spartaxoxo wrote: »They don't understand the quest order. (...)
"No. It's just everything in this stupid game has to be so complicated."
This is exactly the way I felt when I started playing this game.
I only stayed because there was a group of people playing this game with whom I liked to play in my early days.
Not a single one of them is still in this game, everybody left and I'm basically left doing writs for no reason whatsoever.
Honestly, I tend to agree with the poster above that I doubt the vast majority of new players give a fig about combat. Combat is what people who've been playing 1000 hours get bothered about. People who've played 20 simply want to understand what on earth is going on.
I mean, I got halfway to writing a novel (thanks to folk for wading through it) above relating everything I felt about ESO when I started and how horrible it was, and combat didn't even occur to me as an issue to put into words. Yes, my personal priorities are my personal priorities, but I definitely wasn't thinking "oh my goodness if only I could somehow animation cancel this game would be chef's kiss perfect".
The way I see it is that the vast majority of people who play video games are combat centric. That's why you see more dps than tanks and healers in every game you play and why shooters are so popular.
But saying combat isn't the central element of eso, is simply not true.
But saying combat isn't the central element of eso, is simply not true.
I didn't say ESO isn't combat centric. It clearly is. I was responding to the assertion that the vast majority of players who play video games are combat centric.
Also, on the topic of the thread, I think the confusion and overwhelm new players experience is the more likely reason why many leave, not the combat.
I just wanted to hint, it's absolute legitimate to assume the majority of people playing this specific game are here for the combat.
That's why I think it's the combination of the lack of proper introduction in the game's mechanics (starting with a inexisting roadmap for content all the way up to unexplained build development) and an increasingly unsatisfying combat experience.
I just wanted to hint, it's absolute legitimate to assume the majority of people playing this specific game are here for the combat.
Perhaps. Given that it's an Elder Scrolls game, I think ESO might not be typical. There are quite a few players that try the game and stick around because it's Elder Scrolls and put up with a lot, including unsatisfying combat, because of that. Though I'm sure many players are here for the combat, of course.That's why I think it's the combination of the lack of proper introduction in the game's mechanics (starting with a inexisting roadmap for content all the way up to unexplained build development) and an increasingly unsatisfying combat experience.
It's probably a lot of reasons, and maybe combat is one. But I think new players don't get far enough in the game to care about that. As the OP said, they leave before their characters even hit level 25, when they haven't really maxed out any skill lines and such. So while I think veteran players might get fed up of the combat and leave, I'm not sure it's the *primary* reason why new players leave. Without data or exit survey results (which I don't think ZOS does), we can both only speculate (which can be fun, of course!).
I just wanted to hint, it's absolute legitimate to assume the majority of people playing this specific game are here for the combat.
Perhaps. Given that it's an Elder Scrolls game, I think ESO might not be typical. There are quite a few players that try the game and stick around because it's Elder Scrolls and put up with a lot, including unsatisfying combat, because of that. Though I'm sure many players are here for the combat, of course.That's why I think it's the combination of the lack of proper introduction in the game's mechanics (starting with a inexisting roadmap for content all the way up to unexplained build development) and an increasingly unsatisfying combat experience.
It's probably a lot of reasons, and maybe combat is one. But I think new players don't get far enough in the game to care about that. As the OP said, they leave before their characters even hit level 25, when they haven't really maxed out any skill lines and such. So while I think veteran players might get fed up of the combat and leave, I'm not sure it's the *primary* reason why new players leave. Without data or exit survey results (which I don't think ZOS does), we can both only speculate (which can be fun, of course!).
So, just for the fun of speculating then
1) I think you're partially right about the difference between tes single player games and eso. Online games are just different, not restricted to combat though. It's also about world building, quest structure, rewards and many other things. That can be a hard transistion, as I experienced myself when I played swtor (my first mmo) coming from kotor. But also tes single player games are combat-centered. A different style of combat, as some get never tired to explain, but combat nonetheless.
2) Don't get me wrong, I also think a central point of newer players leaving is the lack of explanation and guidance through content. But you say something very interesting here: A player around lvl 25 (and indeed also around lvl 50) didn't really get in touch with the combat system, which is almost treated as optional veteran-exclusive system nowadays. Now imagine you're a newcomer interested in combat: Would you stay?
The "trailer knight" guy from High Isle became viral and I see him everywhere. Surely people eventually found out where he's from, right? Well, what happened then? Why did nobody play ESO cause they wanted to see the "trailer knight"? And if they did, why didn't they stay?
This was ESO's chance to nearly double its playerbase.
There's something in this game that's unappealing to a wider audience, something players notice very early on as data from all other video games suggest that majority of players obtain very early game achievements like "reach level 10" and less than half of those obtain achievements like "reached level 25".
What do you think it is?
High Isle exposed a flaw in ESO and I think we should really try to figure out what it is. This was THE chance for the game to blow up and there could be other chances, but for now, it looks like the game isn't going anywhere with the way it currently operates.
chessalavakia_ESO wrote: »
My impression is that generally speaking MMO's aren't a good fit for players that have interests that are strongly slanted towards just combat because MMO's tend to include grinds for both skills and gear which can get in the way of experiencing the full range of combat.
spartaxoxo wrote: »They don't understand the quest order. (...)
"No. It's just everything in this stupid game has to be so complicated."
This is exactly the way I felt when I started playing this game.
I only stayed because there was a group of people playing this game with whom I liked to play in my early days.
Not a single one of them is still in this game, everybody left and I'm basically left doing writs for no reason whatsoever.
chessalavakia_ESO wrote: »I just wanted to hint, it's absolute legitimate to assume the majority of people playing this specific game are here for the combat.
Perhaps. Given that it's an Elder Scrolls game, I think ESO might not be typical. There are quite a few players that try the game and stick around because it's Elder Scrolls and put up with a lot, including unsatisfying combat, because of that. Though I'm sure many players are here for the combat, of course.That's why I think it's the combination of the lack of proper introduction in the game's mechanics (starting with a inexisting roadmap for content all the way up to unexplained build development) and an increasingly unsatisfying combat experience.
It's probably a lot of reasons, and maybe combat is one. But I think new players don't get far enough in the game to care about that. As the OP said, they leave before their characters even hit level 25, when they haven't really maxed out any skill lines and such. So while I think veteran players might get fed up of the combat and leave, I'm not sure it's the *primary* reason why new players leave. Without data or exit survey results (which I don't think ZOS does), we can both only speculate (which can be fun, of course!).
So, just for the fun of speculating then
1) I think you're partially right about the difference between tes single player games and eso. Online games are just different, not restricted to combat though. It's also about world building, quest structure, rewards and many other things. That can be a hard transistion, as I experienced myself when I played swtor (my first mmo) coming from kotor. But also tes single player games are combat-centered. A different style of combat, as some get never tired to explain, but combat nonetheless.
2) Don't get me wrong, I also think a central point of newer players leaving is the lack of explanation and guidance through content. But you say something very interesting here: A player around lvl 25 (and indeed also around lvl 50) didn't really get in touch with the combat system, which is almost treated as optional veteran-exclusive system nowadays. Now imagine you're a newcomer interested in combat: Would you stay?
My impression is that generally speaking MMO's aren't a good fit for players that have interests that are strongly slanted towards just combat because MMO's tend to include grinds for both skills and gear which can get in the way of experiencing the full range of combat.
I disagree, as mmos are mostly combat-centric. Eso is no exception with this, it's just careless with motivating players to evolve their builds dynamically while they play. That's why most content is braindead easy and many players hit a wall if they decide to try veteran content.
I mean, grinding involves combat too, doesn't it? Maybe not the most interesting one, but combat nonetheless.
I disagree, as mmos are mostly combat-centric. Eso is no exception with this, it's just careless with motivating players to evolve their builds dynamically while they play. That's why most content is braindead easy and many players hit a wall if they decide to try veteran content.
I mean, grinding involves combat too, doesn't it? Maybe not the most interesting one, but combat nonetheless.
I disagree, most MMORPGs are combat-heavy, but combat isn't the main point of a MMORPG. Most MMORPGs have a strong focus on questing or exploration, which may or may not involve combat to varying degrees.
Diablo and it's clones or FPS games are combat-centric as combat is the entire point of the game.
2) Don't get me wrong, I also think a central point of newer players leaving is the lack of explanation and guidance through content. But you say something very interesting here: A player around lvl 25 (and indeed also around lvl 50) didn't really get in touch with the combat system, which is almost treated as optional veteran-exclusive system nowadays. Now imagine you're a newcomer interested in combat: Would you stay?
2) Don't get me wrong, I also think a central point of newer players leaving is the lack of explanation and guidance through content. But you say something very interesting here: A player around lvl 25 (and indeed also around lvl 50) didn't really get in touch with the combat system, which is almost treated as optional veteran-exclusive system nowadays. Now imagine you're a newcomer interested in combat: Would you stay?
As someone who has played a lot of RPGs and a few MMOs, I expect to have to gradually pick up skills and such. I don't expect to have everything right away (unless the game smartly separates PvE and PvP, as Guild Wars always has - I can't remember, but I think you can get a fully-built PvP character fairly quickly). So I don't think your question makes sense. Most combat-centric players, unless they've never played an RPG in their lives, don't expect to instantly be at max skill. If someone's that combat-centric that they'll be turned off unless they're instantly at max level with everything, RPG isn't the right genre for them. They should stick to shooters.
The point I was trying to make is that I don't think it's the combat that's turning off most new players who leave, because in terms of skills, they've only got a small taste of it (mainly from their 3 class lines - but there's MG, FG, TG, Dark brotherhood, undaunted, etc. that they've most likely barely touched). For those who are leaving before they hit 25 (or even 50), it's most likely something else that's turning them off.
But saying combat isn't the central element of eso, is simply not true.
I didn't say ESO isn't combat centric. It clearly is. I was responding to the assertion that the vast majority of players who play video games are combat centric.
Also, on the topic of the thread, I think the confusion and overwhelm new players experience is the more likely reason why many leave, not the combat.
You're of course right in this wider context.
I just wanted to hint, it's absolute legitimate to assume the majority of people playing this specific game are here for the combat.
That's why I think it's the combination of the lack of proper introduction in the game's mechanics (starting with a inexisting roadmap for content all the way up to unexplained build development) and an increasingly unsatisfying combat experience.
The real issue is that the combat is eaither too easy with no challange or pushback rendering it a rather dull walk in the park or it is hard to the point of tedium which renders it again, dull, there's no sweet-spot middle ground that keeps players engaged.
Sprinkle in the fact that every zone is scaled to the same tier meaning you lack any feeling of growth or gain in power and thus lacking a feeling of accomplishing anything with your time.
Then you mix in the moon sized Ludonarrative dissonance when "the big bad guy that is a threat to everything is unstoppable and felled out best heros help us" is encoutered in game as a fight and you kill them in 10 seconds or less and it leaves you just sitting there going "is this a joke?" dosn't foster a feeling of actually accomplishing anything, thus you put the game down and walk away to find something more enjoyable to do with your free time.For the record I am NOT saying "make every zone harder than craglorn and bosses rock solid diffcuility that onl 3% of people can beat/nerf trial contant into the ground it's too hard, weh weh weh" what I am saying is "change the overall diffcuility from of the overland and questing stuff from -2/10 to 1/10" and "maybe add in some content with diffcuility between a dungon and a trial"
2) Don't get me wrong, I also think a central point of newer players leaving is the lack of explanation and guidance through content. But you say something very interesting here: A player around lvl 25 (and indeed also around lvl 50) didn't really get in touch with the combat system, which is almost treated as optional veteran-exclusive system nowadays. Now imagine you're a newcomer interested in combat: Would you stay?
As someone who has played a lot of RPGs and a few MMOs, I expect to have to gradually pick up skills and such. I don't expect to have everything right away (unless the game smartly separates PvE and PvP, as Guild Wars always has - I can't remember, but I think you can get a fully-built PvP character fairly quickly). So I don't think your question makes sense. Most combat-centric players, unless they've never played an RPG in their lives, don't expect to instantly be at max skill. If someone's that combat-centric that they'll be turned off unless they're instantly at max level with everything, RPG isn't the right genre for them. They should stick to shooters.
The point I was trying to make is that I don't think it's the combat that's turning off most new players who leave, because in terms of skills, they've only got a small taste of it (mainly from their 3 class lines - but there's MG, FG, TG, Dark brotherhood, undaunted, etc. that they've most likely barely touched). For those who are leaving before they hit 25 (or even 50), it's most likely something else that's turning them off.
I played my share of RPGs and MMOs too, and not in a single one of them, except eso of course, it was possible to kill an enemy, declared as "dangerous" (even in the tooltip), without using armor or any skill simply by using the most basic attack possible while ignoring the mobs mechanics. That's fitting for a tutorial or starter zones, but not everywhere in the game.
Try that in gw2 and you're dead. Same goes for the rest of mmos and rpgs out there.
But saying combat isn't the central element of eso, is simply not true.
I didn't say ESO isn't combat centric. It clearly is. I was responding to the assertion that the vast majority of players who play video games are combat centric.
Also, on the topic of the thread, I think the confusion and overwhelm new players experience is the more likely reason why many leave, not the combat.
You're of course right in this wider context.
I just wanted to hint, it's absolute legitimate to assume the majority of people playing this specific game are here for the combat.
That's why I think it's the combination of the lack of proper introduction in the game's mechanics (starting with a inexisting roadmap for content all the way up to unexplained build development) and an increasingly unsatisfying combat experience.
I disagree that it's "absolute legitimate to assume the majority of people playing this specific game are here for the combat." I'm here for the story and lore because it's an Elder Scrolls game. I've played other MMOs and didn't stay if I couldn't get into the world building and stories. To me combat is merely a mechanic of your character getting stronger through adventures in the story he or she is forging. I've done all kinds of endgame stuff too like vet trials and dungeons, and did those purely for combat and teamwork. But as a rule, I'm here for the story, world building, and RPing in my head. I don't need a difficult overland to feel challenged because I'm not doing quests and overland for combat, I'm doing them for story. I do dungeons and trials if I want pure combat.
I think it's more legitimate to assume that there are many different kinds of people who come to this game for many different reasons. Combat is only one among many.
The moment I learned there's not a single challenge anywhere in the world, that every single enemy everywhere will always be a "trash mob", my motivation to play this game dropped to zero. What's the point of levelling, of learning all that dizzying array of tools like crafting or alchemy if you never need any of it?
I played my share of RPGs and MMOs too, and not in a single one of them, except eso of course, it was possible to kill an enemy, declared as "dangerous" (even in the tooltip), without using armor or any skill simply by using the most basic attack possible while ignoring the mobs mechanics. That's fitting for a tutorial or starter zones, but not everywhere in the game.
I played my share of RPGs and MMOs too, and not in a single one of them, except eso of course, it was possible to kill an enemy, declared as "dangerous" (even in the tooltip), without using armor or any skill simply by using the most basic attack possible while ignoring the mobs mechanics. That's fitting for a tutorial or starter zones, but not everywhere in the game.
Your assumption that NEW players come into this game expecting to die and die and die is wrong. Especially for a TES game, where some type of level scaling is par for the course.
Now maybe later, when players are no longer new, some will find the combat too easy and get bored. But this thread is about NEW players. I think you're taking what might be boring for veteran players and thinking new players feel the same, which isn't true. Clearly you don't find the combat satisfying because you find it too easy, but you're not a new player.
(and yeah, I get it. Some players do find the combat here too easy and want an optional difficult overland, etc. But that has nothing to do with why many players try out ESO and leave before they hit level 25.)
The moment I learned there's not a single challenge anywhere in the world, that every single enemy everywhere will always be a "trash mob", my motivation to play this game dropped to zero. What's the point of levelling, of learning all that dizzying array of tools like crafting or alchemy if you never need any of it?
The moment I learned there's not a single challenge anywhere in the world, that every single enemy everywhere will always be a "trash mob", my motivation to play this game dropped to zero. What's the point of levelling, of learning all that dizzying array of tools like crafting or alchemy if you never need any of it?
The moment I learned there's not a single challenge anywhere in the world, that every single enemy everywhere will always be a "trash mob", my motivation to play this game dropped to zero. What's the point of levelling, of learning all that dizzying array of tools like crafting or alchemy if you never need any of it?
[snip]
I've been speculating about why the majority of players leave before they hit 25. I think it's the overwhelm and the confusion they're faced with. But obviously there will be a range of reasons. I just don't think combat difficulty (lack thereof) is up there for most who quickly exit the game. But as I've said, I can see some players leaving because the combat design isn't all that great (bar swapping, the need to constantly rebuff if you're not using the oakensoul ring).
Let's leave it there. I'm okay with you thinking new players leave in droves because the combat is too easy. The sun will still rise tomorrow.