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Thoughts on increasing player attachment to ESO

tinythinker
tinythinker
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Thoughts on increasing player attachment to ESO

This thread is just one person’s thoughts after playing the Elder Scrolls Online for over eight and a half years as well as following discussion of the game across multiple platforms. It doesn’t address most things people talk about to “fix the game” or make it better but it does overlap some. It is also rather long and boring :/ It focuses on a few areas/approaches to generate sustained interest in the game, which you may think isn’t relevant or worthwhile, but that’s what’s on offer in this thread. Caveat emptor, as it were :p
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OK, well, you scrolled down so that’s on you :D

Let me start by saying I’m 99% sure everything I’m writing has been discussed at some point at ZOS HQ, so there are probably reasons why some or all of this hasn’t already been implemented like budget, competing alternatives, different philosophy or approach to game design elements, etc. With that caveat out of the way, let us begin.

Also, I like the game. Some of my favorite zones for art, landscape, traversal and music are Craglorn, Northern Elsweyr, The Reach, and Galen. Not that I don’t also like others, but that’s a nice representation. I also have favorite NPCs and quests as well. Aaaaaand, I’ve done the base game (starter islands through Coldharbour) many times. But I tend to drift away from the game after the first few years despite the enjoyment I’ve had.

What helped me to really see a theme that might explain why was someone on social media a couple months ago looking for a new game and asking if they should try ESO. The answers were thoughtful and reasonable and the ones that stood out had a theme of the game being hard to stick with or stay with, which prompted me to think of why that might be.

The easiest answers are the ones that come up all the time: bugs, server performance, large swings with balancing and combat changes, too many things in the cash shop (rather than in game), etc. Plus some that get discussed or mentioned a little less like the fact that there is relatively little character development (for player characters or NPCs) because there isn’t a linear story that progresses clearly through time, which the year-long story format tries to address to a limited degree.

I have no doubt those things turn players off, along with the usual burnout or boredom from playing the same MMO day in and day out for those who log in religiously.

But the idea of it being hard for some players to get or stay attached to ESO stuck with me. I have 35 to 40 minute commutes for my job so there is time to think about lots of things, and I noticed how several of my “wish list” items could be seen as things that would help root me better in the game. Of course, that doesn’t automatically apply to all other players, but I’m not all other players and can only speak for myself and those of a like mind.

(Edited to add: I was writing this on a very on and off again pace over weeks whenever I had a few minutes. With Mr. Firor’s December 2022 message about the new development agenda for 2023 and beyond, I’ve been working a little faster to finish this as it’s become more relevant.)

So what helps people become more attached to a game?

Sufficient return on investment of time.

If you enjoy PvP activities and feel properly rewarded for it you will want to keep doing it. Same for crafting, dungeons, overland exploration, RP with friends, etc. If the activity gets boring or isn’t properly supported it will get frustrating/stale. One solution is giving out loot, loot, loot (including collectibles)! Or increased power. Playing through great stories of overcoming challenges are also a great ROI for gaming. And so on. Typical MMO carrots on a string.

But these alone do not a long-lasting game make. MMOs are unique in that you might play one for five, ten, fifteen, twenty years or more as part of a continually growing and evolving world and community. You will at times tire of the same activity you’ve done over and over for so long. A shiny new system or story really is nice, but you will consume it and then what? The biggest ROI for the long-term is how your collective short-term experiences, engagement, and memories are recognized and rewarded both immediately and in the future. It’s about how the player feels when they log in and play and log out. That involves emotional reactions to things like relationships with other players, seeing the impact your gameplay has had on the world, the vistas/visuals and music/audio, etc.

Skyrim, for example, is over a decade old and people keep lining up to buy the latest ultimate edition. For many, they are reliving that excitement and wonder they felt years and years ago. It stuck with them, and in the absence of TES VI, they keep going back to that well of emotion and nostalgia. Want an MMO example? A year ago FFXIV launched Endwalker (6.0), the culmination of a story that started with the relaunch of that game in 2013, and it tied everything together from eight years of storytelling with tons of fan service to give an extremely well-received conclusion to one long narrative arc and set the stage for the next.

I propose nothing so bold. But I do take note of triumphs (FFXIV’s Endwalker) and failures (WoW’s Shadowlands). Of course, ESO’s setting and narrative are different in many ways, but lessons can be gleaned nonetheless. Some of what I suggest would benefit me personally, other things (like RP features) less so or not at all. My suggestions and ideas are examples of things with the potential for increasing player attachment to get others thinking about it/thinking about it in new ways. They are not intended as part of an (incomplete) “wish list”. So the ideas are therefore all over the place, but you now understand the common thread to look for and why it matters, not only for these proposals/areas of interest but elsewhere in the game.

PHASING/DIFFERENTIAL ASSETS

The game has phasing/differential assets for players at different quest stages! I can prove it because I left a character in Vvardenfell who still hasn’t stopped Baar Dau and it’s still hovering perilously low over Vivec City while the sky is perpetually dark and people keep screaming and screaming…

But you would be forgiven for not being sure ESO has these features because most areas look and feel exactly as you left them. Even when small changes or a few big changes here and there would show you had made an impact. In WoW they had Argus appear in the sky of Azeroth for months at the end of Legion to give a sense of menace and serve as a call to action. In FFXIV once you complete a storyline in Stormblood you can contribute resources to rebuilding the Doman Enclave and over time whole areas are permanently transformed.

Those are just two of many, many examples from other games. Why are some villages in ESO still ruined or burning years after players saved them? Why do so many NPCs still appear to think I am on a quest I finished in 2014? Given ESO’s limitations and constraints for linear, progressive story-telling and narratives, it is all the more important that it look and sound - to really feel - like you’ve left your mark on each zone you adventure through. More than just a few NPC barks.

This can include many things like new/altered structures or natural landscapes in some areas of the zone, having a new skybox, or even a new piece of zone music you only get for being a zone completionist. (It can also include crafting but we’ll get to that a little later.)

GROUP PLAY/ROLE PLAY/BASE UI

Of course, if you try to group up to do story quests in the open world then you are definitely aware of phasing because trying to do such quests with other players has always been a running joke since launch. If you’ve finished a quest and group with someone who hasn’t, or even if you are both on the same quest but at different stages, you will be phased differently. Even though there is no overland story quest anyone would want to “farm” for rewards other than “dailies” which could be excluded.

So maybe it’s a coding limitation that doesn’t allow the game to sync to the person with the least progress on an active quest? If not, then make it easier for people to play together, however “easy” it might be for experienced MMO players. Playing together in overland is a great way to experience parts of the game for new/inexperienced players. And if overland difficulty options are added, this is even better.

Also, while waiting to get into the ESO beta in the winter of 2014 I tried the Neverwinter MMO and it had a short bio you could add-in game for RP flavor or just to be silly. Other games give you a page for your account or a way to show which game activities you prefer/enjoy. Lots of room to play with that for additional customization and expression, whether a player likes play-acting style RP or not.

The above is a UI thing, so while we’re on that topic ESO has a great UI. For 2014-2016. It’s great to see what add-on makers can do, but even they are limited by the base UI and add-ons don’t help console players anyway. I was glad to see my “snapshot” system https://forums.elderscrollsonline.com/en/discussion/381240/qol-saveable-specs for saving builds was apparently also an idea at ZOS which came out as the armory system. But we can’t move things around with an add-on and can’t move some things at all.

There’s plenty of other information both on the main screen and the support screens that could use work. Especially the convoluted system for trying to see which sets/pieces of sets or customizations you have or to browse and select them when you are trying to apply them. Consolidate, simplify, and make viewing simpler. Pretend these are items in the cash shop you hope we’ll see and get excited enough to buy.

Yes, a great UI is part of a great experience in an MMO and players’ positive and negative experiences so it shouldn’t be neglected. Make the decent existing UI an amazing one that better facilitates expression and allows for greater customization of our view of the game world.


CRAFTING/GENERAL ITEM REWARDS/OTHER REWARDS

So getting back to crafting and rewards, crafting feels like a system that was meant to be expanded more than it has been. I mean, you actually have to work at it to figure out why you are making something or who it’s for. Not everyone will care, which is fine, but if you do pay attention you learn that some stuff is for orphans, other things for building a city, and so on. Great!

But it’s fine print. You grab the quest, make some crap, click on a drop box. The end. Make some gold and move on. Do it faster on PC if you use the right add-ons. But what if you saw something in game that existed or was upgraded because of your crafting? Imagine your work being used directly or indirectly to build/rebuild something or upgrade it and you could see it.

Sure you might need to do like 25/50/100/250/500 daily turn ins to get the full thing complete in some extreme cases, but it’s something happening in the world because of you. How about an in-game letter thanking you (and allowing us to keep at least some mails such as making a permanent copy as WoW does. Maybe we could even craft a letter box for storing our favorites at our inn room or house.

NPC letters in general for helping out in the world in general, not just crafting, would also be great. Maybe even mini-quests you can unlock from crafting/gathering. I mean, after all, after you get the Master Crafter or Master Fisher achievement, why not? And there are so many other directions like a special outfit you unlock or a mount.

And to make a brief point, if even 20-25% of the cash shop items had been made in-game achievement awards it would have made a huge difference. The in-game item reward system can be demotivating. There only exist two extremes: “Hey you bought the DLC and walked into a city or dungeon so BAM, reward unlocked” or “You must do this activity with no mistakes on God-mode in less than three minutes to earn an item.” That GIANT space in the middle? With crafting and gathering and fishing and full zone completions and getting all of those RNG drops from mobs for achievements and so on? It’s basically empty. Fill it up! People tell stories in other MMOs about earning special rewards. Let me try it for ESO: “Yo, back in the day I got this cool pet by purchasing a DLC zone then using a wayshrine to go there.” Yeah… :p

I mean, look at the players who’ve done PvP for years. How many special mounts or costumes or pets have they received despite playing in horrid lag just because it can be really fun when it works right. Speaking of…


PLAYER VS. PLAYER/ALLIANCE WAR

I wrote a ton of PvP suggestions in the past. To see them just search these forums for “PvP” and then again for “Cyrodiil” and once more for “Alliance War.” Enter my username as the author. Too much to repeat or even summarize here, plus some are outdated and the search will show them in random order.

But I’m not adding this section to plug my ideas. I just want to give those who mostly or even sometimes PvP a callout here. If the devs like the ideas I wrote long ago for PvP, great. If not, check out what other PvPers are saying and provide a real roadmap. Please.

As for the Alliance War in PvE, some like it, some don’t, but it is woven into the game so it will be addressed below.


QUESTING/ZONE EXPERIENCE

I now get to use my “Torture Razum Dar” anaology. Don’t worry, this one loves Raz. It’s just to make a point before diving too far into this section. The general rule of thumb for questing and zone experience is that if you care at all about the plot or who popular NPCs are, go do the main quest and play through your Alliance's starter zone(s), main zones, and Coldharbour. After that, go wherever you want. But people can technically start and play in any order they wish.

Some NPCs will show up regularly in DLC, which gives them plot armor because developers don’t know which order players will do the content. If Raz is captured and badly scarred and has other clear lasting signs of physical or psychological damage in DLC 17, what happens if you do that one first then meet him in DLCs 4, 9 and 12? He has to believably be the same Raz no matter the order you meet him in.

Something similar goes for the plots. The Court of Bedlam was a great idea but it barely got any use and now it’s defunct because the Daedric War plot is over and we must be careful of leftovers and carry-overs in a modular zone system.

While those are limitations for building on top of older content and limits to character progression (both PC and NPC), it can also free up or make other options available, such as really digging down on each zone. If a new quest features Raz, then MAKE IT ABOUT RAZ and not a mini-version of the main quest of a zone (ahem, his appearance in Galen).

Let’s also please stop only ever hearing about things like how Raz will have to tell us sometime about “the time Raz wore guar-skin speedos in a shootout over a gambling debt involving a three-eyed pig in a temple to Dibella”. Let us actually GO on the adventure and have our own story about the time we and Raz got into a shootout over a gambling debt involving a three-eyed pig in a temple to Dibella while he was wearing guar-skin speedos. Why are some of the best stories second-hand references?

How about this: Bring back that paranormal investigator and the hulkind from Summerset and our vampire-hunting Dunmer buddy to create an ESO Scooby gang and then let it become weird and campy. These are the types of cool things made easier by and a better investment for the one-off quests or quest chains that still can have “follow-ups” (of a kind) in new DLC. Who would forget or not have a reaction to such adventures?

Whether or not those particular stories ever show up isn’t the point. They are intended to illustrate what I mean by going all in on the one-offs or a series of related one-offs.

Moving on, let’s look at the NPC guilds. Why are there never any Fighters Guild, Mages Guild, Thieves Guild, or Dark Brotherhood quests in new DLC? I know that in some cases there wouldn’t be a chapter of that guild in a particular zone, but really? And yes, there are a few one-off quests in DLC that feature someone we know from one of those guilds, but that’s not what I mean. Even the Undaunted initially had extra quests in Craglorn (which technically isn’t a DLC but it was a new zone).

I get that we already see local quest givers, but no story quests or dailies from any guilds for any new zones? Or special quests once in a while from a guild HQ sending out to a DLC zone? The addition of dailies for the base game was great for Mages Guild and Fighters Guild but it’s odd how absent they typically are outside of the base game. It’s another area with NPCs and quest history that can help players feel more connections between parts of the game world.

Speaking of, I referenced the Alliance War in the previous section and a search for “Alliance War” on the forums with me as the author will give you more than you could ever want about my thoughts on the subject, but as with the guilds above it is part of the setting and the story. It is a chance to explore more of that for people who DO find it interesting and want to learn and experience more.

Imagine dailies that have you travel across Tamriel and beyond to check out threats, do scouting and reconnaissance, get update reports, find hidden caches, eliminate threats (and not just NPCs from other alliances), etc. Now picture some of these quests using the grappling hook, or antiquities, or tales of tribute, or blade of woe, or our legerdemain skill line, etc. Either required or as a faster option. Again, this hooks us back into deeper storytelling and action for “familiar” things and also integrates added systems.


CONCLUDING REMARKS

Well, that’s it for now. I think my perspective on increasing player engagement and attachment should at least be somewhat recognizable. Have a good day.













Edited by tinythinker on December 13, 2022 10:21PM
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  • Deter1UK
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    Thoughts on increasing player attachment to ESO


    Moving on, let’s look at the NPC guilds. Why are there never any Fighters Guild, Mages Guild, Thieves Guild, or Dark Brotherhood quests in new DLC? I know that in some cases there wouldn’t be a chapter of that guild in a particular zone, but really? And yes, there are a few one-off quests in DLC that feature someone we know from one of those guilds, but that’s not what I mean. Even the Undaunted initially had extra quests in Craglorn (which technically isn’t a DLC but it was a new zone).

    I get that we already see local quest givers, but no story quests or dailies from any guilds for any new zones? Or special quests once in a while from a guild HQ sending out to a DLC zone? The addition of dailies for the base game was great for Mages Guild and Fighters Guild but it’s odd how absent they typically are outside of the base game. It’s another area with NPCs and quest history that can help players feel more connections between parts of the game world.

    Imagine dailies that have you travel across Tamriel and beyond to check out threats, do scouting and reconnaissance, get update reports, find hidden caches, eliminate threats (and not just NPCs from other alliances), etc. Now picture some of these quests using the grappling hook, or antiquities, or tales of tribute, or blade of woe, or our legerdemain skill line, etc. Either required or as a faster option. Again, this hooks us back into deeper storytelling and action for “familiar” things and also integrates added systems.

    Agreed, good post. I have on occasion written that Guild quests were under-used in all areas. It must be possible to add an extra villain or object or treasure to basic group dungeons for instance as a simple daily if nothing else just as another way to use these assets.
  • tinythinker
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    Deter1UK wrote: »
    Thoughts on increasing player attachment to ESO


    Moving on, let’s look at the NPC guilds. Why are there never any Fighters Guild, Mages Guild, Thieves Guild, or Dark Brotherhood quests in new DLC? I know that in some cases there wouldn’t be a chapter of that guild in a particular zone, but really? And yes, there are a few one-off quests in DLC that feature someone we know from one of those guilds, but that’s not what I mean. Even the Undaunted initially had extra quests in Craglorn (which technically isn’t a DLC but it was a new zone).

    I get that we already see local quest givers, but no story quests or dailies from any guilds for any new zones? Or special quests once in a while from a guild HQ sending out to a DLC zone? The addition of dailies for the base game was great for Mages Guild and Fighters Guild but it’s odd how absent they typically are outside of the base game. It’s another area with NPCs and quest history that can help players feel more connections between parts of the game world.

    Imagine dailies that have you travel across Tamriel and beyond to check out threats, do scouting and reconnaissance, get update reports, find hidden caches, eliminate threats (and not just NPCs from other alliances), etc. Now picture some of these quests using the grappling hook, or antiquities, or tales of tribute, or blade of woe, or our legerdemain skill line, etc. Either required or as a faster option. Again, this hooks us back into deeper storytelling and action for “familiar” things and also integrates added systems.

    Agreed, good post. I have on occasion written that Guild quests were under-used in all areas. It must be possible to add an extra villain or object or treasure to basic group dungeons for instance as a simple daily if nothing else just as another way to use these assets.

    Sorry I missed your posts on that. Yeah, they could say "do Dungeon X to retrieve some item/delete some spy" as a bonus objective and you could share it with your dungeon group like WB dailies. Great example.
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • Deter1UK
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    I also think they should get rid of all those prologue and side-quest markers in places like Daggerfall that new players find so confusing and put up Job/Bounty boards instead, similar to the daily writ boards, that allow you to chose a quest and then get directed to the relevant NPC. That would make the main area / story quest more apparent as well. Some of the quest givers could be moved to out of the way villages and delves thus encouraging exploration also.
  • tinythinker
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    Deter1UK wrote: »
    I also think they should get rid of all those prologue and side-quest markers in places like Daggerfall that new players find so confusing and put up Job/Bounty boards instead, similar to the daily writ boards, that allow you to chose a quest and then get directed to the relevant NPC. That would make the main area / story quest more apparent as well. Some of the quest givers could be moved to out of the way villages and delves thus encouraging exploration also.

    yeah even on my alts i wade through them near major cities
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • TheNecroBean
    Interesting post...
    Let's be clear here... ESO is a massively multiplayer game...but out with some specific guild... it is NOT a role play game... on either PC or console (definitely not on console and I play it on both... for noe)

    I play all my characters immersively... as I imagine they would act... In Character and, unfortunately for this game, literally within the moment... prior quests, experiences aside. If I dungeon alone and am met with a humch of speed-runners... I dig in and wait for the environment to reset... start again.

    My main issue..? This forum is a bit of a harness to role play discussion... I got my fingers slapped for a post that was about my character... so... I just gave up (I am recently back after a break on PC and am basically playing out my subscription because I would like ton think that discussing 'character' is useful... apparently not)

    Its.a massive game... I don't require perfect fluidity in it (see your point on NPC memory etc... Raz)... I just need the field between game and discussion of it to be more open... in an 'in character' sense. I'm not interested in glow in the dark skins and would rather have a supported character because it has integrity.

    Such is life... it's probably about cash... as always.
  • Tannus15
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    A lot of the systems in ESO feel like a solution that was fine and good when they first did it, but then they kept doing it for 4 more years and it no longer holds up to the size of the game.
    like attunable crafting stations or dlc npc quest givers.
  • Carcamongus
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    I just wish devs would go easy on their tendency to leave many goodies at RNGeesus's whim. Ancestral motifs are a case in point and I'm glad Firesong didn't add another one. I understand leaving rewards to chance increases player engagement (an article on The Economist mentioned research demonstrating that), but overdoing that can be tiresome for us. A tiered system of odds might be a good way to mitigate this: for example, something will have 1% drop chance for the first 20 attempts to find it, then 2% for the next 20, so on and so forth. This would reward players for their perseverance. Partially curated motif drops: if you find a page for, say, chests, the odds of getting a repeat before you complete the style will be smaller than those of getting an unknown page.
    Imperial DK and Necro tank. PC/NA
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  • jtm1018
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    How can the devs keep players intrested.

    If I can play in less than a 100ms latency that would be great. But not only me, every players playing in less than a 100ms ping would be the best. North america, europe, asia, south america, australia, if we all can play on a less than a 100ms ping server, would be the absolute best.
  • Amottica
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    I figured I should just keep scrolling after seeing all those dots.

    Sticking with the title, players' most significant attachment to a game is enjoying playing the game with other people. As such, the two most important parts of enjoying the game with others that Zenimax must look at are to ensure that we have entertaining content and that the game's performance is acceptable.

    We see that Zenimax is changing the cadence and type of content to address the first part and that the two projects related to improving the game's performance are still on task.

    Beyond that, anything is merely secondary and merely drives a player to log in and do those tasks but do not instill actual attachments to the broader game.
  • FeedbackOnly
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    My thoughts is we have a lot of content but it's hard to find a group for that x or x. We need a group finder for not world events, bosses, etc
  • tinythinker
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    My thoughts is we have a lot of content but it's hard to find a group for that x or x. We need a group finder for not world events, bosses, etc

    I've played an MMO which had a group finder tool. Not just common tool for matching people in a queue for some pre-determined activity, which it also had, but rather something in addition to that where you literally wrote what you wanted "Raid X Learning Group" and other players could sign up.
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • tinythinker
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    jtm1018 wrote: »
    How can the devs keep players intrested.

    If I can play in less than a 100ms latency that would be great. But not only me, every players playing in less than a 100ms ping would be the best. North america, europe, asia, south america, australia, if we all can play on a less than a 100ms ping server, would be the absolute best.

    I've played games with great ping that were frustrating and boring and left quickly. This thread is about creating player attachment to the game, which obviously is easier with better ping, but we have had dozens of threads calling for that already. I'm interested in why people form an attachment to a community, story, or game world that keeps them coming back for years.
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  • tinythinker
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    I just wish devs would go easy on their tendency to leave many goodies at RNGeesus's whim. Ancestral motifs are a case in point and I'm glad Firesong didn't add another one. I understand leaving rewards to chance increases player engagement (an article on The Economist mentioned research demonstrating that), but overdoing that can be tiresome for us. A tiered system of odds might be a good way to mitigate this: for example, something will have 1% drop chance for the first 20 attempts to find it, then 2% for the next 20, so on and so forth. This would reward players for their perseverance. Partially curated motif drops: if you find a page for, say, chests, the odds of getting a repeat before you complete the style will be smaller than those of getting an unknown page.

    I've seen another option you might like. Basically, if beat a boss over and over, you are guaranteed to get an item at attempt one hundred. So even if RNG hates you, you know it won't go on forever. Not saying it's better or worse than your proposal for some content. As for treasure chests and mob drops your system would require tracking the stacking chances, which could be overwhelming if it's every player for each item in a zone. Maybe if it tracked your odds until you left a zone (logout or moving to another zone) and it was for any item from the zone you didn't have (i.e. you couldn't pick one)?

    I suspect though that it would create more of a sense of attachment if you directly generated such a buff by beating powerful foes in zone, completing dailies for that zone, gathering nodes, catching fish, etc. More of a sense of earning it/accomplishment rather than waiting for a buff for finding loot to kick in. What do you think?
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • tinythinker
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    Amottica wrote: »
    I figured I should just keep scrolling after seeing all those dots.

    Sticking with the title, players' most significant attachment to a game is enjoying playing the game with other people. As such, the two most important parts of enjoying the game with others that Zenimax must look at are to ensure that we have entertaining content and that the game's performance is acceptable.

    We see that Zenimax is changing the cadence and type of content to address the first part and that the two projects related to improving the game's performance are still on task.

    Beyond that, anything is merely secondary and merely drives a player to log in and do those tasks but do not instill actual attachments to the broader game.

    Hello @Amottica, thanks for your reply. I agree and sort-of disagree :tongue:

    Many MMO players today, especially in ESO, want to play solo or mostly solo and engage with other players in a limited way. And in-game activity can be anything from combat to house decoration to crafting/fishing to play-acting role play as well as meeting people or chatting with them outside of any of the aforementioned activities.

    Thus, engagement begins with the individual player.

    If I think the game world is boring, the stories are dull, the combat is useless, and so on I won't give the rest of it a chance. So if all I want to do is dungeons/raids, of course those need to feel fun to me. Same for everything else. But how do we define "entertaining content"? For example, I've played MMOs where I will go back for a new patch, play a week or two, then leave. It was to my mind entertaining content, but, it had no staying power. It's "everyday" experience, whether solo or group, whether fighting or socializing in more relaxing content, was insufficient to maintain my attendance.

    So that would mean that for attachment you need both personal appeal and direct attachment to assets and systems that generate a sense of familiarity with people-places-things (NPCs being included here as "people" as well as other players), that offer accomplishments/recognition of same that feel like worthy investments of time, and that trigger happy chemicals in the brain. Also, the belief the that the game can continue to provide such experiences and build on them.

    For some people, PvP does all of that for them because it is unpredictable to some degree and there are new people (and thus new experiences) even in the same old zones. It's effectively player-generated content. Which is why solid performance through latency and responsiveness is so critical and also why it's so bad in places like Cyrodiil. Yes, new content and rule-sets can help keep things fresh of course (if we ever see more of that again for PvP), but it can largely self-sustain interest and attachment when it works well.

    For PvE, solo experience is the foundation. Don't get me wrong! I know some people absolutely love socializing, or RP, or group content like dungeons, group arenas, and trials. But *everyone* plays solo content. It's where 90-95% of the PvE stories and experiences with the game world (NPCs, quests, music/sound, zone design/assets) come from. So if when wearing your PvE hat you really find the game world and solo play dull and useless, and you aren't a big PvPer, you are effectively relying on dungeons (etc.), crafting, fishing, socializing/RP, housing, etc. to carry the load, but the fun for most of those things is still built on the fundamental game-world design experienced in solo play. So even then there will be a diminishment of personal enjoyment and attachment whether PvEing solo or in a group.

    I don't think we are too far apart in perspective, just sharing how I got to what I posted. Note that I do mention better tools for meeting others, grouping with others to do content, etc. But I don't see that alone as sufficient. Hence the more specific suggestions/example for *how* improved game play that creates and reinforces attachment might be accomplished. In the end it still ends up with more fun and engagement no matter how one enjoys the game :smile:


    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • Freelancer_ESO
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    I think you'd ram into the challenge that many of the potential changes to appeal to groups/individuals like myself that don't feel very attached clash with design choices and those choices that aren't easy/cheap to unwind/change and may appeal to other people or even the majority of the audience

    If I look back at the games I've had a high level of attachment to, it's been because of the feeling of being able to choose, social elements, because I really liked the content, or because of interesting rewards for doing content I liked.

    ESO for me doesn't really deliver that well on any of that.

    We don't really get to choose much because the stories are too large to really allow the player much choice and the combat design is set up so that you've got massive gaps in effectiveness that significantly limit your options if you are trying to partake in harder content/not let people down in group content.

    The social experience for me tends to be pretty weak because the guild design/trader design pushes putting you with groups of people so large social interaction is a pain. The combat design is frequently set up so that either things are so easy that you don't need other people, you are spending your time worried about messing up and making other people mad, or you are mad at other people all of which put a damper on social interactions.

    ESO like many other games railroads the character fairly heavily but, for me the approach seems to leave the character as an idiot that overall commits good acts but, in the process does enough bad acts they don't really count as good either which to me isn't really appealing.

    ESO draws much of it's money from selling cosmetic items and selling content by locking good gear behind it. As a result, what you actually obtain in game is nearly worthless most of the time. Basically, the only times you get returns from activities in game is when you do things nobody wants to do or brand new content. This in turn leads to players skipping portions of content which further puts a damper on immersion.

    The content they sell in the cash shop is also on the flashy side at times and they have enough success at it that it makes it hard to become immersed in the game in high traffic areas.
  • Carcamongus
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    I just wish devs would go easy on their tendency to leave many goodies at RNGeesus's whim. Ancestral motifs are a case in point and I'm glad Firesong didn't add another one. I understand leaving rewards to chance increases player engagement (an article on The Economist mentioned research demonstrating that), but overdoing that can be tiresome for us. A tiered system of odds might be a good way to mitigate this: for example, something will have 1% drop chance for the first 20 attempts to find it, then 2% for the next 20, so on and so forth. This would reward players for their perseverance. Partially curated motif drops: if you find a page for, say, chests, the odds of getting a repeat before you complete the style will be smaller than those of getting an unknown page.

    I've seen another option you might like. Basically, if beat a boss over and over, you are guaranteed to get an item at attempt one hundred. So even if RNG hates you, you know it won't go on forever. Not saying it's better or worse than your proposal for some content. As for treasure chests and mob drops your system would require tracking the stacking chances, which could be overwhelming if it's every player for each item in a zone. Maybe if it tracked your odds until you left a zone (logout or moving to another zone) and it was for any item from the zone you didn't have (i.e. you couldn't pick one)?

    I suspect though that it would create more of a sense of attachment if you directly generated such a buff by beating powerful foes in zone, completing dailies for that zone, gathering nodes, catching fish, etc. More of a sense of earning it/accomplishment rather than waiting for a buff for finding loot to kick in. What do you think?

    Oh, your idea of a guaranteed drop after running a gauntlet is much better, but I doubt the devs would be that generous. You also raised a good point, the game would need to track our attempts and that might be too much. However, the idea of boosting drop odds by performing other kinds of activities could certainly kill two stones with a single bird (derp), as it'd induce players to revisit old content more comprehensively. The boost to the odds would have to be considerable, though, otherwise all this would just be extra effort for very little reward.
    Imperial DK and Necro tank. PC/NA
    "Nothing is so bad that it can't get any worse." (Brazilian saying)
  • Tandor
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    If ever a post deserved a TLDR summary, this was it :wink: !
  • Enemy-of-Coldharbour
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    As others have stated, more meaningful rewards for my time would make me feel better about the game. What we get now is "Thank you adventurer for spending the past 40 minutes completing that mission. Here is 69 gold and a piece of white level gear for you to decon." :neutral: Seriously, I can get better drops from killing a single mud crab.



    Edited by Enemy-of-Coldharbour on December 14, 2022 8:02PM
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  • Amottica
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    Amottica wrote: »
    I figured I should just keep scrolling after seeing all those dots.

    Sticking with the title, players' most significant attachment to a game is enjoying playing the game with other people. As such, the two most important parts of enjoying the game with others that Zenimax must look at are to ensure that we have entertaining content and that the game's performance is acceptable.

    We see that Zenimax is changing the cadence and type of content to address the first part and that the two projects related to improving the game's performance are still on task.

    Beyond that, anything is merely secondary and merely drives a player to log in and do those tasks but do not instill actual attachments to the broader game.

    Hello @Amottica, thanks for your reply. I agree and sort-of disagree :tongue:

    Many MMO players today, especially in ESO, want to play solo or mostly solo and engage with other players in a limited way.

    Every MMORPG has some players that only play solo. However, neither of us has the numbers on that so it is not a good basis for a point to argue. In fact, we cannot even say if it is a significant portion of the player base. Just because I like to play solo does not mean I do not like to group and play with others.

    Even then, for those who want to exclusively play solo my comment is extremely accurate. Enjoyable content and acceptable game performance are the most important aspects of a game the developers can provide to obtain and retain players.

    That is where engagement starts and it engages everyone. Everything else is very much secondary to that and much would be a gimmick just as those series of dots were.

    I would even say it is the strongest fact in this thread, that nothing comes even close to keeping and retaining players than quality content and acceptable game performance. Sure, someone can suggest I am merely stating an opinion but it is these two points that have been the make it or break it for many games.
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