1) New lore that fleshes out the world.
2) Story order is really confusing, and so is the basics of making a build.
3) An in-game quest guide that suggests quest order (you can still go in any order, but it’ll push you towards the other that makes the most sense by warning you before you do a quest in the wrong order, and shows a menu where you can pick up quests that point you to the next quest giver) and advanced combat tutorials + new and improved build suggestion tool.
It's hard to really know about point 2 unless:
1) You're a new player who left (Of course, that would mean you're not here)
2) You have analytics in regards to when people stop actively playing (I.e. You're a ZoS employee)
At best we can infer based on anecdotal evidence or surmise from our own personal pain points... But it's hard to know for sure exactly where different people drop off and why.
In regards to some theories:
- Questing routes are a mess. ZoS are aware of this and have mentioned as such in their letter and their recent actions. The refocus back to Coldharbour start was the initial move (As it not only plops players directly into their races starter zone, it makes those starter zones make sense).
They mentioned looking into providing a more curated experience for newer players to boot. Which should mean less Prologue quests being thrown at them, less DLC zones having active Wayshrines from simply having ESO+ and more focus on going through an alliance's zones. Possibly also reintroducing the level gating on the Main Story quests so that they occur periodically throughout a leveling journey rather than you get them all immediately at level 3 by wandering near a town a few dozen times.
- Gearing/Building a character is not intuitive There's not a whole lot that can really be done about this. Improving some existing sets (Especially some Base Game ones... Most of the actually usable sets are from DLC dungeons) can help bridge the gap of gear. As would expanding Transmuting/Reconstructing to be available in base game (So newer players can acquire gear more easily)
Besides that there could be some sort of newb focused Arenas to help bridge the gap between Normal and Vet content as well as to build confidence in playing a role.
Something like a starter Arena could let new players learn about the roles. Learning how tanking works (With mentioning that aggro is based around using Taunt skills), how healing works (Especially with the... Less than optimal... Ally targeting the game has) and how to play a DPS. While providing overall stat guides for the roles (Max Health and Armor for Tanks, W/S Damage and Healing Increases for Healers, W/S Damage and Crit for DPS)
Meanwhile the more advanced Arenas can put them into Vet level difficulty scenarios testing their ability to perform the roles. I.e. Tanks have to keep aggro of some enemies/bosses and not die. Healers have to keep some NPC's alive. DPS have to not stand in Red and do mechanics while having a DPS check for the boss. This would be able to put their skills and build to the test. If possible, failing at these should provide some feedback about your performance (Like maybe your armor is too low as a Tank, your DPS was good but your mechanics need work etc)
- Travelling the world is tedious and unclear. This is another point that ZoS has indicated they're doing something about. They mentioned that they will be increasing the base mount speed with U45 which will provide newer players a better experience.
Of course, they could do a little more such as removing the Major Gallop from Continuous Attacks and making that baseline too (Yes, while it's very simple to get. Not every new player will know that they can simply enter Cyro at level 10, talk to a few people while safely inside their alliance base and get enough ranks to access Continuous Attacks. Also, not having it on CA would also improve the worth of the Adept Rider set) and of course, the oft requested "Make Mount Training Not Ultra-Mega-Super-Garbage"
In addition, they could do with highlighting the Boats and Caravans that are found in cities. It seems like not a lot of people know that these exist to take them between zones easily (I know I certainly didn't for a while). Especially so when there's like the one dude who takes you to the Alliance zones surrounded by like 15 different "Take me to a specific DLC" people (While we're at it... Bring back the caravan to Craglorn. It's been replaced by a caravan to West Weald meaning that getting to Craglorn requires a trek through West Weald or Bankorai)
- Combat and its ugliness. Yes, this would be directed towards LA weaving. The non-intuitive mechanic that is necessary for optimal play. There are also other aspects too.
One of the main issues is that all the QoL features are Mythics. Meaning not only does someone need to have Excavation from DLC, but they need to obtain all the leads (From other DLC) and then it's a level 50 CP 160 item.
A new player who might have issues with the combat has to get very far before they can access the items that exist to facilitate simpler gameplay (Oakensoul/Velothi)
To mention nothing about how aside from a random loading screen tip, nothing in the game directs a player to LA weaving (And as mentioned, it is non-intuitive). Of course, an ideal world would be to finally remove LA weaving and the awkward animation cancelling it creates (They mentioned wanting to work on making combat animations better... But so long as the animation cancelling of LA weaving persists animations will always look like garbage)
I can't really address your points @Mascen. When I started playing 7 years ago, I just looked up stuff online (before actually even making characters), and did my usual - which is, make characters I like looking at, with backstories to fit their personalities, and then just explored, did quests as I ran across them and if they fit the character I was playing when it came to personality/backstory....
I'm a freeform player. I don't ever follow any given path. It took me 2 or maybe 3 years to do the game MQ on my first account....
I can't really address where new players get lost. I never got lost as a new ESO player - but that's because I wasn't looking for ..... "found"..... I guess.
What made me stick with it for 7 years: it's a fun, evolving, vibrant world.
I can't really address your points @Mascen. When I started playing 7 years ago, I just looked up stuff online (before actually even making characters), and did my usual - which is, make characters I like looking at, with backstories to fit their personalities, and then just explored, did quests as I ran across them and if they fit the character I was playing when it came to personality/backstory....
I'm a freeform player. I don't ever follow any given path. It took me 2 or maybe 3 years to do the game MQ on my first account....
I can't really address where new players get lost. I never got lost as a new ESO player - but that's because I wasn't looking for ..... "found"..... I guess.
What made me stick with it for 7 years: it's a fun, evolving, vibrant world.
Well thats the thing because I generally think I'm a freeform player as well but i recognize that were more of a rarity than we think. To use skyrim as an analogy. After getting out of helgen most people tend to go to riverwood, whiterun and follow the main questling instead of free exploring out the gate. As far as drumming up player numbers, I think that needs to be recognized but also accomodate the free form players so its easy enough to go off the rails if they want to.
I think this post is full of great ideas.While providing overall stat guides for the roles (Max Health and Armor for Tanks, W/S Damage and Healing Increases for Healers, W/S Damage and Crit for DPS)
<snipped by allo>
DPS have to not stand in Red and do mechanics while having a DPS check for the boss.
allochthons wrote: »And "standing in red." That setting is buried deep in the options. I would suggest having a (skippable!) part of the tutorial explain how to set your bars the way you like them, how to use Combat Settings in general and explain how to use this setting in particular. And have it default to ON. I am not kidding when I say I've seen CP1000 players who don't know that option exists.
Kittytravel wrote: »allochthons wrote: »And "standing in red." That setting is buried deep in the options. I would suggest having a (skippable!) part of the tutorial explain how to set your bars the way you like them, how to use Combat Settings in general and explain how to use this setting in particular. And have it default to ON. I am not kidding when I say I've seen CP1000 players who don't know that option exists.
Actually I can agree with this on a different level. I've just done it for so long I never think about it but every single person I bring into the game I tell them to change the 'RED' bad color to 'HOT PINK'. There are sooooooooooo many red effects in this game that I cannot believe the default for "bad thing" is also red. But yes I tell them to switch the color of it and to turn the opacity of it all the way up so that it will always be evident to them that standing there is bad.
This should definitely be a thing, to tell new players to decide their own "bad" and "good" colors. Mine are turquoise for good and hot pink for bad because, with very few exceptions, nothing in the game has these colors. (Prior to skill styles nothing in the game had these colors at all).
Kittytravel wrote: »allochthons wrote: »And "standing in red." That setting is buried deep in the options. I would suggest having a (skippable!) part of the tutorial explain how to set your bars the way you like them, how to use Combat Settings in general and explain how to use this setting in particular. And have it default to ON. I am not kidding when I say I've seen CP1000 players who don't know that option exists.
Actually I can agree with this on a different level. I've just done it for so long I never think about it but every single person I bring into the game I tell them to change the 'RED' bad color to 'HOT PINK'. There are sooooooooooo many red effects in this game that I cannot believe the default for "bad thing" is also red. But yes I tell them to switch the color of it and to turn the opacity of it all the way up so that it will always be evident to them that standing there is bad.
This should definitely be a thing, to tell new players to decide their own "bad" and "good" colors. Mine are turquoise for good and hot pink for bad because, with very few exceptions, nothing in the game has these colors. (Prior to skill styles nothing in the game had these colors at all).
I may be misremembering but I think what @allochthons is describing is even worse than that. I think they're switched off by default. There is no "red" or anything else to stand in unless you turn the option on!
Kittytravel wrote: »Kittytravel wrote: »allochthons wrote: »And "standing in red." That setting is buried deep in the options. I would suggest having a (skippable!) part of the tutorial explain how to set your bars the way you like them, how to use Combat Settings in general and explain how to use this setting in particular. And have it default to ON. I am not kidding when I say I've seen CP1000 players who don't know that option exists.
Actually I can agree with this on a different level. I've just done it for so long I never think about it but every single person I bring into the game I tell them to change the 'RED' bad color to 'HOT PINK'. There are sooooooooooo many red effects in this game that I cannot believe the default for "bad thing" is also red. But yes I tell them to switch the color of it and to turn the opacity of it all the way up so that it will always be evident to them that standing there is bad.
This should definitely be a thing, to tell new players to decide their own "bad" and "good" colors. Mine are turquoise for good and hot pink for bad because, with very few exceptions, nothing in the game has these colors. (Prior to skill styles nothing in the game had these colors at all).
I may be misremembering but I think what @allochthons is describing is even worse than that. I think they're switched off by default. There is no "red" or anything else to stand in unless you turn the option on!
Man if that's the case that's insane! It's been so many years since I started playing and I normally go through all my game settings before I play that I cannot remember if it's been that way as default. I'm just so used to games not having settings that I like by default. If that's not on it really needs to be a normal feature and people can turn it off if they want.
allochthons wrote: »
X finally got frustrated enough to say "I don't know what you mean. I don't see any red." So we stopped the fight as someone walked them through the menus to that setting. At the same time, they found ability timers and so much more. X dies much less frequently now, and periodically comments on how game changing that was for them.
allochthons wrote: »
X finally got frustrated enough to say "I don't know what you mean. I don't see any red." So we stopped the fight as someone walked them through the menus to that setting. At the same time, they found ability timers and so much more. X dies much less frequently now, and periodically comments on how game changing that was for them.
As an addition to this. The Danger Color can be changed. For those who have issues seeing certain colors, setting that color to Pepto Bismal Pink really makes the danger zone stand out when all the visuals are going on in a boss fight. I even like it and I have no issues seeing red.
Grizzbeorn wrote: »Where is that setting?allochthons wrote: »
X finally got frustrated enough to say "I don't know what you mean. I don't see any red." So we stopped the fight as someone walked them through the menus to that setting. At the same time, they found ability timers and so much more. X dies much less frequently now, and periodically comments on how game changing that was for them.
As an addition to this. The Danger Color can be changed. For those who have issues seeing certain colors, setting that color to Pepto Bismal Pink really makes the danger zone stand out when all the visuals are going on in a boss fight. I even like it and I have no issues seeing red.
Kittytravel wrote: »Grizzbeorn wrote: »Where is that setting?allochthons wrote: »
X finally got frustrated enough to say "I don't know what you mean. I don't see any red." So we stopped the fight as someone walked them through the menus to that setting. At the same time, they found ability timers and so much more. X dies much less frequently now, and periodically comments on how game changing that was for them.
As an addition to this. The Danger Color can be changed. For those who have issues seeing certain colors, setting that color to Pepto Bismal Pink really makes the danger zone stand out when all the visuals are going on in a boss fight. I even like it and I have no issues seeing red.
Here you go, and for anyone else that stumbles onto the thread.