I personally believe the loading screens are breath-takingly beautiful in the game ATM, and to be honest would rather they fixed the "infinite" (or at least occasionally very long) loading screens. I like the fact that this game only has one currency, it stream lines the system and makes it feel more Elder Scrollsy to me. Not saying that I enjoy RNG (I hate it), I would just rather ZOS implement some other form of guaranteed loot drops (I like the weekly coffers from the Undaunted Trials that always give pretty good stuff). In terms of difficulty- I would agree the solo levelling is way too easy, however as a Veteran player of the game I know all of the ins and outs, how to spell weave, when to block, dodge etc. For a new player, I can see how it would be confusing. I enjoy stuff like Trials and Vet DSA that offer me a bit more of a challenge, I don't really feel like a difficulty slider would add anything to the game. I would rather ZOS added MORE difficult content to the game than adding in a slider to make the old stuff more challenging. And besides, the population is already pretty small, dividing it into 4? That sounds like a recipe for never seeing anyone at all. That's just one man's opinion though.
I'm torn with these ideas @Heromofo.
The loading screen idea sounds cool but unnecessary. It would offer a bit of dynamic flair to the UI. I'd group that in the same category as the unscrolling map and the journal that looks like a book. It would add a bit of atmosphere but it should be pretty low on the priority list.
I would love a difficulty slider. It's actually a pretty standard feature in The Elder Scrolls. ESO should handle this by decreasing the effectiveness of the player. Easier equates to a player buff with lowered experience. Harder equates to a player debuff with increased experience. If this is done then we should have the level range that awards us XP alerted as well.
XP rewarded for killing mobs
Easy: 2 levels below
Normal: 5 levels below
Hard: 8 levels below
Nightmare: 12 levels below
A level 40 player playing on nightmare should equal the power of a level 33 player playing on normal. Kind of like a voluntary scaling mechanic.
At first I was 100% against the PVE currency idea, then I read your explanation and discovered why we should read an idea before coming to a conclusion.
I agree with the core concept but would prefer if there is never any way for a player to 100% guarantee a drop. Perhaps a Luck Meter that increases with each subsequent play. The meter could top out at 85% chance or so and Nocturnal's Embrace potions could be sold in the Crown Store that gives the player a greater chance of getting the drop. It should never be 100% chance though.
Of course, people would likely call that pay--to-win so... :shrug: