So I was skimming through the ESO section over at mmmorpg.com and also saw some comments in that regard. The question was:
Why I don't play ESO? and why don't you?
Curacura
February 5 edited February 5
Dull combat. Its easy but tedious EDIT: I mean comat during leveling. Couldnt force myslef to level past ~30
ChicagoCub
February 5
I don't play it because, like nearly every other MMO out today, you can sleep walk through it. No challenge and no risk. After a few hours of having everything handed to you, almost instantaneously, with little to no effort involved you begin to ask yourself what the point of the game is. Sadly, I don't think even the developers can answer that question anymore.
azarhalazarhal
February 5
I play ESO, but I have a hard time sticking to it. I don't hate it, in fact, I actually like a lot about it...on paper. Unfortunately, once in the game it just bore me.
- lackluster exploration, I think TES suffer from too many "area quests" while it doesn't have enough cave/dungeon/fun area with monsters with no quest attached like the SP games.
Bluefear77 said:
I've tried to play ESO many times. Actually, I don't think there is a game that I've tried to like as many times as ESO, but I always end up bored and quitting after a week.
WarlyxWarlyx Posts:
February 5
same here , something is missing , dunno what its ...i think the questing , gameplay is kinda "meh" , i tried a lot of times to enjoy it and had no luck
BurntCabbageBurntCabbage
February 6
it does not keep my attention long enough ..its dull and boring and basically a fast grind to go pvp..the whole time playing im thinking to myself that it has something missing but i just cant seem to put my finger on it..
Just to name a few postings from over there.
https://www.youtube.com/watch?v=XEiPtSy7oag
https://www.youtube.com/watch?v=I6EOrN0_20cIf you were refering to my suggestion (among others) to have a veteran version of all PvE zones then I'd have to disagree with you. For many zones, I think this would barely increase the number of instances or not increase it at all. Instead of 7 normal instances of Craglorn I imagine there could be like 5 normal and 2 veteran instances.hmsdragonfly wrote: »[...]
All of your suggestions require too many instances. I don't see how they will work.
[...]
I only put those quotes there to illustrate that I am not alone with this. It goes without saying that there will be people of different opinion.
This is not a war about right or wrong. This is a discussion about the game experience, which is always subjective.
If you are on a crusade to prove me wrong, fine, it won't change the experience we had. Also, I am being constructive (besides my OP, which was a rant in angry mode, granted) and I do not think is serves any point to be pedantic about the terminology.
To me the advertising is pretty clear, and the vision communicated implies "Group play with your friends while exploring Tamriel"
This discussion now has turned to a point where it is no longer about sharing opinions and views, but about who is right and who understood what wrongly.... to behonest, this is pointless, and leads nowhere.
I have made my point, you have made yours.
PS: I did not carry them. I said that. I often times even refrained from attacking, to give them a bit more fighting, so I don't do any DPS.
If you were refering to my suggestion (among others) to have a veteran version of all PvE zones then I'd have to disagree with you. For many zones, I think this would barely increase the number of instances or not increase it at all. Instead of 7 normal instances of Craglorn I imagine there could be like 5 normal and 2 veteran instances.hmsdragonfly wrote: »[...]
All of your suggestions require too many instances. I don't see how they will work.
[...]
Veteran zones would create new problems with the "travel to player" function though. The friends list and guild rosters would have to be updated to show if someone is in the normal or the veteran version of a PvE zone. And being unable to change between normal an veteran mode when inside a group dungeon or in a group but not group leader could become a problem as well.
Travel where you like, whenever you like, with whomever you like regardless of their Alliance or level. Accept any quest, fight any monster, and experience a world of adventure without limits!"
Travel where you like, whenever you like, with whomever you like regardless of their Alliance or level. Accept any quest, fight any monster, and experience a world of adventure without limits!"
Where in this did you get group play from? You're seeing things that aren't there. Traveling with anyone regardless of Alliance means they opened up the zones to everyone and Alliance doesn't stop you from going places you couldn't before and you're not excluded from from playing alongside people of other Alliances anymore. But you somehow read "EQ style necessary grouping for every encounter everywhere"???
Travel where you like, whenever you like, with whomever you like regardless of their Alliance or level. Accept any quest, fight any monster, and experience a world of adventure without limits!"
Where in this did you get group play from? You're seeing things that aren't there. Traveling with anyone regardless of Alliance means they opened up the zones to everyone and Alliance doesn't stop you from going places you couldn't before and you're not excluded from from playing alongside people of other Alliances anymore. But you somehow read "EQ style necessary grouping for every encounter everywhere"???
If you impose over-dramatic interpretation of statements onto me, then you shouldn't resort to the same tactic by implying I ever said "EQ style necessity for grouping".
Travel where you like, whenever you like, with whomever you like regardless of their Alliance or level. Accept any quest, fight any monster, and experience a world of adventure without limits!"
Where in this did you get group play from? You're seeing things that aren't there. Traveling with anyone regardless of Alliance means they opened up the zones to everyone and Alliance doesn't stop you from going places you couldn't before and you're not excluded from from playing alongside people of other Alliances anymore. But you somehow read "EQ style necessary grouping for every encounter everywhere"???
If you impose over-dramatic interpretation of statements onto me, then you shouldn't resort to the same tactic by implying I ever said "EQ style necessity for grouping".
But it is what you're looking for. It's plain to see. But unfortunately for you, that model is a dinosaur today. Complaining that a modern game doesn't have it only makes you look like a dinosaur too. :shrug:
golfer.dub17_ESO wrote: »flguy147ub17_ESO wrote: »Vet zones were way tougher at PC launch, i have a guildmate who quit due to dying too much and not being able to even complete quests in the vet zones back then. I remember when Doshia wasnt basically a normal mob but too many people couldnt beat Doshia so they nerfed Doshia into the ground like its just a normal Wolf in a zone lol.
I remember going up from Stonefalls to the Rift and immediately getting wrecked by the level 40 skeleton soldiers around there, either trying to sneak around them or getting lucky and having a high level save me.
I should hop on one of my alts and see what it's like these days. Can probably put them in the dirt without breaking a sweat using just tutorial island gear.
I'm not saying it's bad that things are this way now, but boy it sure is different.
It is very arrogant to say I am alone with this. Even this thread has some people going in the same direction. And I am also talking for the 2 players that I played with. One guy in the quotes even literally said, he didn't like the boring leveling, and stopped at 30. Another one said, he disliked the lack of challenge. That is pretty much exactly what I disliked and what this thread is about.
If you make such a bold statement you better have done some data gathering or focus group test on the player base to back it up.
Travel where you like, whenever you like, with whomever you like regardless of their Alliance or level. Accept any quest, fight any monster, and experience a world of adventure without limits!"
Where in this did you get group play from? You're seeing things that aren't there. Traveling with anyone regardless of Alliance means they opened up the zones to everyone and Alliance doesn't stop you from going places you couldn't before and you're not excluded from from playing alongside people of other Alliances anymore. But you somehow read "EQ style necessary grouping for every encounter everywhere"???
If you impose over-dramatic interpretation of statements onto me, then you shouldn't resort to the same tactic by implying I ever said "EQ style necessity for grouping".
But it is what you're looking for. It's plain to see. But unfortunately for you, that model is a dinosaur today. Complaining that a modern game doesn't have it only makes you look like a dinosaur too. :shrug:
You must have read a different thread than I did. I even talked a lot about how I like to solo play, but the content is being pug stomped by random players, leaving me to go through empty caves without a single fight, and leading to a dungeon boss with nice game play patterns that I never get to see as 10 random player kill it before I even realized that this is the quest end-boss, where out of nowhere my quest tracker announcement pops up, telling me I just killed the boss mob.
hmsdragonfly wrote: »It is very arrogant to say I am alone with this. Even this thread has some people going in the same direction. And I am also talking for the 2 players that I played with. One guy in the quotes even literally said, he didn't like the boring leveling, and stopped at 30. Another one said, he disliked the lack of challenge. That is pretty much exactly what I disliked and what this thread is about.
If you make such a bold statement you better have done some data gathering or focus group test on the player base to back it up.
Umm nope. Your concern is that solo questing is not balanced for groups. Those quotes you linked here are all different concerns. Boring leveling is a different concern (I also disagree with this opinion, as leveling through questing is the best experience I have in this game, more than PvP, more than vMA. Quests are just so well written and the combat is fun, figuring out combos is even more fun). The lack of challenge is a different thing, but it is indeed an issue, since I am CP500 and I burn through solo questing so easily. I would love if the solo content is balanced for high level solo players, but in no way I would expect solo content to be balanced for group play.
Maybe you should do your research first. Forum is always filled with negativity, but you see how many people disagree with your negativity here?
kylewwefan wrote: »You must not remember what it was like going to a higher level zone and getting absolutely ripped by mud crabs. Then, when you became higher level, you could go into low level zones and one spin to win could easily clear a room.
The scaling that's in place now gives the best of both worlds IMO. As a low level you can go and quest wherever you want. Open world mobs are more of an annoyance than a life or death threat.
A few world bosses can be soloed, but some need to have a good sized group. Normal dungeons are easy enough for good groups.....some are hard enough that a bad group is going to struggle.
hmsdragonfly wrote: »It is very arrogant to say I am alone with this. Even this thread has some people going in the same direction. And I am also talking for the 2 players that I played with. One guy in the quotes even literally said, he didn't like the boring leveling, and stopped at 30. Another one said, he disliked the lack of challenge. That is pretty much exactly what I disliked and what this thread is about.
If you make such a bold statement you better have done some data gathering or focus group test on the player base to back it up.
Umm nope. Your concern is that solo questing is not balanced for groups. Those quotes you linked here are all different concerns. Boring leveling is a different concern (I also disagree with this opinion, as leveling through questing is the best experience I have in this game, more than PvP, more than vMA. Quests are just so well written and the combat is fun, figuring out combos is even more fun). The lack of challenge is a different thing, but it is indeed an issue, since I am CP500 and I burn through solo questing so easily. I would love if the solo content is balanced for high level solo players, but in no way I would expect solo content to be balanced for group play.
Maybe you should do your research first. Forum is always filled with negativity, but you see how many people disagree with your negativity here?
Nope that is not my concern. And I am not being negative. Please stop now with being so negative.
Jemcrystal wrote: »Any time someone opens up a thread with any variant of the word "bored" I go into auto-response, "You don't belong in mmo's. Maybe not even in games. Go date. Go play tennis. Learn to be a cook. Anything else."
@golfer.dub17_ESOgolfer.dub17_ESO wrote: »flguy147ub17_ESO wrote: »Vet zones were way tougher at PC launch, i have a guildmate who quit due to dying too much and not being able to even complete quests in the vet zones back then. I remember when Doshia wasnt basically a normal mob but too many people couldnt beat Doshia so they nerfed Doshia into the ground like its just a normal Wolf in a zone lol.
I remember going up from Stonefalls to the Rift and immediately getting wrecked by the level 40 skeleton soldiers around there, either trying to sneak around them or getting lucky and having a high level save me.
I should hop on one of my alts and see what it's like these days. Can probably put them in the dirt without breaking a sweat using just tutorial island gear.
I'm not saying it's bad that things are this way now, but boy it sure is different.
I started playing right before One Tamriel. My gaming buddy and I thought it was awesome when we went Deshaan at level 10 and it was... difficult for us. We got to level 20 and went to The Rift and got ... murdered by the first skeleton mob we came across.
We loved it. Something immediate to aspire to.
Fast forward to now: My level 10 sorcerer can take on anything overland except for those rifts in Craglorn and SOME world bosses.
hmsdragonfly wrote: »hmsdragonfly wrote: »It is very arrogant to say I am alone with this. Even this thread has some people going in the same direction. And I am also talking for the 2 players that I played with. One guy in the quotes even literally said, he didn't like the boring leveling, and stopped at 30. Another one said, he disliked the lack of challenge. That is pretty much exactly what I disliked and what this thread is about.
If you make such a bold statement you better have done some data gathering or focus group test on the player base to back it up.
Umm nope. Your concern is that solo questing is not balanced for groups. Those quotes you linked here are all different concerns. Boring leveling is a different concern (I also disagree with this opinion, as leveling through questing is the best experience I have in this game, more than PvP, more than vMA. Quests are just so well written and the combat is fun, figuring out combos is even more fun). The lack of challenge is a different thing, but it is indeed an issue, since I am CP500 and I burn through solo questing so easily. I would love if the solo content is balanced for high level solo players, but in no way I would expect solo content to be balanced for group play.
Maybe you should do your research first. Forum is always filled with negativity, but you see how many people disagree with your negativity here?
Nope that is not my concern. And I am not being negative. Please stop now with being so negative.
Do you even know what you want? Solo questing in the open world (except for crag) is designed for solo players.
You must have read a different thread than I did. I even talked a lot about how I like to solo play, but the content is being pug stomped by random players, leaving me to go through empty caves without a single fight, and leading to a dungeon boss with nice game play patterns that I never get to see as 10 random player kill it before I even realized that this is the quest end-boss, where out of nowhere my quest tracker announcement pops up, telling me I just killed the boss mob.
Jemcrystal wrote: »Any time someone opens up a thread with any variant of the word "bored" I go into auto-response, "You don't belong in mmo's. Maybe not even in games. Go date. Go play tennis. Learn to be a cook. Anything else."
If I don't belong in games, I need to quit my job. *sadface*
The desire that is behind the criticism is actually to improve. I wasn't negative for the sake of being negative, but to discuss how it can be done better. The OP was not nice, I admit. I was a bit pissed. However, I deeply care for TES, it is one of my favorite brands, and I even have played Daggerfall back in the days.
Sorry if I came across as raging. I only seek to improve a game I think is awesome, where I find it is not where it could be.

Maybe you're just not getting your point across very well then. Because it comes off like this: When I solo I don't like other people around, but when I'm with my friends it's not hard enough. Correct me if I'm wrong. I don't see a way to have it both ways.
Oh, sorry, my fault... I played a DK to 50, but I started a new altmer mage with them together. No carrying done.
hmsdragonfly wrote: »hmsdragonfly wrote: »It is very arrogant to say I am alone with this. Even this thread has some people going in the same direction. And I am also talking for the 2 players that I played with. One guy in the quotes even literally said, he didn't like the boring leveling, and stopped at 30. Another one said, he disliked the lack of challenge. That is pretty much exactly what I disliked and what this thread is about.
If you make such a bold statement you better have done some data gathering or focus group test on the player base to back it up.
Umm nope. Your concern is that solo questing is not balanced for groups. Those quotes you linked here are all different concerns. Boring leveling is a different concern (I also disagree with this opinion, as leveling through questing is the best experience I have in this game, more than PvP, more than vMA. Quests are just so well written and the combat is fun, figuring out combos is even more fun). The lack of challenge is a different thing, but it is indeed an issue, since I am CP500 and I burn through solo questing so easily. I would love if the solo content is balanced for high level solo players, but in no way I would expect solo content to be balanced for group play.
Maybe you should do your research first. Forum is always filled with negativity, but you see how many people disagree with your negativity here?
Nope that is not my concern. And I am not being negative. Please stop now with being so negative.
Do you even know what you want? Solo questing in the open world (except for crag) is designed for solo players.
No, I criticized the design approach towards a dynamic player behavior which is tackled by a static world design.
I have said that I like both, solo play, and group play with friends, and I have also stated that BOTH experiences are not that good.
I also explained that solo play is actually not solo, but PUG-play, which translates to group play. So if the solo content is designed for solo, then how was the designer approaching the dynamic amount of players?
What you so harshly defend is entirely contradictory.
If solo content was ... well... solo content for real, there wouldn't be other players. It is MMO content and it follows the same formula that DAOC did. It is static MMO content. The only REAL solo content by design is the Prophet's main questline and those single player instances.
And to repeat myself:
You must have read a different thread than I did. I even talked a lot about how I like to solo play, but the content is being pug stomped by random players, leaving me to go through empty caves without a single fight, and leading to a dungeon boss with nice game play patterns that I never get to see as 10 random player kill it before I even realized that this is the quest end-boss, where out of nowhere my quest tracker announcement pops up, telling me I just killed the boss mob.
I'd LOVE overland content and dungeons to be harder to be honnest. Not harder to the point of making newbie players run away, but harder enough to teach new players how to actually play the game.