To Whom It May Concern:
First, thank you for listening, and thank you for the Elder Scrolls series. I have logged over 2,000 hours playing Skyrim alone on Xbox360/PC combined.
The Beta for The Elder Scrolls Online definitely convinced me to purchase the game. You have built a beautiful world, and I love seeing the influence some of the mods have had on what you've done. The performance, for me so far, has been virtually free of issues. I've also had fun recognizing elements from Morrowind and Oblivion, not just those of Skyrim.
Now we come to the however part, so I ask please that you stay with me, and grant serious consideration to some thoughts:
1. The crafting system is a fairly significant obstacle right now. It's alienating people from the game. I have seen Elder Scrolls Online traffic on our group's TeamSpeak server dwindle to a trickle. I read comments from people on Facebook and elsewhere attempting to express their frustrations, but, unfortunately, they are not getting sufficient support to encourage them to more adequately express what they're experiencing in a more constructive manner.
I would, therefore, like to be specific, if I may, since I actually don't want to see this game fail, and right now, what I'm hearing from my friends is not good news for long term subscription success. (What I'm actually hearing is "game-breaking.")
a. The randomized success/fail system around extraction, improvement, etc. doesn't behave in a rational manner or successively track with improved skillsets - I had an 80% chance of success at improvement utterly fail. Partial or proportionally reduced improvement would have seemed far more logical, since I am not a zero level beginner.
b. The complexity of the system would be an acceptable and even somewhat pleasant long-term pursuit if not for the scarcity of the ingredients needed for improvement/creation: embroidery, turpen, etc. Merchants don't have the items for sale (as one would assume would be only logical in a system of commerce), and I have not had one single "dungeon boss" drop anything other than 1 or 2 gold. Nor can one craft them at an alchemy station, and the random extraction / deconstruction process moves from mildly frustrating to brutally punitive when I've spent hours questing and hoping for an item with a specific trait to drop, only to then receive the message nothing of value was recovered after I've eagerly rushed to the nearest crafting station. What would be the harm to the game of having the rarest ingredient in an enchanted item be at least the minimum recovery?
c. Was there a reason why quests requiring single player completion were written into an MMO where the player would experience every single item in the cell of value had already been looted (chests open and empty, etc.)? Since it wasn't a group quest, why were the contents subject to MMO loot/respawn scripting?
It is my sincere hope you see and read this, and find a way to incorporate changes to the current crafting system into the game. It would definitely restore some heart, I think.
Thank You,
MarblePine204