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https://forums.elderscrollsonline.com/en/discussion/668104/

Major Wish List for Quality of Life and Gameplay

Daethz
Daethz
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Daethz's Wishlist for Patch 1.x
This is a, large list of things I would like to see changed/added to this game, asap mainly to improve quality of life.

This Entire List is Not Official and Entirely Created by me, just thought id say that since I so closely designed it like a patch note.

FIXES & IMPROVEMENTS

City Buildings
  • Most buildings are now "Outside", when their doors open they actually stay open and allow everyone inside without multiple door openings and black screens. Any player may close the door, but closing the door can only be done ten seconds after it has been opened, there is no wait time on opening the door once it has been closed.

Weapon Swapping
  • You can no longer use the incorrect weapon model with the other weapons ability set. (This could happen when you spammed the weapon swap).

Combat & Gameplay
General
  • You can no longer cancel your attack and spell casting animations, any spells that where cancelled by blocking, roll dodging or interrupting will not deal damage and will not cost magicka or stamina. (MAJOR Issue)
  • Your character can no longer seize up and lose the ability to cast spells, swing his weapon and defend him or herself.
  • Monsters can no-longer change phases during combat, stopping you from dealing damage to it, but still allowing it to attack you.
  • Character Attack Animations and the Damage of those attacks will now more closely sync up.
  • Veteran Monsters such as Gargoyles, Harvesters, Storm Atronochs and Ice Atronochs have had their difficulty slightly reduced so it is possible to solo them.
    -No longer an issue since the veteran difficulty nerf, however the baseline problem was never solved.

Dragonknight
  • Obsidian Shield (and Morphs): Increased Shield Strength.
  • Inhale (and Morphs): Will now instantly deal damage to 3 nearby targets and heal for the damage dealt.
  • Volatile Armor: Increased the Radius and Damage of its area of effect damage.
  • Magma Armor (and Morphs): Will now successfully cap incoming damage to a maximum of 3% of the characters total health.

Sorcerer
  • Sorcerer pets no longer have Collisions for other players.

Dual Wield
  • Sparks (and Morphs): Your blades are temporarily sharpened, your next Melee Attack will act as if it was powered, if it is powered it will deal double its damage.
  • Flurry(And Morphs):
    • Will no-longer De-sync causing it to forcefully play out its entire animation and deal no actual damage to the target.
    • Increased both Damage and Stamina Cost by 50% to reduce the rate of which this spell is repeated.
    • You can now successfully break Flurry's cast with a blocking, interrupting or roll dodging, and it will correctly end the spell and stop dealing damage, If used with Rapid Strikes it will also not grant you your speed buff if cancelled.

Destruction Staff
  • Various Adjustments to bring Destruction Staff's Viability back into range with other weapon types.

Restoration Staff
  • All spells now produce less ultimate.

Bow
  • Snipe (and morphs): Increased chance of missing, however if this spell misses it will return 50% of its stamina cost.

Armor
Medium Armor
  • Athletics: Now decreases the Stamina costs of sprinting aswell as dodging.

World
Vampire
  • Vampire Stages: Each Stage now lasts two times longer to reduce the rate of which you need to satisfy your hunger.
  • Unnatural Resistance: Will now correctly Improve Health Recovery in Vampirism stages 2 through 4.
  • Drain Essence (And Morphs): Can now be used against Elite mobs, however the spell will not stun or set the target off-balance.
  • Curing Vampire will now successfully return your Skill Points.
  • Vampires can now Feed on Goblins.
  • Vampire Players no longer have the active ability "Vampirism", the Vampire Stage buffs are enough indication that you are a vampire.
  • Supernatural Recovery: Now increases Magicka Recovery 4% per level and stamina 7% per level.

Werewolf
  • Werewolf Transform: Reduced Ultimate cost slightly; due to Ultimate per Critical Strike reductions.
  • Curing Lycanthropy will now successfully return your Skill Points.

Guild
Fighters Guild
  • Flawless Dawnbreaker: Reduced Weapon Attack buff.

Item Sets
  • Skirmisher's Bite Set: Roll Dodging will now Double the Damage of your next Weapon Attack, instead of increasing your damage for 2 seconds, as you cant get much of anything done within 2 seconds. New set bonuses in 1.3 made this set useful.

Crafting & Economy

General
  • A Fourth Level for Snakeblood, Temper Expertise, Tannin Expertise, Aspect Extraction, Brewer and Resin Expertise has been added, requiring level 50.
Enchanting
  • Increased the Crafting Experienced gained by creating and deconstructing glyphs greatly.
  • The chance of finding rarer Aspect runes for all runes below maximum level have been greatly increased.

Miscellaneous
General
  • Razzak's Toy Spider no longer has a Collision for other players.

Graphics/Game Settings
  • Enabling Vertical Sync in Windowed(Fullscreen) Mode will no-longer cause occasional momentary lag spikes.
  • Video Settings that where only available by editing the .ini file are now available in in-game settings.
  • Increased the Maximum "View Distance" available in the Video Settings.
  • High End "Ultra" Texture Quality setting is now available for players with extra computing power to spare.
  • TXAA Anti-Aliasing is now supported and available via the In-Game Video Settings.
  • Major Optimizations in the way the game communicates with player computers reducing the size of data that has to be transferred, drastically improving game-play for millions of Americans who don't have access to fiber internet connections.

Items
  • Lockpicks can now stack up to 500, up from 100.
  • Newly created characters that skip the prison sequence now start with 20 lockpicks.
  • When Charging a Weapon you can now choose to "Charge Until Full" Using as many of the type of Soul Shard that you have to fill that weapon.

UI
Guild Store
  • A Search Box has been added to the Guild Store allowing you to search for specific items by name.
  • You can now search Crafting Material based on Profession.

Maps
  • Set Crafting Areas now notify you what set is actually available at that site via mouse-over once discovered.
  • Waypoints and Dungeon Markers now appear smaller when looking at the Tamriel Map.
  • Cyrodiil's Markers will now load faster when initially clicked outside of Cyrodiil.
  • Bal Foyen now correctly has its own zone identification lines in the Tamriel Map.

Mail
  • Improved the UI Signifying wither you are Sending Gold or COD.
  • New option in mail to send any Item attachments directly to your Bank, unless your bank is full.

Updated 8/16/2014!
Edited by Daethz on 16 August 2014 17:14
Waiting, and watching, for the return of Melee Weapons.
-Subsidiary of The Fighters Guild
  • Daethz
    Daethz
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    Why for my "Nerfs" to destruction staff and bow?
    • It seems just about every class needs to go destruction staff for top dps, this is a disturbing trend.
    • And snipe seems to be incredibly rigged in cyrodiil, you can pick people off like they are nothing from vast distances.

    Its been awhile since I posted this, the current state of the game is essentially everyone is forced to go Destruction/Resto staff build, as it far outmatches other possible builds.
    Edited by Daethz on 16 August 2014 16:49
    Waiting, and watching, for the return of Melee Weapons.
    -Subsidiary of The Fighters Guild
  • GTech_1
    GTech_1
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    I would welcome most of these additions.
    Here are a few additions / alterations I would make:

    Crafting and Economy:
    Enchanting:
    I would remove the current note you have increasing the crafting xp gains, and replace it with the following 3 items:
    • Aspect rune nodes will no longer drop white quality Ta aspect runes. Aspect rune nodes will now always drop a Green quality or higher aspect rune. This change has been made to improve overall inspiration gains in Enchanting, and ensure that players can consistently create runes that are higher quality than those purchased from a vendor. Ta runes can still be obtained by deconstructing white quality glyphs looted from monsters, or purchased from vendors.
    • Essence rune nodes will no longer spawn in the world. Essence runes have been included as a guaranteed secondary loot roll to the Aspect and Potency node loot tables.
    • Essence runes now have a vendor value of 1g each. This change has been made to ensure that an Essence runes will not be left behind on an otherwise empty Aspect or Potency node.

    Fishing:
    • Fishing bait now has a vendor value of 1g. This change has been made to ensure that bait will no longer be left behind on an otherwise empty Clothing resource node.
    • Critters can no longer be accidentally targeted during combat causing your abilities to become unresponsive.
    • Critters that previously dropped fishing bait when killed can now be collected in the same manner as Butterflies and Torchbugs.
    • Various livestock, such as deer, cows, pigs and sheep will no longer drop Guts. Livestock will now properly drop provisioning meats, medium armor scraps, or clothing materials relevant to the level of the zone in which they are placed. Note however, that nearby ranchers tasked with taking care of the livestock may object to the wanton slaying of their creatures.

    Items:
    • Lockpicks will now drop less frequently, and have been returned to a vendor value of 1g. The starting gear satchel given to New characters will now also contain 20 Rusty Lockpicks. Rusty Lockpicks are bound, and have a vendor value of 0g, but are otherwise identical to normal Lockpicks.
    • Items marked as Junk in your inventory will now be properly remembered after you sell your Junk to a vendor.
    • Lootable objects: Loot range reverted to the value prior to patch 1.1.2. You will no longer be required to stand directly on top of an object to loot it, and all lootable objects will again be lootable.
    • Backpacks will no longer drop provisioning materials. Backpacks will instead drop leveled potions and white quality foods or drinks.
    • Cabinets, Trunks, Nightstands, Urns and Vases will no longer drop Smithing style materials. These objects now have a chance to drop potions and white quality enchant glyphs.

    Entertainment:
    • Drinking too many alcoholic beverages in a short time will now get your character drunk. If your character becomes drunk, you will receive the same visual and audio effects applied during the drinking contests at Bard's Retreat in The Rift. During this time, if you stand still for too long, your character will automatically be affected by the /drunk emote. If you try to /dance, your character will instead /dancedrunk. Continuing to drink after you are drunk will cause your character to vomit. Further drinking will cause your character to pass out.
    • While Drunk, you may awaken: At a random Wayshrine, no harm done; At an Inn, with a hefty tab (you are a generous drunkard); In a Cage, with a quest you must complete in order to be released; In Prison, with a hefty fine (drunken disorderly conduct); Or in a bed with a "friendly" bandit of a random gender who praises and rewards you for a "job" well done ... or attempts to kill you for your poor "performance".
    • Eating food will reduce your "drunk" state. Eating too many foods in a short time will make your character belch rather loudly. Continuing to eat after this time will cause your character to have fits of flatulence and vomiting.

    Along with patches, fixes, etc. We have *got* to get some straight up FUN injected into this game :)
    Edited by GTech_1 on 8 June 2014 03:20
  • bloodenragedb14_ESO
    bloodenragedb14_ESO
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    my wish list top is, less nerfs, more buffs. buff the other classes rather than nerfing the strong ones
  • Daethz
    Daethz
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    my wish list top is, less nerfs, more buffs. buff the other classes rather than nerfing the strong ones
    Would take alot to write that out, I only see minor issues with some things strength. Otherwise they can go ahead and give every single dual wield, twohand sword spell a damage buff so they compete better with destro staff.
    Waiting, and watching, for the return of Melee Weapons.
    -Subsidiary of The Fighters Guild
  • Keron
    Keron
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    @GTech_1‌
    I would love to see all those things you mentioned under Entertainment. Wonderful proposals!
  • Moiskormoimi
    Moiskormoimi
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    1. Fix third person running ffs. Everyone looks like they are super constipated and always running for that invisible toilet. How is this 2014 and you have this kind of cosmetic issue?
    2. I know it won't happen but you need to consider removing class lines all together. This is a TES game. TES games in the past have not been defined by a set selection but by allowing for the true individuality of the player.
    3. Gotta create a carrot worth fighting for, because otherwise, there are games that can deliver that.
  • Daethz
    Daethz
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    1. Fix third person running ffs. Everyone looks like they are super constipated and always running for that invisible toilet. How is this 2014 and you have this kind of cosmetic issue?
    2. I know it won't happen but you need to consider removing class lines all together. This is a TES game. TES games in the past have not been defined by a set selection but by allowing for the true individuality of the player.
    3. Gotta create a carrot worth fighting for, because otherwise, there are games that can deliver that.
    1: Agree.
    2: Eh, or better backstorys of why you became that specific class.
    3: Exactly. It feels like theres not much of a reason to get to v12, plus quests dont give prizes, so all quests feel like they are nothing but leveling fodder. The only quest that ever gave a good prize was the prismatic blade from the fighters guild.
    Waiting, and watching, for the return of Melee Weapons.
    -Subsidiary of The Fighters Guild
  • AngryNord
    AngryNord
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    Why do People keep saying "classes don't belong in Elder Scrolls"? The Elder Scrolls series is more than just Skyrim, and pre-Skyrim every game except the spin-off Redguard had classes.
  • Daethz
    Daethz
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    AngryNord wrote: »
    Why do People keep saying "classes don't belong in Elder Scrolls"? The Elder Scrolls series is more than just Skyrim, and pre-Skyrim every game except the spin-off Redguard had classes.
    Likely because people want to be able to change their minds without leveling a alt through veteran content again.

    Waiting, and watching, for the return of Melee Weapons.
    -Subsidiary of The Fighters Guild
  • Artis
    Artis
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    Good to know, that nightblades are fine and you need to buff dks instead.
    Gonna go tell my nightblade, that it's fine that he can barely take 2-3 mobs in veteran locations with 1 death average.
  • Daethz
    Daethz
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    Artemis wrote: »
    Good to know, that nightblades are fine and you need to buff dks instead.
    Gonna go tell my nightblade, that it's fine that he can barely take 2-3 mobs in veteran locations with 1 death average.

    As a Dualwield DK neither can I?
    Please stop mistaking DK's for destrostaff, DK is weak, destrostaff is wtfop.
    Waiting, and watching, for the return of Melee Weapons.
    -Subsidiary of The Fighters Guild
  • Daethz
    Daethz
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    Daethz wrote: »
    my wish list top is, less nerfs, more buffs. buff the other classes rather than nerfing the strong ones
    Would take alot to write that out, I only see minor issues with some things strength. Otherwise they can go ahead and give every single dual wield, twohand sword spell a damage buff so they compete better with destro staff.

    I see during my month break from ESO that literally every player uses destrostaff now, melee weapons seem to be rarer than albino kahjit.

    Still nothing in 1.3/1.3.1 to fix this, please zenimax, don't destroy your game by making one weapon type the only competitive one. Melee weapons should be useful for more than just aesthetics.
    Waiting, and watching, for the return of Melee Weapons.
    -Subsidiary of The Fighters Guild
  • IxSTALKERxI
    IxSTALKERxI
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    Can you add something to your wishlist?

    Character name changes!

    It can even be limited somehow to how many times you can change it. I rushed my character creation at early access and it's now v12 and I would like the opportunity to change my character name atleast once. :)
    NA | PC | Aldmeri Dominion
    Laser Eyes AR 26 Arcanist | Stalker V AR 41 Warden | I Stalker I AR 42 NB | Stalkersaurus AR 31 Templar | Stalker Ill AR 31 Sorc | Nigel the Great of Blackwater
    Former Emperor x11 campaign cycles
    Venatus Officer | RIP RÁGE | YouTube Channel
  • Maverick827
    Maverick827
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    You lost me at the nerf to staves.

    Buff stamina weapons, and then buff PvE enemies to compensate if you need to. People don't like being nerfed, espescially after you've forced them to go that spec for 3+ months.
  • Daethz
    Daethz
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    You lost me at the nerf to staves.

    Buff stamina weapons, and then buff PvE enemies to compensate if you need to. People don't like being nerfed, especially after you've forced them to go that spec for 3+ months.

    Nerf, Buff, dosent matter, fact is something needs to be done, immediately. Not in 1.4, 1.5, 1.6, 1.7, 1.8, 2.0, 3.0, 4.0.
    Melee weapons should be in a usable state, right now.
    Which they arent.
    ZOS should be taking drastic measures to fix this.

    The dual wield fixes in 1.3.1 will help make dual wield usable, but once again, compared to destruction staff, it is useless.

    I'm sure alot of players like me, who cant stand staffs, have probably already quit, I would be willing to bet over 1k players have left ESO Soley because of destro staffs being OP, probably more. Im actually only back because I cant find anything else to do :( otherwise I would have waited for destrostaff nerfs and or dual wield buffs.
    Edited by Daethz on 23 July 2014 00:44
    Waiting, and watching, for the return of Melee Weapons.
    -Subsidiary of The Fighters Guild
  • timidobserver
    timidobserver
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    You were on a roll until the ignore list thing. If you attempt to send a player that has ignored you a message, it should tell you that you have been ignored. However, you shouldn't get a constant notification of every person that has placed you on ignore. There is tons of data I'd like to have access to, like my short term buff durations and what type of damage I am taking and whether it is a critical hit, but who all has me on ignore definitely falls into the category of data I don't want.
    Edited by timidobserver on 23 July 2014 02:20
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • Daethz
    Daethz
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    The idea behind the ignore list wouldn't require your interaction, you could view it and enable permanent ignores at your own pleasure.
    Personally if someone wants to ignore me, I don't feel those people deserve my time or attention for the rest of eternity, though i am fairly spiteful.
    Waiting, and watching, for the return of Melee Weapons.
    -Subsidiary of The Fighters Guild
  • Merrak
    Merrak
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    You do realize the highest DPS in game is with a Resto staff, right?

    And that just because your dw stamina spec isn't any good doesn't justify were a class stands. DK is entirely OP and in desperate need of an adjustment to fall in line with all classes.
    Edited by Merrak on 23 July 2014 15:35
    Merrak | Templar Main
    The Descendants | NA Server | Daggerfall Covenant
  • Daethz
    Daethz
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    Merrak wrote: »
    You do realize the highest DPS in game is with a Resto staff, right?

    And that just because your dw stamina spec isn't any good doesn't justify were a class stands. DK is entirely OP and in desperate need of an adjustment to fall in line with all classes.

    I did not, I figured it was all destro, but either way, it is a staff.
    Melee weapons should be the strongest, while staffs should have the most utility.

    Only right now staffs are dramatically stronger than melee weapons, With dramatically more utility, than melee weapons.
    Waiting, and watching, for the return of Melee Weapons.
    -Subsidiary of The Fighters Guild
  • Daethz
    Daethz
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    Artemis wrote: »
    Good to know, that nightblades are fine and you need to buff dks instead.
    Gonna go tell my nightblade, that it's fine that he can barely take 2-3 mobs in veteran locations with 1 death average.

    I don't know the issues with nightblades.
    However I'm pretty sure nightblades are a melee dual wield class, and seeing how dual wield is completely terrible right now, tackling that issue first should help nightblades ALOT.

    Also I just updated my list, alot.
    Waiting, and watching, for the return of Melee Weapons.
    -Subsidiary of The Fighters Guild
  • nvsg
    nvsg
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    you cant put a miss chance on anything the only reason you miss is because they use a spell on you for you to miss or they just dodge no nerfing my snipe :p I had a wish list but they took it away from me all I want is name change , appearance change, and 1v1s
    Edited by nvsg on 17 August 2014 00:13
  • Maotti
    Maotti
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    There will now be a toggle for when NPC merchants/bankers shut up when opening the vendor/bank menu.

    This is something i really hope they add in!
    PC EU
  • Daethz
    Daethz
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    nvsg wrote: »
    you cant put a miss chance on anything the only reason you miss is because they use a spell on you for you to miss or they just dodge no nerfing my snipe :p I had a wish list but they took it away from me all I want is name change , appearance change, and 1v1s

    Something needs to be done about snipe, especially if stamina gets buffed, i can easily see bow/snipe becoming the best spec/spell in the entire game.

    Really any spell you could just burn a bunch of stamina on for major pure damage, is great.
    If Bow's get one every weapon should, as it would likely be one of the most useful/used spells in each rotation.

    I actually wish they would double the stamina cost of Dual Wield ability's and subsequently double their damage/abilities.
    It would let me hit harder, faster and then return to hacking and slashing with Molten Blades activated.

    I don't know ZOS's plan but Appearance/Name change will likely be paid services.
    I really don't think they are important. I only create a character if I'm confident I will like his name/race/class in combination, for a very long time.

    Duals on the other hand, I would like to see, especially because I personally believe it would help balance the game in the long term.
    Maotti_Nor wrote: »
    There will now be a toggle for when NPC merchants/bankers shut up when opening the vendor/bank menu.

    This is something i really hope they add in!

    Agreed. Or just have them all say one word, like "Welcome!"
    Instead of some of their long drawn out sentences.

    Edited by Daethz on 17 August 2014 06:35
    Waiting, and watching, for the return of Melee Weapons.
    -Subsidiary of The Fighters Guild
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