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T1 My Verdict

richo262
richo262
✭✭✭✭✭
Overall, positive.

There are some things that I feel are making the game step backwards a bit though.

1. Inventory (previously made a brief post about this)
With a sudden increase of bound items, things just cannot be sold.
The DLC's add new key items and other misc items, where all EScrolls games have always had 0 weight to keys.

Solutions:
Make the items drop less, but have them tradeable to the open world (helms/shoulders remain as is).
Have a small armory at the Undaunted location where you can store all helm/shoulder combo's and all traits / armor types, that unlocks for all characters account wide (acting similar to a bank but without the need to increase bank capacity, and only stores all the variations of the helms/shoulders)
Make the keys weightless

2. Difficulty
It feels as though the true difficulty has not actually increased, but what happened was a developer at ZOS accidentally tripped, fell, and landed on the dial for monster HP which hasn't really increased the difficulty, it instead has just increased the time it takes to do the dungeon.

Some dungeons have bosses with 10m hp, where Trials, 12 player, have bosses with double that. If anything the bosses in dungeons should be no more than 1/3 of that. Arguably less given 12 player dungeons are comprised mostly of DPS, so 9 DPS, vs 2 DPS, arguably the dungeon bosses should be about 2/5 that of trial bosses.

3. Writs
I get that the new system means you cannot gather lower level mats for new characters, but the new system is pretty terrible, my main takes pride in not having to see that junk anymore:p.

To get around this, have the nodes in the tutorial zones level with the character to a certain point and then cap. So one levels up to Dwarven, then stops, one levels up to X then stops, the last levels up to X then stops. So a fully leveled toon would have 95% of the world at their level, but can go to secluded regions if they wish to gather mats for ults. Also, others can farm them to sell for others.

A potential improvement idea, is that instead of having writs per day per toon, have them once every 3 hours account wide.

4. World Events
T1 almost did this. So good to see the place alive, and there is a perfect opportunity with this, especially given the new daily guild quests.

I'd like to see these quests migrate to a 'world event' quest. An automated group system per zone thats starts every X hours. An expedition, uncapped group.

Undaunted - Clears all Delves
Fighters guild - Clears all Dolments
Mages guild - Clears all WB's

A player starts the quest at the guild in their zone and they'll get a timer for when the next expedition starts in that particular zone. When it is 1 minute before starting the player gets a notice to teleport to the guild to begin the expedition along with everyone else who has opted into the expedition. An NPC leads the expedition and runs a circuit around the zone knocking out all the respective targets in the zone. A player only needs to get 3 (Delves / Dolmens / WB's) to get a reward, but any more than 3 nets a greater reward.

When the Fighters Guild NPC gets near a Dolmen, the Dolmen overcharges based on how many people are in the expedition and in proximity.
When the Mages Guild NPC gets near a WB, the WB overcharges based on how many people are in the expedition and in proximity.
Then Undaunted NPC, opens portals between each Delve to reduce time. Each Delve in the expedition is a new instance that is harder scaled as above.

I just think it would be amazing to see 'PVP' size groups of people storming around the zones as opposed to standing in Deshaan picking their noses.
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