I think a lot of current dissatisfaction with ESO comes from the fact that the game has never embraced the path it's been on. Whenever the game starts to go in one direction, things rapidly change and take a dramatic shift to another direction. Ultimately this has caused a lot of friction and division within the community and places ZOS in a catch 22 position with almost anything they will do. Current ESO is trying to be too much for too many different types of people.
I think a lot of current dissatisfaction with ESO comes from the fact that the game has never embraced the path it's been on. Whenever the game starts to go in one direction, things rapidly change and take a dramatic shift to another direction. Ultimately this has caused a lot of friction and division within the community and places ZOS in a catch 22 position with almost anything they will do. Current ESO is trying to be too much for too many different types of people.
Totally agree. I've said here a few times before that one of the problems with ESO is that ZOS doesn't seem to know who its target audience is, or at least won't stick with one. Try to please everyone and you please no one. What happens is one update will please group A, the next pleases group B but upsets group C, then group B gets goodies again but group A is disappointed. Then group C... ad nauseum.
Right now they seem to be swinging back toward PvP and difficult group content (stuff that the majority of players can't solo) after neglecting it for a while.
I believe the game would be in much better shape if they'd chosen a target audience earlier on and stuck to it. Then they could have focused on one type of player group and really grown that population of players. Maybe they could choose the focus group now, but I think the ideal time for them to do so has passed. Because of the waffling, they've lost players in all groups and it will be difficult to win the focus group back.
colossalvoids wrote: »By choosing one they're rightfully afraid losing some of us, the players stuck with them in that unknown state where you're just hoping that "the next year surely will be about us as they've said in a letter!" and that's always getting shifted the next year with actual releases and how helpful they are for the health of PvP or endgame PvE.
colossalvoids wrote: »By choosing one they're rightfully afraid losing some of us, the players stuck with them in that unknown state where you're just hoping that "the next year surely will be about us as they've said in a letter!" and that's always getting shifted the next year with actual releases and how helpful they are for the health of PvP or endgame PvE.
They picked a path from the start and are still following that track. That is the way of large MMORPGs. They have something for everyone.
Exactly, which is why this game had PvP and a lot of different aspects of PvE from the start, it was never one focus, and that is the case with large MMORPGs. Some call them theme park MMOs because of the various activities.
I never thought about it like this before, but all this was my favorite period. I've been increasingly dissatisfied with ESO the past two years, but it was so many things, I couldn't point to any one thing. This covers it. Moving away from this vibe, as a theme, has made the game far less enjoyable for me personally.The Cozy Game and Solo Quester Path
Once the MMO elements of ESO started to take a back seat, the game seemed to pivot to more of a cozy game path. I personally started to see more focus on housing, year long stories, and the addition of more casual systems. By this point (around the release of Elesweyr), PvP stopped getting new content completely. PvE encounters seemed to be designed to be less difficult as evidenced by Sunspire and Kynes Aegis (non hardmodes). In general we started to see combat adjustments that were meant to make the game easier and a strong embrace of easy, solo friendly content. The feature additions from 2020-2022 were: antiquities, companions, and a card game, all things that give the game a bit more of a casual and cozy feel. While this wasn't what I wanted for the game, it was at least a clear path that seemed pretty successful. Now, it seems we are changing paths once again.
OP's assessment is really good.I never thought about it like this before, but all this was my favorite period. I've been increasingly dissatisfied with ESO the past two years, but it was so many things, I couldn't point to any one thing. This covers it. Moving away from this vibe, as a theme, has made the game far less enjoyable for me personally.The Cozy Game and Solo Quester Path
Once the MMO elements of ESO started to take a back seat, the game seemed to pivot to more of a cozy game path. I personally started to see more focus on housing, year long stories, and the addition of more casual systems. By this point (around the release of Elesweyr), PvP stopped getting new content completely. PvE encounters seemed to be designed to be less difficult as evidenced by Sunspire and Kynes Aegis (non hardmodes). In general we started to see combat adjustments that were meant to make the game easier and a strong embrace of easy, solo friendly content. The feature additions from 2020-2022 were: antiquities, companions, and a card game, all things that give the game a bit more of a casual and cozy feel. While this wasn't what I wanted for the game, it was at least a clear path that seemed pretty successful. Now, it seems we are changing paths once again.
Agreed on both things. It still is, overall, compared to early days... but I liked the trend of changes and new systems they had for a few years there. It's going different directions now.It's funny how different people have different perspectives. In general, the game feels so much more casual than it did when I started.
I think a lot of current dissatisfaction with ESO comes from the fact that the game has never embraced the path it's been on. Whenever the game starts to go in one direction, things rapidly change and take a dramatic shift to another direction. Ultimately this has caused a lot of friction and division within the community and places ZOS in a catch 22 position with almost anything they will do. Current ESO is trying to be too much for too many different types of people.
Early ESO and the PvP Path
Early ESO was a PvP focused game through and through whether people want to admit it or not. The alliance you chose dictated who you could group with and see in the overland zones, skill design and balance used to be centered around PvP, and there honestly wasn't much to do outside of Cyrodiil/IC for endgame in the first years of the game. This seems to be the first major direction change that the game took. Over time the PvP section in patch notes got smaller and smaller, Cyrodiil populations got cut over and over, performance improvement plans were neglected, balance decisions started to be made with PvP as an afterthought, and eventually PvP content stopped getting released completely. PvP quietly kept getting pushed further back on the back burner and ESO lost a very large portion of the people who originally populated the game. Some people will try to say ditching the PvP path saved the game, but I think that if ZOS embraced this path and got performance figured out, ESO would be a thriving PvP game still today. Instead the game shifted to the next path at some point in 2016.
The MMO Path
After the hard PvP focus was ditched, ESO moved to a more general MMO path. We started to see the addition of more trials and more support for endgame group PvE. The release of One Tamriel broke down the alliance barriers that separated players and kept friends from playing with each other. It also got rid of the more linear aspects of the game's progression through the removal of zones being tied to levels. As a whole ESO became more of a cohesive MMO experience with more activities for a wider variety of players to engage with. There were still quite a few areas of difficulty within the game and many incentives to group with friends. It's important to note that PvP wasn't completely ditched in this era, it was just no longer the main focus. This path provided a nice blend of PvP, PvE, and casual activities without making any one group too upset. I think ESO could have also succeeded by leaning into it's MMO elements and staying on this path as well. Eventually however, the MMO elements of the game started to get less support and attention and ESO transitioned to yet a new path. I think we started to see the transition to the next path around the end of 2018 (Summerset year).
The Cozy Game and Solo Quester Path
Once the MMO elements of ESO started to take a back seat, the game seemed to pivot to more of a cozy game path. I personally started to see more focus on housing, year long stories, and the addition of more casual systems. By this point (around the release of Elesweyr), PvP stopped getting new content completely. PvE encounters seemed to be designed to be less difficult as evidenced by Sunspire and Kynes Aegis (non hardmodes). In general we started to see combat adjustments that were meant to make the game easier and a strong embrace of easy, solo friendly content. The feature additions from 2020-2022 were: antiquities, companions, and a card game, all things that give the game a bit more of a casual and cozy feel. While this wasn't what I wanted for the game, it was at least a clear path that seemed pretty successful. Now, it seems we are changing paths once again.
Limbo
At this point, things are kind of a mess. It is very unclear where the game is going. There are many announcements and additions that have seemed contradictory. In the studio directors letter, we were told that we would be getting more difficult overland content (something that the developers used to not budge on whatsoever). Although this would appeal more to me, it's another dramatic direction change from the past few years. It's also more common for me to see balance changes and it's really not clear who those changes are being made for. The addition of a 4v4 competitive Battleground mode was also very bizarre to me. ESO hasn't appealed to the people who would want sweaty 4v4 Battlegrounds for years. As a result, queues take a long time and matches are horribly lopsided because there's not enough people in the high MMR brackets to put against each other. While I understand ZOS tries to occasionally throw a bone to those who have been alienated to keep them around, it seems like most types of players are pretty unsatisfied with recent additions.
Conclusion
ESO needs a cohesive vision and direction moving forward. The constant direction switches have alienated almost all types of players and has resulted in a declining and unsatisfied population. I think that ESO can find a lot of success regardless of the path it takes, it just needs to stick to something so a certain audience has enough time to grow. As things stand though, people are sick of having the rug pulled from under them and the aimless direction of the game. Any game becomes much harder to make content for once the population is made up of the remnants of alienated audiences.
they should have just stuck with their original path. i see things slightly different than you do. I think they were on a pretty solid path, keeping things pretty similar, up until 2020-2021 maybe? Adding in new dungeons and trials is just the natural progression of an mmo like this. I dont think this was ever an mmo hyper focused on pvp, i just think pvp was a part of their design. Or really hyper focused on anything, i think they had a good balance back then.
We had cyrodiil, then IC, then dueling in one tamriel, then bgs in morrowind. Meanwhile getting plenty of pve content, dungeons, trials, new zones, quests, stories, crafting, housing, furnishings, etc. They did a good job. Group content, solo content, the game was beginner friendly, casual friendly, and solo friendly in pve. And had a competitive side, with competitive and end game players that cared. And the community felt good. it felt like an mmo. but the last few years it deff feels like they've been focusing more on making things more like skyrim online.
I dont think they need to hyper focus on one or the other, i just think they need to start trying to make things like an mmo again. Instead of what theyve been doing. And it seems like they're leaning in that direction. There was a place for everyone in 2016 17 18 19, and there can be today was well. Without chasing away long term players.
This is me 100%. Heck, it's lots of people I know in the rp community, also irl friends who play the game. But if we like the Elder Scrolls setting... this is all there is in terms of new content. Like them or not, MMOs are the only way to consistently get new content in a lot of IPs.However, there are many people who like to solo quest and essentially play Skyrim online as you mentioned. Making the game more like Skyrim online is directly opposed to making the game as a theme park MMO. This is because theme park MMOs need some level of challenge, incentives to group, and a variety of activities to engage with. Solo questers tend to not like to group or to explore the game’s more social features like PvP or raids.
they should have just stuck with their original path. i see things slightly different than you do. I think they were on a pretty solid path, keeping things pretty similar, up until 2020-2021 maybe? Adding in new dungeons and trials is just the natural progression of an mmo like this. I dont think this was ever an mmo hyper focused on pvp, i just think pvp was a part of their design. Or really hyper focused on anything, i think they had a good balance back then.
We had cyrodiil, then IC, then dueling in one tamriel, then bgs in morrowind. Meanwhile getting plenty of pve content, dungeons, trials, new zones, quests, stories, crafting, housing, furnishings, etc. They did a good job. Group content, solo content, the game was beginner friendly, casual friendly, and solo friendly in pve. And had a competitive side, with competitive and end game players that cared. And the community felt good. it felt like an mmo. but the last few years it deff feels like they've been focusing more on making things more like skyrim online.
I dont think they need to hyper focus on one or the other, i just think they need to start trying to make things like an mmo again. Instead of what theyve been doing. And it seems like they're leaning in that direction. There was a place for everyone in 2016 17 18 19, and there can be today was well. Without chasing away long term players.
I think we are essentially saying the same thing. ESO from 2016-2018 was on the “MMO Path” that I was describing. During this era ESO was being developed as a theme park MMO with activities that could appeal to a wide range of players. Even though the game had broad appeal, focusing on making the game a theme park MMO is a path or focus itself.
I think ESO should have stayed on that path since it still captures a pretty large and diverse audience while still having a clear focus. However, there are many people who like to solo quest and essentially play Skyrim online as you mentioned. Making the game more like Skyrim online is directly opposed to making the game as a theme park MMO. This is because theme park MMOs need some level of challenge, incentives to group, and a variety of activities to engage with. Solo questers tend to not like to group or to explore the game’s more social features like PvP or raids.
At some point in 2019 as you noticed, ZoS changed paths to make the game appeal more to that strictly solo quester crowd and in doing so, left the MMO path since they are opposed to each other. Now however, they’re off of the solo quester path and in limbo. I’m really not sure what they are doing now.
colossalvoids wrote: »By choosing one they're rightfully afraid losing some of us, the players stuck with them in that unknown state where you're just hoping that "the next year surely will be about us as they've said in a letter!" and that's always getting shifted the next year with actual releases and how helpful they are for the health of PvP or endgame PvE.
You’re probably right that they are afraid to lose the people who are sticking around, but I think not choosing a path has costed them way more than it’s gotten them.
ESO_Nightingale wrote: »I'm not really replying to the post but if there's one thing I've waited for, for years, it's access to a much more difficult overland and questing experience. I don't have anything against other players who find it challenging but i just want an option to have some fun with my endgame build when questing by having the adds hit harder and also just have a y kind of health at all. I wish they all had at least 3x the health.
They picked a path from the start and are still following that track. That is the way of large MMORPGs. They have something for everyone.
I’m not really sure why you’re trying to argue that ESO is on the same path it was on in 2014. ESO has definitely changed directions multiple times. You can probably even find interviews of developers talking about how they were taking ESO in a new direction.Exactly, which is why this game had PvP and a lot of different aspects of PvE from the start, it was never one focus, and that is the case with large MMORPGs. Some call them theme park MMOs because of the various activities.
Most MMORPGs offer a variety of activities, but that doesn’t mean that they don’t tend to focus on one specific area or audience more. There’s several PvP MMORPGs on the market currently. Yes those games have PvE and other activities, but PvP is a much bigger part of the game which is why they are considered PvP MMOs.
I don't think there needs to be an all-in-one-direction approach.
However, I think ZOS should recognize that gamers fall into different categories and it's okay if some parts of the game aren't accessible to all players.
Both audiences are very large outside of ESO and are a missed opportunity for ZOS. They continuously nerf the PVE and PVP end games to make them easier and more accessible and it only ever results in a temporary increase in engagement because the players they're trying to reach just aren't into those things.
They recognized that not all things would appeal to every player and they introduced some features that would appeal to the PvPers, the endgame PvErs, the casual questers and so on. 2017 is the best example of this, they added: housing, 2 new zones, 2 new trials, BGs, and a new class. That basically covers most types of players within the game and it worked out fine. Those trials they released were especially difficult for 2017. Even Hodor struggled with vAS +2. A regular complete of vHOF was tough and you could forget TTT. It seemed like then ZoS was ok with the fact that that content was not for everyone.
ValandarTheRed wrote: »Personally, if the game focuses on PVP, and ignores PVE, then I'll probably be stepping back away from the game. I hate PVP in any game, and actively avoid games that are PVP focused. It is not fun for me, I don't play games to get one over on somebody out there. I play them to relax from my every day stress. I thoroughly enjoy diving into a Public Dungeon and taking on the bosses, or wandering around different regions mining or wood gathering or what have you.
Also... you think the game is too easy? Nonsense. Just play a lvl 50 / 160+ cp character with white lvl 4 gear. There, difficulty spike. You're welcome.
I don't think there's any reason why they can't design the PVP aspects of the game for PVP enthusiasts or the PVE end game for PVE end game enthusiasts. They should know by now their approach of nerfing mechanics have not made those things popular among their ultra-casual audience.
Necrotech_Master wrote: »theres been a many a times i would see in zone or guild chats that some update coming up was gonna "destroy the game" like when they rebalanced some of the dot skills the first time (i hardly noticed a difference on my character, or i actually got a dmg increase from those changes), some more recent changes ive still barely made any adjustements to characters builds unless i was unhappy with the characters to begin with and rebuilt them