This would go into the suggestions subforum I guess if there was one

What I expect from an MMOG:
It should provide a virtual home where I can go for as long as I want to or for as long as I can stay. When I log in I would like to be able to live an adventure*, alone or with friends, and make some small progress with my character (no matter how slow that progress is or how long it takes to reach the highest level, the next goal).- In ESO, I find it too hard to find groups outside of organized guild raids (PvE).
- This is mainly because there is no meaningful “open” group content in PvE: it’s either instances with a fixed number of players and fixed roles for a fixed duration or nothing at all).
- Apart from working on a few very hard to get achievements that nobody will ever notice you completed, there is no meaningful solo content either for characters that have completed all solo quests. Once a player has all bankspace updates, there is little to no meaning in getting more gold.
- The megaserver technology already causes anonymity and inconsistency of the game world. Having a strong guild system is vital to have any feeling of an online community. The guild traders helped a bit to make at least trading guilds better known. But why not have a public guild database in the game (number of members, creation date, total number of PvP kills made by guild members in the past month, total number of completed group and veteran dungeons, total number of completed trials, or have like a system that rates how active each guild currently is in PvE and PvP (0-5 bars
) and update the rating once every few hours with the average activity from the past 14 days). How about having one main guild per character that others can see below the character name if they want to?
- I would like some content where groups can just hunt monsters in the open game world for as long as they want (maybe with some daily quests that require you to kill a certain number of monsters, hunt for an hour or so, without crazy rewards, but with some rewards that feel like rewards, maybe also add a low chance to get something good as a drop?**). Many people liked anomalies because they offered that kind of experience even though the fights were boring and the rewards clearly too good. But people could log in and just play for as long as they wanted to and then log out again. And they had made some progress. Solo questing, of course, offers the same kind of progress, but it’s single-player only. And once you’ve completed all the solo quests, it’s over. Also, when people level an alt, they don’t want to do all the same quests again for a 3rd or 4th time. So this kind of group hunting could offer an alternative way to progress.
- By my definition of what I expect from an MMOG, PvP in ESO works a lot better than PvE. You can log in and play solo or in a group in Cyrodiil for as long as you want. If the performance issues in Cyrodiil were fixed, balancing improved, and mechanics that encourage zergballing removed (AoE caps) as well as game systems that encourage one-sided campaigns (PvP buffs working in PvE), and a reasonable underdog bonus were introduced along with an emperor system that keeps track of actual contribution made by a player in taking and defending keeps, and if forward camps could only be used within their radius, I think PvP could be great!
I’m personally looking forward to the Undaunted Pledges system that will hopefully give more people a reason to do veteran dungeons and regular group dungeons. But I think that ESO would really benefit from some “open” group content in PvE (as I defined it above) outside of instances. Meanwhile, the unintended exploit grinds in Craglorn that are out of the developpers’ control (Hircine’s Haunt, fast respawning bosses on the main map of Craglorn) should really be removed.
About endgame instances: I personally do not enjoy super-hard instances that require 10+ people to play for a certain amount of time without making a single small mistake. First of all because it excludes people who aren’t super-skilled pro gamers. Secondly because it forces everyone to play only the most overpowered builds. Thirdly because I don’t find it very enjoyable. For super-hard content I’d rather do it solo, in a duo or in a small group (enough crashes and waiting in a group with 4 players already

; happens in every game not just ESO). I’ve completed the solo VR zones with all quests before they were made easier and didn’t mind the difficulty. But to be honest, I find them a more enjoyable experience now. However, public dungeons that were made for groups could be a bit harder, in my opinion (I would like it if the monsters would have a lot more health and did a bit more damage but gave decent exp as reward and had a low chance to drop something nice)

.
Some other MMOGs I’ve played had open world raid bosses. Now these were a real challenge and required 10 or more people to work together to defeat them, too. The advantage of an “open” raid system is that it allows for a lot more flexibility than closed instances: You can fight the same raid boss with 10 people or with 30 people depending on how strong you feel. And even weaker and lower level players can be a part of the raid and contribute!
I’d like to see more “open” PvE group content in ESO

* (doesn’t have to be a scripted, story-based quest, just hunting with friends will create its own stories)
** Why not add an open PvE area that is too dangerous to explore on your own?
(One more thing: I know the system that makes sure you always get the full exp reward and your own loot when you attack a monster is there to prevent all the problems that come with killstealing and competing over monsters. But it is really unfair when it comes to levelling. If 2 people defeat a strong world boss on their own they deserve a better reward [more exp and a better chance for loot] than 12 people who killed the same boss with no effort at all.)