The following thoughts are mainly a result of occasional prolonged or unexpected server down times. In advance I want to apologize for any mistakes in language or grammar. ( English is not my native language)
I would also remind everyone of the etymological origins of the term Criticism. If I criticize something, it does not mean I am against it, rather using rational judgment for a better understanding. In fact, it seems more of a sign of emotional attachment, to think about something a lot
1. Running in circles - Lack of Progression
All the mmo-games I have played had some sort of progression. First, through leveling, then by gearing your character up. Some had some sort of secondary leveling system (i.e. Paragon, Champion points). The first question seems: Why is this model so established in the mmo genre? The obvious reason seems, that it creates some sense of accomplishment you play the game and get stronger. In relation to playable content it also means, that you create more accessibility. Hardcore players tackle content as soon as it gets available, but the more casual u go, the more progression time goes by, until outleveling or outgearing kicks in to compensate the different skilllevels.
Now here comes the big "But..": in a constant progressing gameworld you would ,after some time, blocking out most new players. To make it accessible for them, there was always some sort of reset, or better said : a jump in the progression curve. By putting out new content through Addons, Expansions, DLCs ect.
Now let us look at ESO with those structures in mind:
The game had some different approaches to creating a feel of progression, but for the moment i dont want to make it a historical analysis (although it would be quite interesting to discuss the "veteran-level-fiasco"in this context). I rather stick with what we got now and the possible problems it evokes.
At the moment (1T) it almost feels like there is absolut zero progression going on.
Sure there is the champion system, that acts somewhat like leveling progression. but after a certain amount of points it become more and more irrelevant to the point of actual getting stronger (even the more casual players in my guild have enough points, they may lack a bit of diversity but not that much in strenght. At least not that much that further progression would even out the playing field between different skill levels.
In regards to item progression, it also seems quite lacking. With 1T we got an overwhelming amount of new sets, but overall nothing that gives some signicant power increase. Sure you can shuffle around some stats here and there, that may increase your dps a bit (spinner, spriggan ). Or free up a skillslot through a set, most of the time giving you only some utility but not much of character strength. Some may say: Oh so much variety, that must be good! That may be so, but the reason why i think this is problematic is the following:
If someone in my casual guild asks : what can i do to get stronger so we can do the veteran DLC dungeons or vDSA together? What sets and skills should i use? Most of the times i can only say : Nothing, sorry, if u do not come close now with what u have, no gear/skill setup or incremental increase by champion points will help you. You simply need the gameplay right , then it almost does not matter what you are wearing.
Imagine something like vMA existed in another game. There would be the small crowd of dedicated and ambitious players, who go in, fight through the pain and clear it the moment it comes out. But as progression time goes by more and more players of different skilllevel could access it. I guess that would be a good thing?
A last not on the side : Sometimes i see those weird arguments on the forum, where people argue that ESO is good because it does not have those gear resets or jumps. So if u do not like those , u can sadly have no progression either. I think that would get boring rather soon.
2. How to create frustration - Loot and Rewards
One of the topics, that people get most agitated about in ESO, is the loot- and reward structure. Often times, when I see some suggestions on the forums, I see the individual, emotional aspects, where those suggestions come from. But seldom do people trying to get the whole picture. To get a better understanding of the games heavy RNG-Systems, it seems helpful to look at the psychological aspects, as well as the systemic problems, especially in comparison with other grind-heavy games.
I would suspect, that we all got to a point in this game, where we wanted something. The elusive vMSA weapon to be competitive, the last setpiece for a funbuild or the new motif, that looks so shiny. So we go farming those things. And every time we complete something and stand before our chest after completing vMSA(again), getting our bag after a daily quest or standing before an undaunted chest, the game creates an expectation. And almost always those expectation results in a frustrating experience. So in the end, we get an experience that we all have a lot in real life and that we wanted to escape in the first place by playing an immersive videogame.
And even after I finally got my last sharpened 1h weapon in vMSA, it did not create that much happiness. More was it relief to be finally done with it. The biggest part of this, I would guess is the uncertainty that a complete RNG-system entails. Even if for some things there would be a long grind, but u always could anticipate the end, u could simply decide for you, if the grind is worth it or not. But what we have now, with almost all things u can aim for the game artificially creates frustration.
Well, after all this gloomy psycho talk, let us have a look how other grind heavy games manage RNG systems. The best game to look at (for the purpose of understanding RNG systems) is Diablo. I know it is not a mmo, and there a lot of different structures and expectations to consider. But some things are noteworthy here:
As Diablo 3 released, all loot was tradable/sellable. But to not inflate the market with all those shiny BiS legendarys, Blizzard had to adjust the drop rates over the whole population. That led to absurd low droprates for the individual player, that ended up in an extreme frustrating experience. Sounds familiar?
After a while Blizzard reworked the whole loot structure to a BoP system with much higher chances and variable stats at the items. This works much better, because you can play the build you want faster, but have always room for improvement. In terms of ESO: you could settle for the precise Weapon for now, while you are farming for a sharpened one. But this gets blocked out by trait imbalance and another layer, which is upgrading to golden quality (too expensive for non BiS stuff)
The last point I want to make on this topic, ties heavily into my first paragraph on the lack of progression in ESO. ZOS policy of putting out content that goes more wide then high, as well as the rather slow frequency, does not allow for systems that take place in other mmos. Other games tie the time it takes a player to complete something (gear, achievements, ect.) to the time it takes to release new content, and therefore new goals. If ZOS would shorten the time to achieve something and setting fixed points (tokens, factions, reputation), they would set for themselves a timeframe, where they need to put out something new, to create new goals. This ZOS probably cannot do frequently enough or do not want to, maybe both.
For me it is impossible to come up with an improvement, because a lot of factors are unknown to us. Such as active players, update schedule, company resources. What I can point out however is, that the system we have now, did not worked out so well in other games. Mostly for psychological reasons.
For now I will stop this wall of text, although I have some other paragraphs still ( New but not Better? – The Lack of global cooldown , A Crisis of Identity – the State of Cyrodiil )
I hope u got something to think about out of it and thx for reading