I'll try to address some of Things that were posted here, I'll not quote message per message because it's annoying and Inefficient
[snip]
Nevertheless, back to central topic
Some people seemed to have misunderstood something: I’m not saying that progression is only related to leveling. That’s not true, however it’s a part of it. Yeah, A significant part of the sense of progression that you get on any MMO comes from leveling, it’s the most immediate source in fact. With build and gear on second, and skill play in third – I’m not talking here about importance, but the order that the player will notice them.
That’s why I pointed out the problem in really early stages of the game, that you actually feel yourself getting weaker as you level up. That’s one thing that almost made-me give up the game when I was low level
Witch bring me to the next point: Some people seems to think that I played a little than quit. Actually, no. I reached CP 11xx (don’t remember the last digits, and was almost full build with my magsorc, So yeah, I played for almost one year, but, I must say, progression was really not the reason that me to stay, it was mostly the quests story and lore.
also, on another point, as I pointed out earlier, year, gearing up and player skill have a good influence of the sense of progression, that’s the reason why, in fact MOBAs like League of legends and DOTA can maintain you attached to several years. The have a great number of heroes, each one of them with a unique set of skills and gameplay that requires you to master each one of them individually, and as you become better with one champion and start to practice with other that itself gives the since of progression needed to attach the player to the game.
HOWEVER, care to explain to me, whats the big difference, gameplaywise, of playing a mag sorc and a magtemplar? Or maybe a magblade? Or magDK. Or, whats the diference about playing a stamblade to a stamtemp?
In all honesty, I played these characters, and although there are some minor differences about the skills used and efficiency especially, the gameplay and the tatics where, overall, the same, weave, weave, weave, buff, weave weave weave, defubb, weav weav weav ultimate… something like that… I’ve never actually felt that I were playing something different. It’s more of the same with different visuals (specially the stamina builds)
And then, I can see you argue that: “but OP, in TESO the gameplay changes with your build not with your class and you have thousands to choose!” I absolutely agree! But, care to tell me, how many of this builds are actually meta viable? And how different they’re from on to another?
I Actually posted some time ago a suggestion that would really mitigate this problem, that was to divide the destruction staff skill line in 3 skill lines for each elemental. THAT would give more variety of viable builds and gameplay, at least for mag builds. But for stamina i really don't know what to do... maybe, new kinds of weapons?
I’ll bring out the example of my magsorc. I managed to get medusa set+mother sorrow. The next upgrade that I could do on it was getting the trial gear of the false gods sets. That would get a improvement of mostly 3k dps (overall) in dungeons from my calculations. So, is that progression? Really?
And to be clear I’m not talking about PVP. Although I see some problems of progression on PVP, it’s way better that PVE in this sense. I have other issues with it, I’ll talk about it another time
And also, Lets just be clear, I love the game, but like i say when I Advice people in relationships, it's the little things that kill or save a relationship.
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adriant1978 wrote: »Introducing more elements for 'quality of life' via trials so that players engage in them more (even normal mode)
What do you mean by "quality of life" here? Do you really want to force, for example, the kind of players who care passionately about housing furniture limits into trials in order to increase them?
adriant1978 wrote: »Introducing more elements for 'quality of life' via trials so that players engage in them more (even normal mode)
What do you mean by "quality of life" here? Do you really want to force, for example, the kind of players who care passionately about housing furniture limits into trials in order to increase them?
Quality of life could be 'anything' that is attractive to the player base. Furniture limits..um..I don't think that'll happen for some reason!
Hi OP,
I kind of get your position vis à vis end game and the progression side of ESO.
I would agree that in a more realistic 'world', different zones would propose varying difficulty levels. Logic right?
You could venture to a zone and be confronted by mobs which are a higher level than you, hence asking for help, hence using your companion to it's full potential, hence joining a guild..etc etc.
I think what OP is getting at is that ESO is a bit of a theme park and I get that feeling too.
End game is veteran trials with the hopes of passing trifectas (hard to setup in the current context of ESO)
End game is housing (Should it be though as there is no real perk outside of storage chests)
End game is PvP (You have spent time accumulating gear and knowledge, but it's unplayable outside of BG's)
So all in all I get your frustration, OP. I think when you have spent a lot of time in the game like myself and probably OP, you suddenly feel a bit stumped and don't know what to do...and/or things you 'want' to do just don't want 'you'.
When you first start the game, everything is a mission, even killing a mudcrab. As you level up, you get weaker and weaker instead of stronger. Once you hit CP160 the game suddenly becomes easy breezy. After hitting the cap you only get stronger and stronger as you accumulate more CP. When you create new chars that have access to CP from the get-go they are OP from level 1.
TigerSeptim wrote: »Here in ESO there's also (supposedly) a mini-story about how you bring peace to areas one by one. But that doesn't hold water when the mobs in said areas keep attacking.
Darkstorne wrote: »I think there's a good argument to be made for finding a middle ground though, where every zone has a mix of easier scaled content, and then harder end-game content. Brand new Skyrim players will find they can attack a giant camp right outside Whiterun for example, but that it won't end well for them. They quickly learn that tough-looking enemies are actually tough. Giants and mammoths are best left alone at low levels, bears and sabre cats are reason for caution, but wolves and bandits are fair game.
SilverBride wrote: »When you first start the game, everything is a mission, even killing a mudcrab. As you level up, you get weaker and weaker instead of stronger. Once you hit CP160 the game suddenly becomes easy breezy. After hitting the cap you only get stronger and stronger as you accumulate more CP. When you create new chars that have access to CP from the get-go they are OP from level 1.
I didn't get weaker as I leveled and I didn't notice any huge change when I hit CP160. And of course you will continue to get stronger as you gain CP, but it's gradual.TigerSeptim wrote: »Here in ESO there's also (supposedly) a mini-story about how you bring peace to areas one by one. But that doesn't hold water when the mobs in said areas keep attacking.
Actually there are some areas where the mobs no longer attack. There are some skeletons on Bleakrock Isle that no longer attack me after completing the quest there. There is also a spot, I don't remember where, where bugs stopped attacking me.
NettleCarrier wrote: »There are a lot of games out there with vertical progression, there are very few with horizontal progression like this one. The entire design style doesn't fit with what you are looking for in a game, and that's okay. There's a lot of us that don't want to play on a gear treadmill month after month constantly seeking the new best thing and that's okay too - this is where ESO shows itself to be the game for us.
For the record, I'm CP 1830 - I'm very far from the "beginning" and even still feel like I could improve massively in my dps rotations to become a stronger player.
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.
francesinhalover wrote: »
idk man, there's legit people with 10 years of WOW meanwhile you don't find that in es, everyone gets tired eventualy of it.
francesinhalover wrote: »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.
idk man, there's legit people with 10 years of WOW meanwhile you don't find that in es, everyone gets tired eventualy of it.
VaranisArano wrote: »francesinhalover wrote: »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.
idk man, there's legit people with 10 years of WOW meanwhile you don't find that in es, everyone gets tired eventualy of it.
Well, hard to say that when ESO is only 7 years old...and we do see players who've stuck with it since Beta.
Give it a few more years, and you'll have ten year veterans of ESO too.
You actually mey be partially Right, not entirely, But that would take me to another aspect that i Have issue with the game.While there is an end game to reach. I think a problem that the OP has is that the endgame is almost exclusively group content, while the solo content (which is the majority of the game) is on the same difficulty for everyone for the whole play through no matter your level.
.
But I ran across some article some days ago talking about on of the gret crisis of MMO genre in general that is the lack o sociability.
The things that you do in the game, you can easily do alone, So, what is the real need for making a group of friend and exploring together?
SilverBride wrote: »But I ran across some article some days ago talking about on of the gret crisis of MMO genre in general that is the lack o sociability.
I have game friends I chat with while playing, and we check out each other's houses, and we occasionally group up at our discretion. Being social does not mean being joined at the hip.The things that you do in the game, you can easily do alone, So, what is the real need for making a group of friend and exploring together?
There isn't a need to explore together, thankfully, because I like doing these things at my own pace. But the option is there for those who'd like to.
What I don't understand is why it bothers some players that others prefer to play solo.
SilverBride wrote: »What I don't understand is why it bothers some players that others prefer to play solo.
Becouse that's not The purpose of an MMO. If you want a solo game, why bother to go to an online experience?
People have the option, yes, but what's incentive?
That's one of the main reason that most of MMO (not only ESO, I need to point out again) Are failing to keep their players in the game. and, again that's not a personal opinion, just look at the data of the genre for the last years and will see what i'm talking about.
So, the problem is that you may personally like to play alone. But that doen't mean it's good for the game overall.
Parasaurolophus wrote: »@xAarionx you're not quite right. Player progression is not only due to increased level, cp and more powerful equipment. You forget about the skill. The player progresses primarily due to the fact that he learns to play. The better you play, the better you get at tasks. Further, achievements, difficult XM are waiting for you. However, there is a problem here. I already wrote on the forum that the overwhelming majority of players do not know how to play and are afraid to even try veteran content. Part of your truth is that the average player has nothing to do. It is already too strong to have the benefit and fun of overland content, and high end content takes a lot of time, energy and SKILLED PEOPLE WHO ARE READY TO PLAY WITH YOU WHEN YOU HAVE TIME.
Wich One? I didn't kept on point with all answers@xAarionx, strange you did not noticed @Thoragaal reply.
SilverBride wrote: »I thought the purpose of an MMO was entertainment.
Wolfenbelle wrote: »Parasaurolophus wrote: »@xAarionx you're not quite right. Player progression is not only due to increased level, cp and more powerful equipment. You forget about the skill. The player progresses primarily due to the fact that he learns to play. The better you play, the better you get at tasks. Further, achievements, difficult XM are waiting for you. However, there is a problem here. I already wrote on the forum that the overwhelming majority of players do not know how to play and are afraid to even try veteran content. Part of your truth is that the average player has nothing to do. It is already too strong to have the benefit and fun of overland content, and high end content takes a lot of time, energy and SKILLED PEOPLE WHO ARE READY TO PLAY WITH YOU WHEN YOU HAVE TIME.
You are missing a very important aspect of your statement, "skilled people who are ready to play with you." I've been in the game since pre-launch in March 2014. I've found group play very disappointing due to: (1) toxic players who BULLY others if the others don't measure up to the toxic player's demands, and (2) players who group but go their own way, such as those who race ahead of the rest of the group and basically play solo.
SilverBride wrote: »I thought the purpose of an MMO was entertainment.
GROUP entreteirment
The whole idea behind an online game is playing with othe people. it makes no sense go online if you want to go alone, thats an obvious logic. MMO genre target audiences that what that grooup experience, since it's began, becouse whe have already Single players RPG
You can make some contant for the opne who like to do solo. but making your whole game soloable you are killing the whole purpose of making it online.
Care to explain to Me how an ONLIne game, should not Focus on Group Content?SilverBride wrote: »SilverBride wrote: »I thought the purpose of an MMO was entertainment.
GROUP entreteirment
The option for group entertainment exists, but that is not its only focus. If it was there wouldn't be any solo content, of which there is plenty.
I already answered thatWhy is it Illogical for me to play an MMO and deny myself making friends in game just because I don't want someone following me around all day?
Care to explain to Me how an ONLIne game, should not Focus on Group Content?
"Oh he should focus on all kinds"
And become mediocre in all of them...>
It's one thing to have an online group game with some soloable content, other entirely to have a solo game who happens to have some online content. ESO fall into the latest category today.
Also from all these contents, only Trials are Really something That you Can't do without a group. Even veteran dungeaon are soloable if you are good enough.SilverBride wrote: »Care to explain to Me how an ONLIne game, should not Focus on Group Content?
"Oh he should focus on all kinds"
And become mediocre in all of them...>
ESO does focus on group content. There is PvP, and World Bosses and Harrowstorms and Dragons in the open world, as well as Normal and Veteran dungeons, trials and arenas. But it also focuses on solo content, such as questing and crafting and housing. And I feel it does both quite well.
MMOs have evolved over the years as their playerbase changed. They strive to appeal to the casual player as well as the hard core end game players, and I think ESO is doing a pretty good job of it.
Also from all these contents, only Trials are Really something That you Can't do without a group. Even veteran dungeaon are soloable if you are good enough.
And in the end, you see the results, they Fail to excel in both, as the downfall of the genre shows.