I wonder why some people dont want crossplay? I have even seen that some people dont want crossplay between console either.
I would guess that they dont care so they vote No, I mean why wouldnt you want crossplay between console at least.
MISTFORMBZZZ wrote: »There is a reddit poll up now aswell, feel free to interact
https://www.reddit.com/r/elderscrollsonline/s/gfUhjF5oScMISTFORMBZZZ wrote: »I can´t really understand why a community currently so heavily emphasizing that they play mostly solo care so much about crossplay. You´ll mostly get the same solo minded players who regard ESO as just another ES RPG.
https://forums.elderscrollsonline.com/en-gb/discussion/678081/how-often-do-you-play-solo/p1
47% play 100% solo - only 18% engage in non-solo content. So there is plenty of players on each plattform, you just don´t see them in Cyro, BG and Dungeons and trials because they don´t access it.
Where it currently hurts is not so much the sheer player number but the avoidance of group content for most of them.
I don’t agree with this take at all lol.
While solo play is surely a part of ESO—and an important one—the claim that the majority of the player base engages exclusively in solo content isn’t an accurate reflection of how the game is actually played by most.
a little breakdown
1. Game Design: ESO is Built Around Group Content
ESO is an MMORPG at its core, not just a single-player Elder Scrolls spinoff. Major systems are designed around group interactions:
- Dungeons and Trials are explicitly group-based, with mechanics that require coordinated roles and teamwork.
- Pvp zones like Cyrodiil and Battlegrounds are fundamentally multiplayer environments.
- Daily activities, such as pledges, world bosses, and dolmens, are group-friendly and often encourage spontaneous cooperation.
- The game’s Guild system (e.g. Fighters, Mages, Undaunted) rewards group engagement, particularly the Undaunted which is directly tied to dungeon content.
2. Activity Metrics From ZOS and Community Data
ZeniMax hasn’t released a full internal activity breakdown recently, but some key info has been shared over time:
- In past ESO Live streams, ZOS devs have stated that dungeons and PvP are among the most frequently used systems !!!!
-The Undaunted Celebration and Whitestrake’s Mayhem events consistently show the highest in-game participation rates, as seen in achievement tracking and community events.
-Look at sites like ESO-Hub or ESO Logs: thousands of players upload Trial completion logs, PvP builds, and parse results. This level of external community infrastructure doesn’t exist around solo questing alone.
3. Steam Player Achievement Data
Steam achievements offer a snapshot of player behavior:
-A large percentage of Steam players have achievements for group dungeons and Trials, which require group coordination. For instance:
-“Dungeon Savior” (complete veteran dungeons) has been earned by a significant portion of players.
-“Alliance War Recruit” (enter PvP) also appears in a broad share of accounts.
That doesn’t go along with the idea that nearly half of players never touch group content, AT ALL.
4. MMO Player Psychology
Even players who identify as solo players often still engage in group activities:
- They join guilds for trading, use group finders for dailies, and team up for events even if they don’t use voice chat or play in static teams.
- Many solo-leaning players still value social connection, and crossplay directly supports this by expanding access to friends and guildies across platforms.
So yes, some people do treat ESO like a single-player game, and that’s perfectly valid—ZOS has made that style viable. But it’s simply not the full picture. The reality is that ESO’s most engaged and socially active base participates in a mix of solo and group content, and many players would love to do more if crossplay removed the barrier of platform-lock.
Crossplay isn’t just about grouping for dungeons—it’s about being in the same guilds, sharing the economy, being able to chat, run events, and just inhabit the same version of ESO/ Tamriel together.
Also about the poll about solo playing, the way that question is set up is completely misleading.
It's so evidently a leading question to make it look like everyone who answers it plays a lot of solo play.
And aswell someone could play 100% of the time solo in cyro or bgs.
Still requires other players and doesn't exclusively mean solo questing.
Made a reprsentive poll about crossplay on reddit.
Feel free to use it too.
https://www.reddit.com/r/elderscrollsonline/s/zavUV8vfkm
I wonder why some people dont want crossplay? I have even seen that some people dont want crossplay between console either.
I would guess that they dont care so they vote No, I mean why wouldnt you want crossplay between console at least.
moderatelyfatman wrote: »If PS and X-box were full, they'd be no interest in crossplay.
It's a bandaid solution and not a fix to the real problem of population decline.
moderatelyfatman wrote: »If PS and X-box were full, they'd be no interest in crossplay.
It's a bandaid solution and not a fix to the real problem of population decline.
That is a fact. I switched after 8 years from Xbox EU to PC EU. I only saw the same people everywhere i was a X EU. Cyrodiil, IC, trials, random dungeons. I often thought there was just around 100 Players on X EU. Most of my guilds on Xbox were dead and only around 10-20 players online. Often we had problems to get a complete group for a trial.
We all know that there are other issues,too. e.g. Bgs on X EU took so long that you thought the queue was bugged. I have still a few friends whose playing on X EU because they dont want to start again on PC and sink € and time to get on the actual X EU level.
moderatelyfatman wrote: »moderatelyfatman wrote: »If PS and X-box were full, they'd be no interest in crossplay.
It's a bandaid solution and not a fix to the real problem of population decline.
That is a fact. I switched after 8 years from Xbox EU to PC EU. I only saw the same people everywhere i was a X EU. Cyrodiil, IC, trials, random dungeons. I often thought there was just around 100 Players on X EU. Most of my guilds on Xbox were dead and only around 10-20 players online. Often we had problems to get a complete group for a trial.
We all know that there are other issues,too. e.g. Bgs on X EU took so long that you thought the queue was bugged. I have still a few friends whose playing on X EU because they dont want to start again on PC and sink € and time to get on the actual X EU level.
I wonder if the solution to many of these problems is to allow players to do a one time copy of their console account onto PC?
(I know dedicated console players will hate moving to PC but it will help the game survive in the short to medium term).
I can´t really understand why a community currently so heavily emphasizing that they play mostly solo care so much about crossplay. You´ll mostly get the same solo minded players who regard ESO as just another ES RPG.
https://forums.elderscrollsonline.com/en-gb/discussion/678081/how-often-do-you-play-solo/p1
47% play 100% solo - only 18% engage in non-solo content. So there is plenty of players on each plattform, you just don´t see them in Cyro, BG and Dungeons and trials because they don´t access it.
Where it currently hurts is not so much the sheer player number but the avoidance of group content for most of them.
Some people don't like change, equally there could be concerns about economy stuff, with more players on PC consoles can expect to see prices move towards the PC prices.
As an example of not liking change the amount of people or even small guilds I am seeing having tried subclassing are now saying it's not for them and are taking a break or are saying they're done with the game is scarey.
I'm enjoying it, although it does make pugs more of a headache as a support main because its not just sets you need to coordinate anymore it's subclasses.
moderatelyfatman wrote: »I think crossplay is desirable and would be a net benefit for the game.
But I also think it is also ZOS's latest version of the 'Year of Performance' now that literally no one who has been playing the game for more than a few months believes the old claims. I expect that every year for the next 5 years there will be a yearly statement pledging to bring crossplay to the game. It's a key that they jangle in front of the eyes of players knowing that a percentage will get excited and forget about everything else.
Since a lot of players are solo and group activities are what's suffering, the upcoming rework of overland difficulty could make miracles: games in the style of elden ring and monster hunter are popular these days; ESO could take advantage of its massive quantity of content, like overland bosses and public dungeons, that when upgraded to a difficulty that pose a challenge could retain more players and make them interact with each other, helping everyone to go in the group activities direction and making the world feel more alive.
MISTFORMBZZZ wrote: »I get the idea behind wanting more challenging overland content, but I don’t think making solo zones harder is the magic bullet for fixing ESO’s engagement or group content problems.
The real issue isn’t that overland is “too easy,” it’s that the game doesn’t encourage or reward group interaction in meaningful ways outside of dungeons, trials, and PvP. Making overworld bosses tougher might get a few more people to group up for a moment, but it won’t create lasting social interaction. Most players would just zerg it with randoms and move on.
And comparing ESO to games like Elden Ring or Monster Hunter doesn’t really work. Those are designed around difficulty and precision combat, while ESO is more about accessibility, exploration, and flexible playstyles. If you suddenly ramp up the difficulty of overland stuff, you risk alienating the casual base that actually sticks around.
What we need more than harder mobs is better systems to promote cooperation—like better guild tools, crossplay, cross-server grouping, world events that scale up with player involvement, or shared progression goals. Those things build community. Difficulty alone doesn’t.
MISTFORMBZZZ wrote: »I get the idea behind wanting more challenging overland content, but I don’t think making solo zones harder is the magic bullet for fixing ESO’s engagement or group content problems.
The real issue isn’t that overland is “too easy,” it’s that the game doesn’t encourage or reward group interaction in meaningful ways outside of dungeons, trials, and PvP. Making overworld bosses tougher might get a few more people to group up for a moment, but it won’t create lasting social interaction. Most players would just zerg it with randoms and move on.
And comparing ESO to games like Elden Ring or Monster Hunter doesn’t really work. Those are designed around difficulty and precision combat, while ESO is more about accessibility, exploration, and flexible playstyles. If you suddenly ramp up the difficulty of overland stuff, you risk alienating the casual base that actually sticks around.
What we need more than harder mobs is better systems to promote cooperation—like better guild tools, crossplay, cross-server grouping, world events that scale up with player involvement, or shared progression goals. Those things build community. Difficulty alone doesn’t.
While I understand where you're coming from... you point fails to accept that a very very large percentage of players just DO NOT want to have anything to do with groups or multi-player gameplay... period. So increasing incentives isn't going to make those players any more inclined to group than they already do.
MISTFORMBZZZ wrote: »I get the idea behind wanting more challenging overland content, but I don’t think making solo zones harder is the magic bullet for fixing ESO’s engagement or group content problems.
The real issue isn’t that overland is “too easy,” it’s that the game doesn’t encourage or reward group interaction in meaningful ways outside of dungeons, trials, and PvP. Making overworld bosses tougher might get a few more people to group up for a moment, but it won’t create lasting social interaction. Most players would just zerg it with randoms and move on.
And comparing ESO to games like Elden Ring or Monster Hunter doesn’t really work. Those are designed around difficulty and precision combat, while ESO is more about accessibility, exploration, and flexible playstyles. If you suddenly ramp up the difficulty of overland stuff, you risk alienating the casual base that actually sticks around.
What we need more than harder mobs is better systems to promote cooperation—like better guild tools, crossplay, cross-server grouping, world events that scale up with player involvement, or shared progression goals. Those things build community. Difficulty alone doesn’t.
While I understand where you're coming from... you point fails to accept that a very very large percentage of players just DO NOT want to have anything to do with groups or multi-player gameplay... period. So increasing incentives isn't going to make those players any more inclined to group than they already do.
i would wager they do, the content just isnt good enough to be worth it.
MISTFORMBZZZ wrote: »I get the idea behind wanting more challenging overland content, but I don’t think making solo zones harder is the magic bullet for fixing ESO’s engagement or group content problems.
The real issue isn’t that overland is “too easy,” it’s that the game doesn’t encourage or reward group interaction in meaningful ways outside of dungeons, trials, and PvP. Making overworld bosses tougher might get a few more people to group up for a moment, but it won’t create lasting social interaction. Most players would just zerg it with randoms and move on.
And comparing ESO to games like Elden Ring or Monster Hunter doesn’t really work. Those are designed around difficulty and precision combat, while ESO is more about accessibility, exploration, and flexible playstyles. If you suddenly ramp up the difficulty of overland stuff, you risk alienating the casual base that actually sticks around.
What we need more than harder mobs is better systems to promote cooperation—like better guild tools, crossplay, cross-server grouping, world events that scale up with player involvement, or shared progression goals. Those things build community. Difficulty alone doesn’t.
While I understand where you're coming from... you point fails to accept that a very very large percentage of players just DO NOT want to have anything to do with groups or multi-player gameplay... period. So increasing incentives isn't going to make those players any more inclined to group than they already do.
MISTFORMBZZZ wrote: »MISTFORMBZZZ wrote: »I get the idea behind wanting more challenging overland content, but I don’t think making solo zones harder is the magic bullet for fixing ESO’s engagement or group content problems.
The real issue isn’t that overland is “too easy,” it’s that the game doesn’t encourage or reward group interaction in meaningful ways outside of dungeons, trials, and PvP. Making overworld bosses tougher might get a few more people to group up for a moment, but it won’t create lasting social interaction. Most players would just zerg it with randoms and move on.
And comparing ESO to games like Elden Ring or Monster Hunter doesn’t really work. Those are designed around difficulty and precision combat, while ESO is more about accessibility, exploration, and flexible playstyles. If you suddenly ramp up the difficulty of overland stuff, you risk alienating the casual base that actually sticks around.
What we need more than harder mobs is better systems to promote cooperation—like better guild tools, crossplay, cross-server grouping, world events that scale up with player involvement, or shared progression goals. Those things build community. Difficulty alone doesn’t.
While I understand where you're coming from... you point fails to accept that a very very large percentage of players just DO NOT want to have anything to do with groups or multi-player gameplay... period. So increasing incentives isn't going to make those players any more inclined to group than they already do.
i would wager they do, the content just isnt good enough to be worth it.
agree, they would if the content was good.MISTFORMBZZZ wrote: »I get the idea behind wanting more challenging overland content, but I don’t think making solo zones harder is the magic bullet for fixing ESO’s engagement or group content problems.
The real issue isn’t that overland is “too easy,” it’s that the game doesn’t encourage or reward group interaction in meaningful ways outside of dungeons, trials, and PvP. Making overworld bosses tougher might get a few more people to group up for a moment, but it won’t create lasting social interaction. Most players would just zerg it with randoms and move on.
And comparing ESO to games like Elden Ring or Monster Hunter doesn’t really work. Those are designed around difficulty and precision combat, while ESO is more about accessibility, exploration, and flexible playstyles. If you suddenly ramp up the difficulty of overland stuff, you risk alienating the casual base that actually sticks around.
What we need more than harder mobs is better systems to promote cooperation—like better guild tools, crossplay, cross-server grouping, world events that scale up with player involvement, or shared progression goals. Those things build community. Difficulty alone doesn’t.
While I understand where you're coming from... you point fails to accept that a very very large percentage of players just DO NOT want to have anything to do with groups or multi-player gameplay... period. So increasing incentives isn't going to make those players any more inclined to group than they already do.
Its maybe time to understand this isnt skyrim 2.0
It‘s a multiplayer game.
If you decide to treat it like a single player game thats on you, but this does not appear for everyone.
JustLovely wrote: »MISTFORMBZZZ wrote: »MISTFORMBZZZ wrote: »I get the idea behind wanting more challenging overland content, but I don’t think making solo zones harder is the magic bullet for fixing ESO’s engagement or group content problems.
The real issue isn’t that overland is “too easy,” it’s that the game doesn’t encourage or reward group interaction in meaningful ways outside of dungeons, trials, and PvP. Making overworld bosses tougher might get a few more people to group up for a moment, but it won’t create lasting social interaction. Most players would just zerg it with randoms and move on.
And comparing ESO to games like Elden Ring or Monster Hunter doesn’t really work. Those are designed around difficulty and precision combat, while ESO is more about accessibility, exploration, and flexible playstyles. If you suddenly ramp up the difficulty of overland stuff, you risk alienating the casual base that actually sticks around.
What we need more than harder mobs is better systems to promote cooperation—like better guild tools, crossplay, cross-server grouping, world events that scale up with player involvement, or shared progression goals. Those things build community. Difficulty alone doesn’t.
While I understand where you're coming from... you point fails to accept that a very very large percentage of players just DO NOT want to have anything to do with groups or multi-player gameplay... period. So increasing incentives isn't going to make those players any more inclined to group than they already do.
i would wager they do, the content just isnt good enough to be worth it.
agree, they would if the content was good.MISTFORMBZZZ wrote: »I get the idea behind wanting more challenging overland content, but I don’t think making solo zones harder is the magic bullet for fixing ESO’s engagement or group content problems.
The real issue isn’t that overland is “too easy,” it’s that the game doesn’t encourage or reward group interaction in meaningful ways outside of dungeons, trials, and PvP. Making overworld bosses tougher might get a few more people to group up for a moment, but it won’t create lasting social interaction. Most players would just zerg it with randoms and move on.
And comparing ESO to games like Elden Ring or Monster Hunter doesn’t really work. Those are designed around difficulty and precision combat, while ESO is more about accessibility, exploration, and flexible playstyles. If you suddenly ramp up the difficulty of overland stuff, you risk alienating the casual base that actually sticks around.
What we need more than harder mobs is better systems to promote cooperation—like better guild tools, crossplay, cross-server grouping, world events that scale up with player involvement, or shared progression goals. Those things build community. Difficulty alone doesn’t.
While I understand where you're coming from... you point fails to accept that a very very large percentage of players just DO NOT want to have anything to do with groups or multi-player gameplay... period. So increasing incentives isn't going to make those players any more inclined to group than they already do.
Its maybe time to understand this isnt skyrim 2.0
It‘s a multiplayer game.
If you decide to treat it like a single player game thats on you, but this does not appear for everyone.
At first I was horribly disappointed that ESO wasn't skyrim 2.0. But after about six months I got good enough to PvP and began to realize how exponentially better ESO is than skyrim specifically because it's an MMO with a heavy social side to the game. Now ZOS seems to want to essentially eliminate PvP as we knew it and U35 killed the end game PvE.
MISTFORMBZZZ wrote: »I get the idea behind wanting more challenging overland content, but I don’t think making solo zones harder is the magic bullet for fixing ESO’s engagement or group content problems.
The real issue isn’t that overland is “too easy,” it’s that the game doesn’t encourage or reward group interaction in meaningful ways outside of dungeons, trials, and PvP. Making overworld bosses tougher might get a few more people to group up for a moment, but it won’t create lasting social interaction. Most players would just zerg it with randoms and move on.
And comparing ESO to games like Elden Ring or Monster Hunter doesn’t really work. Those are designed around difficulty and precision combat, while ESO is more about accessibility, exploration, and flexible playstyles. If you suddenly ramp up the difficulty of overland stuff, you risk alienating the casual base that actually sticks around.
What we need more than harder mobs is better systems to promote cooperation—like better guild tools, crossplay, cross-server grouping, world events that scale up with player involvement, or shared progression goals. Those things build community. Difficulty alone doesn’t.