Issues with the Current System
The Veteran Rank System has long felt like a filler, something not completely fleshed out. Its always felt out of place and a dated feature in the MMORPG genre. In its basic forms, it is just more levels. There's really no difference with the exception that 1 veteran rank does not equal one level. You get more gear as you level up with better stats, you get attribute point, you get a skill point; its basically just increasing the level cap. This needs to change. This practice is boring, typical, and become a dated way of furthering the life of a MMORPG.
Not only this, but it the Champion Point system is locked behind them. That is you need to get to level 50 before you gain access to this system. While this would be good in a MMO with a rather quick leveling process, ESO is not this. Leveling "normally" in ESO (Doing all the quests and such) takes a pretty large amount of time. Probably one of the longer leveling processes I've had (unbuffed). Many of the friends I've gotten to try this game (purchase it too) often stop playing or taking long breaks before even reaching a point where they can experience this system. Heck, one friend who claimed this game was the best he's played in years quit after reaching Veteran Ranks; which took me completely by surprise because he talked like he loved the game. This Needs to Change.
Abstract
For the my Proposal, I am putting forth the idea of doing away with veteran ranks, exposing players to the Champion Point System Earlier, and prolonging the games lifespan and progression through horizontal means. Horizontal Progression is quickly rising in terms of popularity. With games like Guild Wars 2 sporting 5 million copies sold and good expectations for the expansion sales, along with vertical progression heavy games declining in popularity; horizontal progression needs to be taken much more seriously by developers. This proposals horizontal progression will revolve around ESO strongest aspects. Skill Lines, Crafting, and Cosmetics.
The Suggestions
- First, lets address the obvious problem of removing the Veteran Rank System. Gear. Right now there's a pretty significant difference in gear level between something that's level 50 and something that is VR14. I think it should all be scaled back. Obviously this will *** some people off. Since they will feel like they've wasted all this time going and getting to VR14. No items will be deleted. To reward these players who have gotten these special VR ranks, you will put in special achievements that are completed by reaching a certain VR. For players who reached VR6 and above, they get the title Veteran of Nirn. For players VR11and above they get the title Champion of Nirn. For VR16 they get the title Hero of Nirn.
- Second, the cosmetics of gear. We can't just remove the sets of gear that are in VR. Instead they will be dialed back. A new style will be introduced to the player every 5 levels. For example, level 1-5 will be iron. Level 5-10 will be Steel. So on and so forth. Why is this system SO much better then the current system? Players.Love.Looking.Cool. Generally speaking, the lower level the gear is the less cool it looks in this game. This can be said for just about every MMO. By allowing players to upgrade their gear AND the way they look to something cooler, it will help ease the leveling process. All sets found in this section, http://eso-fashion.com/pve-armor-sets/ and http://eso-fashion.com/pvp-sets/ will be made level 50.
- Third, post 50 endgame. Right now the main form of endgame is leveling your VR after level 50. This is the primary reasoning behind leveling in other faction zones. Although many people resort to farming since its faster. Instead, make leveling in other zones an optional thing to do. Center rewards around things like extra skill lines, titles, and dyes. For example, perhaps there is a skill line for each faction. You get exp for these factions by completing the quests in each zone. However these post level 50 other faction zones will be level 50. You already have the tech to do this, just make them level 50 instead of Veteran Ranks. It will also allow players to "roam" around the entire factions zones. Similar to playing Skyrim. Once you do all the quests for a faction, its maxed out. They could have traits and skills even. So you may be asking then, what endgame is there to replace this? Adventure Zones. We currently have one, but Adventure Zones (along with dungeons, trials, and other things that are currently endgame) should be the main focus of endgame.
- Fourth, Adventure Zones. I think a really good amount of Adventure Zones to knock out is around 3. I think the Imperial City is considered to be part Adventure Zone(?), so that means we have two. All adventure zones will have rewards unique to them. This will come into a few types. The first is Gear. There will be no stat increase, but rather new traits, sets, and looks. Each Adventure Zone will have crafting materials unique to it that are required to craft the traits and styles that are unique to it. There will also be a skill line associated with each Zone. Perhaps it can be a form of reputation with a particular faction that is present in the zone. Similar to how the Guilds work and their skill lines. You do this factions quests (which are all the quests in the associated zone) and it goes up. This skill line will have skills, passives, etc. One of its passives is an important one. Upon getting maxed rank up, you unlock the last trait. A special trait that when you have it, you can talk to a NPC and gain access to a special building/fort/structure. Inside this structure you will have special recipes for food and alchemy. You will have the crafting set tables. You will have the required items to craft the style. You can even put special emotes that can be bought from particular merchants in them. These Adventure Zones can also have special items and weapon skins that only drop from certain monsters in there. You may even be able to put dungeons that are locked behind these special reputation traits/passives.
- Fifth Traits. Traits are a perfect way to expand the progression of the endgame without resorting to a vertical climb. Putting in more traits into the game that are locked behind certain endgame content or NPCs could be a great way to give players incentives to play these endgame content.
- Sixth, Styles. Cosmetics are great. Players like to look cool. If the so called "leaked" outfit images coming up to the Crown Store are true (Elf Hero and such), then I think this will further prove my point. I know I will personally be buying two of these outfits at the very least. So putting in more styles in the game could be enough incentive for players to do certain content. Even if there is no increase in stats. Just look at Guild Wars 2. Their entire endgame and post launch updates (with the exception of Ascended a few months after release) have been gear that just looks cool. No stat increases, just looks. Its worked out well for them so far, I think it can work out well for this game.
- Seventh, Skill Lines. This game does Skills amazingly well. You put skills and traits behind actual content and it feels like a GREAT reward when you unlock them. When you finally reach max rank in one of the guilds or Vampire. It feels great. Now I haven't played the PTR so I'm not sure how questing works in the Imperial City, but that could be the perfect place to put in a new skill line. "Imperial Legion" under the World section. From fighting with and helping the Imperial Legion fighting to retake the Imperial City, you learn their battle formations, fighter styles, and abilities. You progress it by doing quest/activities/bosses/dungeons found in the Imperial City. I plan on submitting an Idea for an Expansion later where I will show a few more ideas I have for future Skill Lines.
- Finally, Champion Points. I suggest allowing players to start investing champion points into their characters at level 25. I think this system can really help encourage players to keep leveling and playing. Then have players continue to earn champion points every 5 levels. At level 50 earning exp now goes towards their Champion Points.
Combine all this with updates to the Crown Store that revolve around Outfits and gear skins; you've got yourself a profitable game.
Conclusion
All in all, horizontal progression will be a great way to further the life span of this game. Simply increasing the VR for each content update will not end well. I've been down this road a thousand times and when players see the long path they have to travel to get to the "end", many will become dissuaded. Just look at all the farming that is happening in the game. All those quests going to waste as players sit in one area killing monsters. This is no coincidence.
By concentrating on this game's strong suits, you will be able to bring prosperity to the game while increasing customers enjoyment with the game. Horizontal Progression is also very smooth to introduce to players. By expanding on Crafting's none vertical aspects (traits, crafting sets, and Styles), adding more Skill Lines that are uniquely tied to content, and by introducing players to the Champion Point System; you will not only increase player retention rate while leveling, but also endgame.
I thank you for reading my post. If you have any constructive criticism, please feel free to leave a reply.