I've seen a few posts recently about why PvP is niche as well as posts about why trials are unwelcoming to new players. I think both of these things are related and I wanted to make a post about my thoughts on the situation.The thing that PvP and end game PvE have in common is that they are both combat oriented competitive activities. I also see a big divide within ESO's playerbase between casual and competitive players. While such a divide is hard for a game developer to deal with, I think ZOS' current approach is the worst of both worlds and in the end, players near both ends of the spectrum are unhappy with the game.
The words casual and competitive don't come close to describing the broad range of players that play ESO, so I'll do my best to make some distinctions. I acknowledge that there are players who aren't competitive at all and no matter what, PvP and end game PvE will not appeal to them. However, there are also casual players who are willing to try PvP and end game PvE and are discouraged or are otherwise unable to get into them for various reasons. At the other end of the spectrum, there are players who treat ESO as a competitive game and those that come from other competitive games and realize ESO isn't cut out for competitive gameplay. ZOS' current approach simultaneously keeps casual players from entering more competitive play, discourages current competitive players from continuing to play, and keeps existing competitive players from playing ESO to begin with. Let's look at how.
I think that there are 4 main things that competitive players look for in a game and all successful competitive games have these things. These are:
1. Community
Community has many aspects, but it mainly involves having other people near the same skill level to play with and against. In other words, are there enough players playing and engaging with the game? Is there a healthy stream of new players? Is there discussion and ways for players to get involved outside of the game (this would include Twitch and Youtube communities).
2. Skill Expression
Skill expression is about whether or not the players actions and time spent on the game change the outcome of the game. Does playing the game more allow a player to improve? Can players feel or see their skills improve? Is whether or not a player succeeds a matter of skill?
3. Low Barriers to Entry
Low barriers to entry is about whether or not new or returning players can get back into the game or an activity within the game with relative ease. Is there a lot of knowledge needed before a player is able to play effectively? Are there many hurdles or grinds that a player must overcome before they can get their foot in the door?
4. Reward
Reward is about what the player gets for playing and doing well at the game. Reward can be in the form of in game exclusive items, but it can also be in the form of recognition. This aspect is tied to skill expression as well because players should feel rewarded for building their skills, whether its beating a score or another player.
By looking at competitive games in this way, we see that ESO's competitive activities are not very competitive at all. In every single listed aspect, ESO fails.
Community in ESO
The end game community in ESO has drastically dwindled and this is evident wherever you look. There's less PvP and PvE activity for ESO on Twitch and Youtube. PvP campaigns hold less people than they ever have and on many servers, they do not fill up for most of the day if they fill at all. Competitive players who group queue in Battlegrounds will have to wait for long periods of time just to find a match (evidence for bad skill distribution among players in PvP). There's less activity on PvE trial leaderboards and only one or two teams completely dominates every single trial in most cases. For those apart of large ESO discord servers, those are much quieter now as well.
Out of the 4 aspects listed, Community is one of the most dangerous ones to lack. When community declines, competitive players lose friends and people to compete against. This causes a cyclical mass exodus of players. Eventually, a mass exodus of players makes it harder for new players to get their foot in the door. There will be fewer experienced players to teach the new ones and cliques will form in the more experienced players that are left which can create a very exclusive and unwelcoming environment for new players.
Skill Expression in ESO
Skill plays a minor role in ESO and ZOS has explicitly stated that it wants to close the skill gap. There have been constant changes to the core mechanics that many players have become familiar with. Light attack weaving, animation canceling, how blocking and barswapping function, projectile travel times, and many more aspects of the game have been changed in an attempt to shrink the skill gap. Additionally, the addition of unbalanced sets and mythics decreases the role of skill by making builds more important. In ESO, it is not always true that the more skilled player wins nor is it even true that a player can always see their skills improve. In many cases, players don't know whether their build or their skill is the issue.
ESO's skill expression issue also affects all of the types of players I listed above. Newer and more casual players will have a hard time identifying areas of improvement or even seeing their improvement since the build they are in plays a bigger role than the skill that they have. Existing competitive players don't like feeling like their time spent building skills was a waste. This is especially true if they learned to master something like bash or light attack weaving only to see it nerfed. Other players from competitive games won't even be interested in trying ESO because they will see that it is not an environment that rewards skill and time spent.
Barriers to Entry in ESO
The ideal competitive game would have low barriers to entry. The barriers to entry in ESO are very high. There are a lot of moving parts to ESO's barrier to entry issue. One barrier to entry is of course is level/CP. I think level differences are to be expected in MMORPGs and ESO at least provides a No CP option for PvP. Low level in PvE is also an issue for the highest end of PvE content, but there is still veteran content that can be completed by lower CP players. The level barrier is more minor compared to ESO's other big barriers. Perhaps ESO's biggest barrier to entry is the knowledge required to even get your foot in the door in PvP and in PvE trials. This is mainly in the form of knowing how to build a character. There are 100s of sets in ESO. Many of the sets are completely useless and they even gimp and trap inexperienced players without them even knowing. Some choice is a good thing, too much choice is a bad thing. A lot of knowledge is needed to make an effective build on your own and sort through the useless sets. The game also does not do a good job of teaching the important core mechanics such as blocking, breaking free, light weaving, and rolling at the right time. One big reason for this is that the difficulty difference between Normal vs Veteran and Veteran vs Veteran HM is far too vast. In normal and overland content players will not understand the importance of block, roll, and break free because there is no reason to do so. While information about these mechanics can be found within the game, I still don't think the information is easy to come across nor is the importance emphasized. Lastly, once a player figures out how to build a character, there are often many things that must be completed to obtain the sets. I think ZOS has done a good job with making sets easier to obtain for PvE, but many good PvP sets require a PvE grind. There's also the problem of mythics which sometimes requires tedious and time consuming lead grinding.
All and all, once again, all types of potential players are negatively affected by ESO's high barrier to entry. The grind may discourage potential first time players as well as returning players from even trying PvP or PvE to see if they like it. This keeps the communities small.
Reward in ESO
This post is already becoming quite long so I will keep this part short. Reward in ESO has been discussed many times on this forum. The game simply isn't very rewarding and rewards definitely don't seem to scale with the difficulty of an achievement. In PvP, AP isn't all that useful, many of the sets from rewards of the worthy aren't all that useful, and other reward types have lost their value (such as Alliance Rank) due to ZOS' actions. In PvE, leaderboards are often broken, there's not much built in recognition for high achieving players within the game, and the in game rewards for difficult achievements can also be lackluster.
If the rewards aren't good, fewer people will be interested in even getting their foot in the door (there's no reason to). Competitive players won't feel like difficult achievements are worth achieving. In many cases, the exclusivity of a difficult achievement is a reward, but this loses value with power creeps and content nerfs. In the end, bad reward structure leads to less participation and activity from all types of players.
ZOS' Approach
ESO is lacking in all 4 of the outlined areas, and each area impacts most types of existing players and all types of potential players. I think ESO realizes some of these issues within the game and they have made efforts to address it. Unfortunately, I think the developers attempts to fix these issues end up worsening each outlined aspect in every way, further making every type of player unhappy. There are many examples of ZOS using the approach I am about to discuss, but I want to focus on 2 of the most notorious examples: procs and Oakensoul.
Procs
Proc sets have been an issue in ESO for many years now. Since PvP is an environment where lining up burst is essential to being successful, I think the introduction of proc sets was a way to shrink the gap between experienced players and newer players. Using sets, items, or nerfing mechanics is a consistent theme in ZOS' approach to fix ESO's issues, but every time this sort of approach only ends up upsetting every type of player. While it is true that proc sets can allow less experienced players to kill more experienced players, the end result is that every player will still be unhappy. At the start of the first procalypse, the sets were hard to obtain (barrier to entry issue). Viper was the most effective proc and it could only be obtained through trials or by paying millions of gold. Eventually proc sets could be obtained through dungeons or arenas, but this can still be a barrier for new players. Proc sets also negatively impact both skill expression and reward since using these sets can overshadow skill differences and getting kills may feel less rewarding. Lastly, community is negatively impacted since many players become frustrated with proc metas and quit the game. If we look at procs by types of players, newer players may be unable to even obtain these sets. Newer players that can obtain these sets may have trouble identifying areas where they need to improve since proc sets do some of the work for the player. Additionally, competitive players using proc sets can more effectively use them, creating a very poor experience for the newer players. Competitive players who don't use proc sets will be at a disadvantage against those that do and may either quit or adapt to the meta. In the end everyone is wearing proc sets, new players either can't obtain these sets or die more easily than ever. Competitive players get upset with the lack of skill expression or feeling of reward for getting kills. Potential players will see that ESO does not have a healthy PvP environment. the end result is that everybody lost and PvP is worse for it. This is the type of approach that ZOS should absolutely AVOID for addressing these issues.
Oakensoul
Oakensoul is a more recent attempt to fix some of ESO's issues, but in many ways it suffered from a few of the same issues as procs. Oakensoul itself had a barrier to entry issue since it is a mythic that required annoying leads and it was locked behind a chapter's paywall. While it made PvE easier for some, it was eventually nerfed, leaving some of those players alienated and discouraged from PvEing again because the mythic didn't do anything to help those players build needed skills. In PvP, Oakensoul had a similar effect to procs, where it helped some players get kills more easily, but ultimately more experienced players utilized the mythic better. In the end, all types of players were left unhappy. Once again, the approach used was to introduce a skill gap shrinking item to fix issues which never works.
Conclusion/Solution
In order for both PvP and end game PvE to grow and succeed, Community, Skill Expression, Barriers to Entry, and Reward need to be kept in mind. It is time to stop introducing new item sets or nerfing core mechanics since this approach ends up upsetting every type of player as outlined. Instead, Skill Expression should be embraced, barriers to entry need to be lowered, rewards need to be increased, and communities should be free to grow and not alienated. Additionally, the knowledge gap should be addressed by either reducing the number of sets, or adding more opportunities for players to learn core mechanics throughout their time playing. With the current approach of introducing item set bandaids or nerfing players to be on the same level, the number of players engaging in these activities will continue to decline. A more involved and complete approach is needed, otherwise these activities will remain niche or die out.
<edited title for Trolling or Baiting>
Edited by ZOS_Hadeostry on June 2, 2024 11:01PM JaeyL
PC NA and Xbox NA