
Emma_Eunjung wrote: »"It'd be better if the dungeons scaled to the amount of people entering along with their level."
This is the truthiest truth ever uttered. If you can see this, and I can see this, and loads of other players can see this.... why can't ZoS? Just tonight I made it (solo!) all the way to the 2nd boss in Veteran Fungal Grotto, but then THIS unbreakable CC happened:
Why does ZoS insist on torturing solo PvEers with Veteran Boss mechanics that can't be beat without a group? Would it really be such a big deal to allow Break Free to be used when the group size is only one player?
Emma_Eunjung wrote: »"It'd be better if the dungeons scaled to the amount of people entering along with their level."
This is the truthiest truth ever uttered. If you can see this, and I can see this, and loads of other players can see this.... why can't ZoS? Just tonight I made it (solo!) all the way to the 2nd boss in Veteran Fungal Grotto, but then THIS unbreakable CC happened:
Why does ZoS insist on torturing solo PvEers with Veteran Boss mechanics that can't be beat without a group? Would it really be such a big deal to allow Break Free to be used when the group size is only one player?
This is satire, right?
With some of the things people have been posting in the past few days it's getting hard to tell.
Wikipedia wrote:Poe's law is an internet adage which states that, without a clear indicator of the author's intent, parodies of extremism are indistinguishable from sincere expressions of extremism.[1][2] Poe's Law implies that parody will often be mistaken for sincere belief, and sincere beliefs for parody
I worry that ZeniMax are falling into the same pit that Carbine did with Wildstar. We already know that Wildstar is dead and we know why, it's making its last gasps for air now but ultimately it's already gone. The focus on forced grouping really hurt it. It seems that marketing people believe that this is where the money is, but everything I've read indicates the opposite.
I wasn't going to say anything about it, but I've seen a lot of people mention that they're not remotely interested in the Imperial City because it doesn't have anything for them. They -- as do I, admittedly -- turn their noses up at the idea of being forced to group with strangers. It'd be better if the dungeons scaled to the amount of people entering along with their level. But they don't. I don't think that their marketing team understands that most people play this either solo or with a very small group of friends. ...
Hmm...I'll just leave this here.Wikipedia wrote:Poe's law is an internet adage which states that, without a clear indicator of the author's intent, parodies of extremism are indistinguishable from sincere expressions of extremism.[1][2] Poe's Law implies that parody will often be mistaken for sincere belief, and sincere beliefs for parody
Emma_Eunjung wrote: »Hmm...I'll just leave this here.Wikipedia wrote:Poe's law is an internet adage which states that, without a clear indicator of the author's intent, parodies of extremism are indistinguishable from sincere expressions of extremism.[1][2] Poe's Law implies that parody will often be mistaken for sincere belief, and sincere beliefs for parody
Are you saying that I'm an extremist? I don't get it. The OP made a number of points that I happen to agree with, and I posted proof of an in-game incident to illustrate one of those points. What's extreme about that? That screenshot was from a couple of hours ago, by the way. Since I knew I was about to die in an unbreakable CC, I figured I might as well snap a selfie for posterity, LOL.
This crap happens all the time when attempting to solo Vet content, and it's very annoying. You should try it yourself sometime... if your skills are up to it.
Akavir_Sentinel wrote: »ESO is not, and was not meant to be, Skyrim 2, Skyrim Online, or Skyrim With Friends. If you want a single player RPG experience, then by all means go back to Skyrim. This is an MMORPG, meaning there are others playing it besides you and your 3 buddies. The servers can only barely handle the load as it is, and you want everyone to be able to have their own private instance? No. Adding 500,000 private instances to the server would bring it to it's knees.
Also, instanced zones, dungeons, delves, etc... would disrupt the economy. You and your buddies would have all of the resources to yourself to farm with zero competition from others.
There are several games, and one in particular that is far larger than ESO where resource nodes are per-player and their economies are fine.Akavir_Sentinel wrote: »You and your buddies would have all of the resources to yourself to farm with zero competition from others.
I worry that ZeniMax are falling into the same pit that Carbine did with Wildstar. We already know that Wildstar is dead and we know why, it's making its last gasps for air now but ultimately it's already gone. The focus on forced grouping really hurt it. It seems that marketing people believe that this is where the money is, but everything I've read indicates the opposite.
I wasn't going to say anything about it, but I've seen a lot of people mention that they're not remotely interested in the Imperial City because it doesn't have anything for them. They -- as do I, admittedly -- turn their noses up at the idea of being forced to group with strangers. It'd be better if the dungeons scaled to the amount of people entering along with their level. But they don't. I don't think that their marketing team understands that most people play this either solo or with a very small group of friends. The most common coupling of players I've seen in the game is a duo, and it's really not hard to understand why. Every Gamebryo engine game (thus, every Bethesda game) has had modders try to create a co-op mode for it. From Morrowind right up to Skyrim, even including the titles which weren't developed directly by Bethesda. What people wanted was a co-op Elder Scrolls.
Someone at ZeniMax Online Studios had their head screwed on right, because that's what well over 80~ per cent of ESO is. And that's where the success has come from. Though their marketing team has had me scratching my head. Epic raids! Loot! Amazing social group interactions! Big bosses! Et cetera. This isn't why most people seem to play The Elder Scrolls Online. It's more the lore and the chance to explore the world of Nirn more deeply, perhaps bringing along a friend for the adventure. Its staying power is in how storied it is, and how each zone is in itself an encapsulated story with substories within.
The reason most log in the next day isn't for that epix loot, but rather to see where the next step of the story they're on goes. Some of it has been engaging, some of it has been gripping! It's the writers of ESO who've kept the game afloat, whereas the more powerfully MMO-focused aspects are trying to sabotage it by holding its head under the water. No one really wanted another MMO. I think the market is saturated with and completely sick of MMOs at this point. What delighted everyone who played ESO is that it wasn't just another MMO, it was more a co-op RPG than anything else. An average one with good writing, yes, but do you even understand how rare that is?? Having hundreds of other people in a public dungeon and ruining immersion doesn't do a thing for the game, it does plenty to hurt it.
And yet... for some reason, ZOS is oblivious to this. The Imperial City content proves this. They don't seem to understand that no one wants this MMO they're making. No one wants another MMO. What people want are great co-op RPGs, and that's where the potential for ESO will always lie. Yes, a co-op group can sometimes be as big as five, but forcing that number on everyone is just going to alienate the vast majority of your players. They won't turn up on the forums in droves to shout and scream, though, they'll just give up and leave. They're used to not being catered to. ESO was one of the rare games that did, but now it might be walking a very dark, wrong path.
Here's what I think would help in the future:
* Private versions of public dungeons that allow for just the party to have an immersive dungeon-delving experience;
* Less of a focus on required level in all dungeon delves, allowing explorers to have more of an Elder Scrolls experience;
* Change up the forced-grouping dungeons so that they scale to the number of people entering (with a relevantly sane difficulty level);
* Consider adding a private instance option for the world outside of towns and cities.
The latter will be the most controversial amongst MMO fans, but the game is actually designed for it. And you have to decide one way or the other, really. I'm talking about instancing, of course. MMO fans hate instancing because it means that people they're pugging with may not be able to do the same content. As they may need to go back to, say, Haven in order to get supplies. Except whilst one person's Haven may be liberated, another's may still be occupied. The simple solution to this is to simply put your foot down and tell people who your game is focused at. It should be obvious, really, but I think it's necessary. And in doing so provide an option for private instancing of all content.
This way, if I want to tackle a dolmen solo or in a group of whatever size I want, I can. Same with world bosses. If I feel like being sociable, I can exit the private instance and socialise with people. I can tell you now that were you to do this, it would attract a lot more people to the game. You could sell it more as a co-op RPG with optional MMO elements.
I think you have to decide, ZeniMax. One way or the other you're going to lose a demographic. Is it going to be the bigger niche or the smaller amount of MMO players? And like I said, I know not many MMO players play this because the vast majority of MMO players don't want another MMO. WoW is the only MMO for them. Proof? Wildstar. Wildstar, Wildstar, Wildstar. It tried to go all the way with appealing to MMO gamers, and now it's a goner. ESO is still afloat, Wildstar isn't. At least ask yourselves why.
A lot of my favourite online games have died because of bad business decisions, I don't want to see that happen to this one, too. I don't usually talk out like this because I have social anxieties, but I feel compelled. I don't like seeing games I enjoy playing disappearing forever, getting sunsetted. And that's what's going to happen here, too. ESO isn't circling the drain, it's getting ready to do a kamikaze loop right down into that drain. The people keeping it alive are those who love the world, the content, and everything Elder Scrolls. It's not the WoW fans who want another forced group dungeon.
Don;t know about anyone else, but before I bought this game Jan. 3rd this year, I'd never even heard of Skyrim. I'd heard of MMO's like WOW, but that was all.
I came here because a friend told me "I HAD to play it!!!" and after looking in to it, the Trade Mechanics, Guilds and Group element, as well as PVP, were the things that pushed me into getting it. Oh, and the fact it was going to cost me a £30 for 3 mths gameplay...so sure, why not
Nothing to do with Lore, immersion, hats, etc.
Maybe I'm the only person like this? *shrugs*
Emma_Eunjung wrote: »"It'd be better if the dungeons scaled to the amount of people entering along with their level."
This is the truthiest truth ever uttered. If you can see this, and I can see this, and loads of other players can see this.... why can't ZoS? Just tonight I made it (solo!) all the way to the 2nd boss in Veteran Fungal Grotto, but then THIS unbreakable CC happened:
Why does ZoS insist on torturing solo PvEers with Veteran Boss mechanics that can't be beat without a group? Would it really be such a big deal to allow Break Free to be used when the group size is only one player?
I think adding story modes of the Trials would actually be good - Rift did this, it was nothing like the actual raids, but it was small 1-2 man content with a questline that gave background lore into the tale which then led to the raid itself making sense beyond 'here is a zone to raid'
I worry that ZeniMax are falling into the same pit that Carbine did with Wildstar. We already know that Wildstar is dead and we know why, it's making its last gasps for air now but ultimately it's already gone. The focus on forced grouping really hurt it. It seems that marketing people believe that this is where the money is, but everything I've read indicates the opposite.
WildStar's problem was not having enough content for casual crowd. Yes, contrary to popular belief, both are essential to MMOs well-being.
"Forced" grouping never was the problem, since Massive Multiplayer Online RPGers tend to enjoy grouping. Of course games require solo content as well, which WildStar had (just not one that was appealing enough).I wasn't going to say anything about it, but I've seen a lot of people mention that they're not remotely interested in the Imperial City because it doesn't have anything for them. They -- as do I, admittedly -- turn their noses up at the idea of being forced to group with strangers. It'd be better if the dungeons scaled to the amount of people entering along with their level. But they don't. I don't think that their marketing team understands that most people play this either solo or with a very small group of friends. The most common coupling of players I've seen in the game is a duo, and it's really not hard to understand why. Every Gamebryo engine game (thus, every Bethesda game) has had modders try to create a co-op mode for it. From Morrowind right up to Skyrim, even including the titles which weren't developed directly by Bethesda. What people wanted was a co-op Elder Scrolls.
As of right now, we can determine that 52% of people with 6.7% margin of error (making the real number between 45.3% and 58.7%) plan on purchasing this DLC. 24% have outright stated they won't purchase it (17.3%-30.7% by same margin of error).*
* Source: http://forums.elderscrollsonline.com/en/discussion/196972/do-you-plan-on-getting-the-imperial-city-dlc/p1
To follow up, you have no data implicating that "most people" play only solo or with very small group of friends, or that they enjoy doing so.
That is all speculation from your part, and I have a widely different view of the common MMO gamer, a view that gets reinforced every time I log in and speak with people.
What you also fail to mention (along with your source to "people" wanted co-op Elder Scrolls) is that there is a vocal opposition that knows adding co-op into Elder Scrolls would lower the quality of the single player game.
I would personally never purchase a co-op Elder Scrolls game, simply on the basis that I don't have enough friends interested in that kind of stuff and I prefer my single player Elder Scrolls be relaxing and about immersing myself in the world and exploring, none of this co-op *** & giggles bs.
Also, dungeons scaling to number of players would defeat the whole purpose grouping, dungeons and the challenge in them.
It is also a far cry from someone claiming to be an Elder Scrolls fan, since everyone knows the series has been going downhill partly to the added level scaling (which they toned down a bit in Skyrim, but not enough when compared to classic such as Morrowind).Someone at ZeniMax Online Studios had their head screwed on right, because that's what well over 80~ per cent of ESO is. And that's where the success has come from. Though their marketing team has had me scratching my head. Epic raids! Loot! Amazing social group interactions! Big bosses! Et cetera. This isn't why most people seem to play The Elder Scrolls Online. It's more the lore and the chance to explore the world of Nirn more deeply, perhaps bringing along a friend for the adventure. Its staying power is in how storied it is, and how each zone is in itself an encapsulated story with substories within.
And this here is the problem. 80% of ESO is just mindless & boring questing. There's no open world PvP to make the journey to max level interesting, and especially Veteran Rank content is what finally puts the nail into the coffin for many people, before they ever reach maximum level.
You see, ESO's problem is the reverse of WildStar's. Too much content for casual players, not enough for hardcore ones.
Which is why the "success" you mention really turned out to be a B2P transition.
I personally went through six or seven end game raiding guilds, which all died due to lack of interesting, rewarding end game content (raids, specifically).
It's cool casual players have content that appeals to them, and even I found questing enjoyable at times. But lets not pretend that you can make a successful MMO without keeping the hardcore audience which is what keeps the game in the loops, promotes it via youtube, twitch and so on and forms communities in game.The reason most log in the next day isn't for that epix loot, but rather to see where the next step of the story they're on goes. Some of it has been engaging, some of it has been gripping! It's the writers of ESO who've kept the game afloat, whereas the more powerfully MMO-focused aspects are trying to sabotage it by holding its head under the water. No one really wanted another MMO. I think the market is saturated with and completely sick of MMOs at this point. What delighted everyone who played ESO is that it wasn't just another MMO, it was more a co-op RPG than anything else. An average one with good writing, yes, but do you even understand how rare that is?? Having hundreds of other people in a public dungeon and ruining immersion doesn't do a thing for the game, it does plenty to hurt it.
The reason most log in the next day isn't for that "epix loot", because that "epix loot" doesn't exist.
Your "Best in Slot" gear is purchased straight off the guild kiosk right when you reach maximum level in this MMO, which is a huge problem and leaves people logging in for what, crafting writs & vet daily (for the distant hope that those gold keys purchase something useful after Imperial City.And yet... for some reason, ZOS is oblivious to this. The Imperial City content proves this. They don't seem to understand that no one wants this MMO they're making. No one wants another MMO. What people want are great co-op RPGs, and that's where the potential for ESO will always lie. Yes, a co-op group can sometimes be as big as five, but forcing that number on everyone is just going to alienate the vast majority of your players. They won't turn up on the forums in droves to shout and scream, though, they'll just give up and leave. They're used to not being catered to. ESO was one of the rare games that did, but now it might be walking a very dark, wrong path.
I think it is time for you to come into terms with the fact that this is a MMO, not a solo player or co-op game.
Just like World of Warcraft is a MMO, not a Real-Time Strategy game like its predecessors.
You also again lack the source for your statement of "no one wants another MMO". Many people love MMOs. You don't. Simple as that.
Again, stating it will alienate "majority of players" is just your speculation with no empirical evidence behind it.
Personally, Imperial City is the reason I decided to renew my ESO+ subscription and start grinding CPs again.
You may see just a dark path, but I finally see some light at the end of that path and I've been extremely pessimistic about this game for the past year and a half.Here's what I think would help in the future:
* Private versions of public dungeons that allow for just the party to have an immersive dungeon-delving experience;
* Less of a focus on required level in all dungeon delves, allowing explorers to have more of an Elder Scrolls experience;
* Change up the forced-grouping dungeons so that they scale to the number of people entering (with a relevantly sane difficulty level);
* Consider adding a private instance option for the world outside of towns and cities.
Here's what you already have:
- 15 Group Dungeons outside Craglorn for just you and your group to "immerse" yourself in. Plenty more in Craglorn, for just you and your group to "immerse yourself in".
- An almost classic Elder Scrolls experience when it comes to scaling. TES 3: Morrowind, considered by many to be the best Elder Scrolls game to date had no level scaling, at all. Every dungeon & area you entered, there was a sense of danger, not knowing how strong enemies you'd face. Level scaling dumbs down the game by incredible amounts, diminishes challenge & sense of danger and is still unarguably one of the most hated features of Oblivion & Skyrim (latter started toning the scaling down again). You say you want to explore? Cool, I want to explore too, but I also want to feel excited while doing so.
One thing I ask of you is to stop using the phrase "Elder Scrolls experience" when talking about level scaling, that is downright insulting.
Also as mentioned above, dungeon scaling only diminishes the challenge inside and makes it feel generic and cheap. It will also make sure people just do what is easiest: run in, kill everything, run out - rather than spending time gathering a group to delve into that dangerous dungeon.
You are not dovahkiin in this game, try to understand this.
Try to understand as well that this is a MMO, the whole point is playing with others.
It seems to me like you'd be happier playing Skyrim right now.The latter will be the most controversial amongst MMO fans, but the game is actually designed for it. And you have to decide one way or the other, really. I'm talking about instancing, of course. MMO fans hate instancing because it means that people they're pugging with may not be able to do the same content. As they may need to go back to, say, Haven in order to get supplies. Except whilst one person's Haven may be liberated, another's may still be occupied. The simple solution to this is to simply put your foot down and tell people who your game is focused at. It should be obvious, really, but I think it's necessary. And in doing so provide an option for private instancing of all content.
You must not be aware that this game did have such instancing at one point, where players went into their separate instances and others couldn't see them anymore. This was one of the biggest complaints from players & critics alike, and has since been fixed for the large part by developers.This way, if I want to tackle a dolmen solo or in a group of whatever size I want, I can. Same with world bosses. If I feel like being sociable, I can exit the private instance and socialise with people. I can tell you now that were you to do this, it would attract a lot more people to the game. You could sell it more as a co-op RPG with optional MMO elements.
And you would lose every MMO player who bought the MMO (not co-op RPG).
You'd get people demanding refunds and game shutting down.
There are far less painful ways of killing a MMO.I think you have to decide, ZeniMax. One way or the other you're going to lose a demographic. Is it going to be the bigger niche or the smaller amount of MMO players? And like I said, I know not many MMO players play this because the vast majority of MMO players don't want another MMO. WoW is the only MMO for them. Proof? Wildstar. Wildstar, Wildstar, Wildstar. It tried to go all the way with appealing to MMO gamers, and now it's a goner. ESO is still afloat, Wildstar isn't. At least ask yourselves why.
Wait, what? MMO players don't want MMOs?
Surely you're just trolling at this point.
You also failed to mention the successful MMOs (apart from WoW), such as FFXIV, SWTOR, GW2 etc. which are all turning a profit.
Also, WildStar (with which you seem to have an obsession) is still around as F2P, just like ESO is still around as B2P.A lot of my favourite online games have died because of bad business decisions, I don't want to see that happen to this one, too. I don't usually talk out like this because I have social anxieties, but I feel compelled. I don't like seeing games I enjoy playing disappearing forever, getting sunsetted. And that's what's going to happen here, too. ESO isn't circling the drain, it's getting ready to do a kamikaze loop right down into that drain. The people keeping it alive are those who love the world, the content, and everything Elder Scrolls. It's not the WoW fans who want another forced group dungeon.
I wonder why a person like you plays social, online games in the first place.
Everything you've said screams of "I'd be happier playing Skyrim right now".
My advice: don't play MMOs if you don't enjoy MMOs.
Signed,
Huge Elder Scrolls fan (#TeamMorrowind)
MMO enthusiast (WoW, GW, LOTRO, SWTOR, ESO)