One thing I miss in this game is a clear sense of what content is how difficult, how good individual players are.
The most drastic example are trials or dungeon runs, that range from very easy (when players run good builds and know what they are doing) via tiresome to virtually impossible.
- The same veteran dungeon can be a 15 min piece of cake with a good group, but may drag out to take hours upon hours with a mediocre PUG, even if you are a good player yourself. I like helping less experienced players a lot, but sometimes I just don't have that much time, and I would like to have some kind of guarantee that the run will be done in 20 mins.
- The opponents in the questing part of the game are generally very easy, but on my first run through I found a few opponents that were very hard to overcome.
- Cyrodiil can be either pretty straight forward when you're in a good group, but if you get left behind alone and stampeded by an enemy group or ganked by a gang of gankers, then it's virtually insta death. There seems to be little middle ground there.
I wish there was a bit more transparency, like some kind of league system in which you advance not by leveling up, but by completing achievements, so that it will be easier to pick group members for runs.
And for quests I wish there would be multiple difficulty levels. When you go skiing there are black, red and blue pistes, to denote different difficulty levels. That way families and groups of friends can all go skiing together, but then skiers of different levels will go down different pistes. This could work really well, as you could have areas of different difficulties inside the zones.
Just wanted to throw this out and see if other players have also thought about this or have opinions on it.