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Notes on the Quitting ESO epidemic.

  • subarctic
    subarctic
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    Relatively speaking, I don’t mind grinding for new gear actually. Gives you something to do in ESO. Main problem with ESO is lack of new maps. No new large-scale battle map since 2014…

    Second problem is lack of a good reward system. Too many cool items have been monetized. Inflation IRL will hit the crown store, hopefully.

    Third problem is very boring overland enemies with no challenging mechanics.

    Fourthly: a better progress system is needed. More vet dungeons should become soloable for average gamers like myself when one gets higher CP. Each time you reach 500 new CP, the reward can be that you’ll be able to solo a new vet dungeon without having the elite skills of famous ESO streamers.

    ESO needs something brand new, like flying mounts and aerial battle.

  • Tandor
    Tandor
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    subarctic wrote: »
    Relatively speaking, I don’t mind grinding for new gear actually. Gives you something to do in ESO. Main problem with ESO is lack of new maps. No new large-scale battle map since 2014…

    Second problem is lack of a good reward system. Too many cool items have been monetized. Inflation IRL will hit the crown store, hopefully.

    Third problem is very boring overland enemies with no challenging mechanics.

    Fourthly: a better progress system is needed. More vet dungeons should become soloable for average gamers like myself when one gets higher CP. Each time you reach 500 new CP, the reward can be that you’ll be able to solo a new vet dungeon without having the elite skills of famous ESO streamers.

    ESO needs something brand new, like flying mounts and aerial battle.

    I agree that ESO could do with an additional game-related activity rather than another game irrelevance like ToT, but those particular suggestions don't appeal to me in the slightest and would require a complete engine redesign. Something as "simple" as a new class or race would doubtless be a major draw and easier to implement - unless, of course, we accept the explanation that every change to the game these days is intended primarily to resolve performance/data issues.
  • sPark101
    sPark101
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    Some of you gamers need to relax, take a break, whatever, and I'm surprised ZOS doesn't just flat out delete toxic threads like this one.

  • EldritchSun
    EldritchSun
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    Tandor wrote: »
    I agree that ESO could do with an additional game-related activity rather than another game irrelevance like ToT, but those particular suggestions don't appeal to me in the slightest and would require a complete engine redesign. Something as "simple" as a new class or race would doubtless be a major draw and easier to implement - unless, of course, we accept the explanation that every change to the game these days is intended primarily to resolve performance/data issues.

    They can't balance six existing classes, even after making them the same cake, just with different graphic effects.

    Also, I think the class system failed and become redundant.

  • Toxic_Hemlock
    Toxic_Hemlock
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    sPark101 wrote: »
    Some of you gamers need to relax, take a break, whatever, and I'm surprised ZOS doesn't just flat out delete toxic threads like this one.

    Yea, because deleting or censoring a point of view you don't agree with has been so very good for our society so far...

    Sometimes it is much better to listen to opinions not inside your bubble!

    As for relaxing, that is what many of us here want to do, but with the constant yo-yo effect of skills/gear it becomes more of a chore than a relaxing pastime. Hence, many of us are taking breaks, but the downside to ZOS is often a break leads to uninstalling.
  • StaticWave
    StaticWave
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    Also one of the biggest reasons why I think many players quit, at least from a competitive PvP view, is the atrocious combat balancing every patch. It isn't that ZOS doesn't care about balancing. They do, that's why we still have combat changes every patch. It's how they go about balancing it. For some reason, ZOS loves take feedback and spin things their way.

    Take Bowsorc for example. It was OP because of savage WW and new Crystal Weapon. But 1st patch of PTS they decided to nerf Bound Arms? Or take the dreaded Dark Convergence/Plague Break patch. ZOS clearly cared about toning down group PvP prowess, but they spun it their way and introduced 3 broken proc sets that not only groups were better at using, but also completely destroyed solo PvP altogether. I mean, DC was hitting 29-30k dmg on ONE target.

    Those are just two recent examples I could think of, but their track record is long. If ZOS had just listened to the playerbase and implement changes exactly how the playerbase wanted, we would mostly be happy.
  • jtm1018
    jtm1018
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    The number of players quitting is not enough to make zenibeth think twice on continuing with their great and awesome plan for eso.
    I lost my oakensoul and stun from stealth, they lost my eso+ sub, all is fair in love and war.
  • TheForFeeF
    TheForFeeF
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    This biggest issue, imo, is that PvP and PvE aren't separated enough. Nerfs that need to happen for PvP sake also effect the PvE builds.

    PvP is something that needs to be constantly balanced to make it as fair as possible, but, whilst doing that, you're also messing with the balance of PvE too much.

    If they were able to split what abilities do in both PvE and PvP, the balancing and drastic changes would be a lot less. But, something like this would require a whole lot of coding (I'd safely say that the ESO playerbase would welcome this instead of new content, if it meant the game would be better in the long run).
  • madman65
    madman65
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    With the spamming due to longer DOT`s now my toons are having trouble with sustain and yes i`m using parse food to get the most sustain as well as Perfected False Gods for Magicka toons and Vicious Ophidian for Stamina toons. So I will take a break and turn my ESO+ off, good luck!
  • Jaraal
    Jaraal
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    Longer DOTs are a black hole of resource waste. The reason being that the longer the DOT, the greater the chance that your enemy will die with a large potion of your DOT being wasted.

    Example:

    If your DOT lasts 1 second and your enemy dies in 6 seconds, and you cast 1 DOT every second, your DOT efficiency is 100%.

    If your DOT lasts 5 seconds and your enemy dies in 6 seconds, well, that's not very efficient.

    But if your DOT now lasts 20 seconds since the update, and your enemy dies in 6 seconds.... do you see what I'm saying?


  • Ttree
    Ttree
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    191 posts and nothing back from ZOS Hmmmmmmmmmmmmm
  • Ragnarok0130
    Ragnarok0130
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    .
    subarctic wrote: »
    Fourthly: a better progress system is needed. More vet dungeons should become soloable for average gamers like myself when one gets higher CP. Each time you reach 500 new CP, the reward can be that you’ll be able to solo a new vet dungeon without having the elite skills of famous ESO streamers.

    The issue here is the rank/level/CP actually mean very little overall regarding power and ability to solo dungeons and do harder content - CP helps but it's not like a single player game power progression. True power comes from class and skill proficiency and using a good build. That's why you can see a CP 800 DPS doing relatively little damage because he hasn't gotten his rotation down and his build dialed in (if he's using one) but an end game player can roll a level 20 toon and still nuke things in dungeons because it's dialed in even at level 20.
  • barney2525
    barney2525
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    barney2525 wrote: »
    What is this fictitious " Decent Level " ?

    According what I am seeing here, these players want to make One set of Gear and never have to adjust anything ever again. They have reached GN. (Gear Nirvana)

    And None of them would stay longer than a year in ESO.... because they would all be BORED TO TEARS.

    I have been here 8, going on 9 years. Thats not impressive. Its just a number.

    :#

    That's a rather silly conclusion to jump to. No one has said anything about wanting a one-set-fits-all solution that never has to change. But anything can be taken too far, and even too much of a good thing can, well, be a bad thing. Why exactly are you trying to argue that this constant change - and often drastic change, as was the case with this patch - is a good thing? It might be okay for a certain kind of player, someone who plays the game on a mostly casual level on mostly just one or two primary characters, and therefore rarely feels compelled to change too much, because the patches don't much affect the kind of content they habitually play; but I can't imagine that the rest of the player base finds it fun to have quite this level of change forced on them every few months.

    THAT's the Misconception.

    The idea that the Change is a Good or Bad thing. It is Neither. It simply ... " is ". Change happens and all players know this and should expect it. Some changes they will like. Some they won't. But just because you don't Like something, does Not make the Change itself "Bad". And No game remains in a Vacuum, where Nothing changes, and there is one single Meta that once attained, means you have reached the top.

    So the game Changed somewhat. It became, in Some respects, a bit more challenging. Isn't that Exactly what players have been clamoring for?? Too much content was not challenging enough ?? Well, they got what the wanted and now players want to quit ??

    I just don't understand the whole 'I don't do as much damage as I used to, so I'm gonna quit' philosophy. You are still completely capable of completing Everything you could before the Change. If it were the case, that you could no longer actually Participate in some Dungeons or Trials, then I could see the point. But we CAN do Everything we were previously able to do.

    So I don't see what the big issue is. And I certainly don't see any basis to quit the game entirely.

    IMHO
    :#
    Edited by barney2525 on August 31, 2022 2:09PM
  • GloatingSwine
    GloatingSwine
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    barney2525 wrote: »
    So the game Changed somewhat. It became, in Some respects, a bit more challenging. Isn't that Exactly what players have been clamoring for?? Too much content was not challenging enough ?? Well, they got what the wanted and now players want to quit ??

    Not really.

    What people want to be "more challenging" is not what has been impacted by this patch's changes.

    The content that has been affected is top end super-sweaty VHM trial rewards and people trying to break into veteran content for the first time (especially people with more limited playtime)..

    The first group are more likely to have the resources and time to adapt, the second group not so much, they're the ones that are going to get discouraged.
  • VaranisArano
    VaranisArano
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    TheForFeeF wrote: »
    This biggest issue, imo, is that PvP and PvE aren't separated enough. Nerfs that need to happen for PvP sake also effect the PvE builds.

    PvP is something that needs to be constantly balanced to make it as fair as possible, but, whilst doing that, you're also messing with the balance of PvE too much.

    If they were able to split what abilities do in both PvE and PvP, the balancing and drastic changes would be a lot less. But, something like this would require a whole lot of coding (I'd safely say that the ESO playerbase would welcome this instead of new content, if it meant the game would be better in the long run).

    Just keep in mind that PVE also needs to be constantly balanced. Not necessarily to be as fair as possible, but so that players don't get bored of their classes and move on to other games.

    Remember the brief 8 Necro DD meta that happened after Elsweyr? That was a meta that was obviously going to get a quick shakeup, but overall ZOS doesn't want to leave one class at the bottom of PVE content and another class at the top for two long.

    So not only do PVE changes impact PVP, but even if we completely separated the two, PVE would still be constantly changing just to shake up the meta.
  • Celephantsylvius_Bornasfinmo
    Celephantsylvius_Bornasfinmo
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    Hi all,

    I am a ESO veteran player on PC EU and I have been playing since launch with very few breaks.
    Here is my take on the state of ESO and the path it has taken in recent years.

    Introduction:

    Eso used to be a highly social game with a focalisation on grouped/playable content, but over time it has taken a direction which influences players to buy rather pricey content and play for hours in hopes of getting a desired object that will give them a 'silly' advantage in the virtual world. (Silly -> sometimes over the top, not realistic, anti-gaming)

    When the game first began we had a limited choice of sets to use and we didn't have to think about it that much, to be honest. We were more involved in the content itself, how to play our class, the well being of our groups and how to pass the desired raid.

    As time went past we noticed the slow but sure pace of more sets...to the point where nowadays if you enter a house with attune-able sets, it will take you a fair while to find what you are looking for and keep in mind that literally half the sets proposed aren't even used because each patch rolls certain sets back (crafted or not) and we are pushed into the new DLC.

    Too much marketing and distractions:

    Nowadays it feels like groups are only searching for sets and builds which they are seeing on streamer websites. Streamers these days don't feel like regular players, they don't seem particularly interested and resemble publicity agents trying to sell you builds via their platforms and I think a lot of players are starting to realise this.

    Gina, you won a marketing award and probably shouldn't have told us about it, honestly. It only reflects what your job here is (No bash, just the truth in a calm manner)

    Zos made 'sub committees' like a lot of corporations do to keep 'people busy'. I saw this in the form of the class representatives back in the day and this aspect of the community has gone as far as I know.

    Sets bugged on delivery:

    Some of us (I'll speak for myself) feel that these 'bugs' on set deployments are intentional and are pushed forward to create a bit of drama, visibility or even to bring back certain players who enjoy 'broken' builds. I can personally say that if true, this method of operation is detrimental especially if you, the producer, have had prior warnings, doubts and call outs from community members testing, playing and of course some paying for your product.

    Performance and lack of innovation:

    PVP:

    There are many good videos from lesser known streamers who speak about the community issues in video and voiced commentaries. These videos mostly concern the player vs player realm of the game of course, as there are more fans of this content that one would think.

    PVE Raids:

    - Some raids were closed back in the day instead of being fixed in a timely manner (VAS)
    - Sound bugs, boss bugs, latency bugs (having to reset the raid) and then as years went past -> crashes. I couldn't do a raid without one or many members just crashing in mid explantation or during a fight (This just takes my motivation down 10% each crash)
    - The community for raiding is rather small, closed circuit and focuses on the 'issues' I stated above -> Meta chasing, dps chasing, not very social any more and they seem rather 'grumpy' as a whole.

    Summary:

    I think the mark was missed when too many hopes were put into to 'paid assets' and less was put into the human factor of your player base. We've been an extremely patient player base, a fan based community revolving around the Elder Scrolls Online, but I will say what perhaps many think: The game has become Farmville, has strong P2W vibes recently and is underperforming in relation to ping/latency/fps yet you are still asking us to pay full price and continue a not so attractive grind cycle. Many of us (with recent decisions, deployments and lack of responsibility) feel like ESO is running at 10% efficiency capacity, as if it was abandoned.

    (Please don't snip or censor, I believe I wrote a correct post)
  • AinSoph
    AinSoph
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    TheForFeeF wrote: »
    This biggest issue, imo, is that PvP and PvE aren't separated enough. Nerfs that need to happen for PvP sake also effect the PvE builds.

    PvP is something that needs to be constantly balanced to make it as fair as possible, but, whilst doing that, you're also messing with the balance of PvE too much.

    If they were able to split what abilities do in both PvE and PvP, the balancing and drastic changes would be a lot less. But, something like this would require a whole lot of coding (I'd safely say that the ESO playerbase would welcome this instead of new content, if it meant the game would be better in the long run).

    Just keep in mind that PVE also needs to be constantly balanced. Not necessarily to be as fair as possible, but so that players don't get bored of their classes and move on to other games.

    Remember the brief 8 Necro DD meta that happened after Elsweyr? That was a meta that was obviously going to get a quick shakeup, but overall ZOS doesn't want to leave one class at the bottom of PVE content and another class at the top for two long.

    So not only do PVE changes impact PVP, but even if we completely separated the two, PVE would still be constantly changing just to shake up the meta.

    Naturally, everyone thinks this but it would be nice for changes to be for that reason instead of something being OP in pvp and alright in pve and then changing it into uselessness and vice versa. As it stands now both game modes influence each other when it realistically shouldn't at least to this extent.
  • ZOS_Suserial
    ZOS_Suserial
    admin
    Greetings!

    As MODS, our goal is to keep the threads on topic and as constructive as possible while simply going by the community rules. While we completely understand everyone has their own opinions, thoughts, feelings and even frustrations, we want the forums to be a civil and constructive platform for the game and its community as a whole.

    Please remember the code-of-conduct and terms-of-service when posting titles, and comments in the thread.

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  • p00tx
    p00tx
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    Riptide wrote: »
    Just as a PSA, if you click someone’s profile, there is a little icon in the top right where there is an ignore option.

    This is extremely helpful for users who will bait and report you when you lose your temper with them. I’d certainly never direct that advice about any particular person or poster, but in these troubling times people might find it useful in a general sense.

    Fantastic advice, and you were right! I'm suddenly no longer aggravated :D
    PC/Xbox NA
    Unchained | Unstoppable | Mindmender | Swashbuckler Supreme | Planes Breaker | Dawnbringer | Godslayer | Immortal Redeemer | Gryphon Heart | Tick-tock Tormentor | Dro-m'Athra Destroyer | Stormproof | Grand Overlord | Grand Mastercrafter | Master Grappler | Tamriel Hero
  • SPR_of_HA_community
    SPR_of_HA_community
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    A lot of my friends already stop playing and are doing now some other thingth.
    Your character get nerfs each update and you need to spend a lot of time just to stay the same level. It is MMO - people do not see or feel any progress and it is no reason for them do anything.

    You have hundreds of sets in game, thousands combiations - but if you do really good build it get nerf. Only builds of some promoted streamers - that are not interesting to play, with not some thing special or any good idea in it - get no hit. If you play different - you get nerfs. If you are skilled - you get nerfs.
    If you do not like light attack with a stick - you get nerfs.

    Want to play as mage with staff ? Sorry - you get nerfs.

    Not in META build - other builds and weapons - get nerfs.

    Want to play mage ? Sorry - this patch only hybrids with 2 handed and duals !

    Why it must be based on current update but not on chouse of players themselve ?

    What is a reason to play such MMO for players who come to play MMO here ?

    They do not care LOR or quests.

    I did not even read any of them my self.
    I do not care about them !

    I do care my builds, my character and may be housing. Housing do not get nerfs each updates - thank you at least for that !

    Why everything change ? Where is any stability?
    Edited by SPR_of_HA_community on August 31, 2022 4:53PM
  • Auldwulfe
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    One thing I have noticed is the huge numbers of strawmen used in arguments here --- as I noted earlier, it isn't the whole game quitting -- most middle people probably haven't even noticed a lot of the differences, as, at most, it's only a second or so longer to take something down..... and a LOT of people would probably put that down to "I'm having an off day"..... until it's just normal.

    This is WHY I posted the numbers of my 3 guilds --- one is a mixed guild --- with multiple chapters, and we are seeing a couple of the chapters being consolidated down into others .... we are losing the top end raiders and guys that led dungeons and taught others to do them.

    My second guild, mostly RP and sales, has only seen a 2 to 3% drop, although we are seeing changes in the sales market ... which implies that a number of the Upper end people are dropping --- I tend to sell potions, and the sales of my upper end detects, etc are slowing considerably.

    My third guild is mostly group dungeon runs, and went from 331 members to 26, as of last night.

    We are losing players, but it's in specific areas --- upper end, and dungeon group players.

    And again, as I noted earlier... that can hurt the game in the long run..... without the experience and advice, new players are going to be walking into places like Dreadsail Reef, not knowing it's a trial type dungeon... because no one talks about it anymore, and these players will get smacked around like a toddler in a mosh pit. At which point, if they go looking for a group to try and run it, they may find that there isn't one available.

    That's where this issue can truly hurt, because once you hit the point where you NEED to do those trials, and bigger raids to continue to build... you may not find the people you need to work with, and it becomes a solid gate you can't pass.

    Auldwulfe

    (edited to correct the autocorrect placing incorrect wording in my statement)

    Edited by Auldwulfe on August 31, 2022 7:14PM
  • SPR_of_HA_community
    SPR_of_HA_community
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    Auldwulfe wrote: »
    One thing I have noticed is the huge numbers of strawmen used in arguments here --- as I noted earlier, it isn't the whole game quitting -- most middle people probably haven't even noticed a lot of the differences, as, at most, it's only a second or so longer to take something down..... and a LOT of people would probably put that down to "I'm having an off day"..... until it's just normal.

    This is WHY I posted the numbers of my 3 guilds --- one is a mixed guild --- with multiple chapters, and we are seeing a couple of the chapters being consolidated down into others .... we are losing the top end raiders and guys that led dungeons and taught others to do them.

    My second guild, mostly RP and sales, has only seen a 2 to 3% drop, although we are seeing changes in the sales market ... which implies that a number of the Upper end people are dropping --- I tend to sell potions, and the sales of my upper end detects, etc are slowing considerably.

    My third guild is mostly group dungeon runs, and went from 331 members to 26, as of last night.

    We are losing players, but it's in specific areas --- upper end, and dungeon group players.

    And again, as I noted earlier... that can hurt the game in the long run..... without the experience and advice, new players are going to be walking into places like Dreadsail Reef, not knowing it's a trial type dungeon... because no one talks about it anymore, and these players will get smacked around like a toddler in a mosh pit. At which point, if they go looking for a group to try and run it, they may find that there isn't one available.

    That's where this issue can truly hurt, because once you hit the point where you NEED to do those trials, and bigger raids to continue to build... you may not find the people you need to work with, and it because a solid gate you can't pass.

    Auldwulfe

    About 55% players do quests and are not interested in group content. Any changes in balance will not effect them - even if delete all sets and skills )

    20-30% players play based on vision of some different streamers.
    15% players of more exp players play own builds and base their opinion on - do they like changes or not.
    5% of players are clan leaders/those who update builds/streamers - a lot of them can not leave even if some of them want.

    So lose of META players is predictable based on most popular views. Lose of players that are exp and do not care about such thing - is not so predictable.

    Do not know information about PVP players - but i think it is based of how unkillable builds are and how it lugs in pvp.
    Edited by SPR_of_HA_community on August 31, 2022 7:19PM
  • Auldwulfe
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    And to add to what I said, above.

    Many people have said to me, "what does it matter if (insert your favorite derogatory comment about upper play groups here) all leave... I don't do raids".

    Well, you DO like crafting motifs, and you DO like having some of the style pages that are gated behind those raids.
    "I'll buy them via the guild stores".... which works until no one is running them, to gain those motifs and styles, and they are not being sold anymore.

    At that point, the ONLY option is when ZOS makes them crown store items, or available via endeavors, since the crown crates are very poor return on investment. So, yes, even casuals will be affected by this change.... maybe not immediately... but eventually, it will lead to lower access to things they want, as the suppliers for those items will have gone.

    We are ALL a community, and the loss of any part does, indeed, hurt the whole.

    Auldwulfe
  • SilverBride
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    Auldwulfe wrote: »
    Well, you DO like crafting motifs, and you DO like having some of the style pages that are gated behind those raids."I'll buy them via the guild stores".... which works until no one is running them, to gain those motifs and styles, and they are not being sold anymore.

    Not everyone cares about motifs and style pages. I learn the ones I find on one character but otherwise don't care about them. I did buy a motif once for Honor Guard Epaulets because they are a much less offensive shoulder that blends in well with a lot of outfits, but that is the only one.
    PCNA
  • Auldwulfe
    Auldwulfe
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    Auldwulfe wrote: »
    Well, you DO like crafting motifs, and you DO like having some of the style pages that are gated behind those raids."I'll buy them via the guild stores".... which works until no one is running them, to gain those motifs and styles, and they are not being sold anymore.

    Not everyone cares about motifs and style pages. I learn the ones I find on one character but otherwise don't care about them. I did buy a motif once for Honor Guard Epaulets because they are a much less offensive shoulder that blends in well with a lot of outfits, but that is the only one.

    One player out of many, though - a LOT of crafters are avid motif collectors, as well.
    We ALL have our different styles and things ---- and I DO agree with you on the honor epulets -- half my characters wear them, and I deliberately choose things with a bit poofy or larger sleeves, so in many cases, they don't even show.

    DEVS, PLEASE..... let us have a hide your shoulder guards option like we have with helmets ... not all of us desire to be linebackers in a BloodBowl Game.

    Auldwulfe
  • BlackKnight556
    BlackKnight556
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    The case as I see it is that regardless of how many people feel done wrongly by the devs and want to quit there are just as many if not more people that either aren't paying attention or don't care and will continue playing regardless. This is why nothing will ever change and the devs will continue to do whatever they want irrespective of how the player base feels about it.
  • martinhpb16_ESO
    martinhpb16_ESO
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    Auldwulfe wrote: »

    DEVS, PLEASE..... let us have a hide your shoulder guards option like we have with helmets ... not all of us desire to be linebackers in a BloodBowl Game.

    Auldwulfe

    Of all the requests and issues raised by customers on the forums in the last 2 weeks I bet this is the one that the devs focus on :tired_face:
    At least the spelling is difficult for you.
    Hew's Bane*
  • _adhyffbjjjf12
    _adhyffbjjjf12
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    LikiLoki wrote: »
    Pelanora wrote: »
    Microsoft has a head of gaming reporting direct to the CEO of Microsoft. I imagine games don't lose large volumes of players under his watch, without intervention (if indeed that is happening).

    So I imagine if the roadmap implementation for 2022 and first half of 2023 doesn't look to be turning things around on numbers (if indeed that is needed) there will be questions asked.

    The problems with the game began to accumulate only because Microsoft bought it. When the new owner began to introduce his own standards and management scheme, breaking the good traditions that we recall from a series of games of the elder scrolls

    nonsense th game has been broken since day 1.
    Auldwulfe wrote: »
    One thing I have noticed is the huge numbers of strawmen used in arguments here --- as I noted earlier, it isn't the whole game quitting -- most middle people probably haven't even noticed a lot of the differences, as, at most, it's only a second or so longer to take something down..... and a LOT of people would probably put that down to "I'm having an off day"..... until it's just normal.

    This is WHY I posted the numbers of my 3 guilds --- one is a mixed guild --- with multiple chapters, and we are seeing a couple of the chapters being consolidated down into others .... we are losing the top end raiders and guys that led dungeons and taught others to do them.

    My second guild, mostly RP and sales, has only seen a 2 to 3% drop, although we are seeing changes in the sales market ... which implies that a number of the Upper end people are dropping --- I tend to sell potions, and the sales of my upper end detects, etc are slowing considerably.

    My third guild is mostly group dungeon runs, and went from 331 members to 26, as of last night.

    We are losing players, but it's in specific areas --- upper end, and dungeon group players.

    And again, as I noted earlier... that can hurt the game in the long run..... without the experience and advice, new players are going to be walking into places like Dreadsail Reef, not knowing it's a trial type dungeon... because no one talks about it anymore, and these players will get smacked around like a toddler in a mosh pit. At which point, if they go looking for a group to try and run it, they may find that there isn't one available.

    That's where this issue can truly hurt, because once you hit the point where you NEED to do those trials, and bigger raids to continue to build... you may not find the people you need to work with, and it because a solid gate you can't pass.

    Auldwulfe

    About 55% players do quests and are not interested in group content. Any changes in balance will not effect them - even if delete all sets and skills )

    20-30% players play based on vision of some different streamers.
    15% players of more exp players play own builds and base their opinion on - do they like changes or not.
    5% of players are clan leaders/those who update builds/streamers - a lot of them can not leave even if some of them want.

    So lose of META players is predictable based on most popular views. Lose of players that are exp and do not care about such thing - is not so predictable.

    Do not know information about PVP players - but i think it is based of how unkillable builds are and how it lugs in pvp.

    Where did those figures come from out of curiosity? I would have thought it would be more like the typical >=90% casual that primarily quest and do open world activities like crafting/farming etc and <=10% dedicated to mastering end game PVP and PVE. The problem with ESO is that just like any other MMORPG there is finite open world content, and whereas in other games the end game is much more casual friendly, ESO its not because of the various technical and design issues. The good news is there a couple hundreds of hours open world game play, more if you alt. The bad news is if you don't alt then there is a point where the game will just not appeal to casuals anymore, and after 8 years i would suspect the casual world is trending downwards as they reach the end of desirable content.
  • renne
    renne
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    Auldwulfe wrote: »

    DEVS, PLEASE..... let us have a hide your shoulder guards option like we have with helmets ... not all of us desire to be linebackers in a BloodBowl Game.

    Auldwulfe

    Of all the requests and issues raised by customers on the forums in the last 2 weeks I bet this is the one that the devs focus on :tired_face:

    This is a request that's been about for years.
  • Jaraal
    Jaraal
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    The case as I see it is that regardless of how many people feel done wrongly by the devs and want to quit there are just as many if not more people that either aren't paying attention or don't care and will continue playing regardless. This is why nothing will ever change and the devs will continue to do whatever they want irrespective of how the player base feels about it.

    And that’s exactly why they don’t listen to the players. They know many people will just keep playing (and paying) no matter how broken or often or yoyoish the changes are.

    Until a better game comes out, most people will just silently take whatever is given to them, regardless of how the changes make them feel.
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