Perfect Ten: Reasons why I quit your MMORPG

It's fine, everything is fine, this is fine.

We have all been there with subscription MMORPGs, where we go to unsubscribe and after a mild guilt trip, the cancellation screen asks us to provide feedback as to why we are leaving. I’m sometimes tempted to click on the other button and write in “alien invasion in progress” just to give some bored marketing intern a laugh.

But it’s not always that simple, is it?

The reasons why I quit your MMORPG are as varied and nuanced as a history class’ coverage of the War of the Roses. Some of these factors a studio can address, and some it cannot. In the two decades I’ve been playing these games, I’ve gone through out every reason why I have quit — at least for now.

It's a jumping-off point.

Because it just wasn’t clicking with me

I’ll always use FFXIV as the prime example of an MMO that has my dream set of features — and yet I found unsatisfying due to its aesthetics and gameplay flow. Sometimes a game doesn’t click with you, no matter how much you’d like it to, and when that happens all you can do is wish it luck and walk away so that you don’t end up resenting it for not being better.

Because I couldn’t get plugged into the community

I’ve long ago recognized that one of the biggest make-or-break points for staying in an MMO is whether or not I find a welcoming, friendly, and active guild. That’s not always as easy as you might think, and I feel like I’m racing against the clock to find a good community within a month of (re)entering an MMO. Past that, I know I’m much less likely to stay around due to feeling isolated and unsupported.

Because I was getting burned out

Hey! Your game was too successful in getting me to stick around, and as such, I’ve gorged on it endlessly for a good while now. Burnout was inevitable because I was dumb and didn’t take a break or diversify my gaming portfolio. One day I’ll log in and feel my heart sink to consider spending another minute in your game. It’s time to leave.

This is really World of Warcraft's fault, but I have to be comprehensive here.

Because I wasn’t getting my money’s worth

Admittedly, this used to be more of an issue back in the day where subscriptions reigned supreme. Today, I only encounter this with games like World of Warcraft, where I have to continually judge if I’m getting my money’s worth out of a recurring sub. If I’m only logging in, say, once a week for a half-hearted hour or so of play, then no, I’m not going to keep dumping $15 into the coffers of the studio.

Because another game lured me away

As a blogger, journalist, and gamer, I’ve always got my eyes on games around me, practically daring them to woo me in to playing them. Sometimes that happens, and when it does, I’ll have to decide if I’m going to hit the pause button on the game I’m currently playing in favor of a different experience. I think that a lot of us want to be courted and swept away, all romantic-like, with an MMO that makes us forget all the others.

Because you stopped offering me compelling high-level content

There’s only so long that I’m going to be spinning my wheels at the level cap when the options you offer are either hardcore raiding, detestable PvP encounters, or incremental reputation grinds. If I’m not getting new zones to explore, new stories to experience, and new ways to progress, then I am out of there.

Because there wasn’t a good reason to reroll

I’ll even go one step further in trying to stay by rerolling my character and going through the leveling experience again. I love this journey, but I’m only going to do it if there’s a good enough reason to go on it again. That means that there needs to be a different path to take, an interesting class to try out, or a twist on server rules that I haven’t previously encountered.

Because I hit a wall and got frustrated

Nobody likes feeling frustrated in a game, especially when there are no cheat codes or guides to help you get around a particular block. If your MMO slams a wall in front of me that I can’t finesse or batter my way through, then sooner or later I’m going to call it quits. In a similar vein, if your game is too complex and obtuse to the newcomer, I’m only going to spend so much time trying to figure it out before returning to familiar lands where I don’t feel like such a doofus.

Because I felt like there was no way to catch up

I’m no stranger to starting out in MMOs that have been out a good long while and built up a mountain of content, but there’s a tipping point between when catching up seems like something that can be humanly done and when it’s simply impossible. If I’m going to have to spend the better part of a year just trying to get within spitting distance of a bulk of the community, then I don’t have as much incentive to keep on going, do I?

Because you kicked me out of it

I would keep playing your game, but for whatever reason, you decided that you were going to close up shop and shut down forever. Because I’m not going to let you burn me first, I’m going to quit you so that you can feel the mighty sting of my single rejection in a largely symbolic gesture! Take that, studio that is laying off anyone who would care that Justin is leaving.

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Adam Russell

Toxic community combined with no /ignore feature.


I have changed. At this point in my life…I don’t want to kill things…and I want to focus on my own awareness and self development.

Fenrir Wolf

I’ve four. If you don’t respect them, then I won’t respect your game. They all tend to intermingle in one way or another.

Here’s what an MMO must respect.

Respect One’s Time

If one only has a limited amount of time with which to play a game, that shouldn’t mean that they’re less of a valuable customer than any other. To treat those who’ve less time on their hands like second class citizens is a good way to ensure that I’ll loathe your game.

In all the polls I’ve seen? I’d noticed that only a fraction of the MMO community actually have any appreciation for grinding, and those that do only do for the prestige it wins them. They want something others cannot have in order to secure a—perhaps quite delusional—feeling of power and superiority over those in less of an able position.

It’s all about the haves and have-nots. It so often is. Do consider that if none of the content was gated behind grinds and there were no exclusive rewards that enabled unique looks for those who did grind, these toxic individuals just wouldn’t bother because it’s the prestige they’re after. Other players wouldn’t have to look on, either.

What’s wrong with letting everyone have the means to be able to obtain these items? Be it via skill (puzzle-solving or reflexive), time spent, community interaction, or any other means one might come up with. (No Grammarly you cannot have my Oxford comma, bugger off.) My ideal MMO would be one that allows all players to be able to earn all rewards via whatever skills they happen to have.

By locking it behind only one means of access you’re creating this artificial prestige and thus inviting the very worst, most unpleasant and toxic of people to participate, to lust after and chase that carrot to accrue the prestige. If for only their joy of lording it up over other players.

You’re alienating the majority of your players who’ll end up leaving your game by allowing a minority of bad actors to have that sort of power over them. This is why the revolving door issue is such a problem with MMOs in the first place. The game looks nice, certainly, but the experience won’t be worth it if one feels forced to interact with these bad actors.

You’re spiting 90~ per cent of your potentially very loyal players to serve 10~ per cent who’re only loyal because of that artificial prestige. This is only going to sour the community by telling the majority that they’ll always be second-class citizens.

If you don’t have these systems of artificial prestige? They’re automatically going to skip over your game as it doesn’t allow them to feel what they need to feel to enjoy an MMO. Conversely, if you were to make it clear that none of your content or rewards are gated behind grind? This would be viewed as revolutionary.

It would serve to attract all the players who’ve become jaded by these systems of artificial prestige attracting bad actors to gaming experiences they might otherwise love.

I don’t think this would be difficult to prove, either. There’s a very simple experiment which would prove how true this is. Have the only reward for grinds in your game be leaderboards that no one is forced to view. Try that and see what that does for your profitability, community, and popularity.

An estimation of the end result of an MMO that bad actors would pass over really wouldn’t be difficult though, would it? A happier, more tightly knit and egalitarian community is the obvious takeaway, and happier customers are far more ready to open their wallets. Which I’d think is quite desirable? I mean, businesses desire boosted revenue streams, yes?

A happy customer who feels valued is a loyal customer, and a loyal customer is always willing to open their wallet more.

You just have to…

Respect One’s Custom

The revolving door problem exists because the majority of MMOs tend to see players as easily exploitable walking wallets. I suppose that’s fine if the publisher’s boss is a short-sighted, greedy sociopath with absolutely no ability to forecast future changes in profit margins… I mean, sure, it’ll give you a nice infusion of profit in the short-term, yes.

And then you have to sunset your game. Which we’ve seen time and time again because usually the people who’d be truly effective, competent leaders and the people who actually end up in leadership positions aren’t the same.

In politics, we only have ourselves to blame as the majority vote for the most charismatic and manipulative person, rather than voting for the policies. This is one of those little reasons why I’m so disenfranchised with humanity, but I digress. In the case of corporations, I don’t really feel that they have that excuse.

So let’s look over some of the things that MMOs do that may seem like a good idea in the short term, but ultimately lead to the early sunsetting of a promising game.

“Balance” Changes

Does a balance patch—which is intended to reset the progress of your players—keep those big guilds subscribed for longer as they fix their characters? Sure, in the short term! The problem with this is that soon enough your MMO gets a reputation for doing this.

Pfft. I didn’t enjoy that MMO. I was lorded over in a big guild just to be able to get to play my character for a little while before they’d be reset by the next balance patch. If I wasn’t in a guild I’d just be stuck trying to build a toon, then being setback every time. I can’t imagine what it’s like for the poor sods not in guilds. Their balance patches are so ham-fisted, clumsy, and dumb.

The belief will be that the developer doesn’t know what they’re doing or that they’re crazy, but in general, this furore is going to be a management mandate from those who’ve been in the industry for a long time. Those guilds? They’re just so milkable for subscription money.

If you can use peer pressure to keep the guild together and not destroy all of their characters in one patch? Those who leaned on the guild last time their character was broken will then feel obligated to help out the next class players who’re destroyed by a patch. It keeps this insidious cycle of honour debt going.

It only looks like it’s balancing things on a superficial level since some characters will be broken, but if you dig a little deeper you’ll see that the next flavour of the month is being set up as well. It’s a fantastic, clever con! I’d find it admirably sneaky if it wasn’t so slimy. Pick an MMO and have a gander at these numbers for yourself. It checks out.

The thing is? People don’t like being played, so there’s been a lot of cognitive dissonance over how MMO developers manipulate their players. Thankfully, now that these players are getting over their butthurt of having been played like a fiddle, they’re wising up. About time, too.

I don’t think people feel especially good at having been part of a meticulously managed hamster wheel. It’s a spell that’s lifting, so the effectiveness of the “balance” patch is becoming less and less effective.

I’m sure we’ll see a few more MMOs driven into the ground before the sullen, suit-encrusted sociopaths realise the jig’s up.

Extracurricular Profitmongering

Loot boxes, eh?

Not just loot boxes though! Nay, this is every instance of paying more than you feel is a fair price for what you’re getting. Quid quo pro? What a larf. What a lark. What a farce.

The moment I realised just how little self-respect the average human being has was when I saw Fortnite’s seasonal skin system where one must pay to pay. That wasn’t a typo. Want that skin? Well, first you buy the season pass, then you buy some tiers, then you buy some boosts, and then you eventually unlock it!

Gordon Bennett, have some shame Epic.

Just surround it with enough pomp, pageantry, and prestige and Bob’s your uncle. And like I said, bad actors will always want to rub what others can’t have in their face, and with readily apparent glee I might add.

Which then means the have-nots are opening their wallets and spending their wallets so they don’t feel like peasants. Except they’re likely spending money they might not have, and why? So they don’t feel inferior? So they can feel like they fit in? Oh, good show. That’s ethical, that is.

Can we ironically call this behaviour Epical? There’s ethical, then there’s Epical. Cor, look at Tim Sweeney and his Epical business practi—okay, I’ll stop. Sorry.

What’s the end result here though, eh? That these customers will wake from their spending stupor to feel exploited, used, played like the biggest patsies on the block. That’s not going to lead to good word of mouth, is it? I mean, making a bad name for yourself isn’t the epitome of potential sustainability.

It’s the same with any system where you’re paying more than you feel is fair, which you’ll always realise when the sting of an empty wallet hits you. Again, cognitive dissonance will lead some to raucously, passionately, vehemently defend that Potion of Rad Rockstardom they bought over a thousand times because it only has five charges but it’s obvious for anyone to see how they were played.

And whilst it may not be easy for some to admit that they were conned, they’re still going to be extra wary of any game that tries to pull such shenanigans on them again.

~~ Continued in Reply ~~

Fenrir Wolf

Restricted Content

I told you that it all tends to overlap. It’s a big, messy quagmire, a noxious bog of nastiness whose only purpose is to rot an MMO to its core.

The short-sightedness here is in milking the guilds, and to milk the guilds you’ll need some exclusive, guild-only content. The more of that an MMO includes? The more disenfranchised other players will feel, thus generating very negative word of mouth.

I noticed that when The Elder Scrolls Online switched to preferring raid DLC over either PvE or PvP DLC, the public opinion of ZeniMax Online Studios dropped drastically. Even their most stalwart defenders didn’t have much good to say about that.

If you want your MMO project to be sustainable (and you do, of course), then you’ll really want to avoid forcing players into situations that make them unhappy enough to drop out.

Which leads us to…

Respect One’s Preferences

It’s funny, really. It might surprise some of those who’ve read my posts here but… I enjoy socialising—no, really, I do—though I can get easily overloaded. That’s something that introverts (especially of the autistic variety) have to deal with. We can only handle it in limited quantities.

Any game that tries to put in a situation where I’d be trapped in an inescapable social scenario without any valid escape route is going to result in a *most extremely unhappy camper*. Which is to say a very trigger-happy Orz. No one’s going to get that, are they? Oh well.

I don’t want to be in a situation where I have no escape route, where I feel obligated to stay, as I’m likely to have a panic attack. I have had them in forced group scenarios and I can tell you that it was not pretty. There was a lot of vomiting afterwards. Can’t say I enjoyed that much.

Not to kink-shame anyone who really enjoys vomiting but it’s not the most pleasant sensation for me. Then again, I like tickling but I know some who loathe it.

Where was I?

Ah yes…

Forced Grouping

I imagine that any introvert enjoys a little socialising now and then, but if you remove the safety net of being able to choose when and how that happens? You’ll just have a suffering introvert on your hands, and if it’s a form of entertainment that’s making them suffer? Well, they’re not likely to continue to engage with it for long, are they?

How do you solve a problem like this? Why, it’s simple, really. You see, the introvert is there because they want to experience the story. The extraverts are there because they want to be good little cogs in their agentic leader’s machine, that makes them happy.

As such, the introvert is going to be getting rushed along, forced to skip dialogue, and left bereft of any enjoyment of spoken dialogue if their guild requires one to use voice comms.

The solution to this is really rather simple.

All you need to do is to have a separate story and raid version of a dungeon. With the story variant, one can enter with any group size, this includes going solo, naturally. They can take their time with it as they jolly well please, pour over the lore, rejoice in being able to hear the voiced dialogue, and just have a merry old romp.

Then, they can come back with their partner and/or a small group of friends and play it once again at a speed that suits all of them, being considerate of one another.

Now, the raid dungeon? Ah, there’d be no story there as the story isn’t what the raiders are there for. It’d be much more open to speedrunning as a large group since that’s what they seem to want, they want to be able to compete with the other guilds in some giddy, testosterone-stank ridden competition.

It’s not for me but it’s also not for me (or anyone) to dictate the right way to consume content. So long as it doesn’t result in artificial prestige, I really don’t mind.

Naturally then, whether raid or story dungeon, the rewards would be the same. You could even tier both with difficulty settings to allow for a greater challenge to those who’d desire such, perhaps to test out their new rewards. Still, the difficulty settings wouldn’t result in any new rewards either. You’d do it for the thrill of it.

I mean, when I speedran Ori I didn’t expect Ori to end up with a tophat I could lord over other players for them not having it; I just did it for the thrill of it. That’s all that’s needed.

Everyone should get the same rewards no matter how they play, it’s not up to anyone to tell someone that how they want to play is wrong. Just as it’s not up to anyone to hand down edicts to others regarding how an MMO should be played with a group, in a guild.

Forced Guild-Joining

Welp! You’ve got to deal with those “balance” patches, so it’s time to join a guild! Oh dear, we know how this is going to go for any introvert. The guild leader will only be the guild leader because they’re good at wielding people, which they do with manipulation, peer pressure, overconfident argumentation, and other such nonsense that introverts would have no patience for.

To the mind of an introvert like myself, a good leader would be the one who’s the most kindly and fair, utilises the best tactics, has the most level-head for handling disputes without scape-goating, et cetera. Sadly, it’s not going to be these sensible folk choosing the leader, they’ll always be in the minority.

Just as it is with politics, it’ll be the most charming and manipulative, and also the least best equipped to actually lead. Sigh.

I want no part of that. Get me out of here. Can I go home, now? Oh God, why am I here? And now I have a guilt obligation. Hooray.

No thank you!

The solution to this is to not create scenarios where joining a guild is necessary. Which is, in and of itself, pretty easy. Just follow the rest of the points. Guilds only exist thanks to forced grouping and “balance” patches, after all.

Funnily enough, if a guild becomes an entirely social thing with no artificial prestige on offer? You won’t have bad actors running them as they won’t see it as worth the effort, you may end up with guilds that don’t even require leadership positions.

Gosh, imagine that! People hanging out together because they want to. People who aren’t deeply antisocial and don’t need MMO systems to make friends for them. What a truly silly concept. Quite fruity. People wanting to spend time together in an MMO…

That’d be a novelty.

Forced PvP/PvE

These should remain completely separate. This includes “balance,” too. It goes without saying that both should have access to the same rewards, too, just via different content. If one piece of gear or skill can be obtained in one, then it shouldn’t be locked out from the other.

This will only result in resentment as the players can’t stick to the content they enjoy. This is once again dictating to them how they should play, and telling them that if they want to enjoy the thing they like, they have to endure something they loathe.

No single-player game would dare do that, at least not without earning itself a Metacritic score of below 40~. We should hold MMOs to that same standard.

It’s really not difficult from any systematic perspective to make all rewards available to all kinds of players. It’s always a choice not to, and usually for less than scrupulous reasons.

There should be tracks for both content styles that allow all players to obtain all rewards.

If you’re dictating to a player what their preferences should be then you’re just harming your own game’s sustainability. Though often there are things even more important than mere preferences which MMOs feign authority over too.

Which finally brings us to…

Respect One’s Self-Expression

There is nothing more important in a social setting than allowing all of your players to feel as comfortable as they can in their digital bodies. You can do this by either specifically targeting an under-served niche and being upfront about it or by being exclusive.

What you shouldn’t do is only offer objectified, “beautiful,” thin, healthy, able-bodied folk as playable characters. This counts doubly if you have only Caucasians to boot. The reason for this should be painfully obvious to anyone.

This group is the most catered to by far, to only cater to them puts you into direct competition with umpteen thousands of other games who’re all doing the same. This means you have to struggle to differentiate yourself from all of the other titles out there. Ha! Good luck with that.

Unless your game is truly exceptional and revolutionary, it’s most likely going to end up looking like a turd. It’ll be sunsetted so fast your head will spin, and you’ll wonder where all of that lovely money you invested went.

Which happens so, so often.

What you could do is try to cater to groups which aren’t saturated with choice. How popular would you be if your theme park MMO had only black folk, for example? It’s brave, yes, but also very profitable.

Fractured put itself on my radar by not only having a somewhat diverse offering of player choices but also going as far as to indicate that in their world furries are representative of all that is kind and good. That’s bold! That’s really rudder-flarking bold and I’m going to throw money at them for being different.

Having had a bit of fun with that tongue-in-cheek aside—which admittedly was so far in there I might’ve been licking an eyeball—I have to point out that I’m very serious.

In a way, even about the aforementioned aside.

~~ Continued in Reply ~~

Fenrir Wolf

It’s important to give people places where they can feel comfortable. If someone is overweight, or gay, or black, or an Otherkin, they have the same right to be free of suffering, to enjoy their life, and to be able to socialise without pernicious prejudices hanging over their head like the Sword of Damocles. (Yes, I like that metaphor, at least it isn’t another car metaphor. Leave me alone.)

MMOs could make a lot of money by simply offering themselves as coping mechanisms to those who either feel they should be more accepted or those who have dysmorphia and don’t feel comfortable in their bodies. Any MMO could serve as a means for these folks to interact with the others in a safe environment by permitting them to play as whoever or whatever they want sans judgement.

As I’ve pointed out, it isn’t like everyone other than the usual primary demographic is entirely broke and piss-poor, either. I have personally met Otherkin who’re CEOs and bankers, that isn’t really hard to verify if you hang around in any Otherkin community for a while. Same for furries, Trans people, gay folk, or anyone.

There’s always money.

Wouldn’t it be easier to ensure a steady revenue stream for a smaller developer by trying to target one of these under-served niches? No one is giving them things to spend money on, so they have plentiful hordes to spend from. They would like to give you their money, but if they’re left feeling you’ve no value for them as people?

Well, you’re not going to get that money.

After the success of Zootopia, I’m frankly quite amazed that no one has built a furry MMO yet. I’m flabbergasted by that. The market analysis there is pretty easy—anthro stuff sells better than almost anything. I mean, that’s an open invitation for small studios to leap onto.

And in the case of larger developers? If you have that much money then why not put some of it into being more inclusive? I bet that if you asked your players whether they’d prefer more inclusivity or another raid dungeon, there would be an overwhelming amount of support for the latter.

“Hey, would you like a new raid dungeon or the ability to play fat and old characters?”

Watch ‘raid dungeon’ get less than 10 per cent of the vote. The same would be true if it were ‘PvP arena’ or ‘story dungeon’ too. No matter what content you could offer, most of your players would prefer diversity.

Honestly, looking at the current state of MMOs? All I can conclude from the grotesque levels of exploitation, cons, and the overall lack of representation is that either the managerial staff of every MMO publisher is comprised of only the finest idiots who don’t care about tomorrow’s profits, or they just… don’t like money??? I mean, I salute your bravery but I’m not convinced that’s how business works.

The revolving door problem of MMOs is quite easily fixed. It’d just take people who have their finger on the pulse in leadership positions to understand what the market of today wants.

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Nick Martin

Add “Because your company is morally bankrupt” to the list. It applies to me on several games, most recently World of Warcraft, or EQ2 before it.

There’s also “Because it’s clear you only care about my wallet” on it, which I would apply to Black Desert Online and a whole mess of other games, especially on the F2P spectrum.

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Call your GM
It’s time you had the talk
Give your reasons
Say it’s not their fault
But you just met somebody new

Or maybe just reignited an old flame, like when I reinstalled FF XIV yesterday. I had to make some room on my SSD, though, so I looked around and saw Anthem was still installed. It’s not me, it’s you.


SWG – I went to uni and the game was blocked in halls of residence. By the time I reached my second year, NGE had happened….

LotRO – Quit the first time (just before Moria) because I’d run out of content, gotten bored repeating what was there – pvp and raids – and WAR was released which attracted me.

WAR – Horrendous vertical progression, the power gaps between players at endgame were just so stupid!

LotRO – Came back to LotRO after leaving WAR and stayed for quite a few years. F2P was one of the reasons for leaving, lack of endgame content another, general dumbing down of leveling content another. Then, SWTOR came out and I’m a bigger SW fan than I am LotR fan.

SWTOR – Game was garbage from day 1, but I was a huge fan of star wars and I was leading a guild. Also, being a big fan I somehow seemed to believe all the lies coming from developers, about how they were going to improve PvP, itemisation etc. I quit as soon as they announced the first expansion, which clearly exposed their lies about intended improvements and showed us they only cared about story content and everyone else be damned.

After SWTOR, I realised just how much time I had been spending playing games that I really didn’t like, just because they were MMOs and I enjoyed being in/running an active guild. So, I came up with a list of 4 items that form my minimum requirements for any future MMOs I wanna play:

  • Strong IP
  • Deep combat mechanics
  • Horizontal Progression
  • Objective-based Open World PvP

Since I quit SWTOR, I’ve tested out a load of MMOs but not a single one has met these 4 requirements. Looking at what is in development, only CU looks like it might meet them.

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I usually don’t care much for the community aspect of mmo’s, but the one thing that got me to keep playing ff14 was the guild I joined… then when it died, I just couldn’t be arsed to keep playing. Strange as that’s never been a draw or deal breaker for me but with this game, it was strangely unappealing to play without them.

Vincent Clark

I quit LOTRO because another, far better game lured me away (FFXIV). SSG made the decision easy (i.e. lootboxes). As far as it relates to gaming, best decision I ever made.

Teala Te'Jir

EverQuest – just didn’t click.

Asheron’s Call – burned out – I mean really burned out – 2 years of serious hardcore game time.

Dark Age of Camelot – nerf my character into the ground enough and I leave(they did this to the Ranger class within 6 months of the game going live).

Star Wars Galaxies – Smedley pulled the NGE on us – “fuck you Smedley we hates it forever.” <<< Truly hate this man for screwing us players over and telling us veteran players to basically fuck off. Had to shut down your game huh Smedley – SWG is no more – why because 75% of your players gave you the finger and took their money elsewhere.

Vanguard: Saga of Heroes – developers didn't keep enough content flowing in – got bored.

World of Warcraft – made me frustrated with the constant changes to my characters and how they played and chasing gear – fuck Blizzard – will never play one of their games again.

Elder Scrolls Online – on the verge of canceling this game and deleting it from hard drive…nerf class skill, buff class skill, completely change how a skill is played, nerf this gear, buff this gear, nerf class skill, change class skill to something totally different, buff class skill, nerf class skill…all in the name of balancing PvP at the expense of PvE. Right now on PTS they have some shitty nerfs and skill changes they are intending to make to pretty much every class – all in the name of PvP(again!) If these go through – I will cancel and delete this game – and never play another Bethesda game – ever.

Mykal Quinn

Just wanted to clarify, ESO is developed by Zenimax, not Bethesda. Then again, Bethesda did develop Fallout 76, so they may be deserving of ire anyway.

Teala Te'Jir

Bethesda does have major pull in how this game progresses…they could fix it, but they don’t seem to really care how it is being ran.

Jeffery Witman

Because I just don’t have the time/energy to keep up with the game. This can mean a lot of things, but ultimately it’s what’s taken away from most MMOs I’ve played over the years. Usually there’s a pretty well established end game and gear grinds for a while, and then the developers decide that they want you to start over and negate all the grinding you’ve already done and/or increase the level cap so that current end game activities are no longer available to you until you do whatever new stuff they’ve decided to push with the new level cap. Or sometimes what started out as a reasonable amount of grinding becomes unreasonable as you try to slog through it (especially if you have to work around a lot of nonsense pay wall kind of stuff).