Actually I'm serious. I don't think there's anything wrong with lack of perpetual vertical progression and taking time off from the game sometimes.
I am curious about the LotRO housing though. What's it like?
I agree, housing and cosmetics can be *one* way to progress your character, but before the addition of storage, what was the real incentive to own a house? Dummies and some convenience items already located in world (that generally cost real money to obtain?)
RE: LotRO: Just speaking from the top of my head:
1. Storage chests available from Day 1 (and didn't cost real money, i.e. crowns)
2. Ability to customize music in your house
3. Variety of wallpapers
3. Each house was in a mini zone (think neighborhood) - you could physically visit other people's houses, see their yards, etc. without porting to instances
4. I'm also fairly certain your pets would roam around your house, too - instead of the semi-animated statues that we currently have.
One thing that has always bothered me about this game is gear progession, or lack of. My friend and I haven't played since Morrowind. He's a templar healer and I, a dk tank. I looked at the current builds coming out with Dragon Bones, and oddly enough, it's the same builds as Shadows of the Hist. Ebon/Alkosh and Worm/SPC have stayed BiS. I love MMOs for the grind, the farm, moving through content to become better. New content is great, but what's the point when new content doesn't give me anything to progess?
Actually I'm serious. I don't think there's anything wrong with lack of perpetual vertical progression and taking time off from the game sometimes.
I am curious about the LotRO housing though. What's it like?
I agree, housing and cosmetics can be *one* way to progress your character, but before the addition of storage, what was the real incentive to own a house? Dummies and some convenience items already located in world (that generally cost real money to obtain?)
RE: LotRO: Just speaking from the top of my head:
1. Storage chests available from Day 1 (and didn't cost real money, i.e. crowns)
2. Ability to customize music in your house
3. Variety of wallpapers
3. Each house was in a mini zone (think neighborhood) - you could physically visit other people's houses, see their yards, etc. without porting to instances
4. I'm also fairly certain your pets would roam around your house, too - instead of the semi-animated statues that we currently have.
You're crazy, right? LOTROs housing you can't even place items in the exact spot you want. They only very recently added the ability to push and pull from their hooks...
Edit: This is speaking as someone who played LOTRO for many many years and spent entirely too much $$ on it. LOTROs Wardrobe system > ESO right now (IMO), but to say that LOTROs housing is better than ESOs (now) is insane.
One thing that has always bothered me about this game is gear progession, or lack of. My friend and I haven't played since Morrowind. He's a templar healer and I, a dk tank. I looked at the current builds coming out with Dragon Bones, and oddly enough, it's the same builds as Shadows of the Hist. Ebon/Alkosh and Worm/SPC have stayed BiS. I love MMOs for the grind, the farm, moving through content to become better. New content is great, but what's the point when new content doesn't give me anything to progess?
Actually SPC + Jorvulds is bis now^^ With stam chars being that strong worm wasn't really bis for a looooong time^^
Ebon + Alkosh may be bis, but tanks wear whatever the group needs, be it SPC or Torugs, Akaviri Dragonguard or Powerful Assault, at that is not even considering monster sets yet
One of the main reasons I like ESO is specifically because of the lack of that end game treadmill. When they add new content it just creates more diversity, rather than a new horizon for you to set out for.
I don't disagree that it's nice not having to chase new gear levels all the time, but the problem is that because the lack of this exact structure, there's very little encouragement to run through content for gear, which is the main drive in other MMOs, even more so since ZOS is inept at making good sets for some reason. Like, look at the sets people run, most of them have been in the game forever, and most of the new sets are just gimmicky ones that have no real application anywhere. They should be working hard to make ESO's endgame have something that would make you interested in running it, since they don't have the same kind of gear progression as many other MMOs do. The fact that they haven't just means they probably don't care that much. Or the more worryingly, they might not know how to do such a thing. If the Asylum and Halls of Fabrication are an indicator they've certainly forgotten how to make fun trials, because they seem to think that, More Health = More Fun.
Also, it's hard to call it gear diversity, when all classes have clear BiS, with everything else being subpar by comparison. Like look at the sets people use, look at what Morrowind caused, that diversity you are talking about is a thing of the past, and even back before the sustain collapse the diversity wasn't that immense.
The main problem with ESO's endgame is the lack of progression. There's no gear progression. There's very little skill progression, at least outside of trying to beat HM trials. There aren't any legendary weapons / sets to work towards. And content is added with vast spaces inbetween either 1 at a time (trials) or 2 at a time (dungeons) every year.
Gear diversity doesn't necessarily have to apply only to BiS equipment. What percentage of the community do you think only consider BiS for their gear? How about their alts?
If every time new content was released the new gear for that content was BiS, it would make all the other gear become obsolete over time.
Also consider when you say BiS, what/who is it BiS for? Trials? PvP? Vet Dungeons? Magica single target? Running scrolls in Cyrodiil? Stamina AoE? Running with pugs? Soloing world bosses? Ganking in PvP? Clearing trash mobs? Resource node farming?
Then you have to consider a person's play style. A player may be willing to sacrifice a BiS set for something that suits their play style better.
One thing that has always bothered me about this game is gear progession, or lack of. My friend and I haven't played since Morrowind. He's a templar healer and I, a dk tank. I looked at the current builds coming out with Dragon Bones, and oddly enough, it's the same builds as Shadows of the Hist. Ebon/Alkosh and Worm/SPC have stayed BiS. I love MMOs for the grind, the farm, moving through content to become better. New content is great, but what's the point when new content doesn't give me anything to progess?
I agree. Same gear sets, same dungeons plus a few, same trials plus one (cleared vAS HM already), there's nothing really new. The new content doesn't add any new gear that's really all that much better or useful. I'm using one new monster set with a new proc.. cool? That's it until summer? Uh.. okay.
And throughout all this time, my dps hasn't budged. It's right under 40k with stam and with magicka, and knowing zos, it's more likely to go down than up in the future.
rophez_ESO wrote: »One thing that has always bothered me about this game is gear progession, or lack of. My friend and I haven't played since Morrowind. He's a templar healer and I, a dk tank. I looked at the current builds coming out with Dragon Bones, and oddly enough, it's the same builds as Shadows of the Hist. Ebon/Alkosh and Worm/SPC have stayed BiS. I love MMOs for the grind, the farm, moving through content to become better. New content is great, but what's the point when new content doesn't give me anything to progess?I agree. Same gear sets, same dungeons plus a few, same trials plus one (cleared vAS HM already), there's nothing really new. The new content doesn't add any new gear that's really all that much better or useful. I'm using one new monster set with a new proc.. cool? That's it until summer? Uh.. okay.
And throughout all this time, my dps hasn't budged. It's right under 40k with stam and with magicka, and knowing zos, it's more likely to go down than up in the future.
This is the sentiment I was trying to convey. I mean, really, is end game all about grinding new dyes? Maybe a different gear set that is slightly more "bis" than the last "bis" gear, but really not noticeable unless you are parsing on a dummy?
Some of the people here are expressing incredulity about me wanting to constantly be improving my character. I hear cries of, "How long do you think you can keep that up?" All I can say is you need more imagination. There are lot's of games out there with thousands of hours of vertical progression available. Look at DDO for ideas, maybe? Yeah it's an old game, but people could learn from their innovations. Being able to reincarnate your character when he reaches a certain peak, keeping some minor perks from each past life, for example. Look at the roots of ESO for another example: DAOC realm abilities took years to earn, and provided meaning advancement for your character.
For once I will leave a serious reply.
The value in ESO isn't in character progression (although, if you level umteen characters to 50 in different classes, there's an element of it).
What makes ESO worth playing (for me) is the people playing with me. It was the same when I played DAoC/WoW/Ultima Online/you name it all the way back to text based muds.
If I was only interested in progression, I'd play a single player game.
This issue that no one is taking into consideration is in order to have true end game, it has to continually progrress. We keep getting better weapons, armor, CP, more CP, new DLCs and until this DLC, nothing really gets any more difficult. Unless there is a continual stream to challenge the new gear/skills/whatever, the game gets easier and easier with no challenge. Which is why we get DLCs. Sooner or later it all comes down to a grind for better stuff with no real challenge for the better stuff. Power creep eventually begets Bosses that just have more HP to make it take longer which isnt a challenge and is actually boring.
NO GAME EVER has ever had a set up where the dungeon evaluates the characters in the dungeon to make a challenge that forces the player to think rather than just run thru a preset rotation of skills. There needs to be surprises that shakes up the status quo. And when you build that engine, be sure you sell it for a kings ransom.
This issue that no one is taking into consideration is in order to have true end game, it has to continually progrress. We keep getting better weapons, armor, CP, more CP, new DLCs and until this DLC, nothing really gets any more difficult. Unless there is a continual stream to challenge the new gear/skills/whatever, the game gets easier and easier with no challenge. Which is why we get DLCs. Sooner or later it all comes down to a grind for better stuff with no real challenge for the better stuff. Power creep eventually begets Bosses that just have more HP to make it take longer which isnt a challenge and is actually boring.
NO GAME EVER has ever had a set up where the dungeon evaluates the characters in the dungeon to make a challenge that forces the player to think rather than just run thru a preset rotation of skills. There needs to be surprises that shakes up the status quo. And when you build that engine, be sure you sell it for a kings ransom.
rophez_ESO wrote: »This issue that no one is taking into consideration is in order to have true end game, it has to continually progrress. We keep getting better weapons, armor, CP, more CP, new DLCs and until this DLC, nothing really gets any more difficult. Unless there is a continual stream to challenge the new gear/skills/whatever, the game gets easier and easier with no challenge. Which is why we get DLCs. Sooner or later it all comes down to a grind for better stuff with no real challenge for the better stuff. Power creep eventually begets Bosses that just have more HP to make it take longer which isnt a challenge and is actually boring.
NO GAME EVER has ever had a set up where the dungeon evaluates the characters in the dungeon to make a challenge that forces the player to think rather than just run thru a preset rotation of skills. There needs to be surprises that shakes up the status quo. And when you build that engine, be sure you sell it for a kings ransom.
Are you trying to say the current 4 man end game material is hard? That the reason they won't give us any new progression avenues is because they want to keep the end game "hard"? I have news for you, mate, after a week or two of running the new dungeons over and over, it's all trivial for my usual 4 man. What would be wrong with letting us slowly grow our power so that we can complete this trivial content a little faster? Or how about, and here's where things get crazy, adding a new difficulty tier? We've got normal and vet, how about champion or demi-god? lol. I mean, shucks, I don't work in game design, but it shouldn't be that hard to give us an eternal carrot to chase.
Praeficere wrote: »This is a social game now, you log in every 3 months for 2-3 days on the new patch to catch up with old buddies and run the new content
I'm sure that everyone would find all content trivial if they had the tome, desire, and same friends on all of the time to run the newer DLC dungeons over and over and over again.rophez_ESO wrote: »This issue that no one is taking into consideration is in order to have true end game, it has to continually progrress. We keep getting better weapons, armor, CP, more CP, new DLCs and until this DLC, nothing really gets any more difficult. Unless there is a continual stream to challenge the new gear/skills/whatever, the game gets easier and easier with no challenge. Which is why we get DLCs. Sooner or later it all comes down to a grind for better stuff with no real challenge for the better stuff. Power creep eventually begets Bosses that just have more HP to make it take longer which isnt a challenge and is actually boring.
NO GAME EVER has ever had a set up where the dungeon evaluates the characters in the dungeon to make a challenge that forces the player to think rather than just run thru a preset rotation of skills. There needs to be surprises that shakes up the status quo. And when you build that engine, be sure you sell it for a kings ransom.
Are you trying to say the current 4 man end game material is hard? That the reason they won't give us any new progression avenues is because they want to keep the end game "hard"? I have news for you, mate, after a week or two of running the new dungeons over and over, it's all trivial for my usual 4 man. What would be wrong with letting us slowly grow our power so that we can complete this trivial content a little faster? Or how about, and here's where things get crazy, adding a new difficulty tier? We've got normal and vet, how about champion or demi-god? lol. I mean, shucks, I don't work in game design, but it shouldn't be that hard to give us an eternal carrot to chase.
wsmith97ub17_ESO wrote: »All of your recommendations are mostly power creep issues the devs are trying to avoid. I dont like mmos that use that typical method of artificial "end game".
wsmith97ub17_ESO wrote: »All of your recommendations are mostly power creep issues the devs are trying to avoid. I dont like mmos that use that typical method of artificial "end game".
NewBlacksmurf wrote: »Don’t look at this like another traditional MMO RPG that you’ve played.
They are intentional to offer adventures but the design now isn’t heavily weighted on adding more content for levels (whatever the new max is)
rophez_ESO wrote: »wsmith97ub17_ESO wrote: »All of your recommendations are mostly power creep issues the devs are trying to avoid. I dont like mmos that use that typical method of artificial "end game".
So the game design is to get to a certain level of power and then all you get to do for improvement is grind new dyes and titles? That's really their intention? Like have they stated that there will be no more meaningful vertical growth? 30 more champ points a couple times a year doesn't cut it, imo.
NewBlacksmurf wrote: »Don’t look at this like another traditional MMO RPG that you’ve played.
They are intentional to offer adventures but the design now isn’t heavily weighted on adding more content for levels (whatever the new max is)
So, what is the design?
wsmith97ub17_ESO wrote: »All of your recommendations are mostly power creep issues the devs are trying to avoid. I dont like mmos that use that typical method of artificial "end game".
SquareSausage wrote: »22k dps at max cp is a L2P issue and nothing really to do with progression tbh.