Disclaimer: Before you think this post is about the level cap: please know that it's not, and I'd prefer for people to stay on-topic. This is an MMO. In my opinion, I'd be shocked if they DIDN'T increase the level cap for end-game content.To ZeniMax:
In this next Road Ahead article, as the thread title mentions, you all have your work cut-out for the explaining you need to do. But I think it's
The Elder Scrolls fanbase that plays your game that 'really' needs to be addressed this time around.
It is now almost FIVE months into the game and
no major content updates added to the game have been to improve the single-player experience whatsoever.
Update 1: Introduced Craglorn and Trials (all group content).
Update 2: New Veteran Group Dungeon (group content).
Update 3: The Dye System (neither solo or group content).
Update 4: Introduced Upper Craglorn, a new Trial, and Dragonstar Arena (all exclusive group content).
Before you make the tired argument that this is an Online game, let me enlighten you with a bit of insight into the namesake you chose to derive this game's experience from:
What does The Elder Scrolls namesake entail as the forefront of its experience?
When you chose to take up making an online game for
The Elder Scrolls series, the namesake alone drives forward the notion of single-player, open world, open-ended gameplay (an aspect in which you all stressed in your introductory video for the game
here over two years ago). In every
Elder Scrolls game since Morrowind, the entirety of the game with its exploration, questing, dungeons, and more, are all 'solo', single-player experiences, even during end-game. Now, I'm not saying to cut-out group content from
The Elder Scrolls Online, but group content should be exclusively limited to two areas of the game and built around the aspect of continuous forward momentum: PvE Raids (a la Trials and Dragonstar Arena) and PvP Raids.
Let me explain this logic:
The current issue with most group content, especially when it comes to Group Dungeons, Veteran Group Dungeons, and Group Exploration Content (Craglorn and Upper Craglorn come to mind) is that, no matter what group you're in, players will be continuing to move at a forward momentum because that is how group-play works. When you have these long, drawn-out story sequences and voice dialogue play throughout, it gives players no opportunity to get immersed within these locales because they simply
can't and
won't be able to find a group to do so with.
When you guys design Group Content of any form, it needs to contain as minimal quest dialogue as possible (like PvP, Trials, and Dragonstar Arena). But more so than that...you all need to realize something even more important: if
The Elder Scrolls as a series has always been one where you can explore, do quests, and dungeons ALWAYS by yourself, then that aspect should still be permitted as an option here in
The Elder Scrolls Online. Why? Because of this game's namesake.
If the game was not an
Elder Scrolls title, you all wouldn't have to be faced with this, but it
is, and that's why this issue with solo players in-game getting cut-off from experiencing exploration content (Craglorn and other areas like it), Group Dungeons, and Veteran Group Dungeons is such a huge oversight for what otherwise would've been a great game had these areas not been walled off to players because they simply don't want to/can't find other players to group up.
Scaling areas like Group Dungeons and Veteran Group Dungeons shouldn't be something difficult to do at all. You're already scaling content within those dungeons to match the group leader's level, but doing so will only wall off even
more players from grouping up for these dungeons. Instead of focusing on scaling content to the leader's level, what you
should be focusing on, first-and-foremost, is allowing the Group Dungeons and Veteran Group Dungeons to both scale to how many players are in the group (from 1-4 players). These dungeons 'should' have the option of being soloed a la '
The Elder Scrolls-style.'
Going back to the topic of what I, and most likely many other solo/group players, inquire to know about in this next Road Ahead article are the following bullet points. As a side note to other players here on the forum, if you have any suggestions (any at all) for me to add to this bullet list, voice them out below, and I'll edit this post:
General:
- What will you all be doing to improve on the experience of scaling content in exploration and questing to player level and how many players are in a group?
Crafting:
- Alchemy: You stated that Poisons were going to be implemented into the game. Can we get more information on their development?
- Blacksmithing: Rings and other forms of Jewelry. Will they be available to craft as a Blacksmith or some other type of Jeweler profession in the future? If there is a Jeweler profession or station added to this game (like the Dye Station was for the latter part), would you be able to add Gems to weapons and armor as well (even if just for looks?)?
- Provisioning: When will the Provisioning 2.0 update take place?
- Spellcrafting: How is development of Spellcrafting going? How will you prevent it from essentially overpowering most Light Armor/Staff/Magicka builds that are already too powerful in their current state and make it a valuable craft to pursue, even when you use Medium Armor/Heavy Armor and rely on Stamina? If nothing is known about the latter, then please also know that people would have less reason to group up with Stamina-reliant players because they will have even less of a hold on the battlefield than Magicka users already have over them.
- Woodworking: What will you all be doing to ensure that Woodworking remains as viable a profession as Blacksmithing and Clothing? In its current state, you have noticeably far less items you can craft at a Woodworking Station than any of those aforementioned. Adding in items like Crossbows, Polearms, and more could help that profession be far more worth its time and investment very much.
Solo Content:
- At what timeframe can we expect more solo-content to be delivered?
- What do you intend to do to improve the solo-play experience of this game?
- How do you respond to walling off entire zones and dungeons from people who prefer the solo-play, Elder Scrolls experience (Craglorn, Upper Craglorn, future zones like Craglorn, Group Dungeons, and Veteran Group Dungeons, which are supposed to still be part of the normal exploration/questing experience of end-game a la previous TES games)?
- When can solo-players expect end-game content that actually satisfies them? We've only been waiting five months now... =/
- At what timeframe can we expect more solo-content to be delivered?
- Will Craglorn, Upper Craglorn, or any other areas like them introduced in the future be updated so that they 'can' be soloed by players? Because in its current state, if you expect players to always be constantly grouped up with up to four players for questing and exploring through Craglorn and other zones like it in the future, you're doing nothing but walling off your entire single-player fanbase from the game.
Group Content:
- How do you intend on scaling content to group leader's level for dungeons without resorting in creating the same issue with artificial walls in builds being made like they have already been in for Trials when people try to find groups?
- How will you handle the current issues taken with the Group Finder Tool?
- How will you better 'communicate' and 'represent' the ability to use a larger variety of builds for both PvE and PvP raids in the future?
Character Builds:
- How do you intend on making both Magicka and Stamina builds more equally formidable for areas like the battlefield in Cyrodiil, Trials, and Dragonstar Arena?
- Currently, the Two Handed skill line is very underpowered compared to other weapon skill lines. How do you intend on correcting this issue (because Update 4 still doesn't do anything much to fix the problems it has)?
- How will you balance out Health, Magicka, and Stamina Point allocation so that builds that rely on 2-3 (rather than just one area like Magicka) have more reason to invest in those multiple areas of attribute point allocation.
- When can we expect more Skill Lines / Skills / Morphs to be added into the game?
To be clear about the issue a lot of us take with exploration content (entire zones like Craglorn, dungeons, and quests) being walled off from solo players: it should not be an issue in this day-and-age to have dungeons in the game that scale to the leader's level AND the number of people in your party (whether 1-4 players). It's a mechanic that has been around for DECADES.
ZeniMax, you have a lot of explaining to do in your next Road Ahead, so I hope the next will be an onus in size.