



Greetings once again fellow Tamriel travellers!
I hope you all had a lovely festive period and wish you& your families all a very happy 2017!
Really looking forward to what 2017 has in store for ESO.
So firstly, a quick introduction! I'm Belazarus (call me Bel), I'm the guild leader of Alith, a social, PvE, respectful community with 500 active members (alitheso.com). Our guild has been going for 7 years now, we always stick with 1 MMO and have been present in ESO (EU) since beta. We're very active, have daily raids & events, and also run a well known ESO podcast called Alith-Cast, you can find us on YouTube and Twitch! I have always loved the Elder Scrolls series, and have always been an MMO player, so ESO is the dream game for me. I still love the game, and my community are equally passionate about ESO and we all really want it to continue to succeed & grow. I say all of this, so that you understand this is NOT a "moan" thread, but a genuine cry for help, because I love this game, but have some real concerns for how it holds the interest & excitement of end-game players.
I know many end game players who feel the same way, some who are in my community & some who aren't, but I won't speak for them - I'm sure they'll chime in on this thread if they choose to
I'm not someone who constantly raises threads in the forums, but when I do it's generally because I'm really passionate about something which I feel needs attention. I raised a thread some time ago regarding the lack of player guild features in the game (with LOTS of suggestions) but had zero acknowledgement from anyone from ZOS, unfortunately:
https://forums.elderscrollsonline.com/en-GB/discussion/267148/eso-focus-on-social-where-is-it-player-guild-features-letter-to-zos#latest
Anyway! Back on track
While I love ESO, as time has gone on, and I have reached what you might call "end game" in ESO, I have found it increasingly difficult and frustrating, to find anything meaningful / rewarding / fun to do in the game (as a PvE player). I find myself in a situation where, I have been maximum level for over a year now, have been at CP cap for a long time, have managed to get all the main achievements for trials, dungeons, and most of the character ones too (including maxed out crafting etc). I've completed all the quests. I also have collected all, what you might call "best in slot" gear sets for my class & role. All maxed out to gold etc.. and have cleared all the trials & dungeons multiple times. I find myself in a really frustrating situation, where it feels I have no further goals or objectives in the game to aim for. I find there is no incentive or reward for re-visiting the dungeons & trials in the game (grinding them), no real reason to do them.
I cannot level up any further.
I cannot gain any more Champion Points.
There are no gear sets or items worth grinding dungeons / trials for.
There are no significant achievements to aim for.
There is no reason for me to craft anything. (apart from helping out guildies, and making a bit of money - but nothing to spend my money on haha)
There is no reason to do undaunted pledges (nothing to gain from doing them).
No real incentive to do any of the daily quests (in world or factions).
No incentive to do the dolmens or world bosses.
Etc Etc
Leaving me in a position, where I log into the game each day, but have nothing to do (by myself OR with my friends).
Now I know you could use the argument "Well, isn't it fun enough to just do the dungeons / trials / dailies, without the need for any reward?" And the answer is, sure, the first 300 times, but after that doing the same content over and over, just to "do the content", with no reward or any actual "progress" in the game, becomes very boring very quickly I'm afraid.
And this is the core issue here - there is no real progressive content, for end game players.
Meaning, for end game PvE players, it feels they have no way to actually progress any further in the game, it feels like we hit a brick wall - and can go no further.
And this makes the game increasingly boring and a struggle to keep playing.
I just find it such a huge shame, that there is SO MUCH content in this game (dungeons, trials, huge world, world bosses, dolmens, repeatable quests, factions, etc etc) - but NO incentive for end-game players to keep doing them. There is a huge opportunity here, and I really am struggling to understand why ZOS isn't taking advantage of the amazing world they have built, by implementing some simple systems which will give end-game players continuous goals to aim for, and a chance to actually continue to progress. Keeping them engaged in the game.
I have a large guild of 500 members, a community I love dearly and am very proud of. Honestly, it's my community that keeps me playing ESO, not the game itself. I find myself just doing the daily quests, to collect rare motifs (to sell, because I already have them), but have nothing to spend the gold on :P Occasionally I'll do a dungeon or trial, but that's just to help out fellow guildies / friends, not because I actually enjoy or want to do the dungeons. The rest of my time spent in game, is just socialising and chatting with my guild. I miss "playing" the game, and am desperate for ZOS to introduce some real progressive content in the game.
Now before everyone jumps down my throat with "But ZOS have done an awesome job at introducing new DLC & content, really regularly, such as thieves guild, dark brotherhood, shadows of the hist, etc... - so how can you say there isn't content for end-game players to do??". I knew you'd say thatThe problem with all the DLC, is that they seem to be designed as content which you play once, and then it's over (similar to a single player game). New dungeons, or zones (with quests) come out, we all get excited, 3 weeks later we've completed all the new quests, we might spend a few more weeks getting the new achievements, but then ITS OVER.... back to square one. No real reason to go back and continue to do the repeatable quests in those new places. No reward or progress. So introducing this new content in DLC's is only a very short temporary fix, for us end-game PvE players.
Again, what the game NEEDS, are systems which allow end-game players to go back and enjoy all the repeatable solo & group content, with the feeling that everytime we do that, it's all contributing towards our characters real progress. There are some really simple, tried and tested ways, ZOS can do this.
Here are some ideas, but I'm sure ZOS can think of many other creative ways, to keep their end-game players engaged:
1. Token / Currency system for PvE (similar to Tel Var)
This is one very simple and easy, tried and tested system which could help. Introduce one (or several) new currencies in the game, which can ONLY be earned by going back and completing dungeons, trials, daily quests, dolmens, etc... By doing this content, you will ALWAYS be rewarded with SOME of this currency. Have vendors located in the game, where you can spend said currency, on the most competitive (highest tier) rare armour sets, which can't be acquired anywhere else. You can of course put anything in those stores, but they need to be attractive enough, and meaningful enough, to be a real incentive for people to grind said currency. (If the items you can get from drops / guild trader / crafted is superior, then again, people won't grind the currency, back to square one). You can even tie this token system into the in-game factions (mages guild, fighters guild, etc...) This would finally give us end-game PvE players, a real incentive to keep going back to do all the repeatable content. Oh, and the prices need to be EXPENSIVE - this is to ensure that we keep going back, and keep grinding, keep making progress. If you can buy everything in 2 weeks of grinding, doesn't really solve the problem.
2. Faction (Guild) Reputation
You have an amazing opportunity already in the game, with mages guild, fighters guild, undaunted, etc... Again, this COULD be a real fantastic way for players to progress in the game, at end-game. Simply raise the maximum cap for each faction, significantly. Expand the ways in which you can gain reputation for each faction (incorporating dungeons, trials, dailies, etc...). Make it a very long & challenging journey to finally reach cap. Introduce faction vendors (such as Mages Guild store) where the higher your reputation rises, the better rewards unlock in the store, for you to purchase. You can still make those items expensive to purchase (in gold or tokens) so there is still more "work to do" in order to actually buy the items. This would be a really fun way for players to continue to interact with the factions, and again, real "progressive content" for us end-game players.
There are many ways you could model the above 2 suggestions . The beauty of these systems is that players are gauranteed to make "real progress", every time they complete any of the repeatable content (even if they don't get any useful items from the content itself). The fact that they will ALWAYS get some of these "tokens" or "Reputation" means that there is ALWAYS an incentive & reward for completing the content. Particularly because the items that you can then acquire, with enough reputation or tokens, or both - are some of the best & most saught after in the game!
3. Introduce new, rare, and even more superior armour sets to dungeons
Another simple fix, would be simply introducing new armour sets to the existing dungeons / trials - however ensure that they truly are superior to all currently existing gear (significantly) and ensure that their drop rate is very low. This would give us a new incentive & reason to go back to the dungeons / trials, and grind them. "What about crafters??" Well if you want to address that at the same time, you could introduce (at the same time) new gear sets which can be crafted, but require new VERY RARE materials, which can only be obtained from the dungeons / trials. Again, an incentive & reward for crafters enjoying the PvE repeatable content too.
I have several other potential ideas, but I fear this thread is long enough already haha.
I know that I'm not alone in this frustration, and I already have many friends who have left ESO, and headed to other MMO's, to get that very needed feeling of being able to REALLY progress at end-game, as a PvE player. Most other MMO's have similar systems to what I described above, however it doesn't HAVE to be those. I'm sure the folk at ZOS can put their heads together, and come up with creative solutions which will address this very real issue. I merely offered those suggestions, because I'm not one of those who just moans about things, without offering solutions or alternative ideas. As you see from my forum activity, I'm not a serial forum moaner at all actually
I just really love this game, and have enjoyed my time with the game, but right now (with great sadness) it's just my community who are keeping me playing the game. (if you call logging in, grinding dailies, selling motifs, "playing").
This really is a cry for help, from someone who LOVES the game, and has built an amazing community in ESO, and genuinely pray that something will happen for us end-game PvE players.
If anyone else feels the same, feel free to drop your thoughts, and feel free to share your ideas. Let's help ZOS to address this issue, rather than just complain about it.
Thanks for reading this VERY long thread lol. Here's hoping for an exciting, successful and FUN 2017 with ESO!
A passionate ESO player and community leader
Bel
ps. Apologies if this topic has already been raised somewhere else on the forum!
1. Token / Currency system for PvE (similar to Tel Var)
2. Faction (Guild) Reputation
3. Introduce new, rare, and even more superior armour sets to dungeons


Thanks @Giles.floydub17_ESO @AlnilamE @Wifeaggro13 @OrphanHelgen for your thoughts.
I realise that I could spend end game just min-maxing my character specs by experimenting with gear sets, but I'm not sure that's the most fun way to enjoy end game in an MMO these days. What I feel the game needs, is more reasons to go back into the awesome content ESO has (dungeons, dolmens, world bosses, dailies, etc..)
All the sets you guys mentioned, I do indeed have already. I am indeed still earning CP, but since I've hit the soft cap (cannot spend anymore) it does not feel like progress as currently there is no benefit to gaining CP.
Totally understand that "grinding" reputation, tokens, etc... isn't for everyone - I can respect that. And indeed not everyone wants more things to grind for. But that's the point, not everyone has to - it would just be nice to have the option there for those of us who are looking for more to work towards in the game. Like I said, an incentive for us who already have the gear sets, to keep going back for more
A variation on competitive Trials would have an edge if you had three six-player teams trying to get the highest score (trade points for speed for points for kills/small completions, or vice versa). So this could have some PvP elements to it or not.
Raids (or extended Trials) could take a page from FFXIV and ESO's own two-part group dungeons. Start a story with a trial. People could run Part One all day long if they want getting unique challenges and rewards (yes some gear but be clever about other suitable rewards, there's so much that could be woven in).
Eventually add a Part Two for the next part of the area being run. That area could be run on its own all day, or, you could do Parts One and Two back to back. Hook in some buff from Part One that helps with Part Two but that isn't necessary. If that goes well leave room for a Part Three, a Part Four, etc. Tell a story. Make it modular. The individual parts would be somewhat short yet stitched together it could be quite impressive.
For those who like challenges add achievements or leaderboards for individual Parts as well as running the whole thing consecutively. Since it is build-as-you-go, it doesn't have to come out all at once and you can adjust based on feedback of previously released Parts. Just keep making each installment a new revelation in the story and have some fun new mechanic or twist. Give the extended Trial its own music.
More two-part Group Dungeons, please. And give more old dungeons their part two.
Giles.floydub17_ESO wrote: »Thanks @Giles.floydub17_ESO @AlnilamE @Wifeaggro13 @OrphanHelgen for your thoughts.
I realise that I could spend end game just min-maxing my character specs by experimenting with gear sets, but I'm not sure that's the most fun way to enjoy end game in an MMO these days. What I feel the game needs, is more reasons to go back into the awesome content ESO has (dungeons, dolmens, world bosses, dailies, etc..)
All the sets you guys mentioned, I do indeed have already. I am indeed still earning CP, but since I've hit the soft cap (cannot spend anymore) it does not feel like progress as currently there is no benefit to gaining CP.
Totally understand that "grinding" reputation, tokens, etc... isn't for everyone - I can respect that. And indeed not everyone wants more things to grind for. But that's the point, not everyone has to - it would just be nice to have the option there for those of us who are looking for more to work towards in the game. Like I said, an incentive for us who already have the gear sets, to keep going back for more
Your first paragraph indicates a lack of interest in adding more special gear as you originally posted since your not interested in min/max. As for your comment in this first paragraph there is already enough gear for you to choose from. They just added and updated a great many sets.
Second paragraph, most games have a cap and raise the cap periodically. It is very bad for a game to have no cap and hence a much greater spread of end game levels and little means for new players to catch up.
Third paragraph, we have enough 'reputation" to grind. You say that not everyone has to grind new reputation added. If it offers something worthy it is a required grind just as some grinding in AvA is required for anyone half serious about tanking and healing vet trials. If it adds worthless fluff it is not worth added.
Wifeaggro13 wrote: »Giles.floydub17_ESO wrote: »Thanks @Giles.floydub17_ESO @AlnilamE @Wifeaggro13 @OrphanHelgen for your thoughts.
I realise that I could spend end game just min-maxing my character specs by experimenting with gear sets, but I'm not sure that's the most fun way to enjoy end game in an MMO these days. What I feel the game needs, is more reasons to go back into the awesome content ESO has (dungeons, dolmens, world bosses, dailies, etc..)
All the sets you guys mentioned, I do indeed have already. I am indeed still earning CP, but since I've hit the soft cap (cannot spend anymore) it does not feel like progress as currently there is no benefit to gaining CP.
Totally understand that "grinding" reputation, tokens, etc... isn't for everyone - I can respect that. And indeed not everyone wants more things to grind for. But that's the point, not everyone has to - it would just be nice to have the option there for those of us who are looking for more to work towards in the game. Like I said, an incentive for us who already have the gear sets, to keep going back for more
Your first paragraph indicates a lack of interest in adding more special gear as you originally posted since your not interested in min/max. As for your comment in this first paragraph there is already enough gear for you to choose from. They just added and updated a great many sets.
Second paragraph, most games have a cap and raise the cap periodically. It is very bad for a game to have no cap and hence a much greater spread of end game levels and little means for new players to catch up.
Third paragraph, we have enough 'reputation" to grind. You say that not everyone has to grind new reputation added. If it offers something worthy it is a required grind just as some grinding in AvA is required for anyone half serious about tanking and healing vet trials. If it adds worthless fluff it is not worth added.
their are several things wrong with the itemization in this game form my Prespective.
1. is the RNG, now i have no problem with RNG on the whole i get it it is there to make items of value have a rarity and associate the power creep with it. The problem in eso is the RNG is attached to the trait it devalues the item, it now becomnes less about the actuall item or rarity of it and about the trait. For me the wonder of items was always that rarity of getting the o my good god i just got the rare from this particular boss. and it was event amongst your group . Everything in ESO is so cookie cutter its all about sets and mixing them. there are no indvidual items of great power or rarity.
2. there are no quest related items that grow with completion of content , it really devalues some of the story line o, lore TES and the individual content you accomplished is devalued. TES lore had unique items in it Powerful daedric artifacts and ancinet items of immense power. everything in ESO is set generic and is used for multiple type builds and all of it has a meta. right now the meta is proc proc proc. this will change . which is fine MMO's go through this but the lack of individuality in items is not helping when you can craft something as good or better then RNGesus triat drops
Wifeaggro13 wrote: »Greetings once again fellow Tamriel travellers!
I hope you all had a lovely festive period and wish you& your families all a very happy 2017!
Really looking forward to what 2017 has in store for ESO.
So firstly, a quick introduction! I'm Belazarus (call me Bel), I'm the guild leader of Alith, a social, PvE, respectful community with 500 active members (alitheso.com). Our guild has been going for 7 years now, we always stick with 1 MMO and have been present in ESO (EU) since beta. We're very active, have daily raids & events, and also run a well known ESO podcast called Alith-Cast, you can find us on YouTube and Twitch! I have always loved the Elder Scrolls series, and have always been an MMO player, so ESO is the dream game for me. I still love the game, and my community are equally passionate about ESO and we all really want it to continue to succeed & grow. I say all of this, so that you understand this is NOT a "moan" thread, but a genuine cry for help, because I love this game, but have some real concerns for how it holds the interest & excitement of end-game players.
I know many end game players who feel the same way, some who are in my community & some who aren't, but I won't speak for them - I'm sure they'll chime in on this thread if they choose to
I'm not someone who constantly raises threads in the forums, but when I do it's generally because I'm really passionate about something which I feel needs attention. I raised a thread some time ago regarding the lack of player guild features in the game (with LOTS of suggestions) but had zero acknowledgement from anyone from ZOS, unfortunately:
https://forums.elderscrollsonline.com/en-GB/discussion/267148/eso-focus-on-social-where-is-it-player-guild-features-letter-to-zos#latest
Anyway! Back on track
While I love ESO, as time has gone on, and I have reached what you might call "end game" in ESO, I have found it increasingly difficult and frustrating, to find anything meaningful / rewarding / fun to do in the game (as a PvE player). I find myself in a situation where, I have been maximum level for over a year now, have been at CP cap for a long time, have managed to get all the main achievements for trials, dungeons, and most of the character ones too (including maxed out crafting etc). I've completed all the quests. I also have collected all, what you might call "best in slot" gear sets for my class & role. All maxed out to gold etc.. and have cleared all the trials & dungeons multiple times. I find myself in a really frustrating situation, where it feels I have no further goals or objectives in the game to aim for. I find there is no incentive or reward for re-visiting the dungeons & trials in the game (grinding them), no real reason to do them.
I cannot level up any further.
I cannot gain any more Champion Points.
There are no gear sets or items worth grinding dungeons / trials for.
There are no significant achievements to aim for.
There is no reason for me to craft anything. (apart from helping out guildies, and making a bit of money - but nothing to spend my money on haha)
There is no reason to do undaunted pledges (nothing to gain from doing them).
No real incentive to do any of the daily quests (in world or factions).
No incentive to do the dolmens or world bosses.
Etc Etc
Leaving me in a position, where I log into the game each day, but have nothing to do (by myself OR with my friends).
Now I know you could use the argument "Well, isn't it fun enough to just do the dungeons / trials / dailies, without the need for any reward?" And the answer is, sure, the first 300 times, but after that doing the same content over and over, just to "do the content", with no reward or any actual "progress" in the game, becomes very boring very quickly I'm afraid.
And this is the core issue here - there is no real progressive content, for end game players.
Meaning, for end game PvE players, it feels they have no way to actually progress any further in the game, it feels like we hit a brick wall - and can go no further.
And this makes the game increasingly boring and a struggle to keep playing.
I just find it such a huge shame, that there is SO MUCH content in this game (dungeons, trials, huge world, world bosses, dolmens, repeatable quests, factions, etc etc) - but NO incentive for end-game players to keep doing them. There is a huge opportunity here, and I really am struggling to understand why ZOS isn't taking advantage of the amazing world they have built, by implementing some simple systems which will give end-game players continuous goals to aim for, and a chance to actually continue to progress. Keeping them engaged in the game.
I have a large guild of 500 members, a community I love dearly and am very proud of. Honestly, it's my community that keeps me playing ESO, not the game itself. I find myself just doing the daily quests, to collect rare motifs (to sell, because I already have them), but have nothing to spend the gold on :P Occasionally I'll do a dungeon or trial, but that's just to help out fellow guildies / friends, not because I actually enjoy or want to do the dungeons. The rest of my time spent in game, is just socialising and chatting with my guild. I miss "playing" the game, and am desperate for ZOS to introduce some real progressive content in the game.
Now before everyone jumps down my throat with "But ZOS have done an awesome job at introducing new DLC & content, really regularly, such as thieves guild, dark brotherhood, shadows of the hist, etc... - so how can you say there isn't content for end-game players to do??". I knew you'd say thatThe problem with all the DLC, is that they seem to be designed as content which you play once, and then it's over (similar to a single player game). New dungeons, or zones (with quests) come out, we all get excited, 3 weeks later we've completed all the new quests, we might spend a few more weeks getting the new achievements, but then ITS OVER.... back to square one. No real reason to go back and continue to do the repeatable quests in those new places. No reward or progress. So introducing this new content in DLC's is only a very short temporary fix, for us end-game PvE players.
Again, what the game NEEDS, are systems which allow end-game players to go back and enjoy all the repeatable solo & group content, with the feeling that everytime we do that, it's all contributing towards our characters real progress. There are some really simple, tried and tested ways, ZOS can do this.
Here are some ideas, but I'm sure ZOS can think of many other creative ways, to keep their end-game players engaged:
1. Token / Currency system for PvE (similar to Tel Var)
This is one very simple and easy, tried and tested system which could help. Introduce one (or several) new currencies in the game, which can ONLY be earned by going back and completing dungeons, trials, daily quests, dolmens, etc... By doing this content, you will ALWAYS be rewarded with SOME of this currency. Have vendors located in the game, where you can spend said currency, on the most competitive (highest tier) rare armour sets, which can't be acquired anywhere else. You can of course put anything in those stores, but they need to be attractive enough, and meaningful enough, to be a real incentive for people to grind said currency. (If the items you can get from drops / guild trader / crafted is superior, then again, people won't grind the currency, back to square one). You can even tie this token system into the in-game factions (mages guild, fighters guild, etc...) This would finally give us end-game PvE players, a real incentive to keep going back to do all the repeatable content. Oh, and the prices need to be EXPENSIVE - this is to ensure that we keep going back, and keep grinding, keep making progress. If you can buy everything in 2 weeks of grinding, doesn't really solve the problem.
2. Faction (Guild) Reputation
You have an amazing opportunity already in the game, with mages guild, fighters guild, undaunted, etc... Again, this COULD be a real fantastic way for players to progress in the game, at end-game. Simply raise the maximum cap for each faction, significantly. Expand the ways in which you can gain reputation for each faction (incorporating dungeons, trials, dailies, etc...). Make it a very long & challenging journey to finally reach cap. Introduce faction vendors (such as Mages Guild store) where the higher your reputation rises, the better rewards unlock in the store, for you to purchase. You can still make those items expensive to purchase (in gold or tokens) so there is still more "work to do" in order to actually buy the items. This would be a really fun way for players to continue to interact with the factions, and again, real "progressive content" for us end-game players.
There are many ways you could model the above 2 suggestions . The beauty of these systems is that players are gauranteed to make "real progress", every time they complete any of the repeatable content (even if they don't get any useful items from the content itself). The fact that they will ALWAYS get some of these "tokens" or "Reputation" means that there is ALWAYS an incentive & reward for completing the content. Particularly because the items that you can then acquire, with enough reputation or tokens, or both - are some of the best & most saught after in the game!
3. Introduce new, rare, and even more superior armour sets to dungeons
Another simple fix, would be simply introducing new armour sets to the existing dungeons / trials - however ensure that they truly are superior to all currently existing gear (significantly) and ensure that their drop rate is very low. This would give us a new incentive & reason to go back to the dungeons / trials, and grind them. "What about crafters??" Well if you want to address that at the same time, you could introduce (at the same time) new gear sets which can be crafted, but require new VERY RARE materials, which can only be obtained from the dungeons / trials. Again, an incentive & reward for crafters enjoying the PvE repeatable content too.
I have several other potential ideas, but I fear this thread is long enough already haha.
I know that I'm not alone in this frustration, and I already have many friends who have left ESO, and headed to other MMO's, to get that very needed feeling of being able to REALLY progress at end-game, as a PvE player. Most other MMO's have similar systems to what I described above, however it doesn't HAVE to be those. I'm sure the folk at ZOS can put their heads together, and come up with creative solutions which will address this very real issue. I merely offered those suggestions, because I'm not one of those who just moans about things, without offering solutions or alternative ideas. As you see from my forum activity, I'm not a serial forum moaner at all actually
I just really love this game, and have enjoyed my time with the game, but right now (with great sadness) it's just my community who are keeping me playing the game. (if you call logging in, grinding dailies, selling motifs, "playing").
This really is a cry for help, from someone who LOVES the game, and has built an amazing community in ESO, and genuinely pray that something will happen for us end-game PvE players.
If anyone else feels the same, feel free to drop your thoughts, and feel free to share your ideas. Let's help ZOS to address this issue, rather than just complain about it.
Thanks for reading this VERY long thread lol. Here's hoping for an exciting, successful and FUN 2017 with ESO!
A passionate ESO player and community leader
Bel
ps. Apologies if this topic has already been raised somewhere else on the forum!
Well kudos to you. This was a well thought out articulate post. I have been thinking these exact same thoughts since the end of 2015. I've followed eso through announced ,production, beta which I was a phase one player.
From what I can see Eso took a major turn in 2015. They started to back peddle on features and things they were going to add shortly after Craglorn was added and delay projections. They stretched what they said would be a six month process of vr removal to 18 months. The major change in development came right when Paul sage and some other lead designers were cut from ESO.
Eso went from our end game will be trials and adventure zones , to Dlc's and the game is a online Rpg not the traditional MMO from Matt Fior interviews and statements. For me when they dropped the TG & DB guilds with a solo centric design no actives and no pregression. I knew the game was in an internal upheaval. Either the bulk of the team was working on a new project or Eso was going into milk mode.And when they hired the same company post production to handle the "crown store" that devolved Tor's, and Neverwinter gem store. I knew I was done.
The last two dlc's they have released are completely solo. Aside from the Hist dungeons and IC which I loved and actually kept me playing for a few weeks . I don't see Eso doing any of the things you and I enjoy in MMO's. They have redesigned the whole core of the game to not need roles all the pledges are done with 4 dps or 3 dps and a heal, the gear progression is non existing meaning you don't really need any of the dropped gear to perform end game trials.Right now ESO is designing itself for the churn base player, and the barbie doll crown store player.
No before anyone comes in and starts telling me give it time and I've rushed through the game you can stop. Almost every second Gen AAA mmo at 3 years post launch had 2 or 3 major expansions with Multi layered AA systems, several tiers of raiding, 2 level cap increases, housing, multiple tiers of single group dungeons that taught you techniques and mechanics required for raiding. Some added classes, races, and in the case of EQ2 they added dlc's with more questiong,stories gear and epic questlines with major reward systems along the way.
EQ 1 &2 , Aoc, Lotro,Rift, Swtor hell even Vanguard, all added more content and game expanding systems with smaller sales , smaller sub base, and with tools that were harder to develop content with. Sorry I sound negative but the corporate MMO genre is taking greed to far. Eso is in milk mode it's not in let's build a awesome game on a five year plan like they originally said.
@THEDKEXPERIENCE
Thanks for the question, and no offence taken at all, it's a great question.
It's right to assume that I am really a PvE centric player. I do not mind a bit of casual PvP, but I'm certainly not a "competitive" PvP player in that sense.
I can also only answer your question, for me personally, and can't speak for others of course.
The reason that I enjoy PvE content, is that I enjoy playing with friends, to take on challenges & objectives together. I enjoy the amazing PvE environments that MMO's (including ESO) has to offer, and enjoy discovering & mastering the mechanics of the various bosses. I enjoy the feeling of succeeding when we finally complete a tough dungeon or raid. Doing this with friends, is a great and fun way to enjoy games such as MMO's. I also enjoy the journey of constantly improving your character, as you complete this PvE content with your friends.
Of course, there comes a time where you HAVE mastered the dungeons, and have indeed become very familiar with all the mechanics etc. At that point, the "enjoyment" comes from going back to those dungeons (or other PvE activities) with your friends, completing them again, knowing that there is a "chance" that you could get something really useful from the activity - or at the very least you will gain something from it which will aid in your ongoing mission, to improve your character (be that gear, skills, etc...). The "goal" in effect, is to continue to improve your character, while having fun with your friends taking on challenging content.
I realise that PvP, you do get some of these experiences - but it's different, in the fact that the goal is predominantly about defeating your enemies (other players) in order to complete objectives (such as capturing forts etc). I totally get how PvP is a hugely fun and rewarding experience for MANY players. But I've also been around MMO's long enough to have experienced some GREAT games that allow you to "continue" to progress your character (in BOTH PvE or PvP). There doesn't need to be a reason why PvE character progression should "stop", forcing you to move into PvP. I know you can introduce systems that means you are always progressing your character - be that in PvP or PvE.
I really hope this answers your question, and while I know not many will agree, these are my personal thoughts (and indeed those of many of my friends).
Thanks again for all your input guys, I really appreciate it.
Bel
Wifeaggro13 wrote: »Greetings once again fellow Tamriel travellers!
I hope you all had a lovely festive period and wish you& your families all a very happy 2017!
Really looking forward to what 2017 has in store for ESO.
So firstly, a quick introduction! I'm Belazarus (call me Bel), I'm the guild leader of Alith, a social, PvE, respectful community with 500 active members (alitheso.com). Our guild has been going for 7 years now, we always stick with 1 MMO and have been present in ESO (EU) since beta. We're very active, have daily raids & events, and also run a well known ESO podcast called Alith-Cast, you can find us on YouTube and Twitch! I have always loved the Elder Scrolls series, and have always been an MMO player, so ESO is the dream game for me. I still love the game, and my community are equally passionate about ESO and we all really want it to continue to succeed & grow. I say all of this, so that you understand this is NOT a "moan" thread, but a genuine cry for help, because I love this game, but have some real concerns for how it holds the interest & excitement of end-game players.
I know many end game players who feel the same way, some who are in my community & some who aren't, but I won't speak for them - I'm sure they'll chime in on this thread if they choose to
I'm not someone who constantly raises threads in the forums, but when I do it's generally because I'm really passionate about something which I feel needs attention. I raised a thread some time ago regarding the lack of player guild features in the game (with LOTS of suggestions) but had zero acknowledgement from anyone from ZOS, unfortunately:
https://forums.elderscrollsonline.com/en-GB/discussion/267148/eso-focus-on-social-where-is-it-player-guild-features-letter-to-zos#latest
Anyway! Back on track
While I love ESO, as time has gone on, and I have reached what you might call "end game" in ESO, I have found it increasingly difficult and frustrating, to find anything meaningful / rewarding / fun to do in the game (as a PvE player). I find myself in a situation where, I have been maximum level for over a year now, have been at CP cap for a long time, have managed to get all the main achievements for trials, dungeons, and most of the character ones too (including maxed out crafting etc). I've completed all the quests. I also have collected all, what you might call "best in slot" gear sets for my class & role. All maxed out to gold etc.. and have cleared all the trials & dungeons multiple times. I find myself in a really frustrating situation, where it feels I have no further goals or objectives in the game to aim for. I find there is no incentive or reward for re-visiting the dungeons & trials in the game (grinding them), no real reason to do them.
I cannot level up any further.
I cannot gain any more Champion Points.
There are no gear sets or items worth grinding dungeons / trials for.
There are no significant achievements to aim for.
There is no reason for me to craft anything. (apart from helping out guildies, and making a bit of money - but nothing to spend my money on haha)
There is no reason to do undaunted pledges (nothing to gain from doing them).
No real incentive to do any of the daily quests (in world or factions).
No incentive to do the dolmens or world bosses.
Etc Etc
Leaving me in a position, where I log into the game each day, but have nothing to do (by myself OR with my friends).
Now I know you could use the argument "Well, isn't it fun enough to just do the dungeons / trials / dailies, without the need for any reward?" And the answer is, sure, the first 300 times, but after that doing the same content over and over, just to "do the content", with no reward or any actual "progress" in the game, becomes very boring very quickly I'm afraid.
And this is the core issue here - there is no real progressive content, for end game players.
Meaning, for end game PvE players, it feels they have no way to actually progress any further in the game, it feels like we hit a brick wall - and can go no further.
And this makes the game increasingly boring and a struggle to keep playing.
I just find it such a huge shame, that there is SO MUCH content in this game (dungeons, trials, huge world, world bosses, dolmens, repeatable quests, factions, etc etc) - but NO incentive for end-game players to keep doing them. There is a huge opportunity here, and I really am struggling to understand why ZOS isn't taking advantage of the amazing world they have built, by implementing some simple systems which will give end-game players continuous goals to aim for, and a chance to actually continue to progress. Keeping them engaged in the game.
I have a large guild of 500 members, a community I love dearly and am very proud of. Honestly, it's my community that keeps me playing ESO, not the game itself. I find myself just doing the daily quests, to collect rare motifs (to sell, because I already have them), but have nothing to spend the gold on :P Occasionally I'll do a dungeon or trial, but that's just to help out fellow guildies / friends, not because I actually enjoy or want to do the dungeons. The rest of my time spent in game, is just socialising and chatting with my guild. I miss "playing" the game, and am desperate for ZOS to introduce some real progressive content in the game.
Now before everyone jumps down my throat with "But ZOS have done an awesome job at introducing new DLC & content, really regularly, such as thieves guild, dark brotherhood, shadows of the hist, etc... - so how can you say there isn't content for end-game players to do??". I knew you'd say thatThe problem with all the DLC, is that they seem to be designed as content which you play once, and then it's over (similar to a single player game). New dungeons, or zones (with quests) come out, we all get excited, 3 weeks later we've completed all the new quests, we might spend a few more weeks getting the new achievements, but then ITS OVER.... back to square one. No real reason to go back and continue to do the repeatable quests in those new places. No reward or progress. So introducing this new content in DLC's is only a very short temporary fix, for us end-game PvE players.
Again, what the game NEEDS, are systems which allow end-game players to go back and enjoy all the repeatable solo & group content, with the feeling that everytime we do that, it's all contributing towards our characters real progress. There are some really simple, tried and tested ways, ZOS can do this.
Here are some ideas, but I'm sure ZOS can think of many other creative ways, to keep their end-game players engaged:
1. Token / Currency system for PvE (similar to Tel Var)
This is one very simple and easy, tried and tested system which could help. Introduce one (or several) new currencies in the game, which can ONLY be earned by going back and completing dungeons, trials, daily quests, dolmens, etc... By doing this content, you will ALWAYS be rewarded with SOME of this currency. Have vendors located in the game, where you can spend said currency, on the most competitive (highest tier) rare armour sets, which can't be acquired anywhere else. You can of course put anything in those stores, but they need to be attractive enough, and meaningful enough, to be a real incentive for people to grind said currency. (If the items you can get from drops / guild trader / crafted is superior, then again, people won't grind the currency, back to square one). You can even tie this token system into the in-game factions (mages guild, fighters guild, etc...) This would finally give us end-game PvE players, a real incentive to keep going back to do all the repeatable content. Oh, and the prices need to be EXPENSIVE - this is to ensure that we keep going back, and keep grinding, keep making progress. If you can buy everything in 2 weeks of grinding, doesn't really solve the problem.
2. Faction (Guild) Reputation
You have an amazing opportunity already in the game, with mages guild, fighters guild, undaunted, etc... Again, this COULD be a real fantastic way for players to progress in the game, at end-game. Simply raise the maximum cap for each faction, significantly. Expand the ways in which you can gain reputation for each faction (incorporating dungeons, trials, dailies, etc...). Make it a very long & challenging journey to finally reach cap. Introduce faction vendors (such as Mages Guild store) where the higher your reputation rises, the better rewards unlock in the store, for you to purchase. You can still make those items expensive to purchase (in gold or tokens) so there is still more "work to do" in order to actually buy the items. This would be a really fun way for players to continue to interact with the factions, and again, real "progressive content" for us end-game players.
There are many ways you could model the above 2 suggestions . The beauty of these systems is that players are gauranteed to make "real progress", every time they complete any of the repeatable content (even if they don't get any useful items from the content itself). The fact that they will ALWAYS get some of these "tokens" or "Reputation" means that there is ALWAYS an incentive & reward for completing the content. Particularly because the items that you can then acquire, with enough reputation or tokens, or both - are some of the best & most saught after in the game!
3. Introduce new, rare, and even more superior armour sets to dungeons
Another simple fix, would be simply introducing new armour sets to the existing dungeons / trials - however ensure that they truly are superior to all currently existing gear (significantly) and ensure that their drop rate is very low. This would give us a new incentive & reason to go back to the dungeons / trials, and grind them. "What about crafters??" Well if you want to address that at the same time, you could introduce (at the same time) new gear sets which can be crafted, but require new VERY RARE materials, which can only be obtained from the dungeons / trials. Again, an incentive & reward for crafters enjoying the PvE repeatable content too.
I have several other potential ideas, but I fear this thread is long enough already haha.
I know that I'm not alone in this frustration, and I already have many friends who have left ESO, and headed to other MMO's, to get that very needed feeling of being able to REALLY progress at end-game, as a PvE player. Most other MMO's have similar systems to what I described above, however it doesn't HAVE to be those. I'm sure the folk at ZOS can put their heads together, and come up with creative solutions which will address this very real issue. I merely offered those suggestions, because I'm not one of those who just moans about things, without offering solutions or alternative ideas. As you see from my forum activity, I'm not a serial forum moaner at all actually
I just really love this game, and have enjoyed my time with the game, but right now (with great sadness) it's just my community who are keeping me playing the game. (if you call logging in, grinding dailies, selling motifs, "playing").
This really is a cry for help, from someone who LOVES the game, and has built an amazing community in ESO, and genuinely pray that something will happen for us end-game PvE players.
If anyone else feels the same, feel free to drop your thoughts, and feel free to share your ideas. Let's help ZOS to address this issue, rather than just complain about it.
Thanks for reading this VERY long thread lol. Here's hoping for an exciting, successful and FUN 2017 with ESO!
A passionate ESO player and community leader
Bel
ps. Apologies if this topic has already been raised somewhere else on the forum!
Well kudos to you. This was a well thought out articulate post. I have been thinking these exact same thoughts since the end of 2015. I've followed eso through announced ,production, beta which I was a phase one player.
From what I can see Eso took a major turn in 2015. They started to back peddle on features and things they were going to add shortly after Craglorn was added and delay projections. They stretched what they said would be a six month process of vr removal to 18 months. The major change in development came right when Paul sage and some other lead designers were cut from ESO.
Eso went from our end game will be trials and adventure zones , to Dlc's and the game is a online Rpg not the traditional MMO from Matt Fior interviews and statements. For me when they dropped the TG & DB guilds with a solo centric design no actives and no pregression. I knew the game was in an internal upheaval. Either the bulk of the team was working on a new project or Eso was going into milk mode.And when they hired the same company post production to handle the "crown store" that devolved Tor's, and Neverwinter gem store. I knew I was done.
The last two dlc's they have released are completely solo. Aside from the Hist dungeons and IC which I loved and actually kept me playing for a few weeks . I don't see Eso doing any of the things you and I enjoy in MMO's. They have redesigned the whole core of the game to not need roles all the pledges are done with 4 dps or 3 dps and a heal, the gear progression is non existing meaning you don't really need any of the dropped gear to perform end game trials.Right now ESO is designing itself for the churn base player, and the barbie doll crown store player.
No before anyone comes in and starts telling me give it time and I've rushed through the game you can stop. Almost every second Gen AAA mmo at 3 years post launch had 2 or 3 major expansions with Multi layered AA systems, several tiers of raiding, 2 level cap increases, housing, multiple tiers of single group dungeons that taught you techniques and mechanics required for raiding. Some added classes, races, and in the case of EQ2 they added dlc's with more questiong,stories gear and epic questlines with major reward systems along the way.
EQ 1 &2 , Aoc, Lotro,Rift, Swtor hell even Vanguard, all added more content and game expanding systems with smaller sales , smaller sub base, and with tools that were harder to develop content with. Sorry I sound negative but the corporate MMO genre is taking greed to far. Eso is in milk mode it's not in let's build a awesome game on a five year plan like they originally said.
Giles.floydub17_ESO wrote: »Wifeaggro13 wrote: »Greetings once again fellow Tamriel travellers!
I hope you all had a lovely festive period and wish you& your families all a very happy 2017!
Really looking forward to what 2017 has in store for ESO.
So firstly, a quick introduction! I'm Belazarus (call me Bel), I'm the guild leader of Alith, a social, PvE, respectful community with 500 active members (alitheso.com). Our guild has been going for 7 years now, we always stick with 1 MMO and have been present in ESO (EU) since beta. We're very active, have daily raids & events, and also run a well known ESO podcast called Alith-Cast, you can find us on YouTube and Twitch! I have always loved the Elder Scrolls series, and have always been an MMO player, so ESO is the dream game for me. I still love the game, and my community are equally passionate about ESO and we all really want it to continue to succeed & grow. I say all of this, so that you understand this is NOT a "moan" thread, but a genuine cry for help, because I love this game, but have some real concerns for how it holds the interest & excitement of end-game players.
I know many end game players who feel the same way, some who are in my community & some who aren't, but I won't speak for them - I'm sure they'll chime in on this thread if they choose to
I'm not someone who constantly raises threads in the forums, but when I do it's generally because I'm really passionate about something which I feel needs attention. I raised a thread some time ago regarding the lack of player guild features in the game (with LOTS of suggestions) but had zero acknowledgement from anyone from ZOS, unfortunately:
https://forums.elderscrollsonline.com/en-GB/discussion/267148/eso-focus-on-social-where-is-it-player-guild-features-letter-to-zos#latest
Anyway! Back on track
While I love ESO, as time has gone on, and I have reached what you might call "end game" in ESO, I have found it increasingly difficult and frustrating, to find anything meaningful / rewarding / fun to do in the game (as a PvE player). I find myself in a situation where, I have been maximum level for over a year now, have been at CP cap for a long time, have managed to get all the main achievements for trials, dungeons, and most of the character ones too (including maxed out crafting etc). I've completed all the quests. I also have collected all, what you might call "best in slot" gear sets for my class & role. All maxed out to gold etc.. and have cleared all the trials & dungeons multiple times. I find myself in a really frustrating situation, where it feels I have no further goals or objectives in the game to aim for. I find there is no incentive or reward for re-visiting the dungeons & trials in the game (grinding them), no real reason to do them.
I cannot level up any further.
I cannot gain any more Champion Points.
There are no gear sets or items worth grinding dungeons / trials for.
There are no significant achievements to aim for.
There is no reason for me to craft anything. (apart from helping out guildies, and making a bit of money - but nothing to spend my money on haha)
There is no reason to do undaunted pledges (nothing to gain from doing them).
No real incentive to do any of the daily quests (in world or factions).
No incentive to do the dolmens or world bosses.
Etc Etc
Leaving me in a position, where I log into the game each day, but have nothing to do (by myself OR with my friends).
Now I know you could use the argument "Well, isn't it fun enough to just do the dungeons / trials / dailies, without the need for any reward?" And the answer is, sure, the first 300 times, but after that doing the same content over and over, just to "do the content", with no reward or any actual "progress" in the game, becomes very boring very quickly I'm afraid.
And this is the core issue here - there is no real progressive content, for end game players.
Meaning, for end game PvE players, it feels they have no way to actually progress any further in the game, it feels like we hit a brick wall - and can go no further.
And this makes the game increasingly boring and a struggle to keep playing.
I just find it such a huge shame, that there is SO MUCH content in this game (dungeons, trials, huge world, world bosses, dolmens, repeatable quests, factions, etc etc) - but NO incentive for end-game players to keep doing them. There is a huge opportunity here, and I really am struggling to understand why ZOS isn't taking advantage of the amazing world they have built, by implementing some simple systems which will give end-game players continuous goals to aim for, and a chance to actually continue to progress. Keeping them engaged in the game.
I have a large guild of 500 members, a community I love dearly and am very proud of. Honestly, it's my community that keeps me playing ESO, not the game itself. I find myself just doing the daily quests, to collect rare motifs (to sell, because I already have them), but have nothing to spend the gold on :P Occasionally I'll do a dungeon or trial, but that's just to help out fellow guildies / friends, not because I actually enjoy or want to do the dungeons. The rest of my time spent in game, is just socialising and chatting with my guild. I miss "playing" the game, and am desperate for ZOS to introduce some real progressive content in the game.
Now before everyone jumps down my throat with "But ZOS have done an awesome job at introducing new DLC & content, really regularly, such as thieves guild, dark brotherhood, shadows of the hist, etc... - so how can you say there isn't content for end-game players to do??". I knew you'd say thatThe problem with all the DLC, is that they seem to be designed as content which you play once, and then it's over (similar to a single player game). New dungeons, or zones (with quests) come out, we all get excited, 3 weeks later we've completed all the new quests, we might spend a few more weeks getting the new achievements, but then ITS OVER.... back to square one. No real reason to go back and continue to do the repeatable quests in those new places. No reward or progress. So introducing this new content in DLC's is only a very short temporary fix, for us end-game PvE players.
Again, what the game NEEDS, are systems which allow end-game players to go back and enjoy all the repeatable solo & group content, with the feeling that everytime we do that, it's all contributing towards our characters real progress. There are some really simple, tried and tested ways, ZOS can do this.
Here are some ideas, but I'm sure ZOS can think of many other creative ways, to keep their end-game players engaged:
1. Token / Currency system for PvE (similar to Tel Var)
This is one very simple and easy, tried and tested system which could help. Introduce one (or several) new currencies in the game, which can ONLY be earned by going back and completing dungeons, trials, daily quests, dolmens, etc... By doing this content, you will ALWAYS be rewarded with SOME of this currency. Have vendors located in the game, where you can spend said currency, on the most competitive (highest tier) rare armour sets, which can't be acquired anywhere else. You can of course put anything in those stores, but they need to be attractive enough, and meaningful enough, to be a real incentive for people to grind said currency. (If the items you can get from drops / guild trader / crafted is superior, then again, people won't grind the currency, back to square one). You can even tie this token system into the in-game factions (mages guild, fighters guild, etc...) This would finally give us end-game PvE players, a real incentive to keep going back to do all the repeatable content. Oh, and the prices need to be EXPENSIVE - this is to ensure that we keep going back, and keep grinding, keep making progress. If you can buy everything in 2 weeks of grinding, doesn't really solve the problem.
2. Faction (Guild) Reputation
You have an amazing opportunity already in the game, with mages guild, fighters guild, undaunted, etc... Again, this COULD be a real fantastic way for players to progress in the game, at end-game. Simply raise the maximum cap for each faction, significantly. Expand the ways in which you can gain reputation for each faction (incorporating dungeons, trials, dailies, etc...). Make it a very long & challenging journey to finally reach cap. Introduce faction vendors (such as Mages Guild store) where the higher your reputation rises, the better rewards unlock in the store, for you to purchase. You can still make those items expensive to purchase (in gold or tokens) so there is still more "work to do" in order to actually buy the items. This would be a really fun way for players to continue to interact with the factions, and again, real "progressive content" for us end-game players.
There are many ways you could model the above 2 suggestions . The beauty of these systems is that players are gauranteed to make "real progress", every time they complete any of the repeatable content (even if they don't get any useful items from the content itself). The fact that they will ALWAYS get some of these "tokens" or "Reputation" means that there is ALWAYS an incentive & reward for completing the content. Particularly because the items that you can then acquire, with enough reputation or tokens, or both - are some of the best & most saught after in the game!
3. Introduce new, rare, and even more superior armour sets to dungeons
Another simple fix, would be simply introducing new armour sets to the existing dungeons / trials - however ensure that they truly are superior to all currently existing gear (significantly) and ensure that their drop rate is very low. This would give us a new incentive & reason to go back to the dungeons / trials, and grind them. "What about crafters??" Well if you want to address that at the same time, you could introduce (at the same time) new gear sets which can be crafted, but require new VERY RARE materials, which can only be obtained from the dungeons / trials. Again, an incentive & reward for crafters enjoying the PvE repeatable content too.
I have several other potential ideas, but I fear this thread is long enough already haha.
I know that I'm not alone in this frustration, and I already have many friends who have left ESO, and headed to other MMO's, to get that very needed feeling of being able to REALLY progress at end-game, as a PvE player. Most other MMO's have similar systems to what I described above, however it doesn't HAVE to be those. I'm sure the folk at ZOS can put their heads together, and come up with creative solutions which will address this very real issue. I merely offered those suggestions, because I'm not one of those who just moans about things, without offering solutions or alternative ideas. As you see from my forum activity, I'm not a serial forum moaner at all actually
I just really love this game, and have enjoyed my time with the game, but right now (with great sadness) it's just my community who are keeping me playing the game. (if you call logging in, grinding dailies, selling motifs, "playing").
This really is a cry for help, from someone who LOVES the game, and has built an amazing community in ESO, and genuinely pray that something will happen for us end-game PvE players.
If anyone else feels the same, feel free to drop your thoughts, and feel free to share your ideas. Let's help ZOS to address this issue, rather than just complain about it.
Thanks for reading this VERY long thread lol. Here's hoping for an exciting, successful and FUN 2017 with ESO!
A passionate ESO player and community leader
Bel
ps. Apologies if this topic has already been raised somewhere else on the forum!
Well kudos to you. This was a well thought out articulate post. I have been thinking these exact same thoughts since the end of 2015. I've followed eso through announced ,production, beta which I was a phase one player.
From what I can see Eso took a major turn in 2015. They started to back peddle on features and things they were going to add shortly after Craglorn was added and delay projections. They stretched what they said would be a six month process of vr removal to 18 months. The major change in development came right when Paul sage and some other lead designers were cut from ESO.
Eso went from our end game will be trials and adventure zones , to Dlc's and the game is a online Rpg not the traditional MMO from Matt Fior interviews and statements. For me when they dropped the TG & DB guilds with a solo centric design no actives and no pregression. I knew the game was in an internal upheaval. Either the bulk of the team was working on a new project or Eso was going into milk mode.And when they hired the same company post production to handle the "crown store" that devolved Tor's, and Neverwinter gem store. I knew I was done.
The last two dlc's they have released are completely solo. Aside from the Hist dungeons and IC which I loved and actually kept me playing for a few weeks . I don't see Eso doing any of the things you and I enjoy in MMO's. They have redesigned the whole core of the game to not need roles all the pledges are done with 4 dps or 3 dps and a heal, the gear progression is non existing meaning you don't really need any of the dropped gear to perform end game trials.Right now ESO is designing itself for the churn base player, and the barbie doll crown store player.
No before anyone comes in and starts telling me give it time and I've rushed through the game you can stop. Almost every second Gen AAA mmo at 3 years post launch had 2 or 3 major expansions with Multi layered AA systems, several tiers of raiding, 2 level cap increases, housing, multiple tiers of single group dungeons that taught you techniques and mechanics required for raiding. Some added classes, races, and in the case of EQ2 they added dlc's with more questiong,stories gear and epic questlines with major reward systems along the way.
EQ 1 &2 , Aoc, Lotro,Rift, Swtor hell even Vanguard, all added more content and game expanding systems with smaller sales , smaller sub base, and with tools that were harder to develop content with. Sorry I sound negative but the corporate MMO genre is taking greed to far. Eso is in milk mode it's not in let's build a awesome game on a five year plan like they originally said.
I agree Zos is very much behind adding end game content, though I will point out that some of your points Zos has accomplished.
Zos has increased the level cap 3 times. Two significant expansions have occurred with a couple smaller ones. It is true end game content of raids that have been severely lacking.
Dungeons are multi tier. Besides the obvious DLC dungeons require more skill, the original dungeons did push people to improve their skill. They still exist. However, Zos does not differentiate them from what has been added.
In the end, I do agree that Zos does not seem to be building upon the game at a rate worthy of AAA consideration. A good game for now, but lacks the content investment that other games such as WoW and SWTOR have made.
@ZOS_GinaBruno @ZOS_JessicaFolsom To be honest, Zos seems to be interested in keeping more casual players interested and merely offering the raiding community a tidbit every couple of years. This is not the way to keep a game community strong overall. Zos will lose their good theorycrafters and strong players that end up helping the other groups. Once the occurs the level of the game drops. Well, it already occurred once in mass just over 18 months ago with the year long drought of meaningful content.