For a game that has allegedly been on the verge of dying ever since it launched, and now is apparently not scratching the itch either of two kinds of players are looking to scratch, ESO continues to do pretty well.
The game is clearly a hybrid TES-based CRPG and MMORPG and appeals to a great many players of both styles, while ZOS have always been clear that it was never designed as a purely traditional MMO.
I accept that there's a section of the game's population that reports itself to be increasingly disgruntled and dissatisfied with the game, but that's not unusual especially for a game that's been out for a long time, and I wouldn't overstate it or generalise it as "the population". Some players may have an identity crisis where their attachment to this game is concerned, but I'm not sure that the game has.
bridgetrose wrote: »can someone define "Overland content" for me?
ThirdEye_PULSE wrote: »Ive finally just accepted this game is for casuals and casuals only. So be it.
EldritchSun wrote: »ThirdEye_PULSE wrote: »Ive finally just accepted this game is for casuals and casuals only. So be it.
A fun thing, though, is that we still need to use that meta DPS build and gear setup with some adjustments to do casual overland stuff.
It seems for me, the game tries to be everything for everyone, but fails to do so in every aspect. Just like an attempt to make 'play what you want' build.
ThirdEye_PULSE wrote: »Eh. Maybe with u35. But right now all you need to do for overland is slap on some hundings coupled with orders wrath and you can melt all overland. If you cant make the sets yourself, just join a guild and theyll make it for you.
Overland is where meta doesnt really matter the most. End game pve and pvp is where meta does matter. You can get by in overland with your fantasy build nd barely suffer.
I took a two year break before u34. I was BLOWN away by how easy the game had become. Overland was definitely suffering. I just dont agree with how they addressed it. I feel like there are ways they could have made some content harder without making other content not fun to do anymore.
Rather than a blanket nerf to all dmg, then later reverting and doing 10% nerf to end game content difficulty, they could have made a 20% nerf while in overland.
Just one example.
Im sure theres many better ways to address the situation. Just tired of trying to make good points for developers, then be ignored entirely. Not worth my time anymore lol.
Im not an end game pver in this game. Ive always been of the belief there are better games for that.
But i did fall in love with the pvp. Felt very action orientated and took more muscle memory than most pvp games ive played. Unfortunately, pvp has been neglected in this game much longer than end game pve has.
EldritchSun wrote: »ThirdEye_PULSE wrote: »Eh. Maybe with u35. But right now all you need to do for overland is slap on some hundings coupled with orders wrath and you can melt all overland. If you cant make the sets yourself, just join a guild and theyll make it for you.
Overland is where meta doesnt really matter the most. End game pve and pvp is where meta does matter. You can get by in overland with your fantasy build nd barely suffer.
I took a two year break before u34. I was BLOWN away by how easy the game had become. Overland was definitely suffering. I just dont agree with how they addressed it. I feel like there are ways they could have made some content harder without making other content not fun to do anymore.
Rather than a blanket nerf to all dmg, then later reverting and doing 10% nerf to end game content difficulty, they could have made a 20% nerf while in overland.
Just one example.
Im sure theres many better ways to address the situation. Just tired of trying to make good points for developers, then be ignored entirely. Not worth my time anymore lol.
Im not an end game pver in this game. Ive always been of the belief there are better games for that.
But i did fall in love with the pvp. Felt very action orientated and took more muscle memory than most pvp games ive played. Unfortunately, pvp has been neglected in this game much longer than end game pve has.
I'm a master crafter, so no problem with the set crafting. Yes, anything is viable for solo, but mentioned meta build can do stuff way better, especially in the new DLC public dungeons and against the new World bosses. Also, it's not all about the gear, the same skill formula matters, too.

ThirdEye_PULSE wrote: »
Agreed. I also enjoy playing games efficiently and not simply for fantasy. That too, i feel other games do a much better job at.
Taking a break from my usual long posts for a short one here. A question that popped into my mind while talking to a friend of mine is what ESO's Target Audience actually is.
ESO does not try to be a proper ES game with classic ES staples like class creation, RPG mechanics, and the freedom to play how you want, despite the developers claiming otherwise.
But yet, it also doesn't try to be an MMO and appeal to the average MMO fan, which I think is quite obvious given the developers' tone regarding endgame players and general lack of concern for things like performance or the addition of challenging PvE or PvP content to the game. Totally unrecognizable meta shifts from patch to patch almost seem to be intentioned to wear out and drive away endgame MMO players.
So if ESO isn't trying to appeal to TES fans and isn't trying to appeal to MMO fans, who is it trying to appeal to? The game feels like it doesn't understand itself but doesn't really try to do anything to understand itself. It's in this really weird halfway point that no one is actually satisfied with, and I think that this is why the population is increasingly disgruntled and dissatisfied with the game.
In my opinion, ESO needs to resolve its identity crisis and come down hard in favor of one side or the other, or else the game will continue to not satisfy the itch that either side is looking to scratch.
I don't know if I would really say that questing TES fans are who the game is designed around. If it is then the devs might be a bit out of touch with what TES fans actually like.
In the single player games we have ultimate freedom. I expect some of this freedom to be curbed in order for the game to be an MMO with millions (lol, thousands) of people running around doing the same quests in the same world instances. However, the choices that we should have still are not present.
Where is player agency?
In TES games of old, you were the driving force of the questlines. You made your own choices and those choices had an impact on what happened along the way. In Daggerfall in particular, you decided how the game ended and there were 15 different endings depending on how you played the game. In recent titles, the ending is still the same for continuity purposes, but how you get to the end changed depending on your choices, Morrowind in particular being the exemplary model for this freedom in a modern TES title.
In ESO, however, all of the questlines are on rails. You are not the driving force and you do not make your own choices. You are the errand boy/girl who does the dirty work for the guy who's actually in charge. You can't make any game altering decisions and you can't even find your own way through the questline. Everything is preprepared for you, everything is scripted to happen a particular way, and everything is being done for you. The agency of the player is totally gone in ESO. You're watching a movie unfold but you have to do all the work to progress the movie. Which is in many ways worse because there's no feeling of accomplishment because you didn't actually solve the riddle and get the bad guy, the questline did, you just did the objectives to get to the next phase.
Where is class creation?
In the games of old, you had a dozen or more skills and attributes to spec into and you could create exactly the build you wanted to.
In ESO, you pick a predefined class with uninspired preset and predefined abilities that aren't really that different from any other abilities, but for whatever reason are class locked meaning if you want a battlemage summoner that also uses restoration and ice magic, too bad, go play a better game.
Where is the sense of exploration?
In TES games of old, the map was, using Skyrim for example, is 16 square miles, uninterrupted, no load screens or doors between the different areas of the world map. Free, open to explore. There was always some new cave or some new ruin off the beaten path, and lots and lots of off-beaten paths. Little quests in the nooks and crannies and a full compliment of daedric quests, multiple questlines like the Companions, Brotherhood, and College, all in the same world which you could seamlessly travel across.
In ESO, the world is segmented into tiny little zones which have no continuity with each other. They're segregated by arbitrary mountains and many zones don't even connect with each other. The questlines are self-contained in the individual zones and there's very little in the game that requires you to go to another zone to complete a quest you got in another zone. The sense of exploration is almost totally dead given the tiny size of the zones themselves, with Morrowind still being the largest zone to date which is essentially a long circular hallway around Red Mountain. There's not a lot off the beaten path and all the ruins are locked off because the devs didn't have time in their artifical chapter schedule to put in the time and care the zone deserved. Summerset is an even more horrendous example, being perhaps the worst designed game map I've ever seen. It's essentially 2 intersecting hallways that make an X pattern. Everything is along one of the two roads and the zone itself is only a fraction larger than Auridon, a base game zone, due to its ugly mountains eating up all the space that could have been playable. It was horribly handled, with entire ities missing or being made into dungeons or trials. The cities themselves were identical to each other and the zone lacked character overall and totally divorced the unique weirdness that the Pocket Guides and Morrowind had set up for the Altmer, relegating this race to be a generic High Germanic ripoff, since we didn't have enough of those already.
Given all this, I don't really see why this game is meant to cater to casual TES fans when everything that makes TES special and magical as a video game series is inexplicably missing from this game. Which leads me to believe the game doesn't know what it wants to be and is in an identity crisis it cannot resolve under its current design philosophy.
It's in this really weird halfway point that no one is actually satisfied with, and I think that this is why the population is increasingly disgruntled and dissatisfied with the game.
IsharaMeradin wrote: »bridgetrose wrote: »can someone define "Overland content" for me?
Any zone / story based content intended to be completed by a single player with exception of single player arenas. Things not part of "overland" include: 4 player Dungeons, 12 player Trials, 4 player arenas, 1 player arenas, and actual Player vs Player fights (duels, battlegrounds, and fights within Cyrodiil and Imperial City.
Despite including delves and other "underground" locations, the term "overland" is used to reference it all. Primarily because the large bulk of such content takes place above ground or "overland".
SilverBride wrote: »It's in this really weird halfway point that no one is actually satisfied with, and I think that this is why the population is increasingly disgruntled and dissatisfied with the game.
Some players may not be satisfied with the game but many of us are. That is why the game is still successful.
SilverBride wrote: »It's in this really weird halfway point that no one is actually satisfied with, and I think that this is why the population is increasingly disgruntled and dissatisfied with the game.
Some players may not be satisfied with the game but many of us are. That is why the game is still successful.
I wouldn't call the entire community, competitive and casual, literally imploding over the course of this pts cycle with multiple guilds leaving the game forever, "successful"
Where is player agency?
For a game that has allegedly been on the verge of dying ever since it launched, and now is apparently not scratching the itch either of two kinds of players are looking to scratch, ESO continues to do pretty well.
The game is clearly a hybrid TES-based CRPG and MMORPG and appeals to a great many players of both styles, while ZOS have always been clear that it was never designed as a purely traditional MMO.
I accept that there's a section of the game's population that reports itself to be increasingly disgruntled and dissatisfied with the game, but that's not unusual especially for a game that's been out for a long time, and I wouldn't overstate it or generalise it as "the population". Some players may have an identity crisis where their attachment to this game is concerned, but I'm not sure that the game has.
It very obviously does have an identity crisis because its branding conflicts with its actual design and content and the two bases of players it's meant to appeal to are all very vocal about their general dissatisfaction with the game.
It doesn't play or feel like a TES game at all. It feels like an MMO but then tries its hardest to say it's not actually an MMO and trample over MMO players and leave snide remarks about its own MMO players while promoting a "play how you want" mantra. Is that not an identity crisis?
You can feel free to keep saying that there's no problems with the game and everyone's really happy, and I'll continue to actually care about the game and ask questions about how the game can be made better.