ESO+ launched way back with the transition from P2P to B2P. It was basically the continuation of the subscription service that gave you access to all content without having to worry about getting specific DLCs and whatnot. Over the years, this was watered down with the introduction of chapters that were no longer included in ESO+, and in the latter years with the lack of a Q4 DLC.
Now, with the transition to a seasonal model that makes all content free, ESO+ is a complete anachronism.
The other "benefits" added to ESO+ over the years (e.g. +10% AP gain) can't make up for the loss of content, because they are only differences in quantitiy, and not quality.
The only qualitative benefit still offered by ESO+ is also the main reason why people subscribe, namely the craft bag. That's it.
And even that only serves to alleviate arbitrary gameplay constraints, like currency and furnishing caps, which means rather than ESO+ feeling rewarding in itself, not having it feels awful.
It's a pain killer.
How often do you feel great about buying pain killers?
Exactly.
It is a strategy that can not be reconciled with an approach that aims to remove pain points and "rewards people's play time".
How can you incorporate feedback that inventory management is among the top things keeping people away from ESO, when your revenue depends on inventory management being terrible?
And it is the top thing that my friends mention why they aren't returning - the game is downright unplayable without the craft bag, but they don't want to or can't play continuously to justify a subscription. So they don't play at all. Especially because there are more than enough alternative online games that don't require you to shuffle items around in your inventory all the time. You know, respecting people's time and all that.
Stackable Treasure Maps are ... nice, but they can't address the core issue that 12 years in there are too many items to keep track of in too many stacks occupying too many inventory slots. Frankly I never understood why there have to be stacks in the first place, it's just an arbitrary convention when most items (at least those that aren't unique or gear with enchantment charges/degredation/etc) could just as easily work like gold or other currencies without a cap. Why do 13,245 Rubedite Ingots occupy 67 inventory slots instead of 1? Just to annoy us.
Honestly, I'd've rather had the craft bag for free than all the content. I understand that making the content accessible without barrier for everyone is a huge plus for the health of the game (and it was one of the reasons why the game launched P2P in the first place).
But from the perspective of an individual consumer, I feel much better about buying actual content than a pain killer.
Alandrol Sul: He's making another Numidium?!?
Vivec: Worse, buddy. They're buying it.