I've been playing this game since the beta days. I still love this game, it has an incredible amount of things to do, for a variety of different playstyles. I've been an ESO+ subscriber from the start, and can't see that changing in the near future.
I'd like to share a few things I'd love to see improved in the future. I won't talk about the already known issues of lag, skill balance or stability, but more about the game content itself from the point of view of an established player, who is at (or near to) the gear and CP caps.
- The overland content is way too easy. Before One Tamriel, a player could self-adjust his difficulty level by going into a higher level zone, providing him with some challenge (and with higher risks came higher rewards: more XP, slightly higher level gear, etc...) Since One Tamriel, all the overland content (outside of bosses) is so trivial to a long-time player, the trash mobs might as well not be there at all (and in fact, one generally rides through them without even stopping). It takes two skill attacks to kill anything. I would like to see either more variety in difficulty level for overland mobs, or at least the difficulty increased in some select areas. Have some areas that are more challenging than others. There is so much content for a new player to do, I don't think he'd notice if a small percentage of the overland content required people to have above average gear and skills to tackle. Right now, all the overland content is trivialized once you're high level enough. I never feel threatened in any way while running around the overland aras.
- The current gear feels bland. When you get a pair of light pants with Magicka stats you've pretty much seen them all, they ALL share the exact same stats values. Only difference is in which set bonuses are applied and in which order. I'd like to see more variety in stats, so one might feel a reason to upgrade from time to time, or on a rare occasion someone might go "Wow! this is awesome" at a lucky drop. Otherwise, one simply goes straight at the crafting table or to a specific location, gets the desired pieces, and he's pretty much done gearing up, with only maybe a few variation in monster set pieces. The current gear feels too cookie-cut, more variety in stats would be nice. This might work in a game where gear level increases every few years, but the current (lack of) character progression means that once you're CP 160, you gear up, and you're done. The only time in the past few years a CP 160 character might get new gear was if you wanted a new monster set, or if you wanted to try a different build.
- Quest rewards are generally vendor trash (or decon fodder). Right now once you have a character at CP 160, you pretty much have no reason left to do any questing, aside from the desire to experience the storytelling (this was why I had a blast going through Clockwork City, but wouldn't do it a second time on another toon). I would like to see more unique quest rewards, give us incentive to do the quests even if you're already at the CP cap. Right now, a maxxed CP player only gets like 400g and an item he sells for an extra 40g at the vendor.
- The fun of exploration found in single player Elder Scrolls game is lacking in ESO. Granted, you still need to wander a bit around to uncover wayshrines and delves, for for some reason it doesn't feel as rewarding as in the TES games. I must say I'm not quite sure what is missing there to bring back that sense of accomplishment as you would work your way around just to uncover hidden areas within the map, or possible hidden quests.
- A lot of these tie in to the fact that once you get high enough in CP, you basically have no progression left to do. No new gear to get, the extra CPs are giving you like 0.05% improvement on a given skill (assuming you're not already at max CP cap), and the gold you leaves you with pocket changes even if you don't take into account spending on gear repair and food. We need someplace for high CP players to progress since the gear level hasn't been increased a single time since we've reach CP160. The current CP system is hardly exciting, and brings to sense of progression. "Woooo, an extra 30 points to add to my already capped skills, let`s get an extra 0.5% here, a 1% there...). We need some place to grow our characters, be it skills or gear.
- Dolmens need to be upgraded. One of the coolest "ring event type" things I've experienced in an MMO so far are the Rift events in the game with the same name. They are basically like ESO Dolmens, except there are more waves of monsters, these dynamically adapt to the number of players participating in the numerous waves, and the final rewards (which will scale based on participation and difficulty) can potentially be really nice. Doing a Rift event was a rush when I did them. Players actually died during them. In ESO, after you've done a few, they quickly become trivial. I'd like to see dolmens become more dynamic in nature, and possibly self adjusting based on the number of players in the area. A high level player can already solo any dolmen, so when you get 15 players stacking on one, the only challenge is to be able to hit a monster before it even dies to the player mob. Even the uncommon bosses that can randomly appear during the final stage are generally easy to solo, much less a challenge for any sizable group of player. Spawn timer could also be randomized, so they don't just get farmed ad vitam eternam by a group of 30 players running through all three of them in sequence for an hour or two.
In short, a lot of the game content is trivialized since One Tamriel as it becomes quickly too easy for any high level player, and more variety in loot/gear/quest rewards would be appreciated, to give us incentive to do anything beside PvP or Trial farming.