I should have made this topic 5 years ago. Maybe I did, but I was recently compelled to think about it again.
ESO is truly godawful in getting people to play together.
Huh, you might say, wasn't that the whole point of One Tamriel? No more barriers between characters of different levels, everyone can play together?
True, but shortsighted. The issues are much deeper than different character levels.
Leveling
Reaching max level in ESO is a triviality. That might be an understandable design choice, but it means there is little incentive to group up for leveling, especially for advanced and veteran players. Overland content, where most of the leveling takes place, is also so easy by design that no player should ever need help from a more experienced or well equipped player. Likewise, most skill line leveling such as the Mage's Guild or Psijic Order can in theory be done "together", but merely side-by-side instead of actively (or inter-actively) assisting each other.
Questing
All quest content, which is the majority of all PvE content, is designed for solo players. There were attempts at release to accommodate group questing through phasing and similar technologies, but those made things even more confusing (especially because they were applied inconsistently) and were eventually removed. I also have to say that I have never seen multiplayer questing done well in any game, ever, so this might not be a good area to tackle this issue.
Crafting
Usually, at least in most online RPGs I know, this is not considered a group activity. However, in the beginning of ESO, it was feasible or even encouraged for different players to level different crafting professions, because skill points were limited and said professions required a higher investment to max out. This required at least some coordination between players. Since then, new achievements, writ drop calculations, furniture crafting, etc. have pushed for the creation of dedicated crafting characters that max out all professions and don't need anyone else.
Group Instances and Endgame
In my opinion the worst offender. After being funneled through questing, solo leveling and, possibly, decorating your house, you might expect to finally get to play with your friends at endgame with a maxed out character. Well, sadly, that only works if you have exactly 3 or 11 friends. Not more. Not less.
Over the years I have seen numerous raiding guilds fall apart because people kept leaving. The issue is that you have to put considerable effort into organizing, planning and preparing a proper trial run, and if one person doesn't show up (and with 12 people the chance is quite high), the whole endeavor stops in its tracks. Or you have more than 12 people who would like to join, and those who don't make the cut feel excluded and eventually leave as well.
But let's say you don't even want to do endgame trials. Nobody needs to be that committed to have fun with their friends. But even simple, non-veteran group dungeons have exactly the same issue. I can't count the number of times where I was looking forward all day to run a particular dungeon with my guildmates, only to be left out when the group was already full. How is that acceptable for a game that is supposed to bring people together?
Yes, it might be easy enough to fill a group through the group finder (if it works). Unless you want to play as a DD, a role the whole game has set you up for up to that point - then you have to endure wait times that make you wish for a Dragon Break.
But there is so much more to do, you might say. Sure, none of this applies to PvP, which I have no issue with besides lackluster rewards. Some people might also enjoy roleplaying in Riften, decorating their houses together or collecting skyshards side by side.
However, all of these can be done from the very beginning. There is no drive to actually play the progression RPG side of the game, it goes nowhere.
Usually, in RPGs, you start weak and feeble, and through improving your character's skills and gear, you become stronger and more capable to tackle harder challenges with better rewards. And in online RPGs, this is best done by cooperating with other players, who can help you and make up for a deficiency in your level, skills, or gear.
ESO, on the other hand, almost despises RPG progression mechanics. It wants to get you to endgame as fast as possible, preferably without help so as not to drive away potential Crown Store customers, but once there, you are left with nothing to do outside of very narrow group instances. This has created a situation where - which has been my experience as a player since beta - you spend most of your time soloing, gearing up and maxing out your character, and then putting them on a shelf, hoping for the day when there's an update that might actually let you play them with your friends.
As far as I can see, there are two major ways this could be addressed. The first is something probably nobody wants, the second one of the most requested features.
1. Make leveling harder as to require group assistance.
The only upside I see in this is that it would actually gel better with the RPG mechanics. You might actually have to gear and skill your character in a certain way so as to get the best XP in a specific group composition in a specific location. This creates a tighter experience from level 1 to 50 in terms of game design, but would make everyone cry.
2. Add new endgame PvE content that can be done with groups of any size.
Preferably, this could be done through higher difficulty settings for overland content with new rewards. The upside being that, obviously, the content is already there, and everyone is scaled anyway. Effectively, you just expand something that is currently merely a transitionary leveling activity/area into an endgame activity/area.
Alternatively, ZOS could develop entirely new instanced encounters that scale to the size of your group, but that would require considerable more effort for significantly less content.
But, instead, we are getting a new solo arena for all the lone wolves out there. It seems I've been talking to a wall all these years.
I have two long time friends with whom I've been playing MMOs for 20 years. One has played ESO since release with me, but eventually quit several months ago because of the reasons laid out above. Outside these gated instances, there's just nothing to do that would let us play together meaningfully. He used to run trials a lot, but the effort to get exactly 12 people together ultimately proofed too frustrating for the rewards.
The other one just recently bought ESO to play with me. It almost broke my heart when I wondered what we could do together and I came up with nothing. What was I supposed to do besides craft good gear for him? What's the benefit of running beside him while he quests and hits zombies? My presence isn't going to affect his gameplay in the least. It's not like he needs heals or support skills in overland content.
So now, we are playing the same MMO we already played 20 years ago.
Because we can actually play together.
Edited by Psiion on May 8, 2022 3:00AM Alandrol Sul: He's making another Numidium?!?
Vivec: Worse, buddy. They're buying it.