The game needs things to do.

  • Syldras
    Syldras
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    I had a feeling someone would pick out that sentence about grouping. I think people may miss the point, not to force grouping but to organically have people come together for different things.

    I think we need to be precise with phrasing because people will interpret terms differently. "Grouping", for me, means needing to form a fixed group to enter an instance - like a dungeon, trial or Bastion Nymic. It's more commitment (and possibly planning and communication beforehand) than just spontaneously cooperating at a location with random people who might pass by - and, most of all, who can just join in at any time.

    I, personally, have absolutely no problem with such content (actually I rather see more content about open cooperation with random people - because it feels more easily done - instead of needing to have to create a group and find people to invite beforehand, which means searching, discussing, waiting...) and found it a pity that the Writhing Fortress was removed again after the event (now I'm curious about how the Night Market will play, of course). At the same time, I'm still sceptical if content like that would generally function well, as zones are rather empty if they get older and the initial run on new content is gone.
    We will see how this works out in update 50, as the new dynamic world events will launch. We will see if people stop what they're doing and jump over to a random thing happening in that zone, chasing down a vampire lord, putting out fires etc.

    I wonder if all of those are soloable? The one with the stable on Auridon looked like it could be easily done by one person alone (it would just take longer then splitting tasks with a few other people). On the one hand, that would solve the problem of the location not being completable if there aren't many people interested in it anymore one day - on the other hand, if it's that easy, it will barely feel challenging. I still think the best solution would be to have incursions/events actually scale with player number. I'm honestly wondering why we see that so rarely - we know it's technically possible from the base game dolmens.
    And if it is just those 3 events forever it'll obviously become stale and not be used. Hopefully it will be as they said, added to over time. Kept fresh. My worry is that it will become like many past Zos systems. Abandoned.

    To me, it somehow feels like a new location type, and I could see every zone getting a few of them added over the years.
    I also hate to see people's gameplay interrupted, but I wanna also be fair to Zos. We shouldn't handcuff development and trying new fresh ideas because it may disrupt people crafting at their favorite place, or a delve boss may be unavailable. I was not a fan of the writhing wall event, or most of 2025 at all. I was highly critical of Zos, but they swung big. Sucks that they struck out but I don't want them to stop trying.

    I also want to see them try new things. But no matter how creative an idea is - no matter even if I personally like it - it won't help the game if many people absolutely reject it. And after having seen the criticism that came up after the Wall event, I'm just wondering about what might work well with the playerbase and what not.

    Edited by Syldras on 18 April 2026 21:48
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • heimdall14_9
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    i sit back and think about cool things eso could add into the game that give players something to do with their time while waiting for new content or just the wait time for Qs , but then i think how right behind that well come another add-on just like every other system in eso and i say why add to the main issue of eso , to many half baked systems that needs add-ons to control them right
    Nordic-Knights (PSN)/Sir-A-Crowley (PSN)/Sir_Crowley ( PC) 16 account holder !!!!!!!!!!!!! 19x emperor , 99% full game all vet HM SR ND ( U46) release day ESO VET !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    ww add-on takes the integrity of the GAME away
  • WhoThenNow7
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    Speaking of new things to do, I feel like guards should be able to be defeated. Make them extremely hard, maybe so that even the strongest solo player will rarely be able to take one down.
  • CatalinaWineMixer2
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    Yes.
    Speaking of new things to do, I feel like guards should be able to be defeated. Make them extremely hard, maybe so that even the strongest solo player will rarely be able to take one down.

    If it anything it would add another element of fun to town😂 Ive always wanted to go in there and Tank them while my Guildies rob everyone in town blind👍
  • Jammy420
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    Yes.
    Slavery? You are serious?

    If you want the ability to take npcs as slaves, then I would demand that that action triggers you as a valid pvp target, and I can hunt you down and rescue the slaves. And if I kill you, I take your gold. All of it.

    But seriously, it’s bad enough I can’t liberate the enslaved npcs already in the game.

    And brothels?! Another not-at-all dodgy suggestion. Hey, why not have it so you can kidnap npcs and then force them into brothels? Jesus wept.

    Yes, aware that this post might get me moderated/banned, but the idea that exploitation should be in the game for fun disgusts and angers me.

    The elder scrolls is not a kids game for a reason. These things are lore friendly. Dodgy, but lore friendly. The entire economy of the Dunmer revolves around slavery officially, or unofficially.

    I would be down for your justice system option though. I am still waiting for the bounty system we were promised way back when, where we could hunt down players who have high bounties. Or the Vampire / WW hunter system.
  • barney2525
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    No.
    We just GOT more things to do with the Tome. Those .... Tome jobs ? ..... are designed to be very time consuming

    Every Extra job takes time away from the core of actually Playing the game, which is first and foremost Completing the major questlines. You got Main, Fighter Guild, Mage Guild, all 3 Alliance, Dark Brotherhood, Thieves Guild, Psijic Guild, Antiquities, All the DLC Preludes followed by All the DLC main quests.

    And Then there are Achievements, much less actually getting prepared for Cyradil and PvP

    If you can't find something to do without Adding anything to the game you are just Not Trying.

    :#
    Edited by barney2525 on 20 April 2026 15:50
  • Jammy420
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    Yes.
    barney2525 wrote: »
    We just GOT more things to do with the Tome. Those .... Tome jobs ? ..... are designed to be very time consuming

    Every Extra job takes time away from the core of actually Playing the game, which is first and foremost Completing the major questlines. You got Main, Fighter Guild, Mage Guild, all 3 Alliance, Dark Brotherhood, Thieves Guild, Psijic Guild, Antiquities, All the DLC Preludes followed by All the DLC main quests.

    And Then there are Achievements, much less actually getting prepared for Cyradil and PvP

    If you can't find something to do without Adding anything to the game you are just Not Trying.

    :#

    I think the point is, they want things to do ASIDE from go to point A. Fight. Go to point B. Fight. Go to point C. Fight.

    That IS actually a problem in this game. No one is forcing you to do the smaller objectives, you can simply ignore the newer things added to the game. Not every new thing is meant for everyone, and that is a good thing. If they only bring out content that appeals to everyone equally, then the amount of unique new things they can release are very very limited.
  • allmyxlvntx
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    ZOS_Kevin wrote: »
    First, thanks for the feedback. A bit of follow up before asking a question. We are adding some new things for folks to do. Dynamic Encounters (Currently on PTS), Favors (Currently on PTS), Rumors (Coming later this year), Sages Vault (coming later this year) and our events are aimed to give more things to do. We are trying to find a right balance for events, since we have heard feedback around having too many.

    It sounds like you are looking for more things for players to do based on their agency, rather than activities we have set up in-game. But please correct me if I am wrong. Just trying to make sure the request is understood.

    Is there something you are looking for in particular? Like some examples from other games you have played would be helpful. Just so we can send things to the right places.

    Maybe along the lines of FF XIV and the upcoming dynamic encounters.... a "WORLD ending dragon or boss" that drops randomly in either the Elswyr zones or anywhere for that matter. World ending meaning it will take a server level response to kill it... with an accompanying reward for doing so. A dragon as an example that actually needs tanks and healers... along with a multitude of dd to take it down. Possible 100 dragon rheum or blood drop... could be a massive harrowstorm, vent, dolmen... siege camp that takes a large crew. Spice up the overland with stuff like this. "Build this and they will come" kind of thing.
  • olda90
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    I think this game was very promising untill COVID then it declined due to several reasons that were also part of the game development and buisness strategy:

    - Game model limit: this is the main reason, there are 3 main activities in this game that have become repetitive over the years which are open zone exploring, PvP and PvE (i dont count trading as "having gold" in this game is pretty useless). This leads to 3 different type of player identity (roleplayer/quester, PvPer, PvEer) that instead of unify it creates division. Instead of adding more type of group activities to make different type of players merge this game just followed the same scheme: new zone/chapter/quests, new dungeon, new trial. So nothing really new to the game was introduced and after 4-5 years of live server ppl got eventually bored. Consider also that many will get bored anyway after +10 year game.

    - FOMO grinding system (events/daily login rewards/golden pursuits): at the start having few events during the year was nice and it was really gathering more players, but the word event has been abused and lost every meaning, as events were running literally every day making become this game a grinding daily job task for most players creating fomo. I think at least 50% of the player base lost focus on the game only for farm events and eventually got burned out.

    - Easy solo gameplay: companions, arcanist beam, HA builds, group finder destroyed game learning progression (mostly PvE related) giving everyone an easy way to enter what it used to be called end game, no words for that as it has been disgusting. You wanted to make happy all that part of the community that didnt want to learn this game and lost i think at least 50% of decent players that were truly dedicated. Now we have a community full of false veterans that just make this game worse and more no sense casual, maybe you didnt think about how this really impacts the game in a negative way on the long therm.

    - Guild tools and tasks: this game has no reason for players to have a guild and have to cooperate (if not for trading), especially now that there is group finder for PvE and that PvP is full of +10 year old veteran exploiters that leave very small space for new players learning. But you never cared about making players need to play toghether in this game, you never really wanted that type of game model. Having players inside their own ego world was always your main goal and now ask yourself why nobody wants to play this game. Its the most antisocial solo MMO ever. i dont think Vengeance will bring anyting interesting and will most likely be a meteor.

    - Openworld difficulty/variety: as someone else said more interesting challenging things could have been added to the openworld as player buisness, sandbox, pvp areas, pve difficulty, rare items, etc but you always stuck in your braindead chapter/dlc model and +10 years have passed. True that spell crafting and sublclassing have been some interesting ideas but evidently not enough. Multiplatform merge could help but you really need to make this game more interesting and add open world new activities that make players NEED to cooperate (also some sandbox buisness/survivability would help guilds to improve) or it will be just another missed opportunity. You dont understand that the "play the game how you like" doesnt work at all, you just chasing bored dead players.

    - Society changes: after covid and with actual geopolitc/economy situation people have less time and opportunity for enjoy games.





    Edited by olda90 on 20 April 2026 16:28
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