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My suggestions on things to improve after reaching the 3rd alliance storyline.

Squishy
Squishy
✭✭✭
So, warning, this could be a lenghty post depending on my inspiration :)

I really enjoyed the main quest, mage and fighter guild quest. I was a bit confused by the undauted though, that felt like pure grind with no quests whatsoever :S.

The levelling was pretty easy, although, only because of the beta did I know not to spend my skillpoints carelessly (while the help message says to spend them as soon as you level up). However, if you do this, you'll just end up wasting points on skills you might never want nor need.

It took me a few quests to understand that all slotted skills will get xp upon kills, and quest during which their slot bar/weapon was used (still not sure if the amount of time you use it actually matters or not), but it seems that whever something is slotted, it gets some xp. Great in theory, however, upon reaching RK ranks, and having some serious issues soloing things, I decided to scratch my build, and do something completly different. To my horror, I saw that levelling up the new skills took quite sometime, while being quite weak in their basic stages. since I knew that slotted skills would get xp, I just levelled the basic ones that way until they became useable/usefull.

Once fully levelled however, that is it... nothing more, no more evolution, and once you understand, even if only partially like myself, how the skill levelling works, I was a bit dispointed at how quickly you could get the skills to max level/evolution, without anything else behind skill wise. Sure there are a lot of other skill lines, but I'm not necessarly interested in them for various reasons.

IWhile keeping my skills growing, I also invested in enchanting, clothier and woodworker. Clothing and woodworking, no issues levelling them, finding materials (except rare ones, but they're caled rare for a reason :) °. Enchanting however is another ballgame, like chief from what I gathered lurking on the forums.

This is the first and main thing bothering me. While crafting in itself is fairly enjoyable, gathering the materials is tedious, and does not feel like, well, fitting for a hero to do... There's an invasion of baddies, it's supposedly urgent, so I head there, oh wait.. runes!!! got to get them, they're so scarce, surely the baddies will wait for me. That to me is highly immersion breaking. I was hoping the hirelings would actually help, but the amount of stuff they sent dairly is negligeable, aside from the possible rare or rareish stuff, the amount they send is negligeable... in 24 hours, that's all they gather? I'd fire them on the spot after the first mail! :)

At low levels, up to mid level, it is actually workable, however, unless you pair with someone else, and swap glyphs to deconstruct, you'll get seriously slowed around L25 of enchanting. Once again, finding someone to swap glyphs of the same level, and then grind your way together, is highly immersion breaking, and serves absolutely no purpose in the game, at least, that is how I see it. I would highly recommend increasing the amount of nodes, and the amount of drops that we get on enchanting (and possibly provisioning since people seems to have the same issue, with the added bonus of having to check all crates/barrels/etc). To me, this is not really fun.

I however like the fact that you need to research traits to be able to craft some apparels at their stations, but the bonuses granted, might need to be reviewed, as some of them either have a CD too long, or an effect too tiny to be of any use, and worth the trip to the stations.

I was also extremelly surprised, and even disapointed at the armor, and it's actual effect. It just does not seem like it is mitigating much of the damages for light armor, granted it's called light armor for a reason, but there's virtually no difference between wearing it or not as far as protection goes. At high level, you get around 120 points for high items, while you can get roughly the same for enchanting a jewel? That's one tough ring ^_^. Add to this the fact it is actually RARE to find a worthy enchantable jewel (what's the reasoning behind this? while jewel enchants are the most numerous in choice?). The fact only 3 enchants exists on armor parts also, well, actually pissed me off. To me, this makes our customization extremelly limited, since there are only 3 slots for jewels, against 6 on armor. I'm not sure what the intent was with this, but it makes no sense to me at all.

I had some laughing moments at some quest (found a hangover man without pants anyone?). Those, were a bonus, pointless, but highly amusing. There are a few around here and there, and I enjoyed seeing some not so serious stuff here and there, the kind of things that could easily happen to mostly anyone :).

Now onto the serious business, Veteran Rank. To my horror, after finishing the first map, I got to VR2, no skill point, no increase in stats, only an item using yet another slot... Well, that took the feeling of achivement right out for me :(. I got a unique item, that every single other RK2 also has? *scratch head*. While I remain virtually the same as RK2, or L50 for that matter. Just able to equipe an armor with an extra *gasps 2 to 5 points more of armor* oh boy oh boy... Granted I'm here mostly for the story, but if there's no character progression aside from skills, which if you did it right thru your first 50 levels, you already achived, well errr... *shrug* might as well remain at L50, and just forget ranks altogether at this point? I mean, in a MMO, if there are levels, it is natural to want to increase them, that little xp bar is one of the things that keeps players playing, but if there's no carrot at the end of the stick, aside from a disguise, well, it's not really worth it then :(.

Considering the highly increased difficulty, I foresee that during RK1, the majority of people will simply roll and alt in the other faction and be done with it, there's virtually no interest in doing it in veteran ranks vs a low level alt, aside from already having maxed out skills, yet feeling less powerfull than a new comer (logic in that?). I had the CS check if all was normal with my toon when I reached RK2, because dying so much felt completly out of place/abnormal after reaching L50, beating a god to a pulp, along with his legions of tough boys... Yet, a wolf can kill me alone in a couple of hits? Errrr... yeah, immersion broken there.

The reply was to group up with people, once again, I mostly soloed the entire 50 levels, aside from dungeons and elite open world bosses. And then, with the phasing system going on, finding someone to group with is hard enough during the first 50 levels, but at Veteran level, it is borderline impossible. The population seems to still be extremelly low in VT6+, I had to wait over 30 minutes for enough people to show up to do an anchor today, try to imagine, finding a group of people for a quest... I feel completly alone while I quest in Veteran 6+ areas, only crossing path with other players here and there, sometimes. How am I supposed to group with people exactly? when I manage to group with someone, all I get, is a white arrow :S. That system really has to be reviewed as quickly as possible, after major fixes are done, as this is a complete killer for a MMO (yes, angry joe said that, and that's one of the very few points I will grant him).

At RK3 or 4 I managed to make my first, and only legendary item... 54 levels, of pretty diligent harvesting and deconstructing, and I need 54 levels to make a single legendary item? Rare .. fine ok, but THAT rare?

Next comes items decay, they decay too quickly, plain and simple. Sure, goldsinkholes are needed, but lighten up a bit there, while the cost is not enormous for repairs, the amount of times it needs to be done in VT is ridiculous. Considering the amount of times we die in VT, that's just too much/too often :). There's a trait for it of course, but well, I'd rather be a bit more resilient in combat, there really isn't much of a choice there :). I'd suggest that once you reach let's say L40 in the craft, you get a passive automatically, to get a decay bonus, a much needed bonus in my opinion :).

About Vampire/WW, yes, the skill lines are not working rights, boost are coming and going, some stuff are not ticking right, it is annoying, but livable for now. What I would however suggest, is that rather than a common spawn, the bites are offered as a reward for a quest, we either take them, or not. Alternatively, every single mob infected, can infect players, they either choose to cure it or go with it (there's another gold sinkhole right there, with the immersion added :) ). You could even have a quest to dismantle a group of rogue monks, and depending on players do on the server, the prices of the cure goes up, or down.

The lack of thief guild is also an issue, while it was announced it would not be there, does not make it less, sad that is it not there. Sneaking/pickpocket was a big part of my Elder scrolls experience (like you could poison someone by pickpocketing them in their sleep, and dropping poison). I won't go on about the Dark Brotherhood, as this is just one of my biggest wish :).

On immersion issue, the npc's not fighting when they should, on sometimes pretty tough solo mission, although probably a bug, is extremelly immersion breaking.

Many of the "invasions" do not feel epic at all, with nearly evenly spaced tiny groups of mobs here and there... This does not feel epic, nor does it feel like an invasion. The most recent example is a village taken hostake by some hostiles, there's about 12 hostiles, in the entire village, with soldier that got taken by surprise and captured, and the village is like 4 minutes walk from the main town? They could see the bloody smoke from their window, the queen is there, so it's not like there's be increased security in that specific village, since if the closest one :S. I would strongly suggest checking the basic design of the invasions, and simply lower the hp/damaga of the mobs, but largely increase their number. If we're to fight a small army, they can't be TOO strong :D. This would really be purely cosmectic, as the end result would be the same, an equivalent DPS and xp at the end, but simply more enemies visually.

That is one of the other points Angry joe was correct about, the invasions feel, wrong. When you see npc's bashing at each others, but not damaging each others, and only a few groups here and there, this is not a proper illusion at all :(. We need them to fight, and get reinforcement on both side, with random roll to decide who dies, and who wins between the npc fights. This would see a lot more realistic. The same as above , a LOT MORE npc's are needed to make those events feel more theatning, more real.

One of my dream, is to fight a huge amount of npc's alone, and come out victorious. Xp or loot is meaningless for each kills, it's just the feeling of power/heroicness that would result from such a fight. SWTOR made the same mistake, they promised epic fights, yet, 4 mobs, and you would most likely die, that hardly feels epic. An Epic fight is either one that last for a long time, and is decided by a hair of difference in HP at the end, or a fight with a very large amount of enemies, and yet you emerge victorious. But dying Vs 3 or 4 mobs, that does not feel heroic at all, and this is not about being easy or hard, but the feeling of epicness of the fight.

One of the best example I could give, comes from City of Heros, where I had a pretty unusal controller. He could CC and do some light dps (storm and gravity if memory is correct). With such a build, I was able to take on mobs of up to 12 mobs 2 or 3 levels above me, alone. Sure, it took some time, and constant monitoring/controlling of the mobs, it was not easy per say, but it was nearly epic everytime. CCing those 3 mobs, then those 3, while Teleporting with a wormhole those 3 in an area they'll need to walk back to me, while actully killing the 3 in front of me. The game wasn't really designed for it, but it was achivable. In TESO, over 3 mobs, and unless you're a self healing tank or a heavy dps, you're gona bite the bullet, this is not epic, it's just plain standard for a MMO.

The no cooldown is nice, well, except if you're a vampire of course... sorry, you can only bite than npc once, it's not like it'd actually be usefull if bitting it twice could kill your target... :). As such, I would suggest to make the bitting attack, a channeled attack (still able to walk while using it though), and as long as you have mana, you can bite your target. At the moment, coupled with mist, you can just swap targets, and keep your health upish that way, but I find it immersion breaking to not just be able to kill your target by sucking its blood out, just my point of view of course :).
There are of course the bugs, like the ultimate, where you do heavy DPS, but you get damage from people sneezing your way, I do hope this is not intended to work like this, because that ultimate as it is, is a disaster :). I'll do a fair amount of dps, and I'm invisible, that's ok, just aim at the middle of the swarm then... So the point of being invisible being... When I took that, I assumed being invisible would either loose aggro, or give me some protection, turns out, it seem to serve no purpose, since the swarm is around me, even the npc's know I'm there :D.

I might update this post if more things come to mind :)
"In 2014, a possible bot was sent to coldharbour by a military GM for a crime she didn't commit. This argonian promptly escaped from a maximum security stockade to the Ebonheart underground. Today, still wanted by the developers she survive as soldiers of fortune. If you have a bot problem, if no one else can bite you, and if you can find her....maybe you can hire The SQUISHY."
  • Squishy
    Squishy
    ✭✭✭
    Next thing I'd like to suggest, is a revamp of the inventory management.

    It would be really nice to be able to sort items by their rarity level, or type (differentiate between light/medium/heavy armor, without having to hover over every single one of them), and each weapon classed by their type (bows together, 1H together etc).

    Pets/rewards/trophies/maps, should all have their own tab, and not count toward actual inventory space, especially considering the amount one can apparently get :S.

    Drops, I have to admit it made me feel sad to kill humanoids, after seeing how POOR they are, they're probably ex guards, that became homeless, and took the first job that fed them. 1 to 4 gold per kills? seriously? It seems only dungeon bosses, and open world bosses actually drop interesting loot. But the common mob is simply not even worth fighting, neither for xp, or loot :(. If they were a lot weaker, and in much greater number however, it would feel better, but as it stands, the common mob is just annoying when you go from A to B :).

    I would also suggest the implementation of a crafting bag sort of speak, maybe, implement a npc employee once you have the hireling skills, where you can call your hireling once every 10 minutes or so, and he will take all materials related to its profession from your inventory, and drop them in a separate crafting area of your bank.

    I would also suggest to add the item level crafted from materials, it can get confusing as to which can be given to the guild bank, because you'll no longer need them. That is just for convenience though, nothing game breaking or anything like that.

    Horse armor! please? do I really need to explain? :D

    Cumulative horse bonuses. As it stands, having 2 mounts is useless, since you loose whatever bonuses you have from your current horse. For gatherers, trying to grab as much inventory space as possible, switching horse is not really an option, considering the amount of slot invested in our current horse.

    Trading hireling. Since there's no AH, and that doesn't bother me that much. Would it be conceivable, to add a new skill line for trading? You could have various skills, like trading clothier mats, trading armors, weapons etc. The hireling would be acting like those merchants you see on the road, except they'd be selling YOUR goods. They'd be moving from places to places, without an actual set path/order. They could supply local merchants, with your goods, which would then be sellable in towns, to other players, thru the exisiting npc merchants. You would Only get the money, once a npc buys it off the travelling merchants (or a player if he buys it from the travelling merchant, so cheaper than he would in town).

    You could also on top of this,put your item for sale, at a travelling merchant, after you find one. He does not give you money, but he will sell the item on your behalf, to either a player that finds him on the roads, or a npc seller in a big town. Only once that sale is done, will you get your money (minus the fees for the merchant).

    The prices would of course have to be adjusted, as npc buyers are just a complete scam as it stands, the amount they pay for items is just plain ridiculous, I'd stab them if it was really me selling those items :).

    I would suggest Zeni look at the history of item sales in guild banks, and see the average prices of items depending on rarity and level, and set prices for npc's if this was adopted. To me, this would make trading, and selling stuff a lot more immersive than a guild bank, or an auction house :).
    It would also stop people from selling stuff at ridiculously high or cheap prices.

    You could go as far as making a fluctuating market, when some items are too common in an area, the price drops, while it might rise somewhere else if the items is not in high supply, hence opening an actual trading option between towns/areas. Item sell would of course, be restricted between maps, as you do not want an epic RK10 item to be for sale in a starter area :).

    This should only be implemented after the filtering of inventory, otherwise, it'll become an unusable thing really quickly. You COULD, get the merchant to only specialize in some items, but finding them might become annoying if you did that. Alternatively you could get the conversation to only show you what you want (What are you looking to buy stranger? But since there are quite a few options (light, medium, heavy armor, 1H, shield, 2h, bows, jewels, potions, crafting materials ......) it might not be easily workable. Otherwise, maybe a caravan of merchants? With several merchants, each selling their own... stuff.

    Some quests could even pop, for escorting the merchants, or saving them from ambushes etc. Just, not too often, you know, once in a while, every couple of days, unlike those "Will someone please help me? they forced me to do it..." Once in a while is great, every 3 minutes becomes immersion breaking :).

    IF the caravans were implemented, which I truly hope, you could add them in Cyrodiil also, but with the added bonus of being able to ambush the caravans, AND get the entire loot from it if you succeed (or parts of it up to zeni there). Since the risks would be high, I guess those would be mostly NPC trading caravans from towns to towns in Cyrodiil, since most players won't risk getting their stuff stolen by the enemy :).

    On the principle of caravans, why not have convoys of enemies going between places they own? After all, every army needs some supplies, and being able to attack an enemy convoy would be nice, especially if it required a fairly large amount of players to achieve. Bonus if killing the convoy makes the destination "weaker" until the next convoy.
    "In 2014, a possible bot was sent to coldharbour by a military GM for a crime she didn't commit. This argonian promptly escaped from a maximum security stockade to the Ebonheart underground. Today, still wanted by the developers she survive as soldiers of fortune. If you have a bot problem, if no one else can bite you, and if you can find her....maybe you can hire The SQUISHY."
  • Squishy
    Squishy
    ✭✭✭
    Another suggestion, this time about classes.

    Unless I am mistaken, it was said multiple times during the hype building period, that classes were only a staing point, and they were nothing more than a template for beginning the game.

    I understood this as, I will have access to all the skills from all the classes, and be able to make my own build, just like TSW. However, as you all know now, this is far from being the case.

    Sure, I can be a dual wielding dagger sorcered wearing heavy plates, however, I get none of the bonuses that could be usefull to this built from the passives, and I do not actually have the skills used for dagger?

    How is that close to the original statement?

    As such, I'd like to see all classes skill tree available to everyone, so we can truly mix and match our builds, and not be restricted as we currently are.

    This to me, was one of the biggest letdown from ESO, unless I dreamt that statement about the original classes only being a starting template, and being able to freely change build later on.
    "In 2014, a possible bot was sent to coldharbour by a military GM for a crime she didn't commit. This argonian promptly escaped from a maximum security stockade to the Ebonheart underground. Today, still wanted by the developers she survive as soldiers of fortune. If you have a bot problem, if no one else can bite you, and if you can find her....maybe you can hire The SQUISHY."
  • Squishy
    Squishy
    ✭✭✭
    This definitively needs to change :)

    I'm assuming everyone will get it by just looking at the picture :)
    postimg.org/image/axezjbrfr/full/

    Daedra's completely ignoring me, and fighting other npc's instead.
    Edited by Squishy on 28 April 2014 06:44
    "In 2014, a possible bot was sent to coldharbour by a military GM for a crime she didn't commit. This argonian promptly escaped from a maximum security stockade to the Ebonheart underground. Today, still wanted by the developers she survive as soldiers of fortune. If you have a bot problem, if no one else can bite you, and if you can find her....maybe you can hire The SQUISHY."
  • Squishy
    Squishy
    ✭✭✭
    During my travel, there is another thing I'd like to see improved,it is the world map.

    Although this is far from critical, it is sometimes very difficult to find a path from A to B, because the obstacles are not always clearly visible on the map (like cliffs/mountains etc).

    Although the map itself looks nice, and it has a nice elder look to it, it can really be hard to head back to spot visited before if you do not remember where the single access point/road to it is.

    I would suggest that, in those cases, once an access point to an area has been found, that it is clearly shown on the map. Maybe add a hand written note, or a hand written "follow this road" kind of thing added after you discover it?

    Or allow us to make marks/small drawings on the map, so we can take the notes ourselves. I'd be more than happy to be able to customize the map.

    You could give us various predefined drawn objects that we can freely add and remove on our maps. Like 2 parallel lines close to each others , to show an access, a X to show something of value/interesting, and couple of other icons at your discretion. We probably would not need many, just a couple so we can mark things, and add notes on the map... please? :)
    Edited by Squishy on 28 April 2014 07:30
    "In 2014, a possible bot was sent to coldharbour by a military GM for a crime she didn't commit. This argonian promptly escaped from a maximum security stockade to the Ebonheart underground. Today, still wanted by the developers she survive as soldiers of fortune. If you have a bot problem, if no one else can bite you, and if you can find her....maybe you can hire The SQUISHY."
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