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Suggestions: for improved immersion

Xandryah
Xandryah
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> force player to choose only one guild > improves family-feeling and affiliation feeling
> make it impossible to join cross-faction-guilds

> make the worlds/areas in Tamriel have less "cultural', "archaeological', human-made 'constructions" (that probably are intended to help player orient. These "constructions" in the wilderness diminish a lot the immersion during the exploration (for me at least). My favorite area is THE RIFT, which looks much more like any area on our planet Earth.. much more realistic and immersive...

i just think, the areas are too much clustered with those "constructions"; take inspiration from GW2 (?)

> Cyrodiil on the other hand is too empty; it should have more rewarding PVE/PVP-activities , which would spread population further

  • Turelus
    Turelus
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    Xandryah wrote: »
    > force player to choose only one guild > improves family-feeling and affiliation feeling
    > make it impossible to join cross-faction-guilds

    These can be managed by players seeking that immersion themselves, there is no need to enforce it game wide.
    I have known guild with rules that it can be your only primary guild for PvE/PvP content to make sure players are active in their guilds not running off to others.
    Xandryah wrote: »
    > make the worlds/areas in Tamriel have less "cultural', "archaeological', human-made 'constructions" (that probably are intended to help player orient. These "constructions" in the wilderness diminish a lot the immersion during the exploration (for me at least). My favorite area is THE RIFT, which looks much more like any area on our planet Earth.. much more realistic and immersive...

    i just think, the areas are too much clustered with those "constructions"; take inspiration from GW2 (?)
    I can see what you're saying here and I know the feeling from SWTOR when you're on the larger planets of having more open areas and less civilised areas.
    I think this is probably just down to the open areas without much in them are wasted as most players don't think this way.

    At the same time I think as you say below about Cyrodiil this zone is the perfect size but lacks anything enjoyable in the exploration. I understand it' a PvP zone primarily and the focus should be on PvP areas such as keeps etc. but early in the game I was searching every corner of the map for interesting little things and sadly wasn't rewarded with much.
    Xandryah wrote: »
    > Cyrodiil on the other hand is too empty; it should have more rewarding PVE/PVP-activities , which would spread population further



    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Xandryah
    Xandryah
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    Turelus wrote: »
    Xandryah wrote: »
    > force player to choose only one guild > improves family-feeling and affiliation feeling
    > make it impossible to join cross-faction-guilds

    These can be managed by players seeking that immersion themselves, there is no need to enforce it game wide.
    I have known guild with rules that it can be your only primary guild for PvE/PvP content to make sure players are active in their guilds not running off to others.
    Xandryah wrote: »
    > make the worlds/areas in Tamriel have less "cultural', "archaeological', human-made 'constructions" (that probably are intended to help player orient. These "constructions" in the wilderness diminish a lot the immersion during the exploration (for me at least). My favorite area is THE RIFT, which looks much more like any area on our planet Earth.. much more realistic and immersive...

    i just think, the areas are too much clustered with those "constructions"; take inspiration from GW2 (?)
    I can see what you're saying here and I know the feeling from SWTOR when you're on the larger planets of having more open areas and less civilised areas.
    I think this is probably just down to the open areas without much in them are wasted as most players don't think this way.

    At the same time I think as you say below about Cyrodiil this zone is the perfect size but lacks anything enjoyable in the exploration. I understand it' a PvP zone primarily and the focus should be on PvP areas such as keeps etc. but early in the game I was searching every corner of the map for interesting little things and sadly wasn't rewarded with much.
    Xandryah wrote: »
    > Cyrodiil on the other hand is too empty; it should have more rewarding PVE/PVP-activities , which would spread population further



    Thank you for taking your time and sharing your views about my suggestions^^ I appreciate your replies :)

    Sometimes i feel the need to help out a bit the game... most of the time, for me, posts are about rather uninteresting subjects...just to have a laugh or two :)

    Let's hope that something might happen to improve immersion...

    I have the feeling the game is getting more generous and more rewarding though...
  • CasNation
    CasNation
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    I strongly disagree about your guild suggestions. That is something in the hands of the player, and should not impose on everyone's playstyle. Removing choice is rarely good.

    Your other suggestions seems reasonable, though I don't personally feel they are needed.
    PC NA AD
    Gamma Fyr: Dunmer Sorcerer Stamina DPS (the Missing Sister...props to those who get the reference)
    Samekh Fyr: Dunmer Nightblade Magicka DPS
    Claire Le'Rouge: Breton Templar Heal/Tank (the Resplendent Bastion)
    Augustus Constantine: Imperial Nightblade PvP (Blackwater Bandit)
    Shadow-of-Sundered-Star: Altmer Dragonknight Lowbie
  • Asherons_Call
    Asherons_Call
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    Sick of all this imershun talk. If yous want imershun - start LARPing

    bd1ad6025eb5f8e82259b763fc34deda74c9906445b433ca978568baad7d4ef9.jpg

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  • menedhyn
    menedhyn
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    Xandryah wrote: »
    > force player to choose only one guild > improves family-feeling and affiliation feeling
    > make it impossible to join cross-faction-guilds
    I'm afraid i'm not sold on the idea of limiting players to choose one guild either. I get your point about feeling part of something personal. But this is probably best left to the player to manage. Maybe some people are strictly one-guild folk anyway? It's all about choice, and the freedom to let people choose what they want.
    Xandryah wrote: »
    > make the worlds/areas in Tamriel have less "cultural', "archaeological', human-made 'constructions" (that probably are intended to help player orient. These "constructions" in the wilderness diminish a lot the immersion during the exploration (for me at least). My favorite area is THE RIFT, which looks much more like any area on our planet Earth.. much more realistic and immersive...

    i just think, the areas are too much clustered with those "constructions"; take inspiration from GW2 (?)
    This is a tricky one. I get your point about clutter, and some 'constructions' can appear quite close together. This might have something to do with the scale of the map though. I quite like the idea of something being reclaimed by wilderness, and stumbling across something once lost (as much as something can be lost in an MMO). Archaeological 'stuff' can be non-human in origin or influence of course, but that's another topic altogether. I really like finding those little paths that weave across a forest floor that lead to something surprising... a back pack, chest, random note, a stash of supplies, etc.

    I think the game developers have done a good job of cramming in as much content and interest as possible whilst trying to give the impression of space, size and scale. I find that leaving the main roads and generally wandering off in the general direction of where I want to go helps if I want to keep away from civilisation.

    Fair points though, @Xandryah.
    Suvis Bek - DC Colovian Templar
  • bedlom
    bedlom
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    I think the problem is there are too many enemies everywhere.
  • Volkodav
    Volkodav
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    Xandryah wrote: »
    > force player to choose only one guild > improves family-feeling and affiliation feeling
    > make it impossible to join cross-faction-guilds

    > make the worlds/areas in Tamriel have less "cultural', "archaeological', human-made 'constructions" (that probably are intended to help player orient. These "constructions" in the wilderness diminish a lot the immersion during the exploration (for me at least). My favorite area is THE RIFT, which looks much more like any area on our planet Earth.. much more realistic and immersive...

    i just think, the areas are too much clustered with those "constructions"; take inspiration from GW2 (?)

    > Cyrodiil on the other hand is too empty; it should have more rewarding PVE/PVP-activities , which would spread population further

    Firstly,no to only one guild.Many people arent into being forced into anything,especially having to interact with only a few people who might or might not be online when the player is.Also one guild may not have some things you need in a guild,since you have no way of knowing what they are like until you join them.

    No to changing the cultural or archaeological human made constructions.They're fine.This isnt GW2,..it's ESO.Removing things doesnt add to immersion,it only detracts from it.

    As to Cyrodiil,I have nothing to say other than that it is just a big empty space to me.Nothing to commend it to me.I dotn PvP so it isnt an issue though.
    Edited by Volkodav on May 21, 2016 1:57AM
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