Zodiarkslayer wrote: »I thought long and hard about this, since I agree on the premise that there is something wrong with ESO, that makes it hard to get into it. In my opinion this has nothing to do with the High Isle Chapter. It is a couple of facts that play into this, but it basically comes down to the fact that expectations are not met.
The most important two being:
1) If you come from previous Elder Scrolls games and expect gameplay, combat, questing and exploration to be at least similar. But they are not. Not even close to that what previous Elder Scrolls games established.
...
Fans of single-player TES games, which I'm guessing is the majority of new players...
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.
chessalavakia_ESO wrote: »At one point, I decided to stop leveling one of my characters on SWTOR and to just watch it on youtube because the combat + side quests were just a slog.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.
Take a look around any city. They're packed full of quests and guess what? Most of them are prologues that lead you off to some remote place, obfuscating your progress in the zone you're in. Prologue quests need moving somewhere away from new players. Desperately. Having ten different plotlines dumped on you at once is overwhelming
I just wanted to hint, it's absolute legitimate to assume the majority of people playing this specific game are here for the combat.
On the weekend, after over 3 years of playing ESO on only 1 character, I created 7 crafting alts. For variety, I made them 7 different races, and based them in towns that those races would typically consider their homelands, so I'm doing daily crafting writs in different locations for each character.The game is almost impossibly difficult to understand for a new player.
You are bombarded with content, that you can play in random order even though some of it is serialised. You'll then find you've broken the stories. .... But put a new player in that experience and the game just collapses.
Leveling an ALT really spotlights this.
Do the Main Quest up to the part where Abner Tharn asks you to meet in the Guildhall.
`Go to the Mages Guild and there are TWO Abner Tharns; one really obvious one trying to get you to go on the Elsewyr chapter and the Abner Tharn you are really looking for for the Main Quest - hidden in the basement!
Its ridiculous and ruins any suspension of disbelief in the game for a time.
I really think they should put Chapters on a quest board and direct players to the quest giver placed somewhere remote to aviod all the confusion.
Biggest buzz killer to progression arc is the lack of hard enemies in overland that arent world bosses, delve bosses are still a joke TTK wise
Kidna wish I was there before One Tamriel as it seemed even overland enemies could have been a good challenge, just like a normal TES game would have
Biggest buzz killer to progression arc is the lack of hard enemies in overland that arent world bosses, delve bosses are still a joke TTK wise
Kidna wish I was there before One Tamriel as it seemed even overland enemies could have been a good challenge, just like a normal TES game would have
It wasn't really that much of a difference, overland combat was always rather easy and before they radically changed the world bosses they could be soloed with (relative) ease.
Also, it was common to overlevel zones, even if people were not actively trying to.
People really need to remove the rose-tinted glasses when looking at pre-One Tamriel.
What a lot of people forget to mention is that our damage was far lower, so especially in the veteran zones it was often just a tedious slog.
No way ZOS listened to the people typing TGM in the Skyrim console command or the game journalists saying we need an invincibility mode in video games to just play through the story line.Necrotech_Master wrote: »Biggest buzz killer to progression arc is the lack of hard enemies in overland that arent world bosses, delve bosses are still a joke TTK wise
Kidna wish I was there before One Tamriel as it seemed even overland enemies could have been a good challenge, just like a normal TES game would have
It wasn't really that much of a difference, overland combat was always rather easy and before they radically changed the world bosses they could be soloed with (relative) ease.
Also, it was common to overlevel zones, even if people were not actively trying to.
People really need to remove the rose-tinted glasses when looking at pre-One Tamriel.
What a lot of people forget to mention is that our damage was far lower, so especially in the veteran zones it was often just a tedious slog.
combat wasnt really "harder" then, all you had to do was outlevel the content and it became trivial
No way ZOS listened to the people typing TGM in the Skyrim console command or the game journalists saying we need an invincibility mode in video games to just play through the story line.Necrotech_Master wrote: »Biggest buzz killer to progression arc is the lack of hard enemies in overland that arent world bosses, delve bosses are still a joke TTK wise
Kidna wish I was there before One Tamriel as it seemed even overland enemies could have been a good challenge, just like a normal TES game would have
It wasn't really that much of a difference, overland combat was always rather easy and before they radically changed the world bosses they could be soloed with (relative) ease.
Also, it was common to overlevel zones, even if people were not actively trying to.
People really need to remove the rose-tinted glasses when looking at pre-One Tamriel.
What a lot of people forget to mention is that our damage was far lower, so especially in the veteran zones it was often just a tedious slog.
combat wasnt really "harder" then, all you had to do was outlevel the content and it became trivial