Fancyrabbit wrote: »1-Account-Wide Crafting Skills: Why is crafting character-specific? Crafting skills should be account-wide. Currently, when I want to gear up a new character, I have to switch to my "crafter," make the items, and move them through the bank. This is a tedious and nonsensical process. I should be able to use my earned crafting levels across all characters.
Fancyrabbit wrote: »2-Account-Wide Mount and PvE Guild Progress: Similarly, mount training and PvE guild lines (Psijic Order, Fighters Guild, Mages Guild, etc.) should be linked to the account. For instance, if I’m building a Necromancer for PvP, grinding those PvE guilds all over again is pure torture. This is why I often feel "stuck" playing only my first Sorcerer character.
Fancyrabbit wrote: »7-PvP Testing Arena: There needs to be a dedicated arena map for testing PvP sets. Upon entering this zone, players should have temporary access to every set in the game. This would allow for rapid build experimentation, leading to more creative and fun playstyles. Currently, spending hours farming a set only to find it underperforms in PvP is discouraging and forces everyone into "meta builds," making the game monotonous. This zone should also feature small dueling areas with the Battle Spirit buff active.
Fancyrabbit wrote: »8-New Competitive PvP Map: We need a new PvP map. Cyrodiil is too vast, and the design/modes of Imperial City aren't always engaging. This new map should focus purely on combat mechanics: gaining points for kills and losing them for deaths. The top-ranked player should have a statue of their character displayed in the center of the map. Such competitive features would highly motivate players. Furthermore, "fun-killing" sets or pure tank builds should be restricted here to prevent 30-minute-long stalemates.
heimdall14_9 wrote: »i whole heartily dislike almost every 1 of theses idea's , ( #4 ) might be only thing id be ok with tho i dont really see its need but having both choices for morphs showing might help them new to an class so ok i see some need ...
Enemoriana wrote: »Fancyrabbit wrote: »1-Account-Wide Crafting Skills: Why is crafting character-specific? Crafting skills should be account-wide. Currently, when I want to gear up a new character, I have to switch to my "crafter," make the items, and move them through the bank. This is a tedious and nonsensical process. I should be able to use my earned crafting levels across all characters.
Why not make all skills unlocked for all characters?
Oh, better idea! We need everything unlocked from the beginning! 3600cp and all skills!
Skills are something character earn, not player.Fancyrabbit wrote: »2-Account-Wide Mount and PvE Guild Progress: Similarly, mount training and PvE guild lines (Psijic Order, Fighters Guild, Mages Guild, etc.) should be linked to the account. For instance, if I’m building a Necromancer for PvP, grinding those PvE guilds all over again is pure torture. This is why I often feel "stuck" playing only my first Sorcerer character.
Since Heart's week event there are upgrades for all guilds except Psijiic (as Psijiic is leveled in other way). You can buy them in guildstores now.Fancyrabbit wrote: »7-PvP Testing Arena: There needs to be a dedicated arena map for testing PvP sets. Upon entering this zone, players should have temporary access to every set in the game. This would allow for rapid build experimentation, leading to more creative and fun playstyles. Currently, spending hours farming a set only to find it underperforms in PvP is discouraging and forces everyone into "meta builds," making the game monotonous. This zone should also feature small dueling areas with the Battle Spirit buff active.
You know you can go on PTS, create new character there (3600cp template) and get boxes with every set? And use public test server to test anything you want?Fancyrabbit wrote: »8-New Competitive PvP Map: We need a new PvP map. Cyrodiil is too vast, and the design/modes of Imperial City aren't always engaging. This new map should focus purely on combat mechanics: gaining points for kills and losing them for deaths. The top-ranked player should have a statue of their character displayed in the center of the map. Such competitive features would highly motivate players. Furthermore, "fun-killing" sets or pure tank builds should be restricted here to prevent 30-minute-long stalemates.
Aren't battlegrounds focused on combat? Or statue is main part?
Fancyrabbit wrote: »I’m not talking about all skills; I’m specifically talking about guild lines. If someone has already reached rank 10 in a guild on one character, they should be able to instantly make it rank 10 on another.
Fancyrabbit wrote: »I don't think we should be forced to log into the PTS (Public Test Server) just for this. What I want is to be able to test things within the live game and duel a few people who, like me, enjoy testing different builds. I don't want to spend hours farming gear just to see if a build even works.
Fancyrabbit wrote: »Battlegrounds have a fixed duration, and we’re constantly forced to queue in and out. Cyrodiil is massive; once you die, you have to ride long distances just to get back into the action. As for Imperial City, it’s usually empty, and the "room-based" layout combined with the overwhelming amount of mobs really kills the fun for me.
tomofhyrule wrote: »There are times that making something account-wide are good for the game when it's mostly just a collectathon grind (Eidetic memory when?). But some things, like the fact that a large section of the game's economy hinges on motif pages and that in turn drives master writ chances which drives a different part of the economy, that making it account-wide would be a massive detriment to any kind of replayability and population retention.
Fancyrabbit wrote: »# 1) NO THANK YOU i have 8 GMC = grand master crafters and lvling up crafting and learning styles give life to my alts ( very limited on alts as it is with AWA )
#2) takes to much of the re-play of the game away for my alts , if you want instant max alts theres the crown store enjoy , but i like the re-play reason i hated AWA and this just 100xs worse of an idea then that was .. mount speed i could see but NOT GUILD LINES ....
#3)thats a lot of XP taken away that my alts need to lvl up so again NO , and there is add-ons that open them all up known or not , wow imagine that me telling someone to use an add-on 😂 ( less this ones just an helpful tool not lowkey exploit )
#4) ok , but again not an major need
#5) this is one i liked and can see the time saver of having it , its straightforward so no need to talk about
#6) i dont want to play an game that is automated by add-ons theres add-ons id like to see re-moved due to auto functionality and i dont want to see game taken over by them so BIG NO TO ADDING ADD-ONS !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
#7) having free sets would make everyone just stay there never doing anything else so again BIG NO.........
#8) limited build pvp is bad, but vengeance is coming lol ..... ESO ego is already on the high toxic lvl and you want to add an statue into the middle of pvp zone to buff that even more lol DO YOU EVEN PVP ?????????
heimdall14_9 wrote: »i whole heartily dislike almost every 1 of theses idea's , ( #4 ) might be only thing id be ok with tho i dont really see its need but having both choices for morphs showing might help them new to an class so ok i see some need ...
Fancyrabbit wrote: »You're missing the point. It’s not about being lazy or wanting things for free; it’s about modernizing a game that’s over a decade old.
Regarding the skills: Having to repeat the exact same grind for the 10th time isn't 'progression,' it's a burnout mechanic. I’ve already proven I can do the content. Requiring me to pay Crowns just to avoid a tedious chore I've already completed elsewhere is a poor user experience, regardless of how you count the skill lines.
As for the PTS: Telling someone to download a separate 100GB+ client just to test a single build idea is not a valid solution for the average player. It’s impractical and inefficient. We need a 'training dummy' environment or a dueling arena with gear-swapping capabilities in the live game. This isn't 'duplicating' functionality; it's making it accessible.
If the game wants to keep its player base active, it should focus on letting us actually play the content we enjoy, rather than forcing us through chores and outdated testing methods.
Enemoriana wrote: »Fancyrabbit wrote: »You're missing the point. It’s not about being lazy or wanting things for free; it’s about modernizing a game that’s over a decade old.
Regarding the skills: Having to repeat the exact same grind for the 10th time isn't 'progression,' it's a burnout mechanic. I’ve already proven I can do the content. Requiring me to pay Crowns just to avoid a tedious chore I've already completed elsewhere is a poor user experience, regardless of how you count the skill lines.
As for the PTS: Telling someone to download a separate 100GB+ client just to test a single build idea is not a valid solution for the average player. It’s impractical and inefficient. We need a 'training dummy' environment or a dueling arena with gear-swapping capabilities in the live game. This isn't 'duplicating' functionality; it's making it accessible.
If the game wants to keep its player base active, it should focus on letting us actually play the content we enjoy, rather than forcing us through chores and outdated testing methods.
I enjoy Emperor costume and throne. Game shouldn't force me through PvP to get it!!!11!1!
Repeating again, if you missed. With last event things what allow to increase guild rep were added. If you missed event, you can buy them in guildstores. For gold. Works for every guild exept Psijiic, as it is leveled not with just rep.
And yes, you want testing - you go to testing place. As if you want pvp - you go to pvp and do not say "there should be pvp everywhere, I don't want to go to Cyro/IC/bg/duels for it!".
Also you need to farm each needed part of set only once. Plus many sets have boxes with it sold.
And... why only PvP testing? Then there have to be testing for all content, PvP doesn't differ from all other content. So overland testing, dungeon testing, trial testing, solo arena testing... wait, what's a point to collect sets at all then?
jaekobcaed wrote: »1. The most I could agree to is maybe having the ability to unlock faster XP gain in crafting skills as you level up your characters. Perhaps 1.5x XP if you have one character at 50 in that skill. The more characters you level that skill to 50 on, the faster it goes on subsequent characters. But making it account-wide really would remove incentives for having multiple characters.
Fancyrabbit wrote: »Greetings everyone. I've been thinking about some aspects of the game that could use a rework or adjustment. My goal is to address things that feel illogical and suggest ways to make the gameplay experience smoother and more enjoyable for everyone. Here are the points I believe should be improved:
1-Account-Wide Crafting Skills: Why is crafting character-specific? Crafting skills should be account-wide. Currently, when I want to gear up a new character, I have to switch to my "crafter," make the items, and move them through the bank. This is a tedious and nonsensical process. I should be able to use my earned crafting levels across all characters.
2-Account-Wide Mount and PvE Guild Progress: Similarly, mount training and PvE guild lines (Psijic Order, Fighters Guild, Mages Guild, etc.) should be linked to the account. For instance, if I’m building a Necromancer for PvP, grinding those PvE guilds all over again is pure torture. This is why I often feel "stuck" playing only my first Sorcerer character.
3-Account-Wide Wayshrines: The wayshrines I’ve unlocked with my main character should be accessible to my alts. Having to traverse the entire map from scratch every time I create a new character is unnecessary.
4-Improved Skill Menu Visibility: Why can't we see the other morphs in the skill menu? We should be able to preview all potential morphs for every skill without needing to visit a redistribution shrine.
5-Vampire/Werewolf Quest Skip: Once you’ve completed the Vampire quest and reached level 10 in the skill tree, if you cure yourself and decide to become a vampire again later, there should be an option to skip the introductory quest.
6-Integrating Popular Add-ons into the Base Game: Essential add-ons used by the vast majority of players (such as TTC, LUIExtended, etc.) should be integrated into the official game. This would eliminate version conflicts and the issue of add-ons becoming obsolete when a developer stops updating them. A community poll could be used to select which add-ons players want to see in the base game.
7-PvP Testing Arena: There needs to be a dedicated arena map for testing PvP sets. Upon entering this zone, players should have temporary access to every set in the game. This would allow for rapid build experimentation, leading to more creative and fun playstyles. Currently, spending hours farming a set only to find it underperforms in PvP is discouraging and forces everyone into "meta builds," making the game monotonous. This zone should also feature small dueling areas with the Battle Spirit buff active.
8-New Competitive PvP Map: We need a new PvP map. Cyrodiil is too vast, and the design/modes of Imperial City aren't always engaging. This new map should focus purely on combat mechanics: gaining points for kills and losing them for deaths. The top-ranked player should have a statue of their character displayed in the center of the map. Such competitive features would highly motivate players. Furthermore, "fun-killing" sets or pure tank builds should be restricted here to prevent 30-minute-long stalemates.
What are your thoughts on these suggestions? Are there any other features or changes you would like to see?
More Account Wide things would be awesome for me, but i know some people like the experience of leveling up and exploring with new characters.Fancyrabbit wrote: »Greetings everyone. I've been thinking about some aspects of the game that could use a rework or adjustment. My goal is to address things that feel illogical and suggest ways to make the gameplay experience smoother and more enjoyable for everyone. Here are the points I believe should be improved:
1-Account-Wide Crafting Skills: Why is crafting character-specific? Crafting skills should be account-wide. Currently, when I want to gear up a new character, I have to switch to my "crafter," make the items, and move them through the bank. This is a tedious and nonsensical process. I should be able to use my earned crafting levels across all characters.
2-Account-Wide Mount and PvE Guild Progress: Similarly, mount training and PvE guild lines (Psijic Order, Fighters Guild, Mages Guild, etc.) should be linked to the account. For instance, if I’m building a Necromancer for PvP, grinding those PvE guilds all over again is pure torture. This is why I often feel "stuck" playing only my first Sorcerer character.
3-Account-Wide Wayshrines: The wayshrines I’ve unlocked with my main character should be accessible to my alts. Having to traverse the entire map from scratch every time I create a new character is unnecessary.
Being able to see morphs in the skill menu would be useful, but you will be pleased to know we do not have to go to shrines anymore with Update 49.Fancyrabbit wrote: »4-Improved Skill Menu Visibility: Why can't we see the other morphs in the skill menu? We should be able to preview all potential morphs for every skill without needing to visit a redistribution shrine.
5-Vampire/Werewolf Quest Skip: Once you’ve completed the Vampire quest and reached level 10 in the skill tree, if you cure yourself and decide to become a vampire again later, there should be an option to skip the introductory quest.
Yes this would be awesome. Essential Housing Tools is a big add-on that would be great to have base game.Fancyrabbit wrote: »6-Integrating Popular Add-ons into the Base Game: Essential add-ons used by the vast majority of players (such as TTC, LUIExtended, etc.) should be integrated into the official game. This would eliminate version conflicts and the issue of add-ons becoming obsolete when a developer stops updating them. A community poll could be used to select which add-ons players want to see in the base game.
i think as others have said PTS is already usable for this, but PlayStation and Xbox do not have access to PTS so i am not against your suggestion.Fancyrabbit wrote: »7-PvP Testing Arena: There needs to be a dedicated arena map for testing PvP sets. Upon entering this zone, players should have temporary access to every set in the game. This would allow for rapid build experimentation, leading to more creative and fun playstyles. Currently, spending hours farming a set only to find it underperforms in PvP is discouraging and forces everyone into "meta builds," making the game monotonous. This zone should also feature small dueling areas with the Battle Spirit buff active.
8-New Competitive PvP Map: We need a new PvP map. Cyrodiil is too vast, and the design/modes of Imperial City aren't always engaging. This new map should focus purely on combat mechanics: gaining points for kills and losing them for deaths. The top-ranked player should have a statue of their character displayed in the center of the map. Such competitive features would highly motivate players. Furthermore, "fun-killing" sets or pure tank builds should be restricted here to prevent 30-minute-long stalemates.
decent suggestions, but not all are needed as some are technically already happening.Fancyrabbit wrote: »What are your thoughts on these suggestions? Are there any other features or changes you would like to see?
Fancyrabbit wrote: »The reason the trial community is dying is again because players are not supportive or patient with beginners. They constantly demand achievements.This pushes new players away from doing trials. Also, the game itself does not really guide or support new players properly.
I don’t understand why there is so much opposition to a PvP build testing area.You would go into a specific zone, test sets there, and when you leave that zone the sets would not come with you. Any sets you don’t actually own would be deleted once you leave.If I want to play that build in real PvP, I would still need to go and farm it. Also, when the game is already 120GB, downloading another 120GB for the PTS just to test one or two builds is literally ridiculous.
As for guild skill lines, not all of them need to be account-wide. Only the ones commonly used in PvP could optionally be max level.But if you or I want to replay the Mages Guild storyline, I don’t think we should be forced to boost it.
I support a system that accommodates both types of players. For example, my brother plays almost exclusively PvP and barely touches PvE. He has 4,000 hours in the game, and maybe only 500 of those are PvE — mostly just for leveling characters. This way, we could satisfy both groups.
What you said about account-wide shrines makes sense. It wouldn’t be a big deal if they weren’t account-wide. They already unlock quickly with BMU anyway.
Fancyrabbit wrote: »The reason the trial community is dying is again because players are not supportive or patient with beginners. They constantly demand achievements.This pushes new players away from doing trials. Also, the game itself does not really guide or support new players properly.
I don’t understand why there is so much opposition to a PvP build testing area.You would go into a specific zone, test sets there, and when you leave that zone the sets would not come with you. Any sets you don’t actually own would be deleted once you leave.If I want to play that build in real PvP, I would still need to go and farm it. Also, when the game is already 120GB, downloading another 120GB for the PTS just to test one or two builds is literally ridiculous.
As for guild skill lines, not all of them need to be account-wide. Only the ones commonly used in PvP could optionally be max level.But if you or I want to replay the Mages Guild storyline, I don’t think we should be forced to boost it.
I support a system that accommodates both types of players. For example, my brother plays almost exclusively PvP and barely touches PvE. He has 4,000 hours in the game, and maybe only 500 of those are PvE — mostly just for leveling characters. This way, we could satisfy both groups.
What you said about account-wide shrines makes sense. It wouldn’t be a big deal if they weren’t account-wide. They already unlock quickly with BMU anyway.