I don't care.
Currently as they don't update it I see it as when did I last login to any particular character. There is some use for me in that regard.
But I would not care if they changed it to how you want.
i would not change it, ZOS is releasing things when they are ready which seems best to me.
i am guessing it will likely be the same kind of schedule every year.
- January, first season of the year (except this year)
- March, first update.
- April, second season.
- June, update.
- July, third season.
- late August or early September, update.
- October, fourth season.
- late October or early November, fourth update.
Each update adding the next Season. Features like Class or Werewolf refresh release with update launch.
Each season is 3 full months, events and some features like trials or stories release after their update during the season.
got the above picture from the Seasons intro post: https://www.elderscrollsonline.com/en-us/news/post/69137
ZOS also released a season roadmap with the launch of season 0, the same will likely happen with each future season.
They have gotten better with giving dates for things in advance, we know Zeal of Zenithar's dates 2 months in advance. https://www.elderscrollsonline.com/en-us/roadmap
To start with, classes were the primary way of making exclusionary choices for your character. By choosing a class, you put the skill lines of the other classes out of reach, and that meant foor other classes, for a total of twelve skill lines. Then they added Necromancer, Warden and Arcanist, so now it's twenty-one excluded skill lines. (I don't understand why people still
appear to want more).
Race is similar, but there are only sets of minor passives involved there. Race could have been the primary vehicle for exclusion, but they picked class instead.
At some point, someone decided that twenty-one unavailable skill lines was too much, so sub-classing was brought in. It probably went too far in allowing two lines to be swapped out, but that's debatable. Either way, all skill lines are on the table for an existing character, which is good, but the player still has to make a choice of which to exclude. As with all compromises, not everyone is going to happy, especially those who don't understand why they can't have everything.
Classic D&D goes to the opposite extreme, with the choice of class excluding armor and weapon choices, types of spells etc. Early TES single-player games had aspects of that, but more graded. Wearing heavy armor might make you unable to cast much of a spell, for example, but didn't prevent it completely. ESO retains some biases in that direction, but it's possible to be a staff-wielding tank in light armor if you try.
So the real question here is what skills to we want to tie to, or exclude because of, other skills? Do we link armor to weapon, so Heavy armor can't use staves? Light can't use shields? Do we tone that down to making the skills weaker (which gets implemented as synergies to make it look positive)? They're currently doing the cross-skill-line synergy thing in the class overhauls, I notice.
If every player can cherry-pick without consequences, it becomes a uniform boring result, because at any time there will be a best choice. We need some sticky decisions that the player has to make, and live with, or there won't be ANY identity. Class is as good as any.
It's funny, in many MMOs with housing, the bathroom isn't thought about. My ships and houses in swtor many years ago, no bathroom. ESO has no bathroom. In fallout 76, they started releasing bathroom items and I was awe struck. Such a simple thing, a shower, a toilet and a sink to place as you please. Yes it's a more modern setting, meaning it's very obvious when your build is missing it, and the world has tons of bathrooms but these poor citizens of Tamriel. Maybe this explains all the cults and trouble. The 3 banners war, because the white gold tower has a bathroom.
Im a pvper, I dont even know what a tome or a bar is. Endeavor? Never heard of her.
In all seriousness we always cry for pvp rewards, but what is there to reward? Older players like me or even players 2-3 years in that only pvp have next to no needs. Just going down my list all I could care about is maybe potion mats, gold mats to try new gear, gold food mats......and thats about it.
I suppose event tickets for account unlocks would be the only other thing I could care about, if there was anything special like cosmetics, mounts, or titles that are usable in pvp.
IMO having the ap vendors selling perfect tristat potions was a mistake. You would have been better off having a lesser potion for new players sold there. Then had AP purchasable alchemy mats to drive the ingame economy and incentivize pvp. Even looking at IC the only reason I go there is for hakeijos and alchemy bags. Sadly other systems could have been made to give pvp rewards to sell. For instance scribing skills could have had scripts purchaseable in pvp which could have been sold into the market as consumables upon crafting instead of the goofy throwaway currency that has no weight.
On the flip side zos could revitilize the ap vendors to sell pve gear. So you could get non perfected trial gear with ap boxes. Giving PvP players entry into pve content without having to grind for months to get into a proper pve guild. Bridge the barrier to entry for content giving people better chances at socializing and potentially continue playing the game.
Transmutes are a decent reason to pvp.....however it is not a consistent thing. Players join, run to a keep, get a single tick and log out for the monthly reward. Cmon for me to even get a single monster helm its atleast 30mins to an hour....Sometimes hours of dragging cp160 pugs through a vet dlc dungeon on a pvp character having to tank, dps, and heal for them at the same time. Getting a shoulder is a good couple of hours of farming pledges for keys still. Can we just reward people for actually doing the content. Maybe actually reward people for getting a PvP Kill or healing someone on the brink of death?