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A few suggestions to help keep ESO alive.

taylorwilenskiub17_ESO
As I have continued to play this game, I have been able to observe the game more thoroughly and have noticed many things with that game that I dislike--many of the things that all of you have been posting on the forums.

The game is beautiful and the quests are in-depth and engaging. I really enjoy this aspect of the game. I really enjoy Cyrodil as well--it has every kind of PvP you could want (you just have to look for it). Craglorn...is a let down.

A few problems with this game that I've noticed:

1. The game is completely linear...no openness to it what so ever.

- Complete your starting alliance, complete second alliance, complete third alliance, go to Craglorn.
- Finish this zone, than go to this zone, than go to this zone, etc.

2. Questing is mandatory, especially for levels 1-50. If you want your level to be on par with your zone you NEED to complete 90% of all the quests in the zone. Once you get to vet content, you can grind dungeons...but for many, that is not fun.

3. PvP is not an efficient means of leveling. Doubling XP from killing players did not aid players leveling aspirations enough. You can do daily's, but all the hubs are very spaced a part making it not a very effective way of leveling. I HAVE leveled doing PvP but questing is much faster.

4. No economy. Trading is brutal--zone chat spam, and cycling through the 4-5 trades you are a part of to find the item(s) you are searching for.

5. BOTS. Literally, they are everywhere.

6. Guild system is a joke.


A few suggestions:

1. Allow for more exploration / sandbox style of play so players don't feel so restricted to stay on one path. Perhaps enable player housing / guild housing that is instanced in order to give the game more of that 'sandbox' feel.

2. Make quests grant more XP so you don't have to do as many to get to the appropriate level before moving to the next zone. Once this level is met, lessen the XP rewards from other quests in that area so:

- Players will not be over-leveled when entering a new zone
- Players who enjoy the quest and storyline can still complete all of the quests, but will still be the same level as the other players who didn't want to complete every single quest

3. Make leveling in PvP more viable. Add additional quests such as:

- Break down a keep wall/door
- Destroy 'x' number of enemy siege equipment
- Kill 'x' amount of players with an oil pot / siege weapon

4. Something needs to be done about the games economy. Trading/Selling/Buying in this game is so irritating. Perhaps it is time for an Auction House or Global Trade Chat. This would free up zone chat for players looking for group members to take on dungeons, world bosses, and anchors as well as people just seeking advice!

I recall a member of ZOS replying in a Q&A with regards to the idea about having an Auction House. When asked why don't we have one he replied:

Because we don't want to devalue items and render the "gear chase" pointless.


I'm sorry, but all of the set drops from dungeons are BoP...so how would an Auction House render "gear chase" pointless?

If you are totally against AH for some reason still, perhaps you should increase the maximum member capacity of guilds to 1000+. With a total of 500 members allotted per guild and a total of 5 guilds allotted to each player this only equates to a total of 2500 players to sell your merchandise too. ALSO, if an item doesn't sell in 1 guild I won't know for 30 days and then I can try another guild when it may have already became obsolete.

5. BOTS. This is a big problem on everyone's list. It seems as though a GM pops on here and there for 15 minutes at a time to clear bots...there should be a GM on for hours at a time doing nothing but getting rid of bots. Your bot battle isn't going well and while I don't know exactly how to combatant this issue, you need to figure out something fast.

6. Guild leaders have no options when it comes to permissions / restrictions of their members. You can either grant FULL access or NO access. We have a limit to FOUR ranks, meaning that the previously mentioned guild functions which are extremely limited are lessened even further.

- If I want to have two levels of Officers (Sr. $ Jr.) or something else than that means I am unable to have a 'recruits' rank with a members rank. Not all players are immediately trusted and befriended, they must show that they are genuine and a team player over-time earning their membership. Even ONE addition rank would allow guilds to have a simple structure such as:

1. Guild Leader
2. Sr Officer
3. Officer
4. Member (full access)
5. Recruit (new members, not known well, limited guild bank access)

This as opposed to:

Leader
Sr Officer
Officer
Member (new member, not known well, full access...steal your stuff and leave). <- this has happened.

I would also like to have the option to make my guilds name a "title" on my character sheet that people see over my characters head in-game.

Thoughts, questions, ideas? Sorry if it all sounds like some unorganized ***, but it's what I've noticed
  • Khazaad
    Khazaad
    ✭✭✭
    Sweet sister of mercy that's the widest, whiny, word wall I've seen in a while. I mean... is huge! Geezus, it's so hot in here. I... I can't breathe! I CAN'T breathe!! MUST FLEEEEEEEEEE!
  • taylorwilenskiub17_ESO
    Khazaad wrote: »
    Sweet sister of mercy that's the widest, whiny, word wall I've seen in a while. I mean... is huge! Geezus, it's so hot in here. I... I can't breathe! I CAN'T breathe!! MUST FLEEEEEEEEEE!

    I'm not whining lol? I don't know if you come to the forums very often or not, but these are issues many people are talking about. I'm just offering my two cents. I've played pretty much all of the content that this game has to offer and it feels incredibly lack luster, regardless of being a new MMO.

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