I am guildmaster for a small guild on XBox One. At this time last year, we had 50+ players online at most times and up to 20 in chat doing guild-related activities. We had multiple dungeon groups running daily and 1-3 weekly veteran trials. Since then, over 80% of our veteran trials team has quit the game. We're lucky to see 4 in chat simultaneously. It's a good day when we're able to get a group together for daily Undaunted pledges. Scrolling through the roster, the overwhelming majority of people have not logged on in 6+ months. Since I've been in chat listening to these former players and their complaints for hours a day, I am well-qualified to tell you why this is happening:
1) Voice chat is broken. When joining groups, we are involuntarily moved to group chat. About 25% of the time, it fails to transfer us to group chat correctly and the chat channel disappears. If we survive the transfer, it's only temporary because group chats break about 50% of the time when going through load screen. So we try to get back to guild chat, where we want to be. But about 25% of the time, the channel disappears from the menu when selected. Can there be any confusion why you're losing players when this is a social MMO and the primary means of social interaction is broken?
2) Server lag issues. ESO makes a lot of money for Zenimax/Bethesda. Some of that money should be spent updating the hardware that runs the game, but it clearly isn't. During peak usage hours, the server cannot handle moderate populations that are only a fraction of the size they used to be. I used to fight in massive, epic PvP battles in Cyrodiil with only occasional disconnects. Now the game becomes absolutely unplayable if there are even 1-2 bars of population per alliance.
3) Problems are ignored by the dev team, despite player reports. The examples above are just a tiny sampling of dozens of issues. Two max-level endgame players, both Flawless Conquerors, who quit the game months ago came back today. We went to play Scalecaller Peak to do vet hard mode. The poison, stony gaze, and other mechanics continually killed us, REPEATEDLY, despite being several steps away from the red AOE of those effects. We could roll out of the poison breath and it would kill us anyway a second later, several feet away. After hours of frustration, both players expressed their disgust with ZOS and promised never to play again. YOU ARE LOSING PLAYERS BECAUSE YOU WON'T FIX BUGS! Another example: players have reported the lag problems in VMA since it released. Today I made it to the final boss of vet Maelstrom with no deaths for my first time ever. Take a wild guess what happened... total server lag spike during the crystals, puncturing sweeps did that glitchy sound-plays-with-no-animation thing, and then I rubber-banded down to the bottom already eating the flame breath of a Daedroth, and it was over. Just like that, through no fault of my own, I was robbed of all the time and effort and stress invested into getting my achievement. Do you think I EVER want to touch this game again after that experience? I'm a marginal player who barely made it there and probably never will again. I am not far behind my friends at this point. I understand that you can't change the nature of the internet, but you CAN design content that doesn't punish players so harshly for latency. WHY is the poison breath a one-shot mechanic that requires reaction times faster than your own servers can handle?? This is company-ending sort of behavior and the loss of endgame players proves it.
4) Lack of class balance. In past interviews, lead developers have claimed that we can play any role with any class with similar efficacy. This is a lie. The gaps between classes in DPS, sustain, and utility are enormous. Players have given you all the feedback a competent team would need to fix the problem, and yet we never see any intelligent changes aimed at restoring balance. From my experience hanging out in the voice chat of my own guild and many others, the general consensus among players is that the combat dev team is incompetent at their jobs, and it's hard to find evidence to the contrary. Of course the majority of players are incapable of diagnosing the problems or prescribing solutions, but these forums are full of examples of excellent players who clearly understand the game better than the combat dev team, trying to be helpful and tell you what the problems are and how to fix them. The class reps did an amazing job of this. And despite excuses about time limitations, the majority of the solutions are simple and could be implemented by one competent developer in a single day of work.
5) The release schedule. Sure, ESO Plus subscribers want our 3 DLC's and one Chapter per year. Too bad. Without investing in staff increases (and/or improvements), the current release schedule is incompatible with the health of the game. FOR THE LOVE OF EVERYTHING HOLY, STOP! Take a cycle to fix the current problems before adding more!
Players love this game and it's a phenomenal product, when it works. But it's not working. It's a frustrating mess that isn't fun anymore. The content is great but playing it is a struggle because of problems beyond our control. Bad decisions, whether from investors or corporate heads or within the team or wherever they're coming from are killing this game. These new players you're bringing in rarely pass 300CP before they quit, too.
Please fix the game, maybe?
Edited by Gnortranermara on July 21, 2018 7:16AM