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.
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.
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.
imno007b14_ESO wrote: »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.
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 ??
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).
VaranisArano wrote: »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.
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.
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
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.
SilverBride 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.
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
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
SPR_of_HA_community 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.
martinhpb16_ESO 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
BlackKnight556 wrote: »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.