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The needed future for ESO world.

timborggrenlarsenb16_ESO
I believe that the future for ESO, is the need for focus on the overall reward system in the game : To get the players to stay, to get the grp-finder to work and to the players to explore the world as intended through the achievement system.

As it is today there are no reason for completing the achievements in the game, in other words there is no reasons for exploring the world. The reward system simply don't offer anything that players want beside a dry-color. Achievements should offer unik drops, money and xp/ ap. And the same can be said about the chests and other stuff like this, needs a lot more randomising and unique drop rate(also for fishing, killing/looting and harvesting).

Same goes for the open world drop rewards, true the game dont have the same systems to offer as older games where spot-grinding for groups, where the way to get xp and money or drops for selling to other players. But the freedom of grinding / camping mobs for money and drops that can help one self or are worth something for other players (beside these few dungeon drops, and pvp rewards), should be standard all over the world. And to add the difficulty to the combat all mobs should lvl to the group leaders level as in we see in some dungeons this day. (1 or more players(group leaders level, sets the level of the mob)) And the groups nr. of players decides the high and uniqueness of the drop rate.

What do you think need to happen, to the world of ESO?


FFFRRREEEDDDOOOMMM!!!
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  • NotSo
    NotSo
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    I dunno. When I uncover all of Oblivion's map, it's because I get satisfaction out of having a full map.

    In ESO, I don't really care because all the quests are systematically placed to make you see everything. And you reach max level by doing all the quests.

    If SOZ wanted me to feel the same way about uncovering every nook in Tamriel, they'd have to cut apart that quest placement, make me go out to find them. Make you scale to endgame content so I'm not preasured into 100%ing the game to get to endgame.

    The main quests for each zone pushes you through all the areas, there isn't any exploring involved. Sure you might find a quest marker that you wouldn't have seen if you'd taken the beaten path, but that's about 5% of all quests.

    The only thing that you might explore for (if you don't cheat with addons and online maps) is skyshards. And I think they are reward enough to solving the journal clues. But, again, if you just follow the big dumb arrows (quest markers), you'll find all of them.
    Edited by NotSo on July 12, 2015 3:56PM
    Gar'Sol the Wanderer VR14 Khajiit Sorcerer Spellblade
  • Sausage
    Sausage
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    Most of my achievements are still undone, I made the ones with CP and Skill Point rewards but thats it. CP is way better than Dyes. I'd remove Dyes from achievements, and make proper Dyes crafting tree, like ES game should have. I actually remember the time when Dyes were put to Achievements, as there was nothing else, but things are indeed different now as CP is in game. Zen pays so dearly, because they didnt had anykind of endgame at launch, let this be lesson to learn. 200 mill game and no endgame is just a bad joke.
    Edited by Sausage on July 12, 2015 4:23PM
  • Gidorick
    Gidorick
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    What @NotSo said. Exactly that.

    To accompany this ZOS really needs to make zones that don't have invisible walls and areas in the middle of the zone that are un-developed. From edge to edge, each zone needs to be explorable. ESO really lacks a feeling of discovery.
    Edited by Gidorick on July 12, 2015 9:29PM
    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!
  • phaseadept
    phaseadept
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    @Gidorick

    Did you play Destiny or Neverwinter?
  • Gidorick
    Gidorick
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    @phaseadept. Yes and yes! :smiley:
    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!
  • phaseadept
    phaseadept
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    @Gidorick

    ESO feels far more expansive than those to me. Typically if I can see it, I can get there (sans slaughter fish)

    I haven't run into many invisible walls yet. Compared to the GO BACK!! 3. . 2. . 1 timer in Destiny

    What makes you feel the discovery is lacking? Is it because the quests pretty much take you to every corner?
  • Gidorick
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    Well, just as I compare how good a sandwich is by comparing it to other sandwiches and not to a pasta dish... I compare the expansiveness of ESO to Oblivion & Skyrim (specifically). If I'm remembering Morrowind correctly, ESO is a bit more like that game with mountains not being able to be scaled and sticking to the path a bit more.

    Arena and Daggerfall aren't really relevant.

    Of course, Morrwind DID have levitate spells... so there's that. :wink:

    Personally, @phaseadept, one of the things that makes me feel like ESO doesn't have that "discovery" is that every map is available from the get-go. Now, I admit this isn't much different from other TES games but I would love for our maps to be hidden from us until we actually visit a location, EXPECIALLY dungeons.

    I have a concept here: http://forums.elderscrollsonline.com/en/discussion/154057/eso-advanced-mapping-concept

    I have encountered MANY invisible walls in my travels around Tamriel. I made a post about it here: http://forums.elderscrollsonline.com/en/discussion/162266/zos-please-remove-invisible-walls#latest.

    As I said in that post, if ZOS doesn't want us to go somewhere they should make an ACTUAL wall, or rock blocking our way... invisible walls are just... irritating.
    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!
  • Dradhok
    Dradhok
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    I agree they need to do something to make the trophies more meaningful. Right now all they do is clutter my precious inventory and give me the possibility to unlock a dye color later.
  • phaseadept
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    @Gidorick

    Now I understand your point, thanks.

    I think the dungeons are far too linear to need a map anyway. . .
  • Ffastyl
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    @phaseadept

    That dungeon design started with Skyrim in response to the amount of backtracking players had to do in previous TES titles (having not joined the online TES community till ESO I do not know where the complaints came from). Each dungeon had a semi-circular layout so to reach the exit you only need proceed forward.

    In Oblivion, dungeons could be long and complex, moving forward leading to logical dead ends. The ends of dungeons. There were the odd shortcuts back in very long dungeons (such as some Ayleid Ruins... the secret areas in those were expansive). It felt more organic in Oblivion and somewhat forced if not simple in Skyrim.

    ESO was developed partially in parallel with Skyrim (time-line wise) so some of TES5's design philosophies clearly rubbed off.


    To help alleviate the heavy handed guidance, go to Settings > Indicators > Quest Givers: OFF and download TrueExploration.

    Now to address the OP...

    Other players tagging kills is part of the multiplayer experience, and in some games is preferable to taking something on solo. You hope another soul comes along, so to say. Instancing dungeons, bosses, or placing restrictions on credit for kills is treating the symptoms to the source issue -- difficulty. With enemies posing so little threat, or us being so overpowered (however you want to frame this relativity), having another player join our fight is frowned upon.

    Our skills are so rarely tested that we loathe letting another reduce the challenge further. Had the world posed a threat, we may have viewed the intrusions differently. I know I reference this a lot, but look at Dark Souls. Having another player, even two, help you through is an immense relief. Yet the same experience in ESO is a pet peeve.
    "A person is smart. People are dumb, panicky, dangerous animals and you know it."

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  • Korozenn
    Korozenn
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    Every Elder Scrolls game since Daggerfall had a map, if I recall correctly. :open_mouth:

    I agree it could use a fog of war mechanic, but I think we'd need a minimap first before that is implemented. Shouldn't be mandatory, though. I think the option for fog of war on the map would be a lot better. But I don't know...it makes sense to me to have the entire terrain of the landscape itself revealed. Dungeons are another story, but Morrowind, Oblivion, and Skyrim were similar in that you had a map of the entire landscape revealed to you from the very outset and would explore different points of interest (POIs).
    Edited by Korozenn on July 13, 2015 3:18AM
  • phaseadept
    phaseadept
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    How do I download TrueExploration on console? ;)
    Edited by phaseadept on July 13, 2015 3:17AM
  • Ffastyl
    Ffastyl
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    Until ZOS implements some way for consoles to download and install add-ons, there is no way for you to do so, unfortunately.
    "A person is smart. People are dumb, panicky, dangerous animals and you know it."

    PC NA
    Daggerfall Covenant

    Ffastyl - Level 50 Templar
    Arturus Amitis - Level 50 Nightblade
    Sulac the Wanderer - Level 50 Dragonknight
    Arcturus Leland - Level 50 Sorcerer
    Azrog rus-Oliphet - Level 50 Templar
    Tienc - Level 50 Warden
    Aldmeri Dominion
    Ashen Willow Knight - Level 50 Templar
    Champion Rank 938

    Check out:
    Old vs New Intro Cinematics


    "My strength is that I have no weaknesses. My weakness is that I have no strengths."
    Member since May 4th, 2014.
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