tinbromide wrote: »So I have to ask because the MMO's that I have really played into before ESO were UO and GW1. End-game content wasn't really crystalized into anything back when I played UO, and GW1 was always criticized as lacking end-game content. So, (and please don't say "end game content is what you play when you're fully leveled and geared") what exactly is end-game content that folks are looking for?
MotokoKusanagi34 wrote: »tinbromide wrote: »So I have to ask because the MMO's that I have really played into before ESO were UO and GW1. End-game content wasn't really crystalized into anything back when I played UO, and GW1 was always criticized as lacking end-game content. So, (and please don't say "end game content is what you play when you're fully leveled and geared") what exactly is end-game content that folks are looking for?
Any challenging, new, worthwhile (desirable gear, achievements, skins) and hopefully long term content for players who completed most other game content. ESO PVE endgame consists of 4 trials and about 4 Vet DLC dungeons and Maelstrom arena if you consider this grindfest to be entertaining.
tinbromide wrote: »But what about other games? I'm hearing that ESO end-game is boring or limited. Surely there has to be a game out there with good end-game content otherwise it's just complaining that some unobtainable ideal hasn't been obtained yet.
Dapper Dinosaur wrote: »Honestly, the best way for Zenimax to add an absolutely limitless amount of PVE content into the game would not be to add any new trials or dungeons, but to spend that dev budget designing a Dungeon Maker for the playerbase, with voting systems for difficulty, length, number of bosses, number of players, etc. That way, the playerbase could design a literally endless supply of unique dungeons with different lengths, difficulties, enemy variety, and group size, even doing unprecedented numbers like 2, 5, or 9 players. The only thing I see being particularly challenging about this is the landscapes eventually becoming stale, but what dungeon environment in this game doesn't already do that once you've been through it a few times?
They could very easily put a giant disclaimer on it saying that there will not be any drops except maybe a gold pile at the end of the dungeon after it has been played enough times (hundreds/thousands) to estimate the average clear time and calculate the amount of gold rewarded based on that and the dungeon difficulty, or they could even make it where literally every single dungeon set in the game drops inside so people COULD get the gear they need, but it would be extremely impractical to run a player-made dungeon trying to get it instead of the real drop spot, preventing players cheesing the intended drop spots.
As an example, I could choose to make a dungeon with all of the game's hardest bosses from 4-player dungeons in it in a row with no trash adds between boss rooms, and use it as practice for clearing the actual dungeons.
I could make a training dungeon with just one big room with a doorway leading to all of the bosses in one particular dungeon like Mazzatun, and use that to see if the group I'm with has any hope of clearing the dungeon.
I could make a dungeon with only a final boss and just a bunch of trash adds of different types to check my (or someone elses') class strengths and weaknesses for DPSing/Tanking/Healing.
Just those three examples would be exceptionally welcome tools for the playerbase to have, and there are dozens if not hundreds of other things people could use it for, and it would completely solve all replayability problems because you could just pick a new player-made dungeon to run if you're bored with existing content.