One of the things which I cannot stand about raids in most other MMOs is that they are nothing more than glorified gear grinds. I understand the perceived need to make sure that there are always incentives for doing content, but I hate the way it is typically done. People don't do the raids for the sake of doing the raids. They do them to get the shinies. That wouldn't be so bad, except for the fact that in most MMOs, the gear drops randomly, and for some, not all, one piece of gear in the gear set for a given raid never seems to drop. It happens to enough people that the devs have to lie and say, "We are aware of the problem and are looking into it," when in fact it is working exactly as intended. It's a built in mechanism to pad out the content until the next raid is released.
What makes me say that? Because of the ironic fact that the "problem" presenting that piece of gear from dropping miraculously gets "fixed" right before the next raid comes out. And the new raid turns out to have the same exact problem. If developers are smart enough to solve the "problem" the first time, then they are smart enough to prevent it from happening the second time, and it always gets fixed just before the new content comes.
Like I said, it doesn't happen to everyone. But it happens to enough people that a pattern seems to be forming...
If raids/AZs in TESO are going to be gear grinds, then fine. It's an established MMO model to follow. People are sick of it, but who cares, right? It guarantees that people will follow the carrot on the stick, right? Whatever floats ZOS's boat, if that is the direction they take it.
I am going to proceed on a hunch that the content that will be released every 4-6 weeks will in fact be Adventure Zones. It only stands to reason that once people hit max level, and they wish to proceed directly with some sort of core plotline, that each AZ installment would present the next chapter, complete with a solo-able aspect that introduces the AZ's setting and plotline, and a group-oriented aspect that carries it on.
Let the group oriented aspect have multiple stages to complete, with a progressing storyline. Initially, After completing a stage, there would be a 168 hour delay on the unlocking of the next stage. That would be shortened by half each time a new AZ is released, thus allowing newcomers to catch up quicker, while still not being able to blast through everything all at once.
Loot rewards would be stage-based. So if stage 1's reward is a new weapon, then immediately upon completing the AZ at stage 1, you get the weapon. No random chance loot drops. Next week, when Stage 2 becomes available, there would be a new objective to achieve, which might lead the player into a new section of the zone, and the reward might be a chestplate.. I don't think we will ever again see MMO content for content's sake. Far too many people have been indoctrinated into the concept of incentivized content, where unless there's some sort of shiny reward associated with it, then it isn't worth doing, or that it must deliver experience points rather than were the experience is the point. So be it.
So let each stage, however many there must be, offer a piece of gear. Let the last stage be called the completed stage, where all paths are open, and where a general set of tasks can be completed in the zone once per week to get a 7-unit stack of some special consumable... Something useful but optional that would give people a reason to revisit the zone from time to time. The payout could only happen once per week, but the content could be run at any time, so those who have run a stage before can help their friends run it.
Thoughts?