1) This isn’t necessary and is a big ask. If WoW and Runescape can still have a population, then the focus should just be on making sure everything works. Also imo ESO graphics are decent for an MMORPG.
2) I disagree completely. I personally love the combat.
3) The Dungeon designs are fine.
4) Absolutely not. Group finder is fine for what it is. We already have a guild finder.
5) Absolutely not. Although the CP system can use some more work, which ZOS has already been doing.
6) Although I am not against account wide alliance rank, separating players in a game mode that already lacks players is not a good decision. Also being good with one character does not mean a person will automatically be good with another.
7) Absolutely not. Trials are important to keep as strictly PvE and battlegrounds IMO just needs to bring back 3 team game modes.
8) ZOS is already taking a chance to adjust the type of content that gets dropped. For the most part, I don't think any of your ideas should be implemented.
as i recall ff14 wasnt a hit until it got revamped.. so theres that.
[snip]
[snip]
I would add Community Management, Product Strategy and Player Retention to this.
The point of keeping this game alive is catering to its strenghts and not brute forcing copies from a variety of different games onto it. ESO has a clear target audience and the main goal should be getting players back who left during U35 or got tried of hollow promises to get cyrodil back to its old glory. Many of those still hang around and follow ESO news even though they have stopped playing.
If a MMO has a loyal, profitable, long term player base the first rule is to not alienate those for the sake of attracting game hoppers who have the life span of a fruit fly in any game the play (T&L, New World, POE2...). They just sank some really good franchises into the ground with doing that.
If you want something new and experimental make a new game, run open alphas, betas and get feedback and don´t risk a successful product (I am sure ESO still is very profitable) for half baked gaming ideas.
Pepegrillos wrote: »There is no revival possible. Any significant upgrade to the game is heavily constrained by the burden of old gen consoles. The game is also too old to make any drastic changes to combat, which is probably the main reason why this game (as good as it is in other dimensions) could never become a hit like WoW and FF14 were.
We must have a different circle of friends. The combat in ESO is what brought a good number of people to the game. Combat took a hit when they had to switch calculations server side and never recovered. Still a lot of players like the feel of ESO's combat dynamics.
HatchetHaro wrote: »
Step 1: Transfer ESO over to whatever new engine the new game they are working on runs on and upscale the existing graphics.
Step 2: Combat revitalization and normalization: get rid of the buttonmashing and simmer it down to what players actually like. Basic and responsive action combat. No BS.
Step 3: Overhaul all the existing linear dungeons using my radial dungeon format. Same assets, same themes, a different way to play.
Step 4: Discontinue groupfinder and replace it with NPC guilds with specific content focus which features achievement based and ranked chats to bring people of similar interest and quality together naturally.
Step 5: Get rid of the cp system and replace with a simplified achievement based advancement system with a basic two choice specialization system to promote player diversity and performance.
Step 6: implement account based pvp alliance rank. Simplify pvp to three campaigns: novice, adept and master based on your highest account alliance rank to give new players a chance to learn the game.
Step 7: Discontinue trials and battlegrounds and merge them to pvpve instances where 3 groups of 4 compete in intense pvp and pve for the spoils.
Step 8: Win. Finally. lol. This game has 10 years of content that most people have never seen. 24 mill is nothing. Few mmos are coming out and even fewer are any good. An engine imporvement and modification of game systems can breathe new life into this game. Its an underachiever and always has been. Take a chance.
Step 1: Transfer ESO over to whatever new engine the new game they are working on runs on and upscale the existing graphics.
Step 2: Combat revitalization and normalization: get rid of the buttonmashing and simmer it down to what players actually like. Basic and responsive action combat. No BS.
Step 3: Overhaul all the existing linear dungeons using my radial dungeon format. Same assets, same themes, a different way to play.
Step 4: Discontinue groupfinder and replace it with NPC guilds with specific content focus which features achievement based and ranked chats to bring people of similar interest and quality together naturally.
Step 5: Get rid of the cp system and replace with a simplified achievement based advancement system with a basic two choice specialization system to promote player diversity and performance.
Step 6: implement account based pvp alliance rank. Simplify pvp to three campaigns: novice, adept and master based on your highest account alliance rank to give new players a chance to learn the game.
Step 7: Discontinue trials and battlegrounds and merge them to pvpve instances where 3 groups of 4 compete in intense pvp and pve for the spoils.
Step 8: Win. Finally. lol. This game has 10 years of content that most people have never seen. 24 mill is nothing. Few mmos are coming out and even fewer are any good. An engine imporvement and modification of game systems can breathe new life into this game. Its an underachiever and always has been. Take a chance.
1) I see this as a game killer. ESO is built to do what ESO needs to do. Any new engine would simply be a custom engine for ESO to do what it needs to do for ESO. Update the existing engine to do what it needs to do, but better.
2) Maybe I am missing what was intended by "button mashing" but this sounds like "basic" combat to me. ¯\(ツ)/¯
3) Linear dungeons are easier to master and easier for PUGs, so I say leave them alone. That said, the quests in several of them need to be redone now that it is more apparent how players are using the dungeons.
4) Group finder barely works, and that is likely because a minority of players use it so the queue population is low. I only use it when I want something, like Transmutes from daily random, or some drop from a specific dungeon and I have to run it a million times before RNG gives it to me.
5) CPs are not supposed to be tied to in-game progression, outside of getting the XP, and I like that. I can spend on whatever I want.
6) In an RPG game, I generally dislike ranks earned in the game but becomes account wide. Monetized and cosmetic stuff should be account wide, and for paid content, cross-server. Outside of that, if the player did something on a particular build, I am usually against other builds benefitting from it.
7) No.
[snip]
I would add Community Management, Product Strategy and Player Retention to this.
The point of keeping this game alive is catering to its strenghts and not brute forcing copies from a variety of different games onto it. ESO has a clear target audience and the main goal should be getting players back who left during U35 or got tried of hollow promises to get cyrodil back to its old glory. Many of those still hang around and follow ESO news even though they have stopped playing.
If a MMO has a loyal, profitable, long term player base the first rule is to not alienate those for the sake of attracting game hoppers who have the life span of a fruit fly in any game the play (T&L, New World, POE2...). They just sank some really good franchises into the ground with doing that.
If you want something new and experimental make a new game, run open alphas, betas and get feedback and don´t risk a successful product (I am sure ESO still is very profitable) for half baked gaming ideas.
i didnt say that. If they want new blood they have to change and take risks. Thats pretty much it. I didnt say they wanted new blood. They did. There revenue is declining. They made good use of what they had but for a AAA flagship franchise like Elder Scrolls its not a great success. They need to do this imo. They have no insurance that their new ip will be a success.
[edited to remove quote]
Step 1: Transfer ESO over to whatever new engine the new game they are working on runs on and upscale the existing graphics.
Step 2: Combat revitalization and normalization: get rid of the buttonmashing and simmer it down to what players actually like. Basic and responsive action combat. No BS.
Step 3: Overhaul all the existing linear dungeons using my radial dungeon format. Same assets, same themes, a different way to play.
Step 4: Discontinue groupfinder and replace it with NPC guilds with specific content focus which features achievement based and ranked chats to bring people of similar interest and quality together naturally.
Step 5: Get rid of the cp system and replace with a simplified achievement based advancement system with a basic two choice specialization system to promote player diversity and performance.
Step 6: implement account based pvp alliance rank. Simplify pvp to three campaigns: novice, adept and master based on your highest account alliance rank to give new players a chance to learn the game.
Step 7: Discontinue trials and battlegrounds and merge them to pvpve instances where 3 groups of 4 compete in intense pvp and pve for the spoils.
Step 8: Win. Finally. lol. This game has 10 years of content that most people have never seen. 24 mill is nothing. Few mmos are coming out and even fewer are any good. An engine imporvement and modification of game systems can breathe new life into this game. Its an underachiever and always has been. Take a chance.
1) I see this as a game killer. ESO is built to do what ESO needs to do. Any new engine would simply be a custom engine for ESO to do what it needs to do for ESO. Update the existing engine to do what it needs to do, but better.
2) Maybe I am missing what was intended by "button mashing" but this sounds like "basic" combat to me. ¯\(ツ)/¯
3) Linear dungeons are easier to master and easier for PUGs, so I say leave them alone. That said, the quests in several of them need to be redone now that it is more apparent how players are using the dungeons.
4) Group finder barely works, and that is likely because a minority of players use it so the queue population is low. I only use it when I want something, like Transmutes from daily random, or some drop from a specific dungeon and I have to run it a million times before RNG gives it to me.
5) CPs are not supposed to be tied to in-game progression, outside of getting the XP, and I like that. I can spend on whatever I want.
6) In an RPG game, I generally dislike ranks earned in the game but becomes account wide. Monetized and cosmetic stuff should be account wide, and for paid content, cross-server. Outside of that, if the player did something on a particular build, I am usually against other builds benefitting from it.
7) No.
You really dont know that. Id wager not doing some of those things is why the game is not more popular. Most popular IP, least popular big mmo. The ship might be sailed but they should of changed some things to make it more player friendly because it really isnt.
groupfinder, 5 guilds=no guilds, guild only vendors, pvp ball groups, vet dlcs, bad performance, weird combat system...pretty much chasing people away lol. Not that youll see it that way.
oh im not dissatisfied per say..i just see that its dying and i dont want it to. You seem happy to chase people away and now you know why its dying. Im sure youll disagree with that too.
Step 1: Transfer ESO over to whatever new engine the new game they are working on runs on and upscale the existing graphics.
Step 2: Combat revitalization and normalization: get rid of the buttonmashing and simmer it down to what players actually like. Basic and responsive action combat. No BS.
Step 3: Overhaul all the existing linear dungeons using my radial dungeon format. Same assets, same themes, a different way to play.
Step 4: Discontinue groupfinder and replace it with NPC guilds with specific content focus which features achievement based and ranked chats to bring people of similar interest and quality together naturally.
Step 5: Get rid of the cp system and replace with a simplified achievement based advancement system with a basic two choice specialization system to promote player diversity and performance.
Step 6: implement account based pvp alliance rank. Simplify pvp to three campaigns: novice, adept and master based on your highest account alliance rank to give new players a chance to learn the game.
Step 7: Discontinue trials and battlegrounds and merge them to pvpve instances where 3 groups of 4 compete in intense pvp and pve for the spoils.
Step 8: Win. Finally. lol. This game has 10 years of content that most people have never seen. 24 mill is nothing. Few mmos are coming out and even fewer are any good. An engine imporvement and modification of game systems can breathe new life into this game. Its an underachiever and always has been. Take a chance.
1) I see this as a game killer. ESO is built to do what ESO needs to do. Any new engine would simply be a custom engine for ESO to do what it needs to do for ESO. Update the existing engine to do what it needs to do, but better.
2) Maybe I am missing what was intended by "button mashing" but this sounds like "basic" combat to me. ¯\(ツ)/¯
3) Linear dungeons are easier to master and easier for PUGs, so I say leave them alone. That said, the quests in several of them need to be redone now that it is more apparent how players are using the dungeons.
4) Group finder barely works, and that is likely because a minority of players use it so the queue population is low. I only use it when I want something, like Transmutes from daily random, or some drop from a specific dungeon and I have to run it a million times before RNG gives it to me.
5) CPs are not supposed to be tied to in-game progression, outside of getting the XP, and I like that. I can spend on whatever I want.
6) In an RPG game, I generally dislike ranks earned in the game but becomes account wide. Monetized and cosmetic stuff should be account wide, and for paid content, cross-server. Outside of that, if the player did something on a particular build, I am usually against other builds benefitting from it.
7) No.
This overall is the widely agreed upon by most in this thread. Thx for the clarity you have brought to each point.You really dont know that. Id wager not doing some of those things is why the game is not more popular. Most popular IP, least popular big mmo. The ship might be sailed but they should of changed some things to make it more player friendly because it really isnt.
groupfinder, 5 guilds=no guilds, guild only vendors, pvp ball groups, vet dlcs, bad performance, weird combat system...pretty much chasing people away lol. Not that youll see it that way.
The game was more popular without doing those things. In fact, everything listed in the last paragraph of this post I just replied to was in play at the peak of this game as oner of the top 5 P2P/Sub MMORPGs in the world.
Further, as I stated earlier, when Zenimax looked to simplify combat they received major pushback from the playerbase.
So yes, I, and many of those who have responded here, do know what we are talking about.
Further, one must understand why the population has decline in the past couple of years to understand how to fix it. Without that suggested fixes are shots in the dark and nothing more.
Everyone is entitled to their opinion and the majority here are of the opinion that the suggestions are detrimental to the game.
Have a good day.
Step 1: Transfer ESO over to whatever new engine the new game they are working on runs on and upscale the existing graphics.
Step 2: Combat revitalization and normalization: get rid of the buttonmashing and simmer it down to what players actually like. Basic and responsive action combat. No BS.
Step 3: Overhaul all the existing linear dungeons using my radial dungeon format. Same assets, same themes, a different way to play.
Step 4: Discontinue groupfinder and replace it with NPC guilds with specific content focus which features achievement based and ranked chats to bring people of similar interest and quality together naturally.
Step 5: Get rid of the cp system and replace with a simplified achievement based advancement system with a basic two choice specialization system to promote player diversity and performance.
Step 6: implement account based pvp alliance rank. Simplify pvp to three campaigns: novice, adept and master based on your highest account alliance rank to give new players a chance to learn the game.
Step 7: Discontinue trials and battlegrounds and merge them to pvpve instances where 3 groups of 4 compete in intense pvp and pve for the spoils.
Step 8: Win. Finally. lol. This game has 10 years of content that most people have never seen. 24 mill is nothing. Few mmos are coming out and even fewer are any good. An engine imporvement and modification of game systems can breathe new life into this game. Its an underachiever and always has been. Take a chance.
1) I see this as a game killer. ESO is built to do what ESO needs to do. Any new engine would simply be a custom engine for ESO to do what it needs to do for ESO. Update the existing engine to do what it needs to do, but better.
2) Maybe I am missing what was intended by "button mashing" but this sounds like "basic" combat to me. ¯\(ツ)/¯
3) Linear dungeons are easier to master and easier for PUGs, so I say leave them alone. That said, the quests in several of them need to be redone now that it is more apparent how players are using the dungeons.
4) Group finder barely works, and that is likely because a minority of players use it so the queue population is low. I only use it when I want something, like Transmutes from daily random, or some drop from a specific dungeon and I have to run it a million times before RNG gives it to me.
5) CPs are not supposed to be tied to in-game progression, outside of getting the XP, and I like that. I can spend on whatever I want.
6) In an RPG game, I generally dislike ranks earned in the game but becomes account wide. Monetized and cosmetic stuff should be account wide, and for paid content, cross-server. Outside of that, if the player did something on a particular build, I am usually against other builds benefitting from it.
7) No.
This overall is the widely agreed upon by most in this thread. Thx for the clarity you have brought to each point.You really dont know that. Id wager not doing some of those things is why the game is not more popular. Most popular IP, least popular big mmo. The ship might be sailed but they should of changed some things to make it more player friendly because it really isnt.
groupfinder, 5 guilds=no guilds, guild only vendors, pvp ball groups, vet dlcs, bad performance, weird combat system...pretty much chasing people away lol. Not that youll see it that way.
The game was more popular without doing those things. In fact, everything listed in the last paragraph of this post I just replied to was in play at the peak of this game as oner of the top 5 P2P/Sub MMORPGs in the world.
Further, as I stated earlier, when Zenimax looked to simplify combat they received major pushback from the playerbase.
So yes, I, and many of those who have responded here, do know what we are talking about.
Further, one must understand why the population has decline in the past couple of years to understand how to fix it. Without that suggested fixes are shots in the dark and nothing more.
Everyone is entitled to their opinion and the majority here are of the opinion that the suggestions are detrimental to the game.
Have a good day.
Dont expect new blood if you continue to do nothing. It is what it is. Its sad that many people here cannot see how anti new player this game really is and vigorously resist anything that might actually change that. Perhaps a sunset is well deserved.
Incorrect. We are vigorously resisting changes that would drive away large swaths of the player base. It makes no sense to drive away a lot of players. It makes less sense to change aspects of the game that were in place when ESO was at it's peak.
Step 1: Transfer ESO over to whatever new engine the new game they are working on runs on and upscale the existing graphics.
Step 2: Combat revitalization and normalization: get rid of the buttonmashing and simmer it down to what players actually like. Basic and responsive action combat. No BS.
Step 3: Overhaul all the existing linear dungeons using my radial dungeon format. Same assets, same themes, a different way to play.
Step 4: Discontinue groupfinder and replace it with NPC guilds with specific content focus which features achievement based and ranked chats to bring people of similar interest and quality together naturally.
Step 5: Get rid of the cp system and replace with a simplified achievement based advancement system with a basic two choice specialization system to promote player diversity and performance.
Step 6: implement account based pvp alliance rank. Simplify pvp to three campaigns: novice, adept and master based on your highest account alliance rank to give new players a chance to learn the game.
Step 7: Discontinue trials and battlegrounds and merge them to pvpve instances where 3 groups of 4 compete in intense pvp and pve for the spoils.
Step 8: Win. Finally. lol. This game has 10 years of content that most people have never seen. 24 mill is nothing. Few mmos are coming out and even fewer are any good. An engine imporvement and modification of game systems can breathe new life into this game. Its an underachiever and always has been. Take a chance.
Incorrect. We are vigorously resisting changes that would drive away large swaths of the player base. It makes no sense to drive away a lot of players. It makes less sense to change aspects of the game that were in place when ESO was at it's peak.
Interestingly, I expect that ZOS deviating from that over the last couple of years may contribute to the decline of the game.
I see new blood as necessary, but fickle. They may not stick around in enough quantity to become "old blood", and it is old blood that keeps the game alive. I think that attempting to cater to an ever changing clientele coming in through the revolving door is futile.
Just wanted to chime in here. Yeah an engine swap is not likely. That literally requires building ESO as a new game from the ground up. So that likely is not going to be the case. Halo going to Unreal does not mean that Halo Infinite is being ported to Unreal. It means that future Halo titles will be made using Unreal. However, that does not mean there are not things we can do to enhance visual quality with our current engine. We have passed this feedback to the team from various threads to see how we can tackle this problem in-game. So the team is aware.
To LadyGP's general point, changing engines is no small feat. It isn't like copying assets and placing them in a new engine and everything will work as is. Totally understand the thought of switching the engine sounds like it will solve problems, but doing that is more or less the equivalent building a whole new game. Even then, there is no miracle engine. All engines come with pros and cons, which the team has to adapt for.
Technical limitations can encompass a lot. Some of it is we would need to build out the tech to make x thing happen. Sometimes it's "we could do x thing, but then it could cause y issue to happen and that could impact performance." So it is working around those problems and hopefully finding a good solution. And those things conflict with the biggest enemy of all, time.
1) they have the engine, its the basis of their new game. They have the people hired to take care of that engine. They may have their work somewhat complete on the other game and may be free to do this at some point before most of them get layed off. If i had to take care of two games id want them both on the same engine. Its not like theres ever going to be another elser scrolls mmo. This is it. If they want new blood, this is the best way to get it. If its fine for Oblivion, why cant it be fine for ESO? Wow doesnt need to change. Its still on top. Eso is on the bottom.
Quoted post has been removed.