VaranisArano wrote: »All games have a lifespan - eventually everyone gets tired and leaves the game, no matter which game we're talking about.
This is not going to sound very nice, but it's not necessarily a problem if a segment of the playerbase is getting bored and leaving. That was going to happen regardless.
It IS a problem if a substantial portion of the playerbase who dislikes the game design and is leaving once they've "maxed out" what they can do...and unfortunately for your ideas here, that's already happened in the opposite way you want. The playerbase told the Devs they wanted Horizontal Progression.
Specifically, it happened with pre-One Tamriel's Vertical Progression, and it led the ESO Devs to transform ESO into exactly the type of Horizontal Progression you don't like. Feedback from their playerbase pushed the Devs to radically transform ESO away from its original Vertical design where you got more powerful and outleveled old content to the current design where the whole game is open to you by CP 300, brand new players can jump straight into the latest content, and your Progression is more dependent on your personal skill and willingness to grind for new gear as the meta shifts.
And so while it's good to tell the Devs what you want, I can't help but feel that the good ship "One Tamriel" has already sailed and we're not going back to Vertical Progression.
Either way they need to find something to consolidate the player base and bring them up to par. We can't run around overland, do normal trials and pex companions until the end of days, right?
SilverBride wrote: »Either way they need to find something to consolidate the player base and bring them up to par. We can't run around overland, do normal trials and pex companions until the end of days, right?
I'm not sure what you mean by bringing the playerbase up to par. Do you mean progressing all players up to a point that meets another players expectations of what every player should be?
I run around overland, and craft, and decorate houses and this is what I will continue to do because it's what I enjoy. I don't do trials, normal or otherwise, because I don't enjoy them. I am already up to par for how I choose to play.
VaranisArano wrote: »All games have a lifespan - eventually everyone gets tired and leaves the game, no matter which game we're talking about.
This is not going to sound very nice, but it's not necessarily a problem if a segment of the playerbase is getting bored and leaving. That was going to happen regardless.
It IS a problem if a substantial portion of the playerbase who dislikes the game design and is leaving once they've "maxed out" what they can do...and unfortunately for your ideas here, that's already happened in the opposite way you want. The playerbase told the Devs they wanted Horizontal Progression.
Specifically, it happened with pre-One Tamriel's Vertical Progression, and it led the ESO Devs to transform ESO into exactly the type of Horizontal Progression you don't like. Feedback from their playerbase pushed the Devs to radically transform ESO away from its original Vertical design where you got more powerful and outleveled old content to the current design where the whole game is open to you by CP 300, brand new players can jump straight into the latest content, and your Progression is more dependent on your personal skill and willingness to grind for new gear as the meta shifts.
And so while it's good to tell the Devs what you want, I can't help but feel that the good ship "One Tamriel" has already sailed and we're not going back to Vertical Progression.
*waves to the ship leaving*
'It was an honour, vertical progression.'
In all seriousness I don't know where they are getting their feedback for some of the changes made. I don't feel as if the major issues are ever addressed and I've been on the forum since 2015. Horizontal progression..hmm... it's marketing progression, no?
Either way they need to find something to consolidate the player base and bring them up to par. We can't run around overland, do normal trials and pex companions until the end of days, right?
(edited for typos)
I never quite understand why people who have previously quit a game because they didn't enjoy it then return and expect to enjoy it the second time round. Not every game is the right one for everyone.
Similarly, I'm seeing posts on the forum from those who have been playing this game for 7+ years, most of that time probably at the cap and in many cases probably on a single character as well as in some cases with an inherent dislike of questing, and they seem both surprised and disappointed that they're now bored with the game and feel they must move on if the developers don't make drastic changes to the game in their favour. I don't quite get that, either.
_adhyffbjjjf12 wrote: »The Op's post boils down to an erroneous viewpoint that the only thing that equates to progress is bigger numbers. Its a fallacy that wow has perpetuated for years, and that game is an absolute toxic treadmill led car crash because of this 'progression'
Progression IS achievements, skill, content completion, wealth, housing, build up gear choice, CP (if you need a perceived big 'boost' cash in your cp every 40 - 100 points), PVP titles/Skill/satisfaction in your own performance, do every quest in game, complete every zone in game, get every skill in game, get rich in both gold and crowns, improve your performance in PVE through skill not bigger gear numbers (much more satisfying). It goes on OP.
I've been playing casually since day 1, more seriously in last year, and eso is FULL of progression that WORKS and doesn't break the game through ever increasing power levels.
This, WOW updates did make you stronger against previous enemies, but everything is scaled up and previous enemies are leveling content._adhyffbjjjf12 wrote: »The Op's post boils down to an erroneous viewpoint that the only thing that equates to progress is bigger numbers. Its a fallacy that wow has perpetuated for years, and that game is an absolute toxic treadmill led car crash because of this 'progression'
Progression IS achievements, skill, content completion, wealth, housing, build up gear choice, CP (if you need a perceived big 'boost' cash in your cp every 40 - 100 points), PVP titles/Skill/satisfaction in your own performance, do every quest in game, complete every zone in game, get every skill in game, get rich in both gold and crowns, improve your performance in PVE through skill not bigger gear numbers (much more satisfying). It goes on OP.
I've been playing casually since day 1, more seriously in last year, and eso is FULL of progression that WORKS and doesn't break the game through ever increasing power levels.
So TLDR version: The lack of feeling of progression made-me tire out of the game due human beings psicological need of achievement.
Chips_Ahoy wrote: »So TLDR version: The lack of feeling of progression made-me tire out of the game due human beings psicological need of achievement.
Really? I have that need for achievement in real life, but in a video game?
Currently there is nothing I want or need in ESO, i dont need corwns, gear, gold, etc. however, I keep playing and I enjoy it.
Hello There (Insert obi wan meme here)
So I'm out of the game for quite some time now, initially i stopped because was due a overwork phase of my life, but then I realized that I mostly out didn't want to come back to play, even after I got some free time again on my hands.
I realized right now that I got tired of the game, really, I literally got tired of this game and took the time to think and find out what are the biggest issues with the game itself that made me tire of it, and I Found some of the reasons for each (I have 3 main reason, But I’ll keep this post focused on just one of them
I'll warn you guys from the beginning, this will be a long post, because I'll try to explain and justify my line of thinking here, but I'll make a TLDR version in the end.
So, let's address it: The lack of feeling of progression in the game. – By far the greatest problem in the game in my point of view.
Now, I know that the game dev's are looking for a more balanced experience in the game, for that reason they choose the police of lower the ceiling and raising the floor. Also, all game map difficulty is balanced to every map of the game to be able to be beaten at any level.
And that’s a good way to attract new player, and have them enjoy a fun experience from the start. that works in that sense.
BUT, in what sense did you think that would keep them attached to the game?
New player will quickly realize how little their choices and, mostly important, leveling, will influence the outcome of his game, the game will neither get easier or more difficult as time progresses (in fact, until CP 160, they'll constantly have the feeling they're getting WEAKER as they’re leveling up)
That's not good way to keep your player attached, I wish I could have some statistical data on this, But I bet my ass that you have a significant number of players that drop the game before level 160, because they don’t feel that are progressing in the game at all, and tire of the game fast, even if they enjoy the experience in the start. I’ll would actually challenge the devs to put on a poll for players that dropped in early stages and with this as an option and see if it’s not on of the main reasons.
I myself felt tempted to drop it, but stayed due some stubbornness combined with my love of TES lore and stories.
But, nevertheless, let’s say that just like me you managed to get attached due another factor got to level 160, congratulations! now you can go farming for you LVL max gear and actually start become stronger as you level up!
Except, no, you’ll won’t…
I mean, you get a little bit stronger as you level your CP, but not as closely as enough to feel yourself really developing through the game. You’ll feel like you are trying to run underwater with to massive weights attached to your legs. You are moving, but so slowly that it makes you feel that you’re stuck!
You get 100, 200 500 CP and the difference that will make on your strength will be negligible. And That’s the main consequence of the “Lowering the ceiling” policy.
You see yourself getting higher levels, but, on practice, you are on the same spot as you where 700 levels before. This is REALLY BAD if you want your player to remain attached to the game, eventually he will tire out, as I did, and drop it
Humans have a psychological need of progression and achievement, they don’t like the feeling of being stuck in the same place, no matter how much fun they're having with the gameplay, if they lack this, they're bound to tire out. This is true on many aspects of life, and that’s one of the reasons of the greatest success of video games, because they give to a person a feeling of achievement! – Witch can, and will, lead to some psychological problems if the person starts to use video games as a means to fill his lack of achievement IRL, and if you are doing this right now, Drop the games and go see a therapist, Really.
Nevertheless, by making the game lack this sense, it’s far more likely that people will tire out eventually and leave the game
This is just one of the main reasons that made-me tire, but, by far, I Think is the more urgent one
You can argue the the collectibles and armor/weapon library can give this feeling of progression, but, in all honesty? most of people don't feel they're are actuually achieving something by spending hours and hours in a game doing the same thing over and over again to complete a library that will affect little to nothing your gameplay. I mean, I'm talking about how doing collectibles will not give your access to new areas, new skills or new gameplay options or something like that to really give the player the sense they're are achieving something
I would suggest that the devs rethink the policy and start to think how to make people feel they’re actually evolving and getting stronger as they level up in the game. Give them the feeling that they’re actually getting somewhere. but I doub't the will reach any of the devs, I just wanted to share this and some place, and the forum seems to be a good one
So TLDR version: The lack of feeling of progression made-me tire out of the game due human beings psicological need of achievement.
So That's it
TESO is a really fantasting game, but there's a lot of little things that's dragging itself ot ouf it's full potential.
This is, I think, one of them.
I've been playing several years now and I have so much left to do and investigate and so many quests left I'm not sure how the OP has reached total endgame... and I play a lot.
Introducing more elements for 'quality of life' via trials so that players engage in them more (even normal mode)