First and foremost it is ZOS job to learn players the game. This game still doesnt have a proper tutorial. Also thanks to the powercreep everything till you do HMs is very easy. And you learn nothing. Also the playerbase has changed a lot. We have more casual players who are not interested into group play or doesnt understand what it entails. Had some discuusions with players about their build and not adapting towards what is being asked for the group. Also a lot of new players are not sticking around for that long. So putting energy into them is a waste of time.
The game is not what is use to be. The playerbase has changed and we lost a lot of endgamers. And the rest wants to play the game with their friends in their closed off groups. It is a shame but it is what it is.
BXR_Lonestar wrote: »In all the guilds I'm in, there is definitely a willingness to bring in new players to give them guidance and help along the way. The problem is sometimes new players don't want to join a guild. Or they want to find their own way through the game. Or they don't like to take instructions or guidance from someone else. Not all of them of course or the guilds wouldn't have grown to what they are today, but it works both ways. There are plenty of guilds who are willing to take in new players and help them out, but Those new players also have to be willing to learn and understand/respect that when players try to help you out, it is an investment on their end that needs to be reciprocated with loyalty (to the guild), respect, and appreciation for those who put in the time and effort to give guidance.
Blood_again wrote: »Good news - it will work, and veterans will be eager to run with new players.
Bad news - it will be immediately exploited. So veterans will run with each other, creating/leveling a new char for that bonus and drawing lots who runs a newbie this time.
If you don't believe it will be exploited, check the current practice "RND with low level"
WaywardArgonian wrote: »Have you tried helping newer players?
So many times I've had people ask me for advice, and then when I give it to them, they question every bit of that advice and end up running with their own botched build anyway.
Of course there are many some people who do appreciate the help, but I've found the whole process to be quite draining and I can fully understand why some veteran players simply won't bother.
I don't see how a temporary buff would fix that since the core issue is that the 'play how you want' marketing angle fills players with the false idea that any approach is viable in all content.
Warhawke_80 wrote: »I dunno ESO is probably the easiest MMO to play (especially the Metagame) there are all kind of comprehensive videos on how to play properly .....there was even a effort by the end game community to teach people how to do Trials ...it just didn't go very far.
The amount of people who are into that type of Gameplay is really small these days...WoW is having the same problem since they have offered alternate things to do at End game not very many people Raid anymore...I just think this is all part of the evolution of gaming. As people are drawn more to singular pursuits and in a couple years your won't be able to tell AI from Real People.
This is actually a good idea. I played a game with similar incentive. Everyone was awarded extra currency that was needed for upgrades if there was a player who had never done the veteran dungeon before. No one abused it bc the progress and leveling required to make a character that could actually join endgame content was challenging and time consuming.In a game I've played in the past, there was a "New Player Incentive" feature. It provided each character who had just reached the maximum level with a 20-stack buff that lasted for one month, increasing the character's maximum health by 2% and attack power by 1% per stack. Each time a raid instance is completed, it lowers the level by one, and every player in the raid (including the new player) receives an additional set item or rare item from that instance.
I think ESO could borrow this concept to develop a system that encourages experienced players to mentor new players, providing additional rewards to incentivize team play.
I see this issue being two-fold (at least). On the one hand the tutorials in this game are severely lacking, important concepts are not being taught and the max (gear) level is reached so quickly now, partly because of the adjusted XP curve for CP, that players at "max level" are ill prepared for the content that is now open to them. People used to have actual crafted builds on their journey from vet1 to vet16 because it simply took longer to level up. Now it makes barely any sense to even switch off your lvl50 gear because you'll reach 160CP in no time at all.
The other issue is cultural. In this game the mantra of "play the way you want" has been heavily used in the promotion of this game. The problem is that many people understand it as "nobody can tell me what to do" and that's true, right up until you enter group content that is too difficult to complete in a reasonable amount of time if you don't optmize your builds at least a little. People who insist on only spamming light attacks or people who run a restoration staff and sword&board on their "damage dealer" because they think it's cool - if telling those people to come back with a better build is considered harassment because in this game you can play the way you want, then the veterans simply stop bothering. It's a cycle that perpetuates itself. The veterans should be more patient and willing to teach and casuals/new players should be more willing to compromise, improve, adapt and overcome.