers, yes, y'all do exist! One of the first things I did when coming back was analyze the audience and what styles of play were present in data and reports. And while min-max play popped out, as well as a few other styles of playing with power, play that centered on creativity and immersion also popped out. The latter begins to capture what we're talking about.
There's another piece in play here too that we haven't brought up yet: concurrent play. DDO can be played solo, sure, but there's a high frequency of playing in groups. This is one of the spots where LOTRO and DDO actually diverge pretty heavily, despite us being the same company. LOTRO has plenty of group play, but not to the frequency and intensity that y'all have over here.
And this is where we run directly into a catch-22: Everyone wants to play on their own time, but some people won't play if they can't get a group on their own time. There are multiple ways this problem gets created. You listed one of them above: People parking a character and not touching it in order to keep it "even" with something else - the storyline, a static group, your friends, etc. This problem is also created in another way too: When people blow through content in a weekend and then leave because they're waiting for the next content wave.
Anywho, what we're talking about now is something that got brought up in team discussions too. What if too many people "park" for some reason because the content is now too broken up? That's very valid, and it's why one of the goals I'm monitoring here is "what will the community do with these quests in this format?" I'm going to be looking at how people engage with these quests and how they get run and compare that against how the community has used Adventure Packs in the past. If there's too much breakup and it looks like groups aren't getting reliably created, then that's a blow against this format. Likewise, if attention on the dungeon starts to fade before the next release, or it creates lulls of play, then that also speaks against the format.
However, my personal hope is it may create more community focus on shared goals. That by releasing slightly slower, it causes the groups to stack up and the dungeon to stay busy in its first two weeks. Adventure Packs allow attention splitting across multiple dungeons: this doesn't. Is that more or less fun? I don't have an answer to that right now, but I'm hoping y'all will show me the way.
You know, what you're describing here was one of my fears. That it's easy for our brain meats to look at this format and say "it's an upcharge" despite the math not being formatted that way at all. I'm gonna do some thinking on this, because sometimes this comes down to how the pitch is positioned. The benefit gets hidden amongst the multiple purchase points, so it doesn't "feel" or get perceived like a benefit. Better exposing the benefit in some way may be a help here, but again, gonna sit with this for a bit.
Ooooooh, a memory lane trip! Excellent! Let us journey!
I remember this format, because I remember the feedback on it and the discussions we had as a marketing team at the time. I was over in Community, but all of this stuff were things we were always talking about as a team. Turbine was still new at F2P games and we were searching for what felt good to offer on a recurring sales cadence.
We liked the 75% off and 50% off styled offers because, much as you said, it felt like a good chunky discount. The feedback we received, however, is going to be familiar: "The sales are dumb - 2 items a week sucks. Why are you so stingy?" We then looked into the data to see how people were using the 75%/50% sales, and there wasn't a big adoption rate. The discount was nice, but the scope of the sale was really limited.
So, the team took the feedback seriously and went back to the drawing board. What came out of that process is the weekly sales we're talking about right now. It became a lower discount but a wider range of items and that ended up garnering better feedback and better adoption rates amongst the community. The team then forged and named the sales groups that we still have today.
But, as you pointed out (and other players and my co-workers have pointed out), it's been 15 years. It's probably time to freshen things up a bit, especially as things around us have changed and the market has evolved. So while I can't say if big sales like that are going to come back, I can say that it's probably time to slowly try new things with that initiative.
...lol, you have no clue how many times I've made shopping cart jokes. I left video games for a bit and went over to mainstream companies and all I heard about were shopping carts. Straight up obsessed. Shopping cart experiences for days. How do you best make a shopping cart? How should the cart be formatted? Where should you stick in the coupons? Are there too many steps between sale and checkout? But what if we could make a shopping cart for your shopping cart, so your shopping cart can shop while your cart is shopping?
If you REALLY want a shopping cart, if it would make your day to have a shopping cart, then I will happily build yet another shopping cart. XD But, to add some realism here, the current DDO & LOTRO Store can't parse a shopping cart right now. Just not set up to do that, and the team that's building it needs to focus on some other things at the current time. But if there's a desire for a cart, yeah, let me know. Depending on how many people are interested controls where it sits on the list. You're the first person who's actually mentioned it to me. XD
I don't consider myself a zerger, maybe somewhat of a min-maxer (but I like my flavor builds too), and another issue with this phased release schedule is I play the content as I level. If you release a level 3 quest, and I'm above level 5, it's not getting played until next life. If you release a quest at level 3 and one at level 4 a week later, the level 4 quest isn't getting played until next life. At epic/legendary levels you have a bit more leeway, I might catch one on my first ER and catch the second on my second or third ER before TR.I'm going to be looking at how people engage with these quests and how they get run and compare that against how the community has used Adventure Packs in the past. If there's too much breakup and it looks like groups aren't getting reliably created, then that's a blow against this format. Likewise, if attention on the dungeon starts to fade before the next release, or it creates lulls of play, then that also speaks against the format.
This is not going to work the same in DDO as in LoTRO. The only DDO players who stack up looking for content are raiders. At LoTRO, players will eventually pool up at the cap and run whatever is good/new at cap. Most DDO players are not sitting around waiting for new content to release so they can pile in the first week it's out. Raiders may have one or more alts parked at cap, but virtually everyone is somewhere on the TR treadmill. And if they don't have a character the right level to play the new thing when it releases, they'll probably catch it the next time around. (If they bother with it at all)Adventure Packs allow attention splitting across multiple dungeons: this doesn't. Is that more or less fun? I don't have an answer to that right now, but I'm hoping y'all will show me the way.
No...I don't agree...for example, if there is a new quest and I buy the pack I always ask for a guide or I try it alone in heroic at the cap to get an idea of what the quest is like...not everyone has the routine full time job mindset in DDO...we must always think about new players too and not just veterans. I speak both as a LOTRO player (and I haven't played it for a long time but whatever) and as a DDO player, on LOTRO if a new content came out I would explore the areas well and read all the quests (and a new content so experiencing it for the first time is always an emotion) usually however if a new raid or instance comes out I usually never did it in pug sometimes I asked for a hand in the guild to understand how the dungeon and the bossfights worked, but I have never been a raider or end-game player in LOTRO so... in DDO it's different anyway I always play mainly alone... for 10 years you have no idea how many guilds I've changed and all my alts are scattered a bit everywhere, some of which (apart from my main) are at the cap to farm the Raids, if a new questpack comes out lately I always look for a guide to understand the optimal way for the quests and how they work, I rarely try to read the dialogues and the lore. In essence we are not all "the same" and there are different Targets of players in each game even in DDO.This is not going to work the same in DDO as in LoTRO. The only DDO players who stack up looking for content are raiders. At LoTRO, players will eventually pool up at the cap and run whatever is good/new at cap. Most DDO players are not sitting around waiting for new content to release so they can pile in the first week it's out. Raiders may have one or more alts parked at cap, but virtually everyone is somewhere on the TR treadmill. And if they don't have a character the right level to play the new thing when it releases, they'll probably catch it the next time around. (If they bother with it at all)
Gotta agree with this. DDO is highly idiosyncratic in play choices.we are not all "the same" and there are different Targets of players in each game even in DDO.