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https://forums.elderscrollsonline.com/en/discussion/668861

Delves in upcoming updates.

harvey.wastasecootb16_ESO
Several suggestions.

I have an idea for delves, dungeons and trials. A player goes to a delve with some parchment and maps out the delve by exploring it (Cartography?).This could justify larger more labyrinth like delves. And if players get lost, they can use a teleport gem (which can be purchased in game somewhere) that will port them outside the entrance of the delve that they are in. Players can share their map with a guild or sell it. Could some delves also lead to other dungeons and trials? To add to this, I would like to say that some books scattered around the world drop clues and hints as to where a secret entrance 'might' be to in certain delves to open up a whole new area within said delve. An example would be, a delve in Riften might have a secret entrance, but you have to read a book somewhere in Eastmarch to figure out how to access it. And it could be either you have to start a mini quest chain (please make it difficult) for the area to open up or just buy a already made map from one of the guild vendors.

Could we also get a few zones underground? Like a giant delve like zone, lost city or series of connected caverns. Speaking of zones, do they have to be instanced or can they open world?

I also think NPC vendors should also sell different kinds of potions other than magicka, health and stamina, just to showcase the different kinds of potions that can be made in alchemy. Of course with player made potions being more superior and cheaper.

I would also like to suggest that players can craft any item at any level providing that they have their crafting skill up that high. Like, lets say a level 12 player can create level 43 gear, or a level 23 player can create VR5 potions, providing they can purchase materials from the guild stores. That way some players who just like crafting can craft for a while until they have to venture out to more dangerous areas to get better stats on the gear that they make. Hopefully other players will escort them.

I had mentioned sailing in a previous post. I still think its a good idea, but ZoS, you're the professionals. If you do lean in that direction, I would like to suggest naval battles for both pve and pvp. An archipelago of new zones can add to the naval strategy. These islands can have small port towns for ships and naval quests! The quests types can also include delivery and fishing as well as any general quests. These islands should be uncharted, similar to the unmapped delves mentioned earlier in this post. It might be slightly off the lore map, but I think it would be fun to own a ship and deliver trade goods to other ports or go questing in a ship while exploring the seas of Tamriel. All while defending precious cargo from pirates, raiders, sea monsters and bad weather. Although I would like to see this, I know that this might also be a whole new game in itself. Other online games have done this pretty well, but sadly didn't get a lot of attention for one reason or another.

I noticed that a lot of the forests seem to be lacking in the tree department. I don't know if this is an game engine issue or a design decision, but could ZoS add more trees in 'forested' areas if its possible.

Again, I would like to suggest traveling NPC vendors should have a small cart, large backpack or something to distinguish them from regular NPCs just walking along the road. These NPCs are separate from the guild vendor NPCs.

I had also mentioned player housing and farming. Although I would like to see it, I don't think its a good idea to make it instanced (I mean several players owning the same house via phasing). New zones that have areas that have been 'cleared' via questing can provide more than enough land. Empty space in some of the towns and cities can be used as well. I understand that there would be a finite amount of housing, and that I might not get one, but I can live with that. I would also like to suggest that players can rent rooms of their own in taverns and inns all over Tamriel as a smaller, cheaper alternative to player housing. And let the players decide how much they sell their home for (excluding rented rooms) as a deed in trade chat or a guild store.

I have an idea for neighboring faction zones. I suggest that factions sharing borders have a few areas where factional NPC armies fight periodically and push one another back. This game mechanic could influence NPC prices for buying and selling. In other words, players can join these massive pve battles as dailies or just run in slashing wildly to their own discretion.

Thank you for your consideration in advance.
  • WraithAzraiel
    WraithAzraiel
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    @Gidorick posted an idea similar to this. With the cartography and whatnot

    Player housing we shouldn't expect to see until closer to the 2nd Anniversary of launch, as per Paul Sage's words during one of the very first AMA reddit iterations.

    And to my knowledge, the level of items a player can craft is based solely on their skill level in that craft.

    So if a lvl 35 has maxed out Blacksmithing, they are able to craft with voidstone.

    NPCs merchants are already marked with the word Merchant under their name. They wander the paved roads throughout the zones.

    The upcoming zone Clockwork City, might very well be underground.


    Patience, you'll see some of your wants come into fruition. But nothing until at the earliest this Fall.

    For now, kill shtuff and break things and enjoy the game!

    Happy hunting.
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    Captain of the Black Howling

    "There's no such thing as overkill..."

    "No problem on the face of the Earth exists what can't be fixed with the proper application of enough duct tape and 550 cord."

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  • Gidorick
    Gidorick
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    I absolutely LOVE the idea of the large underground Delves! It would work perfectly with my Advanced mapping concept! I would think the delves would simply be a 'mission' for a cartographer. He might mention that he heard of a delve in a certain area and he would like you to find it and map it for him. You are given the basic area in which to look. Once you're done mapping the Delve, you return to the Cartographer to give him the completed map.

    http://forums.elderscrollsonline.com/en/discussion/154057/eso-advanced-mapping-concept
    (thanks for the mention @WraithAzraiel)

    Your teleport Gem kind of reminds me of my concept for a Wayshard. I like the idea of it not being specifically linked to a Wayshrine. I think I'll update my Wayshard post to add that the Wayshard should allow players to teleport to anywhere they please! http://forums.elderscrollsonline.com/en/discussion/150448/portable-wayshrine-pieces?new=1

    This would also be a good place to implement more freedom with the mobs: http://forums.elderscrollsonline.com/en/discussion/152033/let-the-mobs-roam-free-within-reason-of-course/p1

    A couple of thoughts:
    • The INITIAL visit to the delve should be a solo/group instance with NON-respawning enemies. This would let the player clear it out and have a sense of accomplishment.
    • Subsequent visits to the delve should be a PUBLIC instance with respawning mobs.

    you have some great ideas! Keep them coming. Hopefully ZOS is listening to us.
    Edited by Gidorick on March 7, 2015 4:52PM
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • harvey.wastasecootb16_ESO
    Gidorick wrote: »
    I absolutely LOVE the idea of the large underground Delves! It would work perfectly with my Advanced mapping concept! I would think the delves would simply be a 'mission' for a cartographer. He might mention that he heard of a delve in a certain area and he would like you to find it and map it for him. You are given the basic area in which to look. Once you're done mapping the Delve, you return to the Cartographer to give him the completed map.

    http://forums.elderscrollsonline.com/en/discussion/154057/eso-advanced-mapping-concept
    (thanks for the mention @WraithAzraiel)

    Your teleport Gem kind of reminds me of my concept for a Wayshard. I like the idea of it not being specifically linked to a Wayshrine. I think I'll update my Wayshard post to add that the Wayshard should allow players to teleport to anywhere they please! http://forums.elderscrollsonline.com/en/discussion/150448/portable-wayshrine-pieces?new=1

    This would also be a good place to implement more freedom with the mobs: http://forums.elderscrollsonline.com/en/discussion/152033/let-the-mobs-roam-free-within-reason-of-course/p1

    A couple of thoughts:
    • The INITIAL visit to the delve should be a solo/group instance with NON-respawning enemies. This would let the player clear it out and have a sense of accomplishment.
    • Subsequent visits to the delve should be a PUBLIC instance with respawning mobs.

    you have some great ideas! Keep them coming. Hopefully ZOS is listening to us.

    I've read your posts. I have this to say. There are addons that can do what your asking already. There are also already in game markers to tell you where world bosses are and points of interest are.

    The suggestion I was trying to make was more complex and unmapped delves that would make a minotaurs head spin. If a player ventures in a delve without some parchment, then the delve doesn't get mapped out. If a player or group of players maps out a delve, then they can mark where there might be another entrance, delve boss, group/trial entrance. The more delves they map out, the more accurate they become. As for cartography in general, I suppose it would be nice for it to be a new world skill line like soul magic, werewolf, etc.

    I'd also like to change my initial teleport gem to a gem that only works in delves teleporting you to an from the last location that you were in a delve to the entrance of a delve. for example: Your in a delve and you use a teleport gem, it takes you outside the delve entrance, you go to a city to sort your inventory and you use another gem to port you back to where you left off. So you'd have to be in a delve for the gem to work. Maybe the teleport gems could be made by converting soul gems and vice versa.

    As for your free mobs idea, there would have to be some kind of mechanic in place to keep <a href="https://www.youtube.com/watch?v=Z1shA5CNtOg&quot;&gt;this&lt;/a&gt; from happening.
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