Here are my suggestions for improvements to be made, more or less in order of importance. I posted it here as this seems the most logical place. TLDR version: bugs and lag first, improve multiplayer so that is actually is multiplayer instead of doing a quest while other people are hanging around, improve crafting and resolve storage space issues, then move on to other matters. I don't even really care about new content at this point, there is still more than enough to do.
Bugs, lag and other issues- Fix lag and FPS drop issues, especially in Cyrodil as they make PvP unplayable and what point is an MMORPG if the MMO part doesn't work? Especially considering this is a subscription based game, this is a really serious flaw. I just played in Cyrodil, but had to drop out after a few minutes due to worse lag and lower FPS than I have ever had, despite this being something that has been addressed in the last few patches. I wasn't even part of a huge fight this time and I was eventually killed by someone I couldn't see and couldn't even respond to. I tried filing a bug report, but even that took forever and then the game decided to respawn me and my bug report was lost, but lag still remained, so I dropped out. It doesn't look as if I'll be playing in Cyrodil again unless this is fixed, even though this is probably one of the favourite aspects of the game for me.
- Fix bugged quests and bosses, as it is annoying to have to relog or drop quests and start over, especially when you're with a group.
- Fix bugged skills so we won't be spending skillpoints on things that don't work right.
- Make good use of the PTS, for each and every patch and provide templates for other alliances than DC or allow us to import our characters from the megaservers. Also provide items, gold, etc, so all aspects of the game can be properly tested.
- Only deploy well-tested patches (see above).
- Do maintenance at night, somewhere between 1 AM GMT and 4 AM GMT so as few people as possible are affected by it. Earlier and it is still late in the evening in Britain, later and it is already morning in Europe.
- Bring the European megaserver to the EU as quickly as possible.
- Make a (preferably wiki) list of all known bugs and issues so we can keep track of what is already known, what needs to be mentioned, can offer feedback on ways to fix certain things, can help prioritize the most pressing bugs.
- Keep us informed properly! Communication is key. Every time there is unexpected downtime, an issue with logging in, it should be communicated as quickly as possible. When there are hotfixes or patches, all aspects should be announced as soon as possible so we know what is coming. Planned downtime should be announced at least 24 hours before.
Gameplay
- Quest sharing should work properly, allowing players to cooperate, instead of all doing the same quest individually and without desync issues because people are on a different stage of the quest. If a friend of mine needs help with a quest that I've already done, I want to be able to help out and not get locked out. The only thing players cooperate on in any way is combat and even that doesn't work right outside of dungeons. As a result, ESO very much feels like a solo game with multiplayer being an afterthrought, but this is an MMORPG and multiplayer should be at the core of this game.
- When grouped, the quest should scale accordingly, adjusting to the average level of players and spawning additional enemies, so that a quest is always challenging.
- It should be possible to join friends, even in another alliance, at least outside of Cyrodil. Perhaps it should even be possible to drop alliance, or at least alter your alliance according to your (current) veteran zone. Perhaps this can be done at the respective capital, with an oath of allegiance perhaps? It even makes sense storywise, as at that point, your character is basically an entirely new person in a different alliance, trusted by everyone.
- It would be great to have the option of choosing a difficulty setting, maybe one that also affects drops, so if you are having trouble, you can decrease difficulty, but at the expense of rare item drops, or you can increase it and gain a rare item if you succeed.
- Solo dungeons should be solo, other players should not be able to drop in unless you are grouped, because story wise it makes absolutely no sense that they are there and it is annoying to compete for the same resources. Sometimes a boss is getting killed right in front of me, with me being able to fire off maybe one shot. I still get part of the credit, but it removes any sense of achievement. Waiting around for the boss to respawn is annoying as well, it slows down the game and for what reason? It makes no sense storywise.
- Quests should adjust to your level so you can play them regardless of your level and always obtain xp and loot. This will give the player more freedom in deciding when to do which quest. It will also make picking up earlier quests interesting, as it is basically pointless and it is frustrating not to get anything at all for your efforts. It also makes no sense to me that you can go to Cyrodil once level 10, even before you can switch weapons or make any real impact at all except as cannon fodder, while enemies in solo dungeons there are all VR 5. As for Craglorn, you can go there once VR1, but enemies are VR12. Adjusting levels makes much more sense than just seemingly arbitrarily assigning levels to certain locations. Combined with adjustable difficulty (see above) this would give us as players many more options to play this game the way we want to.
- There should be better loot and more rare items. The new loot that was added with the last update seems useless to me. It has no useful stats, can't be sold and can't be deconstructed for useful materials either. I can't see any situation where I would pick it up and use it, not even for a newly created character. Bosses should spawn epic gear, after an epic battle. Perhaps bind-on-pickup items with great stats, but which can't be deconstructed.
Crafting, guilds and trading
- More crafting options, such as the ability to learn to create dropped sets, create spells or invent new potions. Make it worth the time we have invested in these crafts. Right now, it is hardly worthwhile, the cost of creating items is so high due to scarcity of certain materials and the amount of time needed to collect them. I don't think you can compete with dropped sets as you need multiple green, blue and purple upgrade materials to make even a single purple item. It takes ages to be able to create the best possible sets, but since every serious crafter is probably going for that, we'll probably end up with many crafters competing with each other, driving prices down.
- Allow us to customize crafted weapons and armour, at least by colour. Some sets would look great if given a paint job and I'm sure many of us would love to create something that really stands out.
- Add new motifs, such as Ancient Nord or Dwemer from Skyrim.
- Reduced research time for crafting, even if that comes at the expense of another skillpoint or two, because spending about a month on researching the final traits is absurd.
- Respeccing should be made easier and cheaper. You should be able to reset individual skills incrementally, instead of only having the option of resetting each and every skill you have for a gazillion in gold.
- Trade should be improved. For me, five guilds is not enough when they have 500 people each at most as I now use all my guilds for trading, I don't even have one spot left so I can join a guild that is active in Cyrodil. Even so, some items are difficult to find even though they are no doubt plentiful in some other guild, where someone is desperate to get rid of their stock. If we are playing on a megaserver, why not create an auction house which is visible to everyone, so we can use guilds the way they are intended, to work and play together? Also, as suggested below, a message that you've sold an item should include information on which item it was and which guild it was sold in. Furthermore, an expanded history of sales, so you can see what the going price is for an item, would be a welcome addition.
- It should be easier and cheaper to upgrade inventory space, but especially bank space. With so many different items in the game, as a crafter that does everything, I find myself using the full eight characters, most of them as mules, while constantly sending items by ingame mail to my friends, just so they can send it back and I can either keep it in my mail for a while instead of in my overflowing bank or to be able to accept if with another character that stores all my food ingredients. I think I'd be able to fill over 300 (!) slots for my bank easily, just with all crafting materials, not even with the stash of various armours and weapons that I still need to research due to the excessive research time (see above). This is easily one of the most frustrating things in the game, even though it is not a bug or anything, it is just a design choice and one I can't understand at all. There have been times when I have spent an hour or so just shifting items between characters, resulting in me logging out, completely frustrated. I'm sure I am not the only one with this problem. Throwing away items or just deconstructing everything seems like a waste when you'll need those same item later on and then you either won't be able to find them or will be forced to pay for them with money you quite simply do not have.
UI
- Show the entire skill tree from the start so I am able to make informed choices, instead of just having to take a guess at if a skill will eventually evolve into something useful. Respeccing costs me a whole lot of money so it should be prevented as much as possible (see above).
- Give us at least one or two more slots so we have more options to choose from in combat. I have lots of skills that I won't be able to use unless I constantly switch them around. Also, some skills give additional bonuses depending on how many skills of that skill tree you have slotted, but there is hardly any room for that. Perhaps add one when you reach VR1, another when you reach VR 7 and yet another when you reach VR12.
Story and NPC
- Improve the story lines as some of them make little to no sense. When playing in the Ebonheart Pact, this was especially noticeable. In the middle of a war, in the middle of a battle, I turn up and the local commander has absolutely no idea who I am, but takes one look at my armour and decides to give a critical, sensitive, secret mission to me without a second hesitation. This makes absolutely zero sense and it doesn't happen just once, but several times! Compare this to the Aldmeri Dominion, where I am working for the Queen, basically from the start and even the Queen knows me personally. This is made even worse because strangers sometimes recognize you instantly as the hero from that incident. Sometimes even enemies recognize me as such when I am in disguise, never mind the fact that I am working for the other side, which, again, makes absolutely zero sense. This makes it all completely unbelievable.
- NPC characters should be useful and should at least look as if they make an effort. Often they are just standing around or pretend-fighting enemies who take zero damage.
Other
- It should be possible to alter the appearance and name of your character after creation, perhaps even change your class.
- Put hints on mundus stones to see what they do, it is weird I have to look it up on the internet. -I've read a comment that this works now, but haven't been able to test that yet.
See also my clarification
here and please comment with suggestions of your own if you have any that are I've overlooked.
When Alyennnah is not here, she's probably crafting. Quite possibly at Alyennah's Crafting in Wayrest. Or maybe she's out there, looking for new materials, recipes and styles to use in crafting. She wants to craft all the things.