TotallyNotVos wrote: »TotallyNotVos wrote: »Because the endgame raiding community in all mmos is at an all time low. Most of the top wow raid guilds have all disbanded as well.
While I personally would like to see more and bigger raids, eso does not have the community to warrant zenimax spending all of that time on multiple raids per year.
A very very small percentage of eso raid guilds have even cleared maw hardmode
That's because vMoL HM is extremely difficult. Only the very best players will ever beat it.
Our lack of a decent-sized endgame community is due to the lack of content. That I can assure you. Why would so many stick around when 1 new trial has been released in over a year? ESO is not making itself out to be a great PvP game (terrible PvP performance+balance) or PvE game (no new content at all+bad performance in trials).
I looked to WoW out of curiosity and found 10x the Raids -_- prompted me to create this thread...
I'm not arguing that there isn't a lack of content. But as someone who has raided in many mmos, the mmo raiding community is dead. That breed of mmo player is gone and there aren't enough of them left to sustain raid development.
I'm not trying to offend you, but saying only the best raiders can clear maw hm shows that you don't really understand the problem. Would you expect new raids to not be difficult? Compared to other games, maw hardmode is not that difficult. There are many guilds just skipping the fights main mechanic through dpsing rakkhat quick enough. Hell I've seen guilds burn him on their very first clear. Other mmos such as wow, aion etc have raids that take months/over a year to clear by players that are sponsored and play the game for a living.
This, I played WOW just after catalyzem, and dropped out before mist of Pandora, after one tameriel ESO has far more end game content than WOW, then I played wow single player end game content was an small area with daily quests. That was obviously an downside on PvP servers where your group was far weaker. In ESO its everywhere.Everything here is based on research I did on WoW. If I got some facts wrong please let me know. Pretty sure it's all sadly accurate.
WoW is an extremely successful MMO. Though I have never played it, I'd hope someday in the future ESO could have nearly as many active players. Of course, the treatment of PvP balance and (more importantly) *game performance* has unfortunateIy crushed any hope of this ever happening. One thing that has come to my attention though recently was the sheer amount of group content in WoW - specifically Dungeons and Raids (aka Trials).
Upon doing some research, I found some shocking facts about WoW's PvE endgame compared to ESO.
This is with regards to just how many Dungeons and Raids you can run in both ESO and WoW.
ESOBase Game + everything up until the first purchaseable DLC: 16 Dungeons (half have Tier I & II versions), 3 Raids
Imperial City: 2 Dungeons, 0 Raids
Orsinium: 0 Dungeons, 0 Raids
Thieves Guild: 0 Dungeons, 1 Raid
Dark Brotherhood: 0 Dungeons, 0 Raids
Shadows of the Hist: 2 Dungeons, 0 Raids
Total - 20 Dungeons (28 if counting duplicate dungeons via Tier I & II), 4 Raids
WoWClassic: 20 Dungeons, 5 Raids (more than current ESO)
The Burning Crusade: 16 Dungeons, 8 Raids
Wrath of the Lich King: 16 Dungeons, 9 Raids
Cataclysm: 14 Dungeons, 6 Raids
Mists of Pandaria: 9 Dungeons, 5 Raids, 18 scenarios
Warlords of Draenor: 8 Dungeons, 3 Raids
Legion: 11 Dungeons, 3 Raids
Total - 94 Dungeons, 39 Raids
They also use different player counts for group content.....
In ESO:Dungeons: 4 players
Raids(Trials): 12 players
In WoW:Scenarios: 3 players
Dungeons: 5 players
Raids(Trials):
10 players only (two raids)
25 players only (seven raids)
10 or 25 players (nineteen raids)
10-30 player w/ scaling based on amount of players (four raids)
40 player (three raids)
I fully understand that WoW has been out much longer than ESO..... but why is ESO so lacking on endgame content!? This is not due to how much longer WoW has been out, but rather the pacing of ESO launching endgame content. We have 4 raids and the fifth is likely coming with our future Vvardenfell DLC, due late 2017 or even farther. In other words, we will have 5 raids (if not still 4) in ESO at the end of 2017.
On top of this, WoW has included all of their expansions (each of which are larger than all of ESO's DLC combined) into the base game for free except for the most recent "Legion" expansion. Sometime when the next expansion releases, they will undoubtedly make Legion part of base game WoW as well. ESO will never do something like this with their DLC.
..... I guess the point of this post is this - why is ESO so ridiculously slow at releasing endgame group content? This is why the player count is far smaller right now than it ever should've been. ZOS crippled game performance (most notably in PvP) and forced the endgame for most players into PvE since PvP turned into a mess.
We have only 4 Raids and they're all too unrewarding for most players to bother with. The Group Dungeons are all easy for endgame players except maybe some of the DLC dungeons. You also lose gold when you run Trials because there's no BoE loot and you need to chug Potions throughout your runs. How can ESO's raid content maintain a healthy endgame playerbase when there's so little of it and it serves as a gold sink?
Looking up the content WoW contains has definitely put ESO's endgame in perspective for me. The base game was perfect in terms of content, but since then there has been a miniscule amount of effort put into endgame. I can think of tons of good players I know who would've never quit if even a quarter of the amount of dungeons/raids were released to ESO in the same timespan that WoW releases them.
Please tell me I am missing somethimg huge in all of this. As far as I'm concerned, ESO would do amazingly well if it had 4x the current amount of dungeons and 10x the amount of trials including those with 2-3x the amount of players in them.
I love ESO, but it's no secret how poorly the endgame community is doing. Trials are as empty as the PvP population now due to lack of content and incentive. Personally, endgame PvE is all that's left for me. Please revive the endgame community and revise your policy of 2-4 dungeons/1 trial (max) per year. Add more and be serious about endgame to guarantee some longetivity for ESO. The "Elder Scrolls" name can only carry this game so much farther when content runs unbelievably dry and PvP is painfully neglected.
....that is all
I've played WoW off and on since it released in 2004. I currently have an active subscription because I played through the Legion content.
I'm not going to speak poorly of WoW, it has been a game I've played for almost 13 years, but I'm going to say that numbers are not everything.
WoW is a very different kind of MMO from TESO, especially since the One Tameriel patch was released. WoW is the standard zone-to-zone progression MMO and it is very heavily reliant on daily quest grinding. And yeah, it has tons of dungeons, but most of them are irrelevant because you're either too high in level or too low in level for them to matter. And while they can be fun, they're not particularly awe-inducing or imaginative.
The combat system is also a standard tab-target system without much room for the more action-y types of gameplay, which probably explains why their dungeons are bit on the "dry" side. There isn't a heck of a lot they can do aside from throwing some telegraphs around on the ground or messing with buffs and debuffs.
The game is over 13 years old, though, so I'm not saying that to be negative, just stating a fact. WoW does have a lot more of those little non-combat side-activities than most other MMOs, but those things were a product of over a decade of development and their financial success as the top MMO.
WoW may be huge today, but it started off pretty small. Probably smaller than ESO. And while it had a huge amount of dungeons to start off with, the rest of the game was a hell of a lot emptier than ESO at any point. It really was a a massive grind fest, and it still is that way. They just didn't have a lot of competition for a very long time, and that led to a massive and dedicated fan base. WoW's size is largely a product of its age.
ESO is doing pretty well for itself and Zenimax has done a pretty good job of giving ESO enough of its own identity that the game is popular.
Trust me, ESO is a popular MMO. It's not WoW popular, but it's still packed with playersand it's still expanding at a reasonable rate. That's what counts.
PlaceboSoul wrote: »My biggest peeve with eso is something I've mentioned in other posts. The crown store model vs subscription model.
The fact is, another massive benefit to sub over crown store, is ingame found content.
Example:
In wow, you want a new fancy mount, you go out into the world to find it, or buy it with in game coin, which you also have to earn. Same with pets, in wow, you go out and find them, then tame them.
In eso, you hit the crown store and drop $50 real money. ABSOLUTELY no benefit to endgame longevity.
It's the short sighted flaw of in app purchase models. When 3/4 of the collectible crapola from the game is NOT in the game but instead bought in a store, it significantly limits endgame activity.
In the subscription model, EVERYTHING is found in the game by looking for it and tracking it down, looting it. It adds an amount to endgame things to do, that shouldn't be underestimated.
The biggest argument I've heard from players about making a switch, is that the sub model was already tried and rejected.
There is a HUGE difference between trying a subscription when a game is in its youth, and unknown, and trying it when it is well established, known, and has some popularity.
The other argument is we will lose people. What people? The ones that aren't that into the game anyway, or are ultra-casual? Who cares. Lose a few that were just looking for a free hangout, the remaining community will be all players that love the game, and it will be stronger.
I honestly can't understand why players argue against switching to this model. I could understand having to do the math for ZOS to show how long term they would benefit, but honestly players protest the sub model too, and for the player a sub model is infinitely more beneficial than a crown store.
Anyway, that's my theory on a big part of why there is less to do in the endgame.
PS lack of dungeon content is a big part too, I agree with the TC.
Advocating for ESO changes based on WoW is possibly the worst sales pitch. If i wanted to play wow i would.
Secondly (and lastly) they have catered enough to wow kids. The game is trivial and largely plays like a FPS,
-Tradeskills are trivial and maxable in about... 10 mins.
-levels,... Irrelevant, somehow the took the novelty out of "character advancement"
-gear,...fully farmable time sink. no skill required
So yeah, ESO is more like WoW than ever before.. Knock it off,
Am i angry? Noo. I am however dissapointed. Games lack challenge these days now including ESO, (the latest game i came to terms with loving to play) really only curiously waiting around to see the dawn of the next ice age. I hope its beautiful.
You are confused. I have no idea why you are comparing these parts of ESO to WoW.
I'm asking for much more endgame content, which ESO severely lacks. Otherwise the endgame community becomes very small.
PlaceboSoul wrote: »My biggest peeve with eso is something I've mentioned in other posts. The crown store model vs subscription model.
The fact is, another massive benefit to sub over crown store, is ingame found content.
Example:
In wow, you want a new fancy mount, you go out into the world to find it, or buy it with in game coin, which you also have to earn. Same with pets, in wow, you go out and find them, then tame them.
In eso, you hit the crown store and drop $50 real money. ABSOLUTELY no benefit to endgame longevity.
It's the short sighted flaw of in app purchase models. When 3/4 of the collectible crapola from the game is NOT in the game but instead bought in a store, it significantly limits endgame activity.
In the subscription model, EVERYTHING is found in the game by looking for it and tracking it down, looting it. It adds an amount to endgame things to do, that shouldn't be underestimated.
The biggest argument I've heard from players about making a switch, is that the sub model was already tried and rejected.
There is a HUGE difference between trying a subscription when a game is in its youth, and unknown, and trying it when it is well established, known, and has some popularity.
The other argument is we will lose people. What people? The ones that aren't that into the game anyway, or are ultra-casual? Who cares. Lose a few that were just looking for a free hangout, the remaining community will be all players that love the game, and it will be stronger.
I honestly can't understand why players argue against switching to this model. I could understand having to do the math for ZOS to show how long term they would benefit, but honestly players protest the sub model too, and for the player a sub model is infinitely more beneficial than a crown store.
Anyway, that's my theory on a big part of why there is less to do in the endgame.
PS lack of dungeon content is a big part too, I agree with the TC.
To this point honestly I feel that the best course of action for ESO at this point in the games life and stability would be to simply add ways to earn crowns in-game at a standardized pace.
ESO should seriously consider converting Crowns into a system where players can trade a set amount of gold for a set amount of Crowns. - This way it makes for a strong gold sink to maintain or improve the value of in-game currency and allows players access to the Crowns they need to further the playability of the content within the Crown Store.
Gating your content behind pay walls with limited ways of paying for it is unwise, the economy does not afford everyone access to the freedom of their budgets and this can cause many people to turn away from the store entirely, which will lead to them having access to less content, burning out faster, or refusing to play the game entirely. None of which are good. So a compromise here can go a very long way.
Everything here is based on research I did on WoW. If I got some facts wrong please let me know. Pretty sure it's all sadly accurate.
WoW is an extremely successful MMO. Though I have never played it, I'd hope someday in the future ESO could have nearly as many active players. Of course, the treatment of PvP balance and (more importantly) *game performance* has unfortunateIy crushed any hope of this ever happening. One thing that has come to my attention though recently was the sheer amount of group content in WoW - specifically Dungeons and Raids (aka Trials).
Upon doing some research, I found some shocking facts about WoW's PvE endgame compared to ESO.
This is with regards to just how many Dungeons and Raids you can run in both ESO and WoW.
ESOBase Game + everything up until the first purchaseable DLC: 16 Dungeons (half have Tier I & II versions), 3 Raids
Imperial City: 2 Dungeons, 0 Raids
Orsinium: 0 Dungeons, 0 Raids
Thieves Guild: 0 Dungeons, 1 Raid
Dark Brotherhood: 0 Dungeons, 0 Raids
Shadows of the Hist: 2 Dungeons, 0 Raids
Total - 20 Dungeons (28 if counting duplicate dungeons via Tier I & II), 4 Raids
WoWClassic: 20 Dungeons, 5 Raids (more than current ESO)
The Burning Crusade: 16 Dungeons, 8 Raids
Wrath of the Lich King: 16 Dungeons, 9 Raids
Cataclysm: 14 Dungeons, 6 Raids
Mists of Pandaria: 9 Dungeons, 5 Raids, 18 scenarios
Warlords of Draenor: 8 Dungeons, 3 Raids
Legion: 11 Dungeons, 3 Raids
Total - 94 Dungeons, 39 Raids
They also use different player counts for group content.....
In ESO:Dungeons: 4 players
Raids(Trials): 12 players
In WoW:Scenarios: 3 players
Dungeons: 5 players
Raids(Trials):
10 players only (two raids)
25 players only (seven raids)
10 or 25 players (nineteen raids)
10-30 player w/ scaling based on amount of players (four raids)
40 player (three raids)
I fully understand that WoW has been out much longer than ESO..... but why is ESO so lacking on endgame content!? This is not due to how much longer WoW has been out, but rather the pacing of ESO launching endgame content. We have 4 raids and the fifth is likely coming with our future Vvardenfell DLC, due late 2017 or even farther. In other words, we will have 5 raids (if not still 4) in ESO at the end of 2017.
On top of this, WoW has included all of their expansions (each of which are larger than all of ESO's DLC combined) into the base game for free except for the most recent "Legion" expansion. Sometime when the next expansion releases, they will undoubtedly make Legion part of base game WoW as well. ESO will never do something like this with their DLC.
..... I guess the point of this post is this - why is ESO so ridiculously slow at releasing endgame group content? This is why the player count is far smaller right now than it ever should've been. ZOS crippled game performance (most notably in PvP) and forced the endgame for most players into PvE since PvP turned into a mess.
We have only 4 Raids and they're all too unrewarding for most players to bother with. The Group Dungeons are all easy for endgame players except maybe some of the DLC dungeons. You also lose gold when you run Trials because there's no BoE loot and you need to chug Potions throughout your runs. How can ESO's raid content maintain a healthy endgame playerbase when there's so little of it and it serves as a gold sink?
Looking up the content WoW contains has definitely put ESO's endgame in perspective for me. The base game was perfect in terms of content, but since then there has been a miniscule amount of effort put into endgame. I can think of tons of good players I know who would've never quit if even a quarter of the amount of dungeons/raids were released to ESO in the same timespan that WoW releases them.
Please tell me I am missing somethimg huge in all of this. As far as I'm concerned, ESO would do amazingly well if it had 4x the current amount of dungeons and 10x the amount of trials including those with 2-3x the amount of players in them.
I love ESO, but it's no secret how poorly the endgame community is doing. Trials are as empty as the PvP population now due to lack of content and incentive. Personally, endgame PvE is all that's left for me. Please revive the endgame community and revise your policy of 2-4 dungeons/1 trial (max) per year. Add more and be serious about endgame to guarantee some longetivity for ESO. The "Elder Scrolls" name can only carry this game so much farther when content runs unbelievably dry and PvP is painfully neglected.
....that is all
PlaceboSoul wrote: »My biggest peeve with eso is something I've mentioned in other posts. The crown store model vs subscription model.
The fact is, another massive benefit to sub over crown store, is ingame found content.
Example:
In wow, you want a new fancy mount, you go out into the world to find it, or buy it with in game coin, which you also have to earn. Same with pets, in wow, you go out and find them, then tame them.
In eso, you hit the crown store and drop $50 real money. ABSOLUTELY no benefit to endgame longevity.
It's the short sighted flaw of in app purchase models. When 3/4 of the collectible crapola from the game is NOT in the game but instead bought in a store, it significantly limits endgame activity.
In the subscription model, EVERYTHING is found in the game by looking for it and tracking it down, looting it. It adds an amount to endgame things to do, that shouldn't be underestimated.
The biggest argument I've heard from players about making a switch, is that the sub model was already tried and rejected.
There is a HUGE difference between trying a subscription when a game is in its youth, and unknown, and trying it when it is well established, known, and has some popularity.
The other argument is we will lose people. What people? The ones that aren't that into the game anyway, or are ultra-casual? Who cares. Lose a few that were just looking for a free hangout, the remaining community will be all players that love the game, and it will be stronger.
I honestly can't understand why players argue against switching to this model. I could understand having to do the math for ZOS to show how long term they would benefit, but honestly players protest the sub model too, and for the player a sub model is infinitely more beneficial than a crown store.
Anyway, that's my theory on a big part of why there is less to do in the endgame.
PS lack of dungeon content is a big part too, I agree with the TC.