Do this example: create a group for any trial and, instead of adding gatekeeping requirements, write something like: "All players welcome — new, veteran, low or high CP". Then show us (with a video) how long it takes to fill. If someone joins and leaves right away, ask them why. I’m 99% sure they’ll leave because the finder is full of low CP's players. After that, explain to me what the actual problem is with low CP's players and draw a conclusion about whether the Finder is dying for some other reason… or simply because people are gatekeeping others.
And in the end, give me a real reason why CP should be visible and why that’s better for the game instead of hiding it.
DenverRalphy wrote: »Low CP groups form up all the time. I see multiple Trial groups fill up and disappear (because they filled) all the time while the higher requirement listings takes much longer to fill.
Here's the trick to getting through the gates.. you have to be willing to join one of those lower requirement groups.
DenverRalphy wrote: »Low CP groups form up all the time. I see multiple Trial groups fill up and disappear (because they filled) all the time while the higher requirement listings takes much longer to fill.
Here's the trick to getting through the gates.. you have to be willing to join one of those lower requirement groups.
Of course they fill up fast! And that’s proof Finder isn’t dying at all. People think that because they can’t join the groups, there’s a lot of unnecessary gatekeeping.
DenverRalphy wrote: »Okay.. you lost me here.. You just made a long post about how it is dying and full of gatekeeping.
spartaxoxo wrote: »They need to put rare items that can only be farmed in vet mode and that are sellable into the trials. Perhaps a material that allows you to ascend a piece of gear into the perfected version would be a good idea. They could make it so drops rarely on regular vet and commonly on vet hard mode. Vet players could choose to keep it or sell it off for coins. If the drop remains rare enough you won't see everyone suddenly in perfected and it would actually give vet trials a monopoly on a valuable item worth farming. They'd also need to make it take multiple mats to ascend a piece.
spartaxoxo wrote: »They need to put rare items that can only be farmed in vet mode and that are sellable into the trials. Perhaps a material that allows you to ascend a piece of gear into the perfected version would be a good idea. They could make it so drops rarely on regular vet and commonly on vet hard mode. Vet players could choose to keep it or sell it off for coins. If the drop remains rare enough you won't see everyone suddenly in perfected and it would actually give vet trials a monopoly on a valuable item worth farming. They'd also need to make it take multiple mats to ascend a piece.
DenverRalphy wrote: »I'd be all for that, except for the being trade-sellable part. It would give players at least a partial something to make a failed attempt worthwhile. But IMO, making it sellable makes Perfected something that could be acquired without being earned, regardless how rare the availability.
Why? To create even more gatekeeping?
spartaxoxo wrote: »DenverRalphy wrote: »I'd be all for that, except for the being trade-sellable part. It would give players at least a partial something to make a failed attempt worthwhile. But IMO, making it sellable makes Perfected something that could be acquired without being earned, regardless how rare the availability.Why? To create even more gatekeeping?
The duality here lol. Anyway, the reason I'd like to give trials players something both expensive and meaningful to farm that exclusively comes from them is that it incentivizes people to join up. Something that can be used to enhance gear that comes exclusively from raids is something I've seen work well in other MMOs so I figured why not this one with vet trials. Some people already buy perfected gear by purchasing carries anyway. 🤷🏿♀️
spartaxoxo wrote: »DenverRalphy wrote: »I'd be all for that, except for the being trade-sellable part. It would give players at least a partial something to make a failed attempt worthwhile. But IMO, making it sellable makes Perfected something that could be acquired without being earned, regardless how rare the availability.Why? To create even more gatekeeping?
The duality here lol. Anyway, the reason I'd like to give trials players something both expensive and meaningful to farm that exclusively comes from them is that it incentivizes people to join up. Something that can be used to enhance gear that comes exclusively from raids is something I've seen work well in other MMOs so I figured why not this one with vet trials. Some people already buy perfected gear by purchasing carries anyway. 🤷🏿♀️
Trials are already too difficult for many players who pay for and support The Elder Scrolls Online, for all the reasons I mentioned before.
I understand your point, veteran players may be tired of running vet trials. But that’s exactly why Trifectas exist. ZoS already provide an extra layer of challenge and prestige for the most dedicated groups. Meanwhile, new and casual players are still struggling just to access or learn veteran content at all. They don’t need additional systems that make entry even harder.
If you want to add more challenge above Trifectas, that’s fin, but don’t tie it to systems that affect the accessibility of vet trials or the Group Finder. Both players and ZOS already gatekeep that content more than enough. What the game needs isn’t more barriers; it needs better incentives for participation without excluding the majority of the player base.
spartaxoxo wrote: »A lot of the midgame accessibility problems comes from lack of participation. People who already have everything don't have much reason to go back in, which means newer players can't learn from older ones. And newer players going in don't know what they're doing, the group goes poorly, and they give up. Adding items to farm into vet trials gives both groups a reason to play together.
If you can get everything from normal then a lot of talented people who aren't interested in endgame won't bother. A lot of endgame players who already got everything also won't bother. This leaves the only ones going inside to be guild groups and newbies who are left struggling to find footing.
There's a lot of other stuff that would need to happen too but giving real incentives for participation is one of them


Right now the game doesn’t suffer from lack of loot, it suffers from lack of accessible progression between normal and veteran.
spartaxoxo wrote: »Right now the game doesn’t suffer from lack of loot, it suffers from lack of accessible progression between normal and veteran.
I agree about the onboarding process but I believe it suffers from both. The beauty of it being an upgrade mat is that making it tradeable means people can upgrade fully before attempting vet content. But it will be much, much cheaper to run it themselves (so there's still accomplishment and incentive to getting it yourself).
Have you met some people who ask for better gear when their parse is much lower than can be explained by gear? You can explain to them stuff like rotations all you want but they'll just say "well we're not all in sweaty vet gear." Let them gear up ahead of time and come to their own realization that technique may be an issue instead of running into the realization from someone who's being rude about it in a random group, and you'll get people improving on their own.
They also need to be given the tools in-game to know how to improve without needing an math major.
Necrotech_Master wrote: »i think its mostly a lot of the end game people are just burned out
the trials guild im in that i try to run a trial at least weekly has barely been getting roster half full (or sometimes even less, ive had some weekends where nobody signs up for the trials), a lot of the people who used to join trials only tend to even log in a couple of days a week at most for trifecta progs, but thats it
from what ive talked to some people, they only wanted to run them for gear and once had all the gear dont have much interest in running them, but thats not the only reason ive heard either
a problem with adding more rewards in to stuff like that, is then you have the people complaining about being able to get them, as some have no interest in running trials/group content period and then feel like they are locked out from obtaining the collectible. the other problem with collectibles is those are again, one and done, once people have them they wont have a desire to run again
good rewards would be stuff that you would want to farm for, say a bundle of materials (like a random alchemy satchel, or provisioning satchel, etc), or other semi useful things like surveys, treasure maps, or master writs, essentially rewards that would make it worth running for even after all other collectibles have been obtained
ESO Trials were not always boring but they suffer from the poor combat system. You have tanks that get one-shot if they miss a block, so they're just as annoying to play as a glass cannon DPS, but they have the expectation of maintaining buffs. In other games, tanks are more forgiving to play than DPS because of the extra responsibilities they have (raid awareness, callouts, interrupts, add control, etc). Tanking in ESO is one of the most unfun tank experiences i've ever had. Some people enjoy this hardcore style, but it's even worse in vOC HM where if a tank roll dodges a heavy attack, they murder half the group. Sparks are programmed to bombard the group if a tank roll dodges the heavy. This is different from say, Taleria in vDSR HM, where a tank has to position the cleave, but roll-dodging is fine. So the design of some of the newer trials is a turnoff.
Even though DPS is easier than ever, the difficulty of supports has shot up. With tank shortages, you can't get as many raids going. So now, playing DPS is mindnumbing, tanking is hell on earth, healing is somewhat chill but more engaging than dps. Instead of having a balanced distribution of responsibility, trials feel like babysitting. There's more healers than DPS in the causal groups, lmao.
With subclassing, the fun factor is even more gone as supports have become even more buff slaves. New trials like vLC and vOC are designed with arcanist beam in mind, so they require beam meta. Older trials have been powercrept but pure class was nerfed, so the powergap between "classes" is wider than it used to be.
In the past, when light attack weaving was necessary for damage, people would do interrupts in vAS+2. Now the beam/heavy attack meta has made people lazy, and people complain when they're assigned to do interrupts that it's too hard because they never learned to quickly tab target. So either the OT does it, someone learns to tab target, or you just don't clear.
The main problem with trials is that they require 12 players.
So basicaly you are forced to play with people you don't know.
Most players don't like to play difficult content with random people. Its is uncomfortable to them if they arent good enought, its tireing for them when they are good enought and have to deal with other playrers' mistakes.
I keep away from trials. No rewards are going to change that sorry.
And if you have enought friends to play trials, then good for you.
AllenaNightWood wrote: »i would agree that trials could use more rewards across the table not just tied to vet and vet hm clears because that not gonna get more people into them, considering the amount of gate keeping in harder modes
What about adding participation-based rewards instead of performance-based ones?
For example; groups could earn crafting materials, a special currency, or another valuable reward if their Group Finder fills within a few minutes of being created. That would encourage players to be more inclusive so groups form faster.
- To discourage kicking, the reward will be lost if someone is removed from the group after it fills. That way, the system would promote cooperation instead of filtering people out before they even get a chance to play.
- The reward would only be granted after the trial is completed, so time wouldn’t become another exclusion factor, the goal would be cooperation, not speed. Systems like this could promote healthier group behavior and make matchmaking feel more welcoming in ESO.
I would stop using GF if something like this went live.
It promotes trolling and minimum effort bc the troll/carry-me player would know the group has an incentive to not kick them.
Also, I don't get why people don't just start their own groups. That way, they can set it up exactly how they want it.
valenwood_vegan wrote: »Still wondering when Last'One will be offering signups for their "open to everyone, no one will be kicked under any circumstances" trial group that they're completely free to create at any time.
What we don't get to do, is dictate to other players who they have to play with and how they have to set up their own groups.
spartaxoxo wrote: »Right now the game doesn’t suffer from lack of loot, it suffers from lack of accessible progression between normal and veteran.
I agree about the onboarding process but I believe it suffers from both. The beauty of it being an upgrade mat is that making it tradeable means people can upgrade fully before attempting vet content. But it will be much, much cheaper to run it themselves (so there's still accomplishment and incentive to getting it yourself).
Have you met some people who ask for better gear when their parse is much lower than can be explained by gear? You can explain to them stuff like rotations all you want but they'll just say "well we're not all in sweaty vet gear." Let them gear up ahead of time and come to their own realization that technique may be an issue instead of running into the realization from someone who's being rude about it in a random group, and you'll get people improving on their own.
They also need to be given the tools in-game to know how to improve without needing an math major.
I see what you mean about giving players mats so they can gear up and learn on their own, that’s valid. But the bigger issue is the community environment around vet content. Look at what happened with Oakensoul: it was a great item for new and casual players, letting them learn mechanics while still contributing DPS. Veteran players complained and it got nerfed repeatedly. Now casual players struggle, and some even face gatekeeping just for “low DPS.” At that point, do veterans really care about the vet trials (the ESO game) themselves, or just about their DPS? The same applies to your point: why would they care about “new loot” if all that matters to them is maximizing their own DPS?
So even if mats are tradeable, just giving gear doesn’t automatically bring players together or encourage learning. The real problem is toxicity and strict DPS expectations. Until that changes — and we stop gatekeeping — gear alone won’t solve participation or mentoring issues.
spartaxoxo wrote: »Vet players didn't benefit from Oakensoul. And in some ways they felt they were being taken away from. I didn't agree with that mindset not going to defend it but it was factually a common opinion that existed at the time.
Giving vet players something to sell ensures that the rising tide is able to lift all the boats.