YstradClud wrote: »
I tried Mirrormoor, but I wasn't impressed. Ultimately, I think it comes down to how fun the activity is and what rewards I'll get for it. Mirrormoor doesn't offer any new experiences; it's just like Harrowstorm, except you have to walk around. On the other hand, if we talk about dragons again, chasing after them, especially if you are a new player, is quite stressful, but the battle itself is worth it.ESO_player123 wrote: »You have a lot of suggestions in your post, but I would like to comment on only one right now: the incursions with multiple stages.
While that might look interesting on paper, we already have an example of incursions that are kind of like that: the Mirrormoor incursions in West Weald. From what I gather (and my own experience) they are among the least favorite ones. Need to visit 3 separate locations before you can actually start one, lots of invulnerability phases. As a result, it quickly becomes a chore that people go through only because the were adding new rewards to it. Once most people are done with the rewards, good luck finding players willing to go through them again.
Dragons, on the other hand, are still done by people even though the content is much older.
Also, I do not think a lot of people would welcome an incursion like a Harrowstorm but longer and more complex. They are not that popular as-is outside of events.
The truly memorable climactic battle that I recall was in the original story in 2014. Everything led up to it, and you could feel the tension building throughout the long quest chain. The last time I had a similar feeling was in Greymoor. Remember that Lyris was going to Skingrad at the end of Markarth. Damn, I wonder what happened.tsaescishoeshiner wrote: »Solstice had some great sidequests for me (and some filler-ish ones). I never expect too much from the main quests, as I think their goal is to reach a big climactic battle more than the kind of storytelling I find memorable and powerful. So I treat them as a bit of entertainment and an excuse for us to be in the new zone, as well as a reason for the current events in the area.
I'd love a character-driven main story again sometime, or something with unique charm like Dark Brotherhood.
I am a huge fan of Vvardenfell, Clockwork and Orsinium. It's like top-notch TES experience.Narvuntien wrote: »I really enjoyed the three-part Vvaadenfell, Clockwork, Summerset storyline. But it is rare that players play the game in order at this point.
But I would enjoy something like that even if it occurs over lots of smaller zones.
ESO_player123 wrote: »You have a lot of suggestions in your post, but I would like to comment on only one right now: the incursions with multiple stages.
While that might look interesting on paper, we already have an example of incursions that are kind of like that: the Mirrormoor incursions in West Weald. From what I gather (and my own experience) they are among the least favorite ones. Need to visit 3 separate locations before you can actually start one, lots of invulnerability phases. As a result, it quickly becomes a chore that people go through only because the were adding new rewards to it. Once most people are done with the rewards, good luck finding players willing to go through them again.
Dragons, on the other hand, are still done by people even though the content is much older.
Also, I do not think a lot of people would welcome an incursion like a Harrowstorm but longer and more complex. They are not that popular as-is outside of events.
I tried Mirrormoor, but I wasn't impressed. Ultimately, I think it comes down to how fun the activity is and what rewards I'll get for it. Mirrormoor doesn't offer any new experiences; it's just like Harrowstorm, except you have to walk around. On the other hand, if we talk about dragons again, chasing after them, especially if you are a new player, is quite stressful, but the battle itself is worth it.ESO_player123 wrote: »You have a lot of suggestions in your post, but I would like to comment on only one right now: the incursions with multiple stages.
While that might look interesting on paper, we already have an example of incursions that are kind of like that: the Mirrormoor incursions in West Weald. From what I gather (and my own experience) they are among the least favorite ones. Need to visit 3 separate locations before you can actually start one, lots of invulnerability phases. As a result, it quickly becomes a chore that people go through only because the were adding new rewards to it. Once most people are done with the rewards, good luck finding players willing to go through them again.
Dragons, on the other hand, are still done by people even though the content is much older.
Also, I do not think a lot of people would welcome an incursion like a Harrowstorm but longer and more complex. They are not that popular as-is outside of events.The truly memorable climactic battle that I recall was in the original story in 2014. Everything led up to it, and you could feel the tension building throughout the long quest chain. The last time I had a similar feeling was in Greymoor. Remember that Lyris was going to Skingrad at the end of Markarth. Damn, I wonder what happened.tsaescishoeshiner wrote: »Solstice had some great sidequests for me (and some filler-ish ones). I never expect too much from the main quests, as I think their goal is to reach a big climactic battle more than the kind of storytelling I find memorable and powerful. So I treat them as a bit of entertainment and an excuse for us to be in the new zone, as well as a reason for the current events in the area.
I'd love a character-driven main story again sometime, or something with unique charm like Dark Brotherhood.I am a huge fan of Vvardenfell, Clockwork and Orsinium. It's like top-notch TES experience.Narvuntien wrote: »I really enjoyed the three-part Vvaadenfell, Clockwork, Summerset storyline. But it is rare that players play the game in order at this point.
But I would enjoy something like that even if it occurs over lots of smaller zones.
I meant something else. It's more about our current approach, depth of exploration, and systems.SpiritofESO wrote: »I am also a solo player and usually play alone (except in Cyrodiil where I enjoy killing my fellow players).
The first moment that I realized what a fun game this is was when I chanced upon a Thieves Trove and looted it and and was immediately instructed to go to the Thieves Guild to learn how to be a thief and a pickpocket! And I remember thinking, "Oh my God, I can steal in this game?!" After completing those skills, I went on to become an Silencer in the Dark Brotherhood and acquired, naturally, Blade of Woe!
Long story short, my Armory contains 10 builds with everything from dual wield to two-hand, to sword-and-shield, to light armor magicka, medium armor stamina, even heavy armor tank. I carry all necessary armor and weapons with me and still have three quarters of my inventory left over to acquire as much loot as I possibly can.
I've been playing the game since June of 2019 (Elsweyr expansion) and my goal in playing this game, which I find one of the best MMORPGs ever, was to do as much as possible, to experience everything the game has to offer, to maximize every skill that I felt was valuable, to earn as many titles as I could, and to acquire as many achievements as I can -- such as Silver and Gold Cadwell and "Adventurer Across a Decade," as well as Empress and Grand Overlord.
This, I think, makes you a very well-rounded and experienced player both in the PVE realm and the PVP realm.
I suggest, respectfully, that the feeling of ennui or boredom with the game actually stems from not doing the broadest variety of various activities as possible.
(Want some real excitement? Train the skills required to be a tank and then go tank the Elsweyr dragons! Yeah, FUN!)
I think which story one likes more is a matter of personal preference. To stay on topic, my concern is more that the quests are becoming more predictable and the characters are not developing further. Take, for example, Eveli Sharp-Arrow, whom we meet twice in the Orsinium and Blackwood chapters. If you remove her from the story and replace her with any other character, nothing will change for both stories.randconfig wrote: »Personally, I thought Orsinium was bland and boring. Clockwork city, Vvardenfell, and Summerset were great. Then the stuff between Summerset and Necrom I didn't play due to life stuff.
Necrom into Gold Road was an incredible story to me, actually the one that made me feel the most suspense/sense of urgency to keep going. The weakest point being the wood elf stuff in Gold Road, that didn't feel that memorable. The boss fights were climatic, the ending had a cliff hanger, I really hope we get a follow up to that storyline, and Apocrypha had some of the coolest details/zone design I've ever seen in a game. Mirrormoor needs more content as well, it wasn't explored enough.
I'm finally replaying all dlcs in order with prologues, so my thoughts my change, but that's how I feel currently.
I don't think ESO being formulaic is necessarily a bad thing. It's what they deliver with that formula that needs work. That's where some features feel a little dull.
I'm once again in maintenance mode, where I'm just logging in to get endeavors and login rewards. I don't think a lot of the game's systems respect my time or ensure that I play the game. Feels like the intended experience is to be a burst player who uses the Crown Store for any convenience. Fundamentally, this game feels like a checklist to me.
I finally got a gaming PC after being a Mac user for years and returned to GW2 after being away for almost 8 years. While ESO and GW2 share many of the same concepts, I believe GW2 delivers on them in a more exciting - and ultimately rewarding - way.
Here's a few I've noticed.
- Seals of Endeavors vs. Wizard's Vault. Both are systems where you can get the RNG box content. GW2's implementation is more rewarding. For instance, I'm not limited in how many daily or weekly activities I can do. The stock also doesn't rotate out and isn't priced in a way where if I buy one thing, that means I really can't another thing until months later.
- Zone Design. Both games feature some really impressive zones. The zone designers in both games are really talented and the assets in both are incredible. However, I'm noticing in GW2 there's just more depth. Vertically, horizontally, the maps feel more dense and exciting. The zone events add to that vibrancy. Plus, ESO gets 1 large and 1 small zone a year, or used to. GW2 - way more.
- Combat. I love both game's combat systems, but GW2's is more responsive by a mile. I've never had a situation where a skill doesn't respond or the game lags like it does in ESO. And while you can the same weapon across multiple classes/professions in GW2, like in ESO, it feels different. The game respects class identity. This makes having alts more engaging.
- Mounts. GW2 overall has much more account wide benefits, but I feel like mounts was the big one to call out. Whereas ESO requires 6 months to fully upgrading your mount, or whipping our your wallet, GW2 has masteries that are account wide. Seems like the focus is on playing the game, rather than setting up a monetized problem-solution structure. Moreover, GW2's mounts are more than just speed boost, they are meaningful tools for overcoming obstacles.
Back to ESO. There's a lot of systems with potential, but the game feels very static in comparison to GW2. It's not to say it's lacking in fun; I've played it for 4000+ hours. But, I can see where it's lacking something that other games have. It would be nice if they could look at how GW2 gives each game system meaning, seeing them snowball together into a more fun experience. At this point in the game's life, I don't expect any major overhauls or additions. I just expect the same style content with a new marketing theme.
We were warned that the release of content in ESO would change. We got one location again, like in a chapter, one game system, four dungeons, and a raid. And it will be a seasonal model. We now have a bundle for a whole year's worth of content, but what has changed compared to releasing one chapter per year?
Great post! Imo it covers eso’s main problems such as simplification and homogenization and acute lack of rewards across the board, all aspects of the game suffer from these, from fishing, crafting questing, overland to dungeons, trials, pvp and even the combat system itself.I'm a solo player and I often play alone. I enjoy the generally relaxed pace of the game, as most of the content stays relevant, and you can always come back to it after taking a break.
But when I recently returned after a short break, I was surprised by the lack of depth and excitement in many types of content for the last chapters
Questing, exploration and small activities are probably the most common and preferred content in the game by many players like me. Every player does these things practically. So I would like to talk about them.
The quests themselves have become more trivial and predictable. They are too short to tell a good story or allow the characters to develop and be empathized with. We constantly meet new allies, only to lose touch with them for long periods of time. Even if we meet them again, they remain the same as they were originally written.
Side quests are even shorter and usually only involve one location near the quest giver. The Scribing quest chain is the only exception that I have enjoyed recently.
Very weak sense of exploration and reward for it. Overall, the dynamics of the exploration changed from “I want to explore this new place because it's interesting and I'll see something new and unusual” to “I'm only here because I have a quest or map marker.” And the quests you need to do are predictably placed near the delve or point of interest. And the NPC will definitely shout an annoying phrase so that the player definitely doesn't miss it.
And as a reward for completing Overland content, you will mainly receive green Overland set pieces or crafting materials, which most players are not seriously interested in. I'm not saying that there has to be some kind of shiny reward for what a player does in the game, but I also haven't felt the satisfaction of discovery in a long time.
Did you know that during the new moon, you can find vampire NPCs that can infect you with vampirism or lycanthropy? Why is such an unusual and immersive mechanic involving the changing moon phases not used anywhere else in the game except in this one?
We have day and night cycle, siege weapons, interactive objects, grappling hook, stealth, different character forms and resizing, temporary new abilities that are only occasionally used in the design of locations and encounters. In 1,400 hours of gameplay, I can only recall one quest that utilized siege weapons in the West Weald. There are already an infinite number of game mechanics and tools in the game itself, but they are simply not being used.
What surprises me most is that we have puzzles and unique mechanics in the dungeons, where they don't really resonate well with players' attempts to speedrun dungeons, but not in the open world.
I would also like to mention world events at locations. From the entire set, as Anchors, Geysers, Harrowstorms, Incursions, I would only highlight Dragons. They look epic, they are strong and cool. But overall, they are all very similar to each other.
Why can't they be made complex and have several stages? So that players can team up across the entire location and complete several tasks at once. How about a full-scale attack by the Worm cult? Players from across the location unite to interrupt an attack on a peaceful town or repel it from the cult to make it accessible to players for a certain period of time.
Firstly, destroy the scouts and capture the cult's outposts near the settlement. Then, summon allied NPCs from the location and help them fortify themselves for the upcoming siege. And then there's the assault using full-fledged siege weapons. After a while, the cult returns and can recapture the settlement if the players don't help defend it. Sounds like Cyrodiil, right? Maybe then many players will like it and decide to try their hand at a full-fledged battle with other players, already knowing how it works. And this is just one example that an event does not necessarily have to be flat and one-dimensional.
The overland content itself is fairly simple and does not present any challenges. As a result, there is little sense of character development through leveling up. I've had a Level 10 training set for the past couple of years that I use to level up other characters from levels 10 to 50. This is sufficient to avoid any problems for the leveling process. Most enemies can be defeated with your bare hands. As a result, most of the players I encounter in dungeons are unfamiliar with the game's basic mechanics. They don't even know that you can bash enemies to interrupt. I'm not saying that all enemies should have increased attack and HP. Enemies need to be more unique, with mechanics and reactions to player actions (and not just AoE spam, because I know you guys).
All players had to face the chimera during the Scribing quest line. There's no reason for the overland content to be easier than this fight.
Finally, I would like to mention the crafting. It's too confusing for new players and time-gated. The system itself is in a state of terrible stagnation and begins to collapse when attempts are made to make it accessible to new players. Why do old, unpopular crafting sets require so many traits while new ones don't? Other than resource gathering, we haven't had any content for crafters in years, like minigames, gear sets, or even quest chains. Fishing doesn't even have its own skill tree.
I understand that many people like fishing because of its simplicity. However, it's possible to please everyone. If you don't have any fishing skills and just want to chill, let's fishing would take 20 seconds, just like it does now. If you want to fish actively and participate in the minigame, it could take 12–15 seconds depending on your skill level.
Even F76 already has fishing with its own content.
Finally, I would like to say that well-designed content and deep systems keep players engaged for hundreds of hours. But artificially imposed golden pursuits and endeavors only for an hour or a few days.
The whole point of such suggestions is to actually make content like that more popular outside of events. World events being unpopular isn’t an argument, it’s the problem that needs to be addressed. The main reason they are unpopular is that they usually offer basically no desirable rewards, engage design comes second.ESO_player123 wrote: »You have a lot of suggestions in your post, but I would like to comment on only one right now: the incursions with multiple stages.
While that might look interesting on paper, we already have an example of incursions that are kind of like that: the Mirrormoor incursions in West Weald. From what I gather (and my own experience) they are among the least favorite ones. Need to visit 3 separate locations before you can actually start one, lots of invulnerability phases. As a result, it quickly becomes a chore that people go through only because the were adding new rewards to it. Once most people are done with the rewards, good luck finding players willing to go through them again.
Dragons, on the other hand, are still done by people even though the content is much older.
Also, I do not think a lot of people would welcome an incursion like a Harrowstorm but longer and more complex. They are not that popular as-is outside of events.
I'm a solo player and I often play alone.
I'm glad that subclassing was given to all players. But otherwise, everything is true.We were warned that the release of content in ESO would change. We got one location again, like in a chapter, one game system, four dungeons, and a raid. And it will be a seasonal model. We now have a bundle for a whole year's worth of content, but what has changed compared to releasing one chapter per year?
Well, one thing that has changed is that the price has gone up and that we have to pay for the (IMO completely unnecessary) DLC dungeons twice if we are ESO+ subscribers. We also got a zone that is tinier than a quarter four DLC zone of old.
Another thing that has changed is that the "system" introduced with the new expansion (subclassing) is not part of the expansion content, but this year it is a base game update instead. I think this is actually a good thing, but nevertheless it means that this year's new paid content comes without any "system" whatsoever, thus reducing the pitiful value of the "content pass" even further.
I sometimes participate in guild activities. Otherwise, I hang out with my friends in voice chat. We used to play FFXIV. It's difficult to convince people to switch to ESO. We tried playing together when Necrom was released.Warhawke_80 wrote: »