So, ESO is currently undergoing a gigantic shift in how everything works, with Update 6, Tamriel Unlimited, console release, planned future content, etc. With all these changes, one can only look forward and wonder "what will become of our cherished game, what will be added to it, and how will the game evolve?". Earlier today, these questions were coming to my head as I had some downtime and I was just scrolling through the ESO website and forums, and I decided to make a list of things that I would absolutely adore to see in ESO at some point in the (near) future (soon). I will go into a bit detail into each category below the list. I do understand that some of the subjects I have brought up have already been discussed to some length, but I feel that I should just /throw my 2 cents in on them. I also am separating the topics on the list with separation lines of "-" as I feel some of these topics require multiple paragraphs for organization's sake.
- Homes and Marriage
- Texture Revamp and detail
- One-handed skill line
- Mounted Combat
- New (and old) Daedric Planes
- Thieves Guild and Dark Brotherhood
- Useful Poisons
- Necromancy
- The Adventure
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So, a big(ish) part of ES games, such as Skyrim and Oblivion, is the ability to purchase a piece of property to call your own, a "safe" place in a world filled with creatures that would very much like to roast you over a fire and eat you. Now, I know that the ability to have a home to yourself has long been a request for this game, since pre-launch times, and I still feel that ESO should look towards adding it in as a feature, as it would greatly benefit this game in the regions of being an ES game, being welcoming to players, adding RP elements, and increasing game content potential. As far as implementation for such a feature goes, for a game like ESO, where multiple players inhabit the same world and all interact with each other and the environment, I feel that houses should be a phased situation. The houses in question that should be available for players should be located within the "Capital" cities of the game, so Stormhaven for the DC, Windhelm for the EP, and Elden Root for the Aldmeri Dominion, and by doing this players would be limited to three houses per character (or per account if they are an account-wide situation). Another alternative that could be implemented would be a "house limit". By having a "house limit", the game could allow for a player-habitable house in each city of the game, while still limiting exactly how many houses they can have (because there are a lot of cities). So, for instance, a house limit could be set to 4 houses lets say. With this limit, I could buy a house in Daggerfall, Windhelm, Riften, and Stormhaven, giving me the option to choose which cities I specifically want to live in while still keeping the house number manageable. Now, lets say I buy a house in Stormhaven, and after a while I decide "You know what, I really would prefer having a house in Bangkorai instead". For situations like this, each city could have a "Housing Steward" located somewhere in the cities' leader's house that manages all housing and property aspects for the zone they are in, and I could talk to them to have my house sold (for a bit less than what I bought it for) so that I have an available slot, and I could also buy the house I want from them as well.
Now, each house would be a singular building on the outside, and only becomes "your house", necessarily, when you actually enter it, as to avoid millions of houses popping up everywhere. So, they would be like houses in Skyrim, the only house you can purchase is Breezehome lets say, and there is only one Breezehome, but there are multiple phases of it, one for each individual player who owns it. Now, another alternative, would be to have the surroundings of the house phased to individual players, as this would open up the possibility for outside decorations as well as inside decorations, and add a bit more privacy to owning a house, as it would allow you to kick back on your porch and not be bothered by "SUPERKOOLPLAYER" as he jumps on top of you whilst riding his horse. This would also open up the possibility for "World homes", houses outside of city limits, like the Hearthfire houses in Skyrim. These houses could, again, be handled by the "Housing Steward" for each individual zone, as that land would be under the control and within the border of the zone it is in.
Now, for the mega "Make/Break" for housing, in some cases. Furniture and decorations. When people own a house in a game, you would be foolish to think that a majority of those people who own in-game houses wouldn't want to decorate them. As a result, if ESO were to add housing, the ability to decorate said house would be a necessity. Now, how would this be handled? First and foremost, I want to state clearly this: Adding decorations to in-game cash shops is a gigantic DO NOT. It may seem like a cool idea, having the super cool decorations on the cash shop, and it may even seem appealing from a business standpoint, but from a game standpoint they are AWFUL. They ruin any sentimental value for the furniture, put off the idea of decorating your house, and can be a mega let-down for several players if they one piece they want costs "$20" and they don't want to shovel out money for it. Cash-shop furniture can absolutely ruin the fun aspects of player housing decorating. So, instead, here is how I feel furniture and decorations should be handled. For basic furniture (i.e wooden chairs, tables, straw beds, etc.) they should be sold by the Housing Stewards for relatively cheap, as they are just basic, generic, furniture. For the non-generic and really awesome furniture, simply implement that stuff into the world for the player to go and find and loot. For instance, say I am out with my friends battling monsters in a public dungeon somewhere. When we get to the end, have the boss at the end have a chance to drop a Daedric table that matches the other Daedric tables in the room he is in. This way, earning the furniture has a purpose and a sense of accomplishment to it. It would be awesome if I could go out and collect the furniture for my house, and when I get back look at it and say "Hey, that table over there, yea I had to kill a GIGANTIC Daedroth in order to get it, it was quite the epic and close fight". Now, for the really cool furniture, the type of furniture that makes other players fill with envy at the mere mention of them, simply have those things be rare drops from hard things, like hard-mode trials, veteran Dragonstar arena, etc. That way, getting them feels like you really worked hard and earned it, and it adds even more to the sentimental value behind it. *I also chuckle at the idea of a Nord carrying a bed through Aetherian Archives with the help of his friends after killing The Mage, even though the bed would need to be an item*
For players visiting each others homes to hang out, simply have it as a group option in the group panel. Next to the dungeon difficulty options, have a housing option, and the ability to select either "Leader's Home" or "Individual Homes", that way people can choose who's home they end up in. This could either be an individually selected thing, or a group wide thing.
Now that you have your home, and its well furnished, perhaps you wish to share said home with your significant other NPC. Well, your in luck, Tamriel is bustling with NPCs who would love to share the rest of their lives with you, whether they be of the opposite gender, same gender, or of a different race. Now, obviously, this too would need to be a phased matter, for if NPCs were removed from the game once they were claimed by a hopeful bachelor or bachelorette, the game would become void of NPCs. So, once an NPC is claimed, it disappears from the world for that player only, while still showing up and being available for other players. Along with this, players from story lines, such as the main story line, zone story lines, etc. could be marriageable (if they are single in th e game and not tied to another by lore), and this would add the possibility for meaningful relationships. For instance, you could fight off hordes upon hordes of enemies with an Argonian hero or heroine in "X" zone, and while doing so build up a relationship with that NPC through dialog and conversations, and at the end of the story line you could choose to marry said Argonian hero or heroine, similar to the long request ability to marry Serana from Dawnguard in Skyrim.
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Now, another thing I would love to see for ESO is a revamp of the textures and details of character models and textures around the world. When ESO was originally being built, ZOS stated that their target ESRB rating was "T" for Teens, and as such, they obviously built their game with that in mind. Despite this, however, ESRB gave ESO the "M" for Mature rating. As a result of the "M" rating, I feel as if the possibility for ESO expanded to not be necessarily restricted, as "M" is basically the open zone for what can be added into a game, as far as I am aware (You really don't see any "A" rated games these days). So, with the "M" rating in mind, I feel like it is due time that ZOS revamps the textures and models to more accurately match the rating, and expand how ESO looks.
I have seen them doing this with newer content, for instance, the new Coldharbour into coming in Update 6 is a lot darker and leans more towards horrific and violent than the original did, and I feel this is a positive change, and I feel ZOS should focus on making changes to match this with older content to bring it more up to speed.
Now, this is all based around my wish to see ESO become more of a mature, bloody, and gorey game. I want to look at enemies and think "Damn, they are going to put my head on a spike if I don't manage to kill them", and I want NPC models to be more detailed and darker looking, adding more grit, fleshy aspects, and detailed scary/horrific aesthetics to make them look more scary. *I believe they revamped the Flesh Atronauch models for Update 6??? I have to check*. For example, when I see a Daedra, lets say a scamp, I want my character to be trembling in their boots (metaphorically) at the sight of it.
Adding more detailed cosmetics, like gore on the floor, detailed bloody torture devices, detailed skeletons (fleshy bits still on them), would add more of a "This is a dangerous place" feel to dungeons and what not, and add to the feeling of "There are some pretty dangerous enemies in here, I better be careful".
Now for character models, a bit more graphics intensity would be neat, more detail, more grit, etc. There could also be the option of going for more "mature" character models, as the game is marked as "M".
Now, I understand a big goal for this game was the "This game can be played on old computers, for those who cannot afford super mecha computers". Well, all this could be controlled by the graphics settings themselves, adding options for "Enhanced aesthetics" that can be checked on/off that controls the detailed aesthetic items around the world (i.e. your gory/half eaten skeletons), and there could be options for Super Ultra graphics that enables the super highly detailed models and textures.
To simply sum it up, I feel ZOS should broaden the graphical aspects of the game to better fit the "Mature" rating of the game, add more detail to things, make the game a bit scarier/darker/evil looking, and make the game look graphically jaw dropping.
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Another wonderful thing I really, from deep down in my Elder Scroll's heart, want to see in this game is a One-handed skill line. In games like Skyrim and Oblivion, my default "go to" setup for my characters is a one-handed sword, a bow, poisons, and tons of varieties of arrows. I passionately feel that ESO needs a skill line for one-handed weapons that makes use of your characters weapon as well as the open hand that doesn't have a weapon in it (For instance, there could be skills like "Slash and jab" where your character slashes with the weapon in their hand and then uppercuts the enemy right after, or "Gut slam" where your character punches the enemy in the gut and stuns them). A backing idea for this idea is that there are plenty of examples of heroic figures that only use one weapon in all sorts of video games, movies, and shows. I know this isn't directly related to ESO (FORGIVE ME ZOS!!!), but look at characters like Jaime Lannister or Bronn from Game of Thrones. They both get by pretty well with one-handed swords, and are able to do some major damage to people. There were also several characters in games like Skyrim and Oblivion that just used a one-handed weapon.
So, like I said, the skill line could make use of both the weapon and the open hand for combo moves that do two things at once, and could have passives that benefit people who use just one weapon.
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In Skyrim, one of my absolute favorite things was charging into battle whilst upon Shadowmere, cutting down my enemies from above as I charged their ranks with the might of the Stormcloaks behind me. If that same thing could be added to ESO, that would absolutely enhance the enjoyment I have in the game, as well as for others I imagine. Now, mounted combat can be a touchy subject, especially on ideas like "How far can this go" and "How can it not be OP?" and "Should it be allowed in PvP scenarios?". As far as PvP is concerned, I think it should be allowed in PvP, but be very risky. What I mean is, if you go into battle while riding your mount, sure you should be able to be attacked, but if you take 1-2 hits from enemy players while on top your mount, your going to hit the ground with quite a thud. Now, this dismounting already happens if you get attacked while mounted, so that situation, in my opinion, is pretty much resolved. The dismounting also happens while fighting PvP monsters, so its pretty good there as a risky move, because while you could charge in full fury slashing here and there, you still run the risk of getting stunned and dismounted, so it kinda balances out (imo).
It also kinda doesn't make sense to me that my character can't whip out their bow and start firing shots from a distance while mounted, or grab the reins with one hand and slash at the enemy with a sword from the other. I could see this working for all weapon types except two-handers, as they are pretty heavy, but this could be accomplished by just having the character let go completely of the reins of the mount while slashing, and just holding the weapon up with one hand while riding, but not slashing with it.
Mounted combat wouldn't really add any benefits except speed in, and potential speed out, but this is balanced out with the high risk of being stunned and dismounted.
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*SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS*
Thou has't been warned, here there be spoilers.
So, if you played and completed the main story line of the game, you fight Molag Bal and beat him, and Meridia helps out a good amount ,and you get your soul back and everything is great and wonderful, high-fives all around. While doing this quest, however, I remember hearing one of the two Daedric Princes mentioning that now that Molag Bal has been defeated, the world of Tamriel is now in the attention of other dark forces, and other Daedric princes. Along wit this, throughout the game, we interact with some of these daedric princes, such as Sheogorath in the Mages guild and a few side quests throughout the world.
I think it is almost a necessity, as an ES game, that ESO expands into other Daedric planes and brings us back to Oblivion. I would love it if our first stop back to Oblivion lands us in the Shivering Isles, helping out the wonderful "Uncle Sheo" with his hilarious and, sometimes cynical or malevolent, plans and actives, as well as exploring new regions, ever visited before in an ES game, meeting the various different Daedric gods.
There is tons of potential for Daedric shenanigans for the future of ESO, and I feel that soon we need another big bad Daedric Prince to start meddling with the world.
Expansions deeper into Oblivion could easily add the possibility for new mounts (i.e. a Daedric Titan mount *Fingers crossed*), armor sets and weapons, lore, and even new races that we haven't theoretically met before. Who knows where Oblivion could take us, we just need ZOS to make it and unleash it upon the world.
Now, with that said, I still feel ZOS should also expand into Tamriel itself, but it should do it in parallel to Oblivion at times, having the patches mixed between the two worlds.
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For the thieves guild and Dark Brotherhood, I already know that they said they were working on them, but I would just like to throw a little bit into this subject.
These things should be implemented so that they are continuous. The Dark brotherhood and Thieves guild of Skyrim did a decent job with this, through repeatable quests, but I feel ESO could do better. Now, I am not saying don't add in continuously repeatable quests to go rob "X" house for "X" item, those should definitely exist, but there should also be things like weekly challenges, where the game generates a random NPC in the world, in the case of the Dark Brotherhood, such as a rich noble, that is protected by 3 tiered elite guards, and must be fought by a band of Assassins, instead of just solo, and finding said NPC is a challenge as he could be anywhere within a faction's territory. For instance, a Dark Brotherhood Weekly contract could look like this: "There is a rich noble who in the Ebonheart Pact that has insulted one of our most important clients. They are heavily protected by their personal guard, and travel the different regions in the Ebonheart Pact's territory. Your job is to locate and eliminate the target, as well as all of their personal guards, and bring back their severed hand as proof of the deed.". The NPC and its bad of guards could, as stated, travel between the zones of the faction, unless engaged by players, thus making locating them a challenge that takes time and coordination.
For the thieves guild, there needs to be the daily steal "X" or do "X" to keep the thing going and keep it entertaining, but, like the dark brotherhood, there could be weekly challenges that mix things up a bit. For instance, a weekly quest could be to rob the bank of a city within Tamriel. Each week, a different city is selected through RNG, and you and your friends are tasked with infiltrating the bank of "X" city, and going deep into the bank's underground vault to find and steal "X" item, or plant "X" item in the vault, or some other mischievous task that involves vault chambers filled to the brim with treasures. Now, these vaults would, without question, need to be heavily guarded, and this is where the challenge comes in. The goal of these missions is to remain absolutely, 100%, hidden throughout the entire operation, as to not raise suspicion or botch the operation. So, the vaults would need a bunch of guards, all with different patrol routes. This could add some interesting aspects, such as needing to pick a lock to get into another section of the vault, and needing to do said lock picking very quickly, while a guard has their back turned or moves away from the door during their patrol route. Shadows and visibility could also play a role in these missions, with torches that can be extinguished as to avoid detection, and shadows around the different areas of the vault to hide in, because, lets face it, in an underground vault you aren't exactly going to be getting rays of sunshine everywhere.
Along with this, to add a bit of motivation to do things, reputation can be a thing for the Thieves guild and Dark Brotherhood. For instance, new and interesting things can unlock for the factions as you complete more tasks and jobs, because, lets face it, the Dark Brotherhood isn't going to trust a million gold contract to some rookie who can only beat up beggars on the street. Doing more jobs could also affect the way NPCs in the factions interact with you, such as insulting you if you are brand new, and having high amounts of respect for you if you do tons of jobs. You could also get help on certain missions depending on your reputation, and this help could be a monthly/weekly available thing, as to keep it from being OP and just as an occasional thing, for instance, you could get a person to pay off the guards for a minor mission, or changing the patrol route logs for guards within a building that has a mission in it, in order to make it a tad bit easier.
Vendors could also be a reputation-unlock based things, offering more valuable items and cosmetic gear as you do more jobs successfully, and these items you could wear with pride, signifying that you are a master assassin or thief.
I know its a bit hard to make things repeatable, fun, and not running dry, so I /threw my 2 cents above on some ideas.
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Useful poisons I feel is a relatively short and simple one, I think that we should be able to craft poisons that we can use to deal damage to enemies, instead of just ourselves.
I loved the ability to apply poison to my arrows in Skyrim that did different things, like paralyzing or causing them to go berserk, and using them to plan my attack on enemies. I think they definitely could fit into ESO.
Also, as a joke thing, I think it would be hilarious if we could "disguise" some varieties of potions. For instance, say the ability to craft a paralyze potion was added. It would be hilarious if I could mask this potion as a "healing" potion and give it to a friend. Now, the potion's effects would obviously need to only last like a second, as to not necessarily cause their death, and maybe look a bit suspicious in the description (Maybe set your own description for the potion), and would need to be disabled in things like Trials and Dungeons to prevent abuse, but I just think it would be a fun thing to do, given the right restrictions.
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Throughout Tamriel, in ESO, Oblivion, and Skyrim, Necromancy has existed as a prominent form of magic, and has been practiced by both enemies and players alike, except in ESO. I feel that ESO really needs a Necromancy skill line, or maybe even a Necromancer class, added into the game. Several NPCs in the world are active Necromancers, and I am itching to start raising some zombies and skeletons of my own to do my bidding and fight for me.
I have several fun idea builds in my head for Necromancer based characters, but sadly no Necromancer abilities are available to players yet.
I could defiantly see ZOS potential adding Necromancy into the game in a patch that includes daedric or necromancer stuff, and I am really hopeful they add it, as it is something I would adore to see.
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Now, for the last but not least item on my list (Been typing for 2 hours, getting tired now :P ). "The Adventure". What I mean by this is the adventures that a player may take in ESO. I feel that ESO is linear in some regards, in that there is somewhat of a set path that needs to be followed. Yea, there are several different options, but there is still a set path, and this is partly due to the fact that zones have a level range (i.e Daggerfall 5-15, Stormhaven 15-~25, etc.). In games like Skyrim, I love going around and doing my own thing, creating my own story lines, going different places at different times, etc. I feel ZOS should work more towards allowing near complete player freedom of adventure into the game, as it would definately make the game feel more Elder Scrollys, and make the gmae more liberating and free for the player.
A step in the right direction I believe I have observed with ZOS is that they stated that there will be no level restriction on future DLC zone content. So, if I understand that correctly, that means I can go to Wrothgar at level 10 and do fine, just fine, and be able to enjoy the content there at any level I desire. If this is true, than that is amazing. If enemy NPC difficulty/player strength scales, and loot scales based on level (so you don't get v14 gear at level 25), then ESO is definitely taking a step in the right direction for player freedom, as it really removes the "zone level" barrier from players seeking their own adventures.
Now, this could be furthered. If ZOS were to make all zones scale for players, that would really break down the restrictive walls that prevent full freedom and player made adventurers where players make their own path and chose their own destiny for their characters. It is kinda immersion breaking when I, for example, make a Daggerfall Breton that I want to be a bounty hunter that fights wanted bandit gangs across the land. Lets say, in my travels, I decide I want to hunt a group of bandits located in a dungeon within Riften. Well, now my story line is basically shattered, because lets say I am only level 25. Well now I gotta go do the main story line (has no involvement with my character's story, so I don't enjoy that), I gotta do a bunch of quests in each zone (potentially don't have anything to do with hunting bandit bounties, again not having fun), and it does take quite a bit of time to go from 25 to v10 by questing (and lets say I am anti-grind, which still takes time). By the time I get to v10, there is a good chance that I have lost enjoyment/desire and am discontent with the game as a result.
Now, the example above requires going into different faction territory, but I hope the general gist of what I was getting at was there, and if not, then just replace Riften with like Bangkorai, I still wouldn't be able to survive in Bangkorai at level 25, and would need to do a bunch of quests that are pointless and a waste of time for me, just so I can progress that little bit in my own story line.
Now, for cross faction zones, I hope ZOS considers removing the content barriers on these. Instead of making it an absolute requirement to do the main storyline and do the AD quest line for say a Daggerfall person to get into EP territory, why not remove said barriers and instead add faction-neutral shipping areas where adventurers may pay passage fees to ride boats to other faction territory? By doing this, the potential for players to have freedom bursts forward, as they can then go anywhere without restriction, and with player scaling, the game opens up for massive potential for fun and player driven adventures, as well as leaving the original story lines intact (minus the travel via cadwell/crystal thingy, but that could remain for story purposes).
I know the faction choice should be significant, and it still would be if the above were added, buecase it determines what faction you fight for in Cyrodiil, and that would remain. By removing level barriers, it just expedites the process of going to new places, while still keeping the story lines mostly intact, and allows for players to have or potential enjoyment from the game. They are going to get to those zones eventually anyway, but this makes it more enjoyable and less aggravating/putting off to do so.
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These are my thoughts on ESO's potential future and the things I hope to see ZOS add. I know this is probably going to be gigantic, so I really hope this gets read by ZOS and some people :P
As a side note, I also hope ZOS adds in Battlegrounds and Arenas into ESO.