robwolf666 wrote: »They would have to mess up the game in a serious way for me to quit in completely. I've said it before, I play ESO because it's Elder Scrolls, not because it's an MMO or whatever. As long as they stay true to Elder Scrolls I'll continue playing. (For me, ZoS leaning into PvE and more solo play would be gold.)
Veinblood1965 wrote: »The WW wall event and Sub-classing were the last straws for me. Overall the last two years or so it just felt like two things were lacking. For any changes that were made the first question should have been "Is this change going to be fun for more players" and the second question should have been "will this change cause more people to leave than it draws into the game on a long term basis". Actually the first question asked should be the second question I listed above. Subclassing for example, how many people just quit due to that? Do we think more people that quit before we release or have never played the game would be subscribing? At best from research my guess would have been 50/50, and that's at best. If 20000 people leave and 15000 people subscribe it's a loss. Combine that with other changes where the losses outweigh the gains we get where we are now. It's harder to draw new long term players into anything, it's easier to cause existing players to just reach that last straw IMO.
The fun was sucked out of the game. It really just was. My main was a night blade. Cloak was changed, a core ability. I also used to like to vendor, the time for listing was decreased from a month to 14 days and the fees stayed the same(the fees were just a huge slap in the face that made us feel like ZoS just didn't give a hoot how we would feel, seriously it's just fake gold what harm to halve the listing costs?), then scribing, a huge grind for nothing, nothing hardly worth using at all for the grind, then subclassing, I didn't mind the concept, it was the cost of two skill points each time, I just felt it was an unnecessary extra grind that had no purpose other than to add a grind, the last straw was the writhing wall event, I logged in, saw the stupid daily quests where you literally just killed a few wolves or even worse just turned around and turned in a crafting quest within a second, over and over. I logged off right then, un-subscribed and am just lurking the forums for a some reason. It was such a let down i had even paid for the season and still quit without seeing the other half of the release. All that being said a HUGE portion of my friends I've played with for years have quit slowly after each change mentioned above was released, a large portion after the vendoring change and another large chunk after subclassing. Of course in any game if a change is made people leave that's just a given. But when the amount that leaves is more than the amount of new incoming players that stay long term eventually it leads to where we are now. I'm on PS5 NA server and it's a ghost town compared to how it used to be. Zone chats and guild chats empty, long term larger trading guilds have shut down.
If they ever start asking IS THIS FUN FOR THE PLAYERS I might give them another chance, for now I'm looking elsewhere. It's really just not fun any more. The question is what changes would be considered fun enough to bring me back. I honestly don't know which is sad also as I'd like to but I don't trust the rug to be pulled out from under me over and over again once I find something new to latch onto in the game.
I'm sorry if this feels like a rant, it is not. I've played this game since Summerset and hated to leave, this isn't an I'm quitting post either. I'm hoping others can answer the question as to what would bring them back to help ZoS alter the course of their ship.
robwolf666 wrote: »(For me, ZoS leaning into PvE and more solo play would be gold.)
valenwood_vegan wrote: »To put it in the most general way possible, the general feeling behind this is that everything is stale and there's nothing to do. The content and systems are increasingly shallow and rehashed and rushed and repetitive and simply aren't keeping people engaged for more than a passing moment.
I began to play ESO in 2014, the game was amazing back then. I played a couple of years, after this some break, play, break etc. The reason I left playing was mostly "Trading System". I never had enough money to buy things as trading system in ESO is a big monpoly driven by big guilds, call it my fault not to join them but it is what it is, I just simply don't like big guilds.
The last time I came back I convinced myself to ignore making money but just to enjoy game's rpg elements, it is a lovely game I thought ESO will be my home for a long long time, but then all of a sudden out of the blue came subclassing...
I know no one is forcing us to use it, but honestly it was not fun to face these meta builds in pvp, I am not a meta type or min/max guy. And then I met with these ball groups in Cyrodil. I saw one ball group takes a fortress by themsleves against 10s of players, unstoppable.
So as a summary; "trading", "ball groups" and "subclassing" are the reasons for me to leave for good. I don't have any fate in developers, I watched the stream and did not like the attitude of them. They will not get any feedback and they will do as they want to do. The class identity just feels like another waste of time or carrot on a stick to keep people subscribe will lead to nothing but more chaos to my eyes.
I still hope one day, there will be a small addition to game for individual trading which can make people earn a little money except joining these monopoly guilds or Cyrodil will be cleansed from hardcore ballgroups and definetely subclassing will be reversed as I don't believe these developers are capable of making a balanced game or at least my lifetime will not be enough to see it.
These is my story and subjective opinions on ESO, and I am glad someone asked why we leave such a great game. Sadly and obviously no one cares in ESO team and is interested in why people left but a random guy in forums have more insight than them.
Have a nice weekend everyone!
spartaxoxo wrote: »The first major scale back for me was when they announced that they were getting rid of small zone dlc.
I haven't quit the game yet but I'm getting close and once I do, I probably won't be able to be lured back because that's just generally how I am about games I completely quit.
twisttop138 wrote: »It's like someone who makes decisions at Zos just doesn't understand what fun is. Or rewarding.
twisttop138 wrote: »The monetization guy claimed in an interview he brings Zos 15 million dollars a month. They started taking things a while ago and I saw people here argue in favor of it. Remember Q4 story DLC? Go back and have a look at folks here selling that new q4 focused on QOL and bug fixes. How'd that turn out? This year was just the big one. The actual rug pull. Thankfully for us enough people wouldn't take it. We'll see what 2026 holds, and despite what Kevin said to me in a previous post, I think these class reworks will definitely be a flag they wave for the low amount of content we'll get next year. Year of performance!! Year(s) of class rework!! That German release at least said we're getting a story line, a system (why?) and a trial so there's that but that's nothing compared to what we would get with a chapter.
twisttop138 wrote: »They really really need to release a real roadmap and set real expectations quickly. None of the usual back patting. No more "oh we're so excited about what's coming tee hee, but oh we just can't tell you. Haha"
I think the community is past that garbage.