I recently resubbed after hearing the B2P transition as I initially felt the 15 per month was too expensive even for any game. So far I've been enjoying TESo a lot more than at launch. The bugs are fixed and the Justice System along with the new animations and intro really make the game rise above the competition at the moment. I played Arche Age and just couldn't get into it. I'm a die hard Elder Scrolls lore and world fan more than a traditional MMO fan. I'm more partial to sandbox style gameplay and anything that brings immersion to a world.
My main issue with ESO now is that I feel it punishes exploration. Exploration is the most basic core element of a TES game. I know many people who refuse to play ESO simply based on the fact that the game is level zoned. You simply can't go in any direction and explore, do quests, adventure and level up like you would in all other ES games. The first time I played ESO, I decided to head to Hammerfell from Daggerfall. I found out the hard way that even to experience new areas I had to grind to level up to be able to fight the creatures in said zones.
This is annoying for two reasons:
- It kills immersion. Why would every animal and person in a geographic region be of a certain strength? It makes no sense. I recently went back to Stros M'kai at level 10 and found everything too easy because the zone itself is designed as a starter zone. This is completely unrealistic in the elder scrolls fantasy universe. Does this mean every peasant in Bangkorai is just super powerful compared to everyone in Daggerfall? This is one of those instances that throws me right out of the game.
- It makes for a crappy exploration experience. I love the distraction-based gameplay so far - finding different quests while exploring and completing them at my own pace. This is great. The problem herein is that I have to stay stuck in the first zone for several days/weeks until I'm good enough to leave. This sucks because I don't have the time, patience, or dedication to stay stuck in one area each time I play in order to grind my way to a new zone. Its entirely linear and saps the fun out of the TES experience which is "go anywhere, do anything in any order". Moreso it just gets really boring to stick to a zone. I applaud people who are able to power game through the content but that's not me. I need to do different things in a game in different places or else I get bored and irritated at being forcibly directed on a linear path.
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I could see two ways they could solve this:
1. Scale the zones to your level. For example, if I'm level 20 and I want to travel to Stros M'kai, the enemies here won't be absurdly so easy because on returning the zone would be scaled to my difficulty level. This would give the feeling of a real living breathing world rather than an uncanny valley universe where everything is an illusion, which is the feeling I get from exploring set-leveled zones. Its entirely bizarre as a concept and I never understood why anyone thought it was a good idea in any mmo.
2. A little more complex an option would be to have random levels for human enemy types and set levels for certain creatures. Then they would be spread out randomly across Tamriel. This way you never know what you'll expect. You could be traveling around Valenwood and there'd be a random high level creature that could wreck you at low level, but difference is that the whole zone wouldn't be consistent. Small enemies like mud crabs and wolves should be fixed at a low level like 3 or 5 (mud crabs should be 1 IMO and stay that way). Some human enemies could be extremely dangerous while others could be easy. This would encourage exploration as you would wonder what dangers lie out there and you wouldn't be restricted from discovering so because of set level in each zone. Moreover it would give the illusion of a real universe where enemies are like real threats that vary in difficulty based on their specie or skill level (if they are human).
Other ideas that I think ZeniMax should take note of are:
1. Open World PVP. I'm normally not even a PVPer but I agree with this idea. Open world combat between players is not only more realistic and immersive but its also more satisfying. I love that sense of fear I get when I don't know who might kill me. It gives a real sense of danger and thrill to the game. One way to control it would be to add bounties on those who kill other players. Also I don't think a player should be able to loot ALL my items, but maybe a random three or four items. This would give them incentive to murder but not overly punish the other player.
2. Cross faction exploration. I HATE having to roll a new character just to see Valenwood or Black Marsh. Plus it distills my faction loyalty (I'm a Covenant guy). I think an alternative to the VR open factions would be to allow travel to all areas of Tamriel at any level, but with the restriction that you can only complete one faction main quest. Side quests should still be available. Also with world PVP, going to other factions would be dangerous at an early level. This is what would give the game thrill and would make the experience of adventure so much more satisfying.
3. Sailable boats across zones. There are so many little boats at piers that I think would make great travel boats to different towns within a zone. You could pay a boatman to transport you one to different ports and docks just like in Morrowind.
Again, I love a lot of elements about TESO, but I myself am primarily a TES guy rather than a classic MMO guy. The MMOs I grew up playing were more in the sandbox variety but they lacked the amazing lore and environments of Elder Scrolls.