Really? You must be doing something wrong. Crafting new gear takes me 30 minutes at most.[*] Let's look at a real life example: You've leveled your veteran character from v1 to v5 and decide to make new gear for the toon. As most players use alts for crafting, you first have to note down all the relevant information (which style and weight on which body part) then you have to log in to your crafting characters, go to multiple crafting locations, craft all the items and upgrade them. All the while you have to be really careful to not mess anything up and not to forget any materials, otherwise you have to travel back and forth again. Then you have to enchant all the items and put them in your bank (all at different locations), before you can finally log back to your target character and equip the items. We're looking at a process that will likely take over 2 hours (!) just for upgrading your gear - no planning, no thinking, no skill involved - just 2 hours of tedious work.
Well said @spoqster ... Unfortunately I don't think there is ANYTHING on their priority list that would address any of these issues. So... :shrug:
I'd like to state I don't think there is anything "wrong" with your views/opinions. I think you did a great job of identifying and explaining your thoughts without sounding as if you were complaining or recklessly belittling.
But I will say, from my perspective, a lot of your issues stem from a min/max mentality.
It doesn't seem like some of the issues you have stem from a direct wish to just enjoy and have fun, but moreso because you recognize what it takes to be upper tier.
Again, you're not wrong for feeling that way - but I wanted to point out that I think some of your approaches require the caveat "If you want to be the best // if you want to gain the maximum benefits"
•Another tiresome pain is that because inventory management is such a disaster, it's really tedious to dismantle items. Let's say you have a character that carries around 80 set items you want to keep and now you want to go dismantle 30 items with this character. That task consists of finding these 30 items within the total of 110 items, without accidentally deconstructing you precious monster helmets. Another really annoying user experience that exists simply because in ESO you can't put items into a bin called "I want to keep this, don't show it in the deconstruction interface".
I agree 100%.TL;DR - The open world, "Play as You Like", inventory, crafting and economy expierences are still bad - after two years.
Dear @ZOS_MattFiror,
I am returning to the game after a six months hiatus, so I have a somewhat fresh perspective on the game. I love the DLCs and the corresponding updates have been great! But a few aspects of the game are still substantially broken. Let's take a look.
1. Open World & Social
- One of the great things about a game like Skyrim is that you are free to choose which content you want to play when. ESO doesn't offer a true open-world experience.
- Yes, technically you can access large parts of the world rather freely, but in reality many parts are locked away from the user. There are content walls (Cadwell's Silver and Gold), group walls (Craglorn), level walls (veteran dungeons and trials) to name a few.
- The worst case of locking players out, however, is what I like to call the "power wall". In the questing part of the game if the quest's level is too high or too low, you either can't do it or you're not going to have fun doing it.
- Let's look at the latter case, namely over-leveling: If you're questing at level 10 and you go into PvP or do a few dungeon runs and level up to lvl 13 in the process, the quests will still be at level 10, and thus be trivially easy for a level 13 character. Just by deciding to play "something else" for a few days, a player can de-facto lock himself out from content he would otherwise love to play at some other time. And this effect stacks on top of the effect that the questing part of the game is already so trivially easy, that you'll always want to play quests that are a few levels above your level to be able to enjoy it.
- In addition, the significant power increase with leveling up makes it difficult to play with your friends unless you are roughly at the same level as them.
- For a true open world experience, I'd expect to be able to spend 5 levels questing and then 5 levels in PvP and still come back to challenging questing content, without having to skip content. I'd expect to be able to set the difficulty so that I can enjoy the questing part of the game (it's a large chunk after all) at any skill level, and I'd expect to be able to play with my friends no matter how much more time they or I have spent in the game.
2. Play as you like
- While technically possible, magicka/stamina hybrids are realistically not viable. In reality, you will sacrifice a lot of power and effectively lock yourself out of endgame content if you decide to run around with a two-handed sword and a destruction staff.
- A 10% increase in stamina or magicka not only means you have a larger pool, but since damage scales off of these numbers, you'll have significantly higher damage values as well.
- A true "play as you like" experience would allow the player to freely mix weapon and class abilities. The power of a build should depend on how well these abilities synergise with each other and with the sets he is wearing, and how well these choices allow him to manage his resources in combat. Power should not be a function of "how high can I stack stamina and weapon power on one character". I realize this cannot be changed anytime soon, but I still wanted to mention it.
3. Inventory & Loot
- Inventory management in ESO is simply a disaster. Without proper addons, all armor pieces, for example, are stuffed into one big bin that you can't properly sort. Try finding something in between 80 armor items. (On consoles it is a nightmare.)
- The worst part is that you can get all these cool set items from endgame content, but there is no built-in tool to systematically organize and present these items to the player. (I am not even discussing all the useless green and blue junk you find as loot all the time, which clogs up your inventory.)
- Let's look at an example: A well skilled casual player will do a few veteran dungeon runs and a trial run in a week and maybe get some rewards from playing PvP. The player might also farm specific dungeons once in a while. It's a realistic scenario that a player will collect 40-50 set pieces (the monster pieces alone are 20 in total), without getting a single full set. And since most items are not tradable but Bind on Pickup, the player can do nothing but keep them for later (or deconstruct them). So where does he keep all this stuff? Is he supposed to just dump it all into the bank which is filled with crafting mats? If he keeps it on a character, other characters will not have access to it, if he keeps it on alts, then it becomes a huge pain to keep track of where all the items are.
- A good user experience would consist of taking all that tedious work of micro managing all these item sets AWAY from the user.
- It will not be enough to simply add a separate inventory for crafting materials. One way to solve this problem properly would be to add a "Gear Set Collection UI" to the game, which will neatly list all existing gear sets in the game and highlight the ones that you have found/earned, while greying out all others. Gear should be available to all characters simultaneously, so that you don't have to move items to your bank and back (and you have to remember where you put it), and to allow two characters to wear the same pieces. The Gear Set UI could also list where to find the missing pieces. That way players could plan their build before they get all the pieces and then farm specific dungeons to acquire missing pieces in their collection. Look at a game like Hearthstone and how they have designed their collection manager and their dust mechanic. They offer a much better user experience.
4. Crafting
- Crafting is a pain. I am not arguing that crafting should be trivial or that the crafting skills should be acquired easily. Crafting just doesn't feel smooth enough.
- Let's look at a real life example: You've leveled your veteran character from v1 to v5 and decide to make new gear for the toon. As most players use alts for crafting, you first have to note down all the relevant information (which style and weight on which body part) then you have to log in to your crafting characters, go to multiple crafting locations, craft all the items and upgrade them. All the while you have to be really careful to not mess anything up and not to forget any materials, otherwise you have to travel back and forth again. Then you have to enchant all the items and put them in your bank (all at different locations), before you can finally log back to your target character and equip the items. We're looking at a process that will likely take over 2 hours (!) just for upgrading your gear - no planning, no thinking, no skill involved - just 2 hours of tedious work.
- Another tiresome pain is that because inventory management is such a disaster, it's really tedious to dismantle items. Let's say you have a character that carries around 80 set items you want to keep and now you want to go dismantle 30 items with this character. That task consists of finding these 30 items within the total of 110 items, without accidentally deconstructing you precious monster helmets. Another really annoying user experience that exists simply because in ESO you can't put items into a bin called "I want to keep this, don't show it in the deconstruction interface".
- A good user experience would, again, take all the tediousness away from the user. It would be great if crafting were account bound and you could upgrade items to a higher level (at the same cost of creating a new item). If crafting worked like that you could simply go to crafting station and upgrade your gear on the character that is wearing it without wasting 2 hours of your life. It would still cost the same, you would still have to find all the crafting stations at least once, research all the traits, level up the skill lines, etc.
5. Economy
- The economy is a mess. Let's face it, without the right addons the guild stores are completely unusable. Their interface is terrible (search settings are not even remembered when walking from one trader to another) and you'd have to go to every single trader in Tamriel to be sure that you can't find that one rare item you're looking for. Now, with more and more items being Bind on Pickup, the economy is even less important than before, because it doesn't assist you in completing your set collection.
- I'm not calling for an auction house here (there are a few creative ways to solve this problem while keeping ZOS's vision of a segmented economy intact).
- A good user experience would allow the player to leverage the economy to his needs. It would allow him to sell anything easily that he doesn't need at the moment (and then buy it back when he does need it), and allow him to complete his collection of set items.
- If ESO were to give players a true open world feeling, there would be no Bind on Pickup and no Bind on Equip. Everything would be freely tradable (and the "right to wear" items would be tied to achievements) and the economy would be much more conveniently accessibly. Of course this would be more difficult to balance, but not impossible. A Bind on Pickup mechanic is simply the equivalent of the developers saying "I forfeit".
Final Thoughts
This is just a brief overview of my arguments. I could go into much more detail, but I wanted to keep this as brief as possible.
I'd like to finish with highlighting a bad user experience that ties many of the above mentioned issues together:
Playing, collecting items and leveling up don't give players a "yay" feeling, as they should. Instead, when you level up, that brief feeling of "yay" is quickly smothered when you remember that leveling up also means thatGood user experience is about removing points of frustration. And despite the great content updates and balancing improvements, ESO still feels very frustrating, even after almost two years.
- Oh no, I have to upgrade my gear now!
- Oh no, now there are even more quests that are too easy to play!
- Oh no, now I've got all this useless stuff in my inventory that I have to deal with (or I found useful stuff that I can't use, but I don't know where to store it)!
- Oh no, if I level up more, will I still be able to play with my friends?
Thanks for reading!
Sincerley, @spoqster
EDIT: Added TL;DR
They should have had a sandbox and not a themepark from the beginning. I would include the fact that quest item rewards are all absolutely terrible. There is no point in doing any of the quest unless you just want the XP or the random skill point. Whoever designed the quest rewards should be fired.Well said @spoqster ... Unfortunately I don't think there is ANYTHING on their priority list that would address any of these issues. So... :shrug:
Well, the way they applied player scaling to Wrothgar, Cyrodiil and the PvE dungeons suggests that they have realized that ESO's world is not truly open, and that they are actively working on fixing that. Then, in The Year Ahead Matt wrote "... and will be working on much more in 2016, including a major change in how world zones treat player character levels". It's rather vague, but it does give me hope that they might add player scaling to the questing zones as well.
There is so much they could do to make the base game more appealing, just in terms of mechanics without having to change anything about the world itself:
- Scale players to the zones, so that we're not constantly over-leveled.
- Introduce a difficulty setting that allows a player to downscale his character in PvE in exchange for higher item drop rates.
- Scale the re-spawn rate for overworld mobs with player density in the area.
Sure, the magicka/stamina balance is not easily fixed. They've decided on a road that took them away from "Play as you like", but now they have to stick with it for the time being.
As to inventory management, I am getting the vibe that they are working on making things better. They're taking the darn trophies out of the inventory and are adding a mobile banker with the Thieves Guild, and they're thinking about putting the crafting mats into a separate inventory. It's just that they are taking baby steps, and I am trying to help them think outside the box a little.
A seperate UI for gear sets would offer a great user experience, because it would untangle the mess there is in the vanilla inventory, help players learn where to find items (and thus create additional motivation for playing the content) and it would add value to bad armor sets, because players will want to collect them. This collection mechanic has proven to be very successful in collectible card games, so much, that EA has adpoted that mechanic for Fifa's Ultimate Team mode (with grand success) - and Fifa's player base is arguably different than that of a CCG. So there are strong signs that a collection mechanic is appealing to a wide audience.
They could do it in a very lore friendly way, too, by making the character call a dremora butler who will be carrying all the armor pieces found by that account, neatly stucked away in a pocket of oblivion and organized by set. The player can then pick pieces to wear. Not the actual pieces, but representations of the pieces, so that the pieces stay available for his other characers. The same UI could also allow the player to save 3 pre-made outfits. I mean they can't really expect anyone to run a vet dungeon, a trial and a pvp raid with the same gear on, right? So if having specific outfits is an integral part of the game, there should be a UI for that.
The problem with ESO is that it's EXACTLY the same as every other MMO in terms of progression and where it differentiates are in tedious ways. You would know that if you actually read it, instead of just commenting on it. @spoqster made a very well thought out thread and it deserves attention.Giles.floydub17_ESO wrote: »I did not have to read the entire wall of words to realize the OP has a pipe dream that ESO would become a completely different game from the foundation up within the last 2 months.
Not every MMO needs to be the same and for the most part ESO is clearly a good game but not the game for you. Also for the most part, your points you made, that I read, have no logical place in discussing this game since you already knew what was here initially.
Everyone should move on. I think the OP just wanted to complain or feel as though he is enlightening us.
eventide03b14a_ESO wrote: »The problem with ESO is that it's EXACTLY the same as every other MMO in terms of progression and where it differentiates are in tedious ways. You would know that if you actually read it, instead of just commenting on it. @spoqster made a very well thought out thread and it deserves attention.Giles.floydub17_ESO wrote: »I did not have to read the entire wall of words to realize the OP has a pipe dream that ESO would become a completely different game from the foundation up within the last 2 months.
Not every MMO needs to be the same and for the most part ESO is clearly a good game but not the game for you. Also for the most part, your points you made, that I read, have no logical place in discussing this game since you already knew what was here initially.
Everyone should move on. I think the OP just wanted to complain or feel as though he is enlightening us.
eventide03b14a_ESO wrote: »They should have had a sandbox and not a themepark from the beginning. I would include the fact that quest item rewards are all absolutely terrible. There is no point in doing any of the quest unless you just want the XP or the random skill point. Whoever designed the quest rewards should be fired.Well said @spoqster ... Unfortunately I don't think there is ANYTHING on their priority list that would address any of these issues. So... :shrug:
Well, the way they applied player scaling to Wrothgar, Cyrodiil and the PvE dungeons suggests that they have realized that ESO's world is not truly open, and that they are actively working on fixing that. Then, in The Year Ahead Matt wrote "... and will be working on much more in 2016, including a major change in how world zones treat player character levels". It's rather vague, but it does give me hope that they might add player scaling to the questing zones as well.
There is so much they could do to make the base game more appealing, just in terms of mechanics without having to change anything about the world itself:
- Scale players to the zones, so that we're not constantly over-leveled.
- Introduce a difficulty setting that allows a player to downscale his character in PvE in exchange for higher item drop rates.
- Scale the re-spawn rate for overworld mobs with player density in the area.
Sure, the magicka/stamina balance is not easily fixed. They've decided on a road that took them away from "Play as you like", but now they have to stick with it for the time being.
As to inventory management, I am getting the vibe that they are working on making things better. They're taking the darn trophies out of the inventory and are adding a mobile banker with the Thieves Guild, and they're thinking about putting the crafting mats into a separate inventory. It's just that they are taking baby steps, and I am trying to help them think outside the box a little.
A seperate UI for gear sets would offer a great user experience, because it would untangle the mess there is in the vanilla inventory, help players learn where to find items (and thus create additional motivation for playing the content) and it would add value to bad armor sets, because players will want to collect them. This collection mechanic has proven to be very successful in collectible card games, so much, that EA has adpoted that mechanic for Fifa's Ultimate Team mode (with grand success) - and Fifa's player base is arguably different than that of a CCG. So there are strong signs that a collection mechanic is appealing to a wide audience.
They could do it in a very lore friendly way, too, by making the character call a dremora butler who will be carrying all the armor pieces found by that account, neatly stucked away in a pocket of oblivion and organized by set. The player can then pick pieces to wear. Not the actual pieces, but representations of the pieces, so that the pieces stay available for his other characers. The same UI could also allow the player to save 3 pre-made outfits. I mean they can't really expect anyone to run a vet dungeon, a trial and a pvp raid with the same gear on, right? So if having specific outfits is an integral part of the game, there should be a UI for that.
Some things I disagree, the game is an MMO so there kinda has to be a leveling path.
Some things I disagree, the game is an MMO so there kinda has to be a leveling path.
This I don't understand @wolfydog. Why does there have to be a leveling path because this is an MMO? What does this logical implication consist of?
Yes, many MMOs in the past have used the leveling path mechanic, WoW in particular. This particular design got the nickname "themepark" mmo, because it's constructed in a way that you only have follow the markers to know what to do. And yes, WoW was very successful with this mechanic, but that was ten years ago.
The Elder Scrolls franchise is know for doing pioneering work in game design and for placing a strong focus on player freedom. That's why many players expected ESO to be a sandbox MMO and not a themepark MMO.
What is more, the quest design already offers players a path to follow, it works as a guide through the game. So with this "soft" path in place, there is no need for a "hard" leveling path that forces you down a path by locking quests to specific levels.
lordrichter wrote: »Some things I disagree, the game is an MMO so there kinda has to be a leveling path.
This I don't understand @wolfydog. Why does there have to be a leveling path because this is an MMO? What does this logical implication consist of?
Yes, many MMOs in the past have used the leveling path mechanic, WoW in particular. This particular design got the nickname "themepark" mmo, because it's constructed in a way that you only have follow the markers to know what to do. And yes, WoW was very successful with this mechanic, but that was ten years ago.
The Elder Scrolls franchise is know for doing pioneering work in game design and for placing a strong focus on player freedom. That's why many players expected ESO to be a sandbox MMO and not a themepark MMO.
What is more, the quest design already offers players a path to follow, it works as a guide through the game. So with this "soft" path in place, there is no need for a "hard" leveling path that forces you down a path by locking quests to specific levels.
Actually, all of the Elder Scrolls games, at least since I started with Morrowind, follow a leveling path. As far as leveling 1-50, the main quest and the guild quests, it is so TES that you might as well have pulled it right out of a BGS title.
I have many gripes with this game, but it's still the only game I can be arsed to play nowadays, and it's still the most rewarding (for some inexplicable reason) MMO I've ever played.