So here we are. The Champion System has come in, and Veteran levels are on their way out (apparently). Still, it seems the same people keep complaining that they're not getting enough experience from end-game content, PvP, grinding or whatever.
The problem, I think, is the very design of the game. I had no beef with VR levels. It took its time, but I made it to VR14 with my main and to VR1-5 with several alts. However, some people simply can't stand not being absolutely maxed out in whatever way possible. If it takes long to reach VR14 (and it does) they complain. If it takes long to get 3600 Champion Points (and oh, boy, it sure does) they complain. This will always be the case as long as there's an actual or perceived vertical progression system (I say perceived because I don't regard the Champion System as an actual vertical progression, but many people won't rest until they're sitting on top of their 3600 Champion Points).
In my opinion, the whole focus of end-game should shift away from levels and experience and more into playing the actual content. And it could be done in a number of ways.
First off, content updates have been very few and of little significance. A couple of zones (lower and upper Craglorn) and a half dozen instances and that's it. PvP was all but forgotten in this department (where is the Imperial City, pray tell?). The Justice System, while fun for me, doesn't appeal to everyone, is kind of incipient and doesn't reward much aside from money and achievements. But new content takes a long time to develop, and some is planned for the near (?) future. I'm not going to comment on this area any further, other than to say that it's urgently needed.
Secondly, the rewards from end-game content (veteran dungeons, trials and PvP) were utterly destroyed with the 1.6 and 2.0.1 updates. At the same time, the crafting professions are totally botched, given the underwhelming bonuses from 8- and 9-trait sets. It's almost pointless at this time to invest in researches above 5 or 6 traits.
What I'd like to see is truly useful crafted gear requiring 9 traits researched and rare drops from end-game content. By introducing this, ZOS would:
- Keep true to their promise that crafted gear would be more powerful than dropped gear;
- Motivate players to run end-game content to farm the drops for using or selling to others;
- Encourage actual development of crafting skills, instead of players stopping half-way because there's no incentive to research more traits;
- Solve the problems with much of the dropped gear having locked or random traits, often undesirable or less than optimum; and
- Allow people who don't have the time or skill to run end-game content to buy the best gear from other players (the price would of course depend on the amount of players able to craft the equipment and the rarity of the drops required).