Purpose: Some systems in ESO contradict the purpose or goal of other systems. Economy is encouraged by limited inventory, scarcity of Improvement Mats, and Guild Trade Kiosks. However it is countered by 100% Self-Sufficiency, a "Closed Market" economy and a lack of items you would want to pay for.
In this thread, I am looking at how some of the game systems contradict the purpose or goal of other systems.
1. Guild Stores. No Auction House - Low Economy. Everyone is forced to join multiple Trade Guilds, and participate in a Narrow Market. This itself Counters the goal of having Active Commerce, which can be seen in: Gold Sinks, Limited Inventory, Gear Changes (which force you to acquire new mats).
We have so many reasons to participate in commerce... But its just a pain in the arse. I hate dealing with humans and "Haggling" or "Negotiating" with the trolls, they sap my energy. This discourages the economy I am encouraged to partake in.
2. Self-Sufficient Crafting. Crafting System letting everyone master everything is good. What isn't good is that so many Gear Sets are downright worthless. It is like those who develop the gear don't play the game so they don't really know what types of bonuses would be desirable to different player types.
We can craft everything but... It sure takes a lot of Skill Points at low levels, forcing you to choose. But if you just ignore Crafting and at V12, begin deconstructing Nightwood/Void Cloth/Void Iron items, you will master it just the same and this holds true for every craft. This makes Crafting feel less valuable to you when you learn that everyone has 50 Alchemy, Provisioning, Wood, Metal, Cloth. This also Counters the goal of having Good Commerce.
3. Linear Progression. Even if you don't grind, you will outlevel dungeons, bosses and dolmens quickly. This creates a Linear Order you "must" experience the game in, or else you are punished. You get no exp/loot. This ruins grouping by encouraging players to ignore dungeons until they are V10-12. There is also no real economic gain from doing the dungeons. This makes many dungeons/bosses/dolmens have a resource cost (potions, repair, food, etc.) and no reward.
So, there is no Carrot on the Stick. And, everybody knows it. If I could enter a Leveled Instance of Solo/Public/Group Dungeons with Level Scaling on Enemies/Loot/Exp, then I would benefit from doing dungeons and moreso, from being in a group.
4. Groups. Casual Grouping occurs all over the world but is borky due to phasing. Casual Groups can't really compete in PVP or even PVE. Casual Groups really can't pug Dungeons or Craglorn. This punishes Casual Players for the Skill Gap between themselves and Professional MMO Athletes (I said it). This reinforces the Economy by making only one group of players Providers. However it also contradicts the Economy. The objects they exclusively have, if you don't have 2m to spend on an outfit you are better off Crafting your own and not buying from them.
This furthers the idea of Exclusive Providers and ensures Economy is the only way for most players to obtain -many- items. However the player is not really empowered to buy these items because they probably won't be top tier very long given stealth nerfs or introduction of more elite group areas.
Lack of Casual Grouping with High End Rewards keeps the Casual Players unable to gain enough wealth to purchase the items anyway, so the only players who can afford the items are also the ones farming them; contradicting the Economy.
Lack of High End Solo Rewards has the above listed effect that designates Solo Players as Consumers who can only get High End Gear through the Economy. Yet they won't have the Gold Power to get High End Gear to really compete in PVP or be viable in Elite Trials.
5. One Type of PVP. There is only one type of PVP, which is Cyrodil. Smaller Scale PVP such as 1v1 Duels, Player Arenas and Battleground Areas don't exist. And, I don't care if it isn't unique or exists in other MMO's, heck, Swords exist in other MMOs. This contradicts the idea of social bonding and grouping. Players who want to PVP only have one form available to them, and many who want to do group content are Casuals not MMO Athletes so they have bad social experiences which discourages social bonding and developing friendships.
Conclusion: To close, I would like to say that Zenimax needs to think a little bit more about:
1. The type of game they want ESO to be, versus what it really is.
2. The types of gameplay discouraged/reinforced by content/design choices.
3. The direction of actual gameplay versus desired gameplay.
Hopefully, more people will contribute more ways in which current Game Systems either contradict or discourage participation in other Game Systems in ESO. This is not a "Complaining" thread. This is a thread that will hopefully bring to light some of the areas in which ESO can encourage, rather than discourage certain types of Gameplay such as Grouping and Economy.
Edited by Soloeus on August 21, 2014 5:58AM
Within; Without.