I very often see players on this forum talking about some tiny percentage of the playerbase that enjoys combat in this game. They usually throw out numbers ranging from 0.01% to 5%. Even when subclassing was announced on ESO Direct, Rich Lambert began by saying it was something for combat-focused players. Combat-focused... And lately, I find statements like that pretty upsetting. To me, they sound condescending — and, most likely, they are meant that way.
The Elder Scrolls Online is not a sandbox. It doesn’t have a vast seamless open world. There’s no deep or complex crafting, trading, sailing, or player-driven economy. Sure, I wouldn’t mind playing some kind of cheerful farming sim in the TES setting — but it seems like ZoS is deliberately avoiding adding more sandbox elements to the game (which I actually think is the right call).
Instead, ESO is an adventure game. And mechanically, that translates into a game about completing content. Clearing all the POIs, finishing zone storylines, running dungeons, getting achievements… and all of that happens through combat. Combat is the core gameplay.
Sure, I’m exaggerating a little. You don’t need elite combat skills to do overland content or questing. But that’s not the point. Almost all content in this game is either very limited in replay value — or outright one-and-done. When people say they’re “solo PvE players,” I honestly have no idea what that means. When a new zone releases, I clear it in a week. I have no idea what these people are doing afterward. Update 35 gave me a bit of a glimpse: some players just rerun the same zone on ten different characters — and even on two or three accounts. Okay, fine...
But in general, I find it ignorant and insulting to say that only 0.001% of players are interested in combat. I feel alienated just for playing the game the way it was clearly designed to be played. Please, stop doing that. Especially because:
You don’t have any real stats.
All coordination for endgame content happens in Discord — so of course you don’t see it in-game.
Again — one-and-done content. If you're not a weak player and just want, say, a skin from a dungeon, it’s incredibly hard to find people willing to help. Most players have already done that with friends and don’t want to run it again.
Yes, there are problems with endgame activity. A lot of people simply quit because there’s not enough fresh or varied content.
The average account lifespan is 6 weeks. Rich mentioned this once on a Twitch stream when talking about overland difficulty. It’s a very important piece of context for understanding how ZoS makes design decisions. Unfortunately, I have no proof or link to that stream — I don’t even know if it’s still available. But it does help explain why we get short-lived content every year and no one ever says that long-term players are a tiny minority or that the game is just for new players.
And honestly — it would be great if there were more high-end players. Especially since every power creep boom is usually met with open arms by the majority — those same solo PvE questers. Builds like Oakensoul completely opened the game up in new ways for a ton of players.
Anyway, this is already pretty long and kind of unstructured... I just want moderation here on the forums to pay closer attention when people start throwing around "0.0001% of players" — because, honestly, a lot of those posts are quite toxic.