First things first:
I have been a very adamant voice on these forums since beta regarding the limited itemization system that locks items and gear behind content walls. To some, this is a system that provides rewards for completing endgame content, while to others it is a limitation to their playstyle and inhibits their ability to enjoy a game.
Disclaimer... I belong to the second camp. However, i also believe that it is possible to incorporate a itemization system that provides benefits to players who want to play only the latest and greatest endgame content, and those who with to enjoy this game in a sandbox Elder Scrolls format.
Evaluating a content locked gear system
Pros:
- It encourages players to engage with the latest pieces of content.
- players who earn the gear have to work towards it.
- players who complete the content are rewarded with epic loot.
- please add your own below.
Cons:
- it discourages players from engaging in any content that is not the latest and greatest.
- players are not always able to participate in the content. Such as solo players or players with shorter amounts of time available to play.
- players have no access to gear by playing the game in a way they enjoy.
- please add your own below.
To me the biggest problem I see with a content locked gear system is the fact that players are left with only a handful, or single activity ingame that will reward them for their time. In a game that is a massive as ESO, it is sad to say that the vast majority of content is a waste of time to someone who is looking to progress their character.
This is becoming apparent with the latest IC PTS, where players are already bringing up their concerns about being forced to do IC, being forced to abandon trials, being forced to abandon any non IC dungeons and having no way outside of playing IC content to have access to VR15/16 gear.
Maybe this isn't the best way to approach end game itemization?
Another option:
One way around this, would be to open up every set in the game to drop at your characters level. With one key requirements of course:
-The content that the gear is meant to be acquired through presents a MUCH greater chance of finding those pieces of gear.
I will take, for example, the cyrodils light set.
In this system, a player looking to get some gear from this set could PvP and earn some AP to be able to purchase the set from the vendor. The player can put in a specific amount of time and know they are working towards that item.
However, a player who wants gear from that set could also simply quest through some Caldwell's silver, or run a dungeon they enjoy knowing that there was still a small chance they could find a piece of that set, or another high end set piece.
Picture it like this:
Player A spends 1 hour doing trials and finds a trial piece they want.
Player B pends 1 hour and finds 1 random endgame set piece, they most likely wont get the exact set they want, but they have something. IF they specifically want a piece, they can do what player A did.
This form is itemization would appease to both kinds of players.
Players who enjoy content locked gear itemization would be able to continue playing the latest and greatest content while earning the gear they want consistently.
Alternatively, players who enjoy spending their time doing a variety of other activities would be happy to play the way they want while still earning endgame gear that COULD be the gear they specifically want.
Please feel free to provide feedback or suggestions, or /lurk if you choose.
Thank you.