*In my opinion, of course.
Grouping
It takes many forms and methods, but as a whole, it's what Elder Scrolls Online does worst. Grouping with friends and taking part in content is not only non-intuitive, game mechanics often make it completely impractical or even impossible.
There is no queue system for easily taking part in content. The Looking for Group tool is not only faulty and buggy, but even in it's best implementation has very little effective use.
Grouping itself is still very buggy and unreliable, and may force a group to exit and reload an instance multiple times before the group can participate in the content.
In the end, for such a large and detailed game with the scope and capabilities the game has, it's biggest drawback is the multiplayer aspect. This needs to be resolved.
Constructive Feedback
I'm not going to begin to pretend I understand why the relatively simple and essential act of players forming a group in game is so broken. But to say that any other mechanic added to make grouping more effective MUST START WITH THIS FIX is an understatement. In a multiplayer game such as this, it's essential that every group, every time, work. It is something players take for granted in other games, but somehow, in ESO, we're reminded that when the simplest system is flawed, it can make the whole game flawed.
With that said, there ARE additional improvements which can be made.
Looking For Group
As a starters, lets revisit a system already in place .. and underused. Looking for group is a great way to find players to do all kinds of events that don't revolve around instanced content, such as dungeons.
The principle of Looking for Group is you advertise that you are interested in playing and looking for other players. This means an easy menu system to find open groups, to put yourself as looking for a group, and to set what's expected. What content is the group running (dolmens, public dungeons, Cyrodiil content, socializing, roleplay, etc)? What level is the content dedicated for? What role is the player needed (healer, tank, damage, etc)?
Another key to allowing this to function is teleporting the player to the group when they are joined, to ease the joining.
And as many have figured out, grouping for single missions in Craglorn can be a serious issue.
Queue's
For a simpler, more straightforward approach, I would recommend copying a queue system from other games. Players visit a screen and choose to queue up for the content of their choice, be it a dungeon, a delve, a dolmen or even PvP. When enough players are signed up for the event, they are transported from anywhere to that event's location.
This eases dungeon delves, trials and small-scale PvP encounters by allowing short bursts of play.
Small-Scale PvP
While the goal of Cyrodiil is an ambitious one, and it's primary focus is the capture and conquest of keeps, it leaves much to be desired for the smaller, more intense 20minute engagements common in other games.
One method of addressing this is popularly called 'Arenas'. This is in keeping with lore, and would allow small groups of players to fight in controlled fights for short periods of time. This combination allows multiple game modes (deathmatch, objective based, survival, etc), map types (different arena styles, some larger or smaller, symetrical and asymetrical), and varying numbers of players (1v1, 3v3, 4v4v4, etc).
The negative impact of Arena's are most commonly pointed out as: they will reduce the overall population of Cyrodiil, and take focus off of the primary function of PvP and Endgame in ESO; and they will put pressure on developers to adjust the freeform method of class and power design to be more suitable for arena battles, causing nerfs and affecting players in both Cyrodiil AND PVE Tamriel.
As a second idea would be 'Skirmishes'. These small-scale battles would happen at various locations throughout Cyrodiil, in real time, and they would have an impact on the overall battle of Cyrodiil. They would be limited engagements over standard objectives on the world map (farm houses, sawmills, etc), usually far away from any larger player groups. Players in queue would be 'teleported' to their alliances command wagon, and the fight would commence over that objective. The battle area would be 'roped off' to prevent the rest of the population of Cyrodiil from interfering. The fight would have a time limit of 10 minutes or so. The number of combatants would be limited on each team to balance the engagement. The winner of the fight would take control of the objective. After the time limit is reached, all combatants would be returned to where they queued from, teleported back out of the battlefield.
As it would obviously show, this form of limited small-scale PVP would also support the larger battle for Cyrodiil. The negative impact is that the 'magical' boundry area's would take the world-map players out of the action for a short period of time. As well, such small-scale fighting will still put stress on developers to adjust class balance according to goals other than what is currently in place.
In either event, the end goal is appealing to a customer base who may not partake in Cyrodiil PvP due to several legitimate reasons (dislike of zerging, detesting the horse-riding simulation feel, frustration with laggy battles which cause both friends and foes to be a confusing jumble of teleporting anomalies), but who may not be against PvP in general.
Public Dungeon Delves
The current experience of a delve has left many frustrated with the experience. While it highlights what many see are the 'golden era' of MMO design, it also shows the flaws and abuse in those mechanics. Having any player in a zone capable of seeing any other and joining in haphazard battle against dangerous enemies is a great concept and ideal. But in any scenario where more players are involved, the chances of running into those who are disruptive to others experience, either by negligence or design, are more likely.
Limiting the max population per instance of Public Dungeon Delves is an ideal way to show that, while this is a living, breathing world ... it's not really full of grind groups and overpowered characters. If a delve is setup, by design, to be best suited to only three or four players max, then set that as a soft limit (by soft limit, I mean that if a bunch of players are grouped and the group is larger than three or four, allow them to enter an instance of their own, instead of preventing them from grouping and enjoying the content together).
Obviously Cyrodiil public dungeon delves would not change from their current experience, as it is a PvP environment first and foremost.
Dolmens
As another public experience, I recommend that Delves be adjusted to the size of the group and it's power of the players involved. Other games have a mechanic where enemies aren't a particular level, but are rated to take and give damage to all players in even proportion (they hit higher level players harder, lower level players less, and take the same amount of damage from all sources), thus equalizing the experience no matter the level of the participants.
As well, introducing longer encounters, more varied experiences, and possible rare occurances (such as the introduction of world bosses who may spawn if a large number of players is at a dolmen, or environmental effects, or even sometimes drawing players into Coldharbor after a dolmen is complete, etc), may make the experience more enjoyable to all grouping players.
Dungeons, Trials and Epic Content
As with all other grouping, more background support is necessary to make the instanced Dungeons and Trials more accessible to the average player. While a Pick-Up Group may have problems contending with much of this content, the simple truth is that if they are made more accessible to non-guilded or casual players, those players may find themselves shopping for larger, organized guilds or groups of friends.
Phasing
One of the biggest hurdles players experience in trying to group is the issue of phasing. A simple change of putting all group members in the same phase as the group leader would go a long way in allowing grouping outside of instanced content. It would allow players of all levels to group with friends or help new players or join higher-level players in harder experiences. Why this very straightforward and practical change has yet to be made is beyond me.
Drop-In, Drop-Out Content
Largely the hallmark of casual gaming, the ability to jump in or leave content quickly is almost a must have in modern gaming. And the lack of that content is hallmark that the old Dark Age of Camelot design, while great in it's time, has been left behind in modern years.
As long as ESO lacks this type of content or the support to allow it, it will have a hard time in todays Buy-to-Play marketplace.
Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.
XBOX NA
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.