Hi. I'm hearing talk and seeing videos of people leaving ESO. May I add a comment, a story and an observation?
I'm new. I'm coming back to ESO after leaving in 2015. I play a lot of different video games and ask lots of questions. I don't favor mmorpg's, but ESO was my favorite. Why am I returning? My buddy got a WFH job and that caused him to drop out of his bootcamp and play WoW near full-time. I wanted to find out why, or how can a strenuous WFH job and a pleasant novel mmorpg experience, allow the time for a extremely demanding bootcamp to achieve your dream job? I believe I know the answer, everybody's different and for him it'll just take time. We primarily change our lifestyle to avoid pain, not pursue pleasure. But I kept asking questions and the one that brought me back to ESO was, why do people enjoy mmorpg's? So I jumped back in.
Yes, I don't prefer mmorpg's. The three that clicked for me were: ESA, WoW and EVE online. EVE I loved the economy and the community and the tools created to support the community in game. I played WoW and found myself sitting at the Auction House maybe 1/3 of the time, I liked PvP in WoW, but I hated the tab-targeting. ESO when I got it in 2015, it took a lot to convince me that it's a game worth my time as WoW was just a level grind, walking simulator, Auction House to me. I did play raids there and was always the tank, but I enjoy solving problems, not teaching others how to solve the same problem over and over. (think about that for a sec and how would you do it differently?) -- in WoW it became a requirement for everyone to use a mod to tell them exactly where to stand, what to expect, what their role is, a big gps arrow pointing to where they should run or when they should wait. We should be solving dynamic problems, not static memorization puzzles. It's kinda the same reason I dislike tab-targeting, but if you noticed there is a bit of tab-targeting in ESO such as auto-aiming homing ranged destruction staves -- I imagine the game wouldn't be fun for the masses if you had to precisely aim each shot. But that control is what it felt like in 2015. That's what got me interested in ESO back then, that it was centered around PvP, something I would enjoy and something I could call my end game. **raspberries** There's just no excuse for what happened back then to PvP. It's what caused me to leave. What happened? What was once massive, glorious, battles that felt like a war, in just a few patches, turned into boring mush with lag worse than it was on those old 56k modems.
Mind you, I've only been playing current day ESO for a week now. That's enough to tell me what I'm a fan of and not a fan of.
I'm not a fan of the Economy or PvP or Combat. I am playing a mage, I never play mages, so the combat aspect maybe due to my dislike of the mage class. The economy makes no sense and some of that is due to the poor UI, lack of stats, graphs and the like, but most of it is due to not being centralized. Just look at the number of downloads for the Auction addons that create a centralized economy, that says something. I have to imagine someone thought of a way to centralize the economy and not affect much as it is today. Maybe build it into the story, all of the DC or AD or EP guilds unite under the same faction to become one, stronger faction, shaking hands, fostering a community, then each faction gets their own centralized auction house? It's an idea, I'm sure there's better ideas out there.
I'm a fan of the story telling, presentation, the amount of voice acting, the consistent and realistic visual theme, and the no tab-targeting. Beyond that I have much to test and learn. I'm currently experiencing in chronological order of release thanks to some brilliant reddit posts. I love the community, I don't love the tools given to the community to build the community. How do I mean? I can't be the only one that feels that way, I barely play mmorpg's and this UI feels the same as it did back in 2015. The UI is the game we play when we want to do something that either isn't apparent or doesn't exist in the game world. The information the UI gives us tells us what's possible. It controls our thoughts, our imaginations, our freedoms. Examples. Guild Calendars. Better IM interface such as coloring the guild names, and your guildee names to see who you're talking to, remove the impersonal "@" symbols. Right click, block messages like this from this chat window. Better tutorials on how to use just that IM window as there's so so so much more that could better the community experience through it and I'm a noobie that probably hasn't learned everything possible yet. Less awkwardness when someone leaves the guild. People can use Discord to type chat, but that kills immersion plus you can't combine 5 guilds into one. Heck, being in 5 guilds is difficult as it is and that's a requirement due to the lack of a centralized economy, I'd rather be in all of the guilds.
That's my story and my comment. What's my observation?
To me, a game at its core is what you do the most when playing, there's often so much todo in a mmorpg that you can do the things that you enjoy the most, like me playing WoW sitting at the Auction House 1/3 of the time, that's what I enjoyed and I hated WoW's combat, which is what many casuals consider the core gameplay of WoW (ie: level 60 grind), nah combat wasn't why I played. I played cause of the Auction House, I stuck around cause of the community and the tools provided to them. I've a point. Imagine you're playing a non-mmorpg and every minute the game took a screenshot of your screen, paused the game, and had you enter one word to explain what you're doing in that screenshot to unpause the game. (walking, fighting, chatting, shopping, selling, etc.). Then after your gaming session after reviewing the stats of what you typed, you'd see what you did the most in the game and that would be your gameplay loop. Of course in a mmorpg you might need more words as there's a lot of ways to shop or fight for example. Now my point.
Tales of Tribute is a card game that you can only play with the High Isle expansion. I being new to ESO hear about Tales of Tribute on average, twice per hour from the crier that sits between the two main crafting buildings in Daggerfall. I quest for 2-4 hours, go back to Daggerfall for half an hour to ride around, rinse and repeat. I being new, want to experience the existing story, which I'm completing in order of release date. I have no need to buy High Isle as I already have ESO Plus, a bunch of saved crowns from 2015, and bought the game twice, once recently on
Steam and once back in 2015 outside of Steam. LOL, in fact my only reason to buy High Isle would be to (hopefully) quiet that crier as I'm going between the crafting buildings. Which leads me to the gameplay.
zos created a great PvP game at release and that's what I enjoyed most. Then due to their customers preferring PvE, I believe they abandoned PvP. This fact that customers will favor a PvE game from my research was mentioned to zos no later than January 2014. My belief, that wasn't enough time to pivot. But I have to say, the PvE content was amazing from what I remember and from what I've experienced so far. Bravo. zos for sure came through and created an amazing PvE game. Until they released Tales of Tribute that is. Instead of new PvE content or PvP content, I'm unsure which customer they're targeting now. Because by putting another game inside of ESO that they spent that much work on, that says one of two things. They don't have the resources to create massive PvE content any longer OR they are tired of working on ESO and instead would rather create a new game, which they did, and it's called Tales of Tribute. A game that you can only play after buying High Isle.
Can I ask one thing? I should've mentioned I have a question in the first sentence. If the crier is allowed to advertise in game using their voice. Why can't I advertise my guild's stall by hiring a crier holding a giant arrow that I place at busy intersections? If that's not possible, how do I silence the crier?
Be Excellent To Each Other