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The Armchair Developer Comes to ESO Live

  • smacx250
    smacx250
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    It's got to be about player housing - I mean what crown store add-ons for "vanity and convince" could possibly be better! I've worked on 100+ engineer projects and know what "hard" is, but the certain return on player housing is huge! Given that, I'd like to know why it isn't on the ESO roadmap yet?
  • Nonamesbutmineub17_ESO
    I would like to see siege ladders in PVP. I think siege ladders would make sieging a little more interesting for the outer keep walls.hd9.jpg
  • Iluvrien
    Iluvrien
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    Personally pretty much everything I would suggest has been already mentioned, but I did want to submit one idea as well as saying that I think the idea for this segment is excellent!

    - The ability to join existing social structures in the areas you are in, such as the Dunmer Great Houses, in ways that don't grant new skill lines (like the Mages and Fighters do) but allow you to integrate your character into the world and, perhaps, are given full access to culturally significant areas under the control of those groups (e.g. the difference between being able to stroll through Sadrith Mora or being forced to stay in the confines of the Gateway Inn to conduct your business).
  • ChuckyPayne
    ChuckyPayne
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    Wouldn’t it be nice to have modern patcher. Every incremental patch is a nightmare. Few fixes and we need ~ >1GB to download.

    If we have a modern patcher, Wouldn’t it be nice to have Tamriel in game events, festivals.
  • xryanvb16_ESO
    xryanvb16_ESO
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    I'd like to see AI that allowed for more interesting dynamic events happening in the worlds not just scripted quests. But like Huge sweeping game changing things like maybe areas coming under control of different factions and players being able to effect the outcome of these things.

    Maybe some factions are pushed out of their cities and now they setup camps in the forests swamps deserts and have all new locations for everything.

    Monsters moving out of their habitats because of over hunting or maybe floods or earthquakes or forest fires and now dungeons and things look different and have different spawns because of the dynamic environmental changes.

    More oblivion portal usage, dark anchors are fine but they are the same basic thing everywhere. It would be cool if there was just more dynamic things happening when your traveling around and doing stuff. Being pulled aside more because something is new and interesting looking not just another cluster of NPCs standing around looking for you to collect some flowers, bake them a cake or throw water on some fire.

    I'd like to see NPCs be more active and have more life to them move around eat sleep go to work and for quests to be something that emerges from just normal interaction with the world.

    I feel currently as it is NPCs are more like just talking sign posts that funnel me along from one point of collecting something or killing something to another.
    Edited by xryanvb16_ESO on March 24, 2015 6:11AM
  • Tendrielle
    Tendrielle
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    What I would love to see:
    Tendrielle wrote: »
    that there still would be special sets, but all craftable. Yet for some of these set you would need special ingredients that only drop in trials and dungeons. Easy solution, and in other games already implemented. What do you think about this, developers?
    Would make crafting even more meaningful and fun, I think.
  • AndrewQ84
    AndrewQ84
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    *Leaning forward in his armchair* Two things that I hear about and have talked about frequently.

    1. An actual auction house. I don't want to fill up my guild slots with a tow or three random crafting guilds simply because I want to sell my stuff in a store. We should be able to approach an auctioneer and post out items. I hoard materials and would love to drop them in a auction house for other players to buy. It's also an inconvenience to have to continually jump from vendor to vendor just to find a certain trait item or potions and food. I'm sure a lot of people would agree with me.

    2. Player and guild housing. This is continually talked about in the RP circles. While I understand that having player housing might be a difficult one to do, seeing as how even non RP'ers would love to have housing, one thing that I think would be simpler would be Guild housing. You could limitations on it like say, you need 50 players in a guild and have it cost 200,00 gold. It could also be instanced like a lot of the quest zones where once you go inside only the people for that guild can see whats going on inside. You can have, say, five to ten houses per zone that could be purchased for guilds, each with their own wayshrine outside that appears once your guild has purchased it to be able to fast travel to.

    While the auction house would be nice, that guild housing is more of what we need. A lot of guilds I know have conflicts all the time due to trying to claim a house as their own, only to have to fight with another guild because they want it or supposedly have had it longer. Please, if there is one thing I want to see, it's the guild housing. I feel that should have been in here within the first few months of release, what with the large RP community that is in the game. We need a place to call our own. We all can't always RP in the Wayrest Inn.
    Sa'hira of the Shadows, DC Nightblade and ruins explorer extraordinaire.


    "May your day be awesome and full of Bacon!!!"

    - Me
  • Reckquiem
    Reckquiem
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    This is a cool forum idea!

    - how about implementing jewelry crafting maybe into the enchanting crafting skill line or its own separate skill line
    - would have to say dueling, I would love to show my friends that pain of my Night blade 1v1
    - having options to change hair or small facial features or to go all out to change races and names of characters as a paid crown store option
  • MyNegation
    MyNegation
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    implementation of traps in dungeons that you cannot see, unless you have a certain Legerdemain passive ( find traps)

    implementation of disarming the traps with lockpicks, the basic ability to disarm traps is also a Legerdemain passive. (disarm traps)
    the actual disarm is a small minigame like pick-locks.

    implementation of specific random mobs which are above the map level, which will roam the map ambushing complacent players / botters, in order to spice up the gameplay.

    implementation of sixth skill slot.

    Nine worlds of lore, Such was the world in dark days of yore
    Safekeeper of the world then was Thor, Such was what they believed in before
    Nine were the worlds of lore
  • glak
    glak
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    New death recap feature: split out dots and channels from burst numbers.
    Just becasue death recap shows you 24k fire balista does not mean it hit you for 24000, it hit you for 12k and then the dot ticks from 12k aswell, same with radiant destruction and all other dots
    The death recap is summarizing each player activity but gets confusing beyond burst.

    Death Recap could be changed to show dots vs burst vs channel and label as such. Show RD as a channel. Show half of fire ballista as a dot.
  • Darlgon
    Darlgon
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    Soo..

    What would it take to get rid of the "q" console legacy and make it so we could just assign the "Q" key from our inventory? (RIght now, we put stuff from our inventory on the "Q" wheel as a candidate, then have a second step of choosing which "Q" to use at the time, a two step process.)

    What would it take to make it so our inventory screen refreshed more slowly in combat, so when we try to change our "Q" to something else, our inventory screen did not refresh to the top every 10 seconds, making it much harder to change the "Q" in the current system?

    Why cant we sort our inventory by name?

    Also, why cant my horse have a purple mane and tail, with rainbows coming out when it jumps?
    Edited by Darlgon on March 24, 2015 12:59PM
    Power level to CP160 in a week:
    Where is the end game? You just played it.
    Why don't I have 300+ skill points? Because you skipped content along the way.
    Where is new content? Sigh.
  • Tarrin
    Tarrin
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    I've asked about commander mode early, but i will ask one more time.
    https://www.youtube.com/watch?v=yxINx3Rd_U8

    I think, this mode would be great for this pvp style, and makes battle more comprehended, strategic. Also it can help to unload Alessia Bridge.

    So:
    - commander is a voted officer (UI for voting), but optional for campaing
    - commander can use only strategic map
    - commander can see location of own Alliance raidleaders and battles on the map
    - commander can order any raidleader to attack or defence any strategic point of Cyrodiil
    - commander get bonuses, if his order was executed (for example more experience/buffs etc.)
    - may be any castle gives unique skill for commander (scouting some location - you can see it in BF4, build war tent (which were cut in 1.4, more gained buffs for castles of recource points etc. etc.))

    What get raids:
    - pvp buffs for the successful execution of the orders
    - more exp
    - more gold
    (of cause defending/attacking point with enemies gains more buffs, than empty)

    What gets Alliance:
    - alliance points x"N"
    Samurai without a sword
    Like a samurai with the sword
    But without the sword
  • Rust_in_Peace
    Rust_in_Peace
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    - Remove VR ranks and let players of different factions see and interact with each other in PVE. There's plenty of people and organisations all over Tamriel that aren't limited by whatever faction their race is a part of. I think most of us understand that the alliance system was a mechanic of convenience to facilitate large scale pvp but in pve it's more of a hindrance. Guilds are already cross faction and people can trade with each other, talk with each other, why not let them do Dungeons or go exploring together? I think the leveling process should remain the same for 1-50 content and post 50 it opens up the quests in the other zones.
    - Player Housing. So much opportunity here for monetization.
    - Spells that are more tactical for group play. eg. Knock Back spells, "Warding" spells that create lines or barriers you cannot cross
    - Battlegrounds, small scale pvp, whatever you want to call it. Something as an alternative to Cyrodiil.
    Edited by Rust_in_Peace on March 24, 2015 12:58PM
  • Rosveen
    Rosveen
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    or even a new playable race.
    I'm scared already.

    1. Player and guild housing.
    2. Small scale PvP.
    3. Lore-based holiday events.
    4. Crafted poisons.
    5. Better guild management tools (e.g. custom limits on daily withdrawals).
  • manny254
    manny254
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    Arena pvp nuff said.
    - Mojican
  • wraith808
    wraith808
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    Dueling and Target Dummies
    - Hopefully in specified dueling grounds, like the training areas we see all across the world currently, instead of just being able to do them anywhere.
    Quasim ibn-Muhammad - VR 12 Redguard Dragon Knight
    Taladriel Vanima - VR 5 Altmer Nightblade
    Ambalyo iyo Bogaadin - VR 1 Redguard Sorceror
  • MorHawk
    MorHawk
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    This is actually quite an interesting idea, though it does seem like it's a covert way for them to make it clear why many of these won't happen any time soon.
    Observant wrote: »
    I can count to potato.
    another topic that cant see past its own farts.
    WWJLHD?
  • Sublime
    Sublime
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    Different color for siege engine AOE's from friendly/hostile attackers.
    EU | For those who want to improve their behaviour: the science behind shaping player bahaviour (presentation)
  • LonePirate
    LonePirate
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    What would it take to implement bounty boards in each zone's Fighters Guild Hall that give players a daily quest to close a dolmen or defeat a world boss in that zone? These quests could be repeatable to give players another option while levelling and they might make it easier for players to find other people to help complete this group content.

    These bounty boards could be similar to the crafting writ boards or the bounty and capture boards in Cyrodiil and they could reward zone appropriate gold and XP. It seems like existing art could be repurposed thus requiring only some text (no voice overs or NPCs) to start and end the quest. Then of course there are entries to add to the database related to the quest such as quest name, markers, repeatable flags, rewards, etc. Code or scripts would need to added to the dolmens and world bosses to recognize when the bounty was completed.

    On the surface, it seems like these would be easy to implement; but what obstacles exist behind the scenes or code? What drawbacks exist both apart from and including the sheer volume of work given that there are over 150 dolmens and world bosses spread across the 15 alliance zones, Coldharbour and Cyrodiil?
    Edited by LonePirate on March 24, 2015 2:27PM
  • Edhelas_Naven
    Edhelas_Naven
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    I would like you to discuss the development that goes into Costume Design and Modification through the dye system. The current state of the Costumes are not customizable and it took a while for the dye system to be released although it was not something that was promised in beta or at launch if I remember correctly.

    To me it might sound simple as having a concept for a costume, then designing the item and then finally adding it into the game. But am sure that there are many things in between that I do not know about. Like making sure the costume fits the varying sizes of player character's body form and in addition to combat and in combat animations. Just assumming these play a role from start to finish.

    Secondly, as someone mentioned earlier, Underwater Exploration and Sailing. I know these are seperate games but I enjoyed Swimming underwater in Oblivion and Skyrim or in other games like Guild Wars 2. I do not ask for games to be similar in anyway as I like variety here and there. Could you please explain the development process that are considered if such features and world changes are to be implemented to ESO game world.

    Thirdly, Content Scaling. How do you scale dungeons or a world map to the player or group? This have probably been discused already as it has been implemented in many forms in the current game. However I would like you to shed some more light on how you scale content during the development phase. Why am asking is because of DLCs that would be coming out in the future. Much like in Cyrodil, I assume these DLCs will allow any character level but that character will probably be battle leveled to access the content.

    Edit- I just saw a thread about "Optional and VERY challenging solo content" after writing this and i thought about my question on Content Scaling. I recall how hard ESO was in the begining and I very much enjoyed the challenege. Perhaps it could be argued that because I was new to the game and was not versed well in its mechanics, maybe that was why it was hard then. However I did play Beta and had already a very good experience in it. Things where still hard enough after Launch up into level 30+ even if I was 2 or three levels higher.

    So why I ask about Content Scalling. What is involved if you are to implement a feature as a Dificulty Slider for those who like some challenge. An example is Star Trek Online. Apart from the DPS centered combat mechanic, it does allow the player to choose Advanced and Elite difficulty, but what they did was just pile on the HP of mobs and give them more resistances.

    In ESO on the other hand the Champion system earned from already established accounts with Veteran characters make it even easier that I made the rule to only spend a champion point when an Alt gets a level, that way I can keep things challenging.

    To not say too much, the question remains, what goes into the development of content scalling when a new dungeon or world map is implemented.

    Lastly, Player Housing. This is a difficult one I suppose as am sure it is not as simple as instancing a players house for him or her and friends that they invite. Or as simple as just adding a door to houses in towns where a player can teleport to thier own "pocket of Oblivion" or bring groups of friends with them. So please could you explain the development process that goes into implementing such a feature in ESO gameworld

    In time I will may have more to ask.

    Thank you.
    Edited by Edhelas_Naven on March 24, 2015 2:43PM
  • Sublime
    Sublime
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    How about a PvP Campaign with bounties? Every player has a bounty, killing enemies increases your bounty by 25% of the killed player's bounty and dying reduces your bounty by 90%. On top of that a certain icon close to the players HP bar would indicate his bounty.

    This bounty would replace the AP gained from kills.

    At the gate where the quests can be obtained there'd be a list with the current top 100 bounties, only currently active players are shown.
    EU | For those who want to improve their behaviour: the science behind shaping player bahaviour (presentation)
  • eventide03b14a_ESO
    eventide03b14a_ESO
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    How difficult is it to add features like sub filters for gear that we have to download addons for?
    Is it difficult to add features like reply to the mail system?
    What would the process be if you decided to add a central auction house and what challenges would that present?

    :trollin:
  • Jitterbug
    Jitterbug
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    Wouldn't it be nice to have

    XvX PvP arenas

    Sincerely,
    Dead Horse Beater
  • Lifsteinn
    Lifsteinn
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    I would love to hear more effort about already old and well known issues than a discussion about what could be newly implemented and the effort it would take...
  • EJRose83
    EJRose83
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    Hey folks, just a quick note. Some of the replies to this thread, while totally fine questions, are not the intent of this upcoming ESO Live segment. At the heart of it, we will be discussing what it takes to implement a specific type of new feature or system in a game like ESO, not answering whether or not it will ever be in ESO.

    So, What's the point...seems like this segment will inspire false hope and nothing more.

    @Disappearingone I think the point is to both entertain and to educate/explain why implementing seemingly simple additions into the game is sometimes more difficult than people realize.
    - Closed Beta Tester of the Psijic Order, aka the 0.016 percent =D
    - Xbox One Console Transferer
    - Gamer Tag: EJRose83
    - Previous LOTRO & SWTOR Player
  • TikiGamer
    TikiGamer
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    Change the Hirelings system

    I have a proposal to remove the current Hireling system from within the Crafting Skill trees and replace it with a more interactive and customisable system. I would be interested in getting feedback on this and what effort would be required.

    Summary:
    Remove the current system. Instead replace it with it's own skill tree. The hirelings become real NPC's you can interact with. They go exploring but sometimes get in to trouble and need help. You get to spend skills in the tree to develop them as you want.

    Details
    A new skill tree in crafting called Hirelings. 10 levels and 5 semi-passive abilities - gained every other level. These abilities are semi passive, because although you can't equip the abilities, each needs to be levelled and has a morph. The abilities gain points for your hireling completing quests.

    The way it works is that each day you go to a consortium area (the same place you deliver crafting writs to) and you meet your hireling as an NPC. Depending on your skill level he/she has one or more quests - each quest is an exploration mission they go on. you select the missions you want them to do for you. If they are successful then they send you a mail later with the rewards, the quest completes, and you get experience towards the skills.

    What was that bit about being successful? Well under this new system the rewards are still a bit random (modified by the skill tree/level) but there is also the chance for your hireling to get in to more danger than they can handle. In this case you get a mail requesting help - they are captured and held prisoner in a delve! You then need to go and rescue them. They may be trapped in a web, held captive, lost, injured or something. Until you do this the quest doesn't complete. I suggest a timer so that if they are not rescued they eventually escape but you get no reward (3 days?)

    Skill Tree (example to give flavor - would need more tuning)

    2. Geologist. Increase ore rewards
    a) more ore
    b) more chance of improvement materials

    4. Committed Explorer. Does 2 quests per day.
    a) Fast learner - gives more skill experience
    b) careful steps - reduced chance of trouble

    6. Botanist. More plants and herbs, wood
    a) more chance of clothing improvements
    b) more chance of woodworking improvements

    8. Arcanist. more runes
    a) more chance of rare runes
    b) more chance of survey reward

    10. Dedicated Explorer. Does 3 quests a day.
    a) increase in reward
    b) reduced chance of trouble

    Quests
    Either the quests are random and from a pool of possible quests or else the player can choose quests based on the risk level and reward type they want.

    Rewards
    As well as raw materials and style items, I think the potential rewards could be expanded to include survey locations (the same as writs), Nirncrux, and possibly even motif pages (all rarely, but modified by risk and skill level).

    Unlocking the skill line
    I suggest that after you learn your craft (completion of the guild introduction that you do to be eligible for writs) that you are sent to the Consortium location and speak to several NPC's present - you then select one of the to become your hireling and gain the skill line.
  • LeonTubrok
    LeonTubrok
    Soul Shriven
    Coat of Arms customization

    As you can change the colour of armour with colours gained from achievements, how about being able to add your own coat of arms to them too.

    Having bitmap images would not be an ideal way but what if players gained structured/vectored icons from achievements that could be sized, rotated, coloured and layered.

    So for example they could gain an image of a lion or unicorn or just a plain shape etc that can be edited as above and applied to their armour, after another achievement they could then add a second image to this for eg.

    Buy using structured drawings and having say 4 or 5 layers possible, people could create their own coat of arms that would differ from others, and yet still only be created from a small set of structured images so as not to create streaming/framerate issues. Say 10 images with 5 layers to apply on could create a wide variation with the added ability of colouring each layer etc.
  • Darlgon
    Darlgon
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    Couple more;

    What would it take to make the Cyrodiil buff relatively "real" time, updating every time the score updates, based on current server population, instead of drawing from the previous day, as it appears to now?

    What would it take to make the Cyrodiil undermanned buff not a useless score affecting thing, but actually GIVE THE PLAYERS ON THE UNDERMANNED SIDE BUFFS. (Like an extra 500-1k HP and 400-800 magic/Sta, or their seige damage hit for 5% more.)

    What would it take to make a 30-90 minute "blackout" of logging in an alt into the same campaign as another alt of a different faction just left, to prevent slow down emp trading. (IE, no travel to player avail until the blackout is active).

    What would it take to change the guild messaging back to pre 1.6, where I, as a guild master, dont get spammed, BY MY OWN CHANGES to the guild MOTD? (Right now, I change the motd and I get 6 notifications on my main and five alts.)

    What would it take to get the notifications above from other guild masters on disappear once I read it on one character, besides adding yet another add-on to my growing list of 13 required add-ons?
    Power level to CP160 in a week:
    Where is the end game? You just played it.
    Why don't I have 300+ skill points? Because you skipped content along the way.
    Where is new content? Sigh.
  • cyclonus11
    cyclonus11
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    Underwater swimming and exploration. Why are MMOs leaving this out? EQ had it 15 years ago. The single-player ES games use it. Why can't we have it in ESO?
  • Gidorick
    Gidorick
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    Awesome! I love it! ...

    I would like my concept of The Auction Horse (AKA the Bartering Mule) to be discussed! Thanks to @farrier_ESO for mentioning the concept!
    Gidorick wrote: »
    ESO should implement an Auction Horse. That's right... Horse.

    This horse would wander around Tamriel and there would only be one. Players who find the horse can look at what it's carrying, bid on it. Once the auction ends, the Auction Horse sends you your items via mail (or Courier of they ever implement a realistic courier service...). Again, the ONLY way to access the Auction Horse is to FIND the one Auction Horse as it wanders Tamriel.
    AbyssinianPackHorse.jpg

    However, this isn't just any old horse... The Auction Horse is the horse of Clavicus Vile! Every day at dawn the horse just "appears" in a different zone and stays there until the next dawn. This way the horse can be in Stormhaven one day and Bal-Foyen the next! He would change location according to the Tamriel day, not our day.

    To accommodate the Auction Horse, each item placed in any guild store should have bartering enabled, for a separate bartering fee. This should be as simple as having a check box "Allow Bartering?". A player will then set the asking price for their item. Shoppers can choose to either pay the asking price or barter. A player who chooses to barter risks not winning the item because another player may choose to outright buy the item. No player can see another player's offer. Each player must pay the amount of their offer at the time of their offer.

    Once the listing has expired, if no player outright bought the item for the selling price, the seller receives the highest offer in their mail. The seller can choose to accept or decline the offer. If the seller declines the offer, all those who made offers receive their gold back with the notification that the item did not sell. If the offer is accepted then everyone who made offers lower will receive their offer in the mail with a report of the final selling price. All correspondences should from the Auction Horse itself!

    All bartered items will be viewable in their respective Guild Stores. If a Guild Store wins a bid to be represented by a Guild Trader (or just outright hires one), that guild trader will give that guild the option to make a tribute to Clavicus Vile. If a tribute is made, all items in that guild store that have bartering enabled will ALSO appear on the Auction Horse. In this way, players can view MANY items that are up for bartering when browsing the Auction Horse's inventory.

    The Auction Horse should begin its day at dawn and make it's way toward one of the zones towns or cities. The horse should mosey along the road and any player that accesses the horse should disappear from the game while they are accessing the Auction Horse. Unlike other wandering merchants, the Auction Horse should NOT stop when accessed. When a player leaves the Auction Horse they will need to catch up to the horse if they wish to access it again. The Auction Horse should move at a snails pace, perhaps even slower than walking.
    ToQXOvi.jpg?1

    When the horse reaches the town or city, no other players will be allowed to access the Auction Horse and all players currently accessing the Auction Horse will be given a 60 second timer. At the end of those 60 seconds, all players are booted from the Auction Horse and the horse relaxes, eats grass, and sleeps until dusk. Players can speak to the horse who will tell them stories, jokes, and rumors. At dusk, the Auction Horse gets back on the road out of town and players can once again access the Auction Horse. Once the horse reaches the end of the road at the edge of the zone, it disappears. Players will be given the same 60 second warning they are given when the horse reaches towns and cities.

    At dawn, the horse reappears at the edge of a different zone, walking toward the next town.

    This symbiotic relationship should help the guild stores and guild traders retain their usefulness while ALSO enabling an Auction House mechanic in ESO that could fit into the lore quite snugly.

    Will YOU be lucky enough to find the Auction Horse? heheh

    NOTE: This idea started out as a joke... but now I actually think it would kind of fun to have an Auction Horse.

    http://forums.elderscrollsonline.com/en/discussion/159594/eso-needs-an-auction-horse-expanded-concept/p1

    Or maybe the Dead Horse Training Dummy!
    Gidorick wrote: »
    Ok... so here's an easy one that came form us joking around in my other thread that came from joking around... The Auction Horse Thread.

    Any time you come across a Dead Horse in Tamriel...
    DeadHorse_zps2deb999d.jpg

    Let us hit the blasted thing and see how much damage we're doing.

    Maybe add an animation of the dead horse's weight shifting from our blow and a "THUNK" sound but apart from that just have numbers float up to let us know the damage. Only the player doing the damage should see their numbers so multiple players could beat on the Dead Horse at once and they would all get to see the damage they're doing?

    Thoughts?

    http://forums.elderscrollsonline.com/en/discussion/160275/dead-horse-nope-target-dummy#latest
    Edited by Gidorick on March 24, 2015 4:22PM
    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!
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