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Elder Scrolls Online Crown Crates Now Earnable

Elder Scrolls Online Crown Crates Now Earnable

Elder Scrolls Online released in April of 2014 and has since become one of the most praised and popular MMORPGs available. With an optional subscription fee model and continued expansions like Morrowind. Summerset. Elsweyr. Greymoor. The Imperial City. Thieves Guild. And more, the game is clearly here to stay. A recent announcement about Endeavors and how they will land in mid-june along with Blackwood has many players and gamers happy to see more vanity items become earnable rather than simply being a “purchase only” storefront. What does this mean for other titles that have taken similar approaches?

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What was said?

As reported by… Soon you won’t need to cough up any real world cash for Elder Scrolls Online‘s version of loot boxes. The MMORPG game is going to let you earn Crown Crate goods without ever having to think about your actual wallet.

For Update 30, the Endeavours system is being implemented. This will be a daily-to-weekly remit of optional sidequests, involving missions like killing enemies using specific equipment, or crafting certain items, that provide some of the usual rewards, like gold, and Seals of Endeavour, a new currency. From then on, you can exchange Seals of Endeavour for anything Crown Crate-related. This can range from consumables like XP scrolls and potions, to rare mounts or pets, all on a rotating availability.

How will it work?

“Your Seals are perpetual and stack, meaning that once you have them they’re yours until you need to use them, handy if there’s nothing on offer that takes your fancy. This update is scheduled for mid-June, and until then, you can only get Crown Crates through Crowns, available for purchase on Steam or on the official site. It’s a welcome change, but one that has raised eyebrows among the community, who are curious about pricing, item rotation, and that sort of thing.”

This is obviously where the rub and friction may arise for the community. Many games creates these types of avenues simply so they can claim that the items are “earnable” but not necessarily reasonable with respect to time investment. If this is a well disguised “squeeze”, players will likely point that out.

Why is this important?

Generally speaking, a successful micro store doesn’t have a success without a willing consumer base. Prices of items are often scoffed at or debated by consumers, when the reality is that the market demand dictates price based purely on what folks are willing to pay.

The more games show that they can create sensible earning paths for the most dedicated players, but also allow a reasonable amount of accessibility for a more common player, the more likely it is that the whole player base feels like spending money at varying intervals.

I for one find it easier to spend money in a vanity store if the game has given me inroads to acquire just some of the items. When I feel a giant wall between me and the items? I rarely even consider it or peruse the offerings. The delicate balance here will always be, am I being squeezed? Or treated just fairly enough to warrant spending?

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