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What's regrettable about ESO : the lack of meaningful choices

Wandering_Ashlander
From a long time elder scrolls player, for quite liking the universe, I regret the quite superficial tone of the game as some more or less major things which ESO is lacking :

- why no faction affiliation (ex : dunmer houses, bosmer gods, kajjit smuggler clans) with backstory elements to dig in the universe, to get some specific rewards from (titles, items, cosmetics) ?
This could lead to build some scenarios for in faction battles (ex : warrior guild vs smuggler clans) contests (ex : scripted crafting, races) for influence and power inside of a faction or between factions thanks to major guilds (warriors, mages, thieves and brotherhood). I'm disappointed the player can not even raise some hierarchy in the major guilds, after all I've done for the mage guild I'm still an adept...

I don't get why we fulfill quests for some sub factions, becoming the hero of the day or of the century, and yet get no affiliation nor bonus of any kind.

- why no daedra side main story, with witches, dreughes and hidden cults affiliations : not everybody wants to be a hero ..?
This could lead to a specific counter story from the main hero one : since the main story do not change anything in the end for the player (the was between factions still rages) the player could totally choose to serve the daedras to maybe eventually become a kin (changing race). All it'd take would be a DLC changing the main story : players choose the main story (warrior and mage guild affiliation) or the daedric side (witches and daedric cults affiliation) and fight mannimarco as the companions. Result would be the same : daedric story would be to discover and fight manimarco betrayal, leaving molag bal in the same poor state in the end.

- why no horses colours and shapes, various components thus reciepes changings from a faction/territory to another, to actually make it worthy to go and see another faction ?

- why no more hidden dungeons (developping dwemer stories, ayelides, minor daedras, ancient gods, dreugh, and so on...) ?
This could lead to specific rewards, cosmetics, pets, and so on... My empire for a mechanized dwemer mount !

- Why no stats decreasing linked to armour durability, since durability is pointless at the moment but for HL sets maybe ?

Edited by Wandering_Ashlander on November 28, 2016 1:22PM
  • DigitalShibby
    DigitalShibby
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    No tl;dr? Shame.
  • Wandering_Ashlander
    - another point I'd like to bring is the absolute lack of any difficult enigma/puzzle/platform game, the ones I've seen so far are of a nursery school level at best...
    No tl;dr? Shame.

    Your participation is well noticed, though utterly pointless.
  • Browiseth
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    I was hoping this would more relate to the lack of meaningful choices in building one's character, which is a much more important issue IMO

    But sure. yeah.
    skingrad when zoscharacters:
    • EP - M - Strikes-with-Arcane - Argonian Stamina Sorc - lvl 50 - The Flawless Conqueror/Spirit Slayer
    • EP - F - Melina Elinia - Dunmer Magicka Dragonknight - lvl 50
    • EP - F - Sinnia Lavellan - Altmer Warden Healer - lvl 50
    • EP - M - Follows-the-Arcane - Argonian Healer Sorcerer- lvl 50
    • EP - F - Ashes-of-Arcane - Argonian Magicka Necromancer - lvl 50
    • EP - M - Bolgrog the Sinh - Orc Stamina Dragonknight - lvl 50
    • EP - F - Moonlight Maiden - Altmer Magicka Templar - lvl 50
    • EP - F - Maxine Cauline - Breton Magicka Nightblade - lvl 50
    • EP - M - Garrus Loridius - Imperial Stamina Templar - lvl 50
    • EP - F - Jennifer Loridius - Imperial Necromancer tank - lvl 50
    PC/NA but live in EU 150+ ping lyfe
  • Alucardo
    Alucardo
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    This doesn't quite feel like a true Elder Scrolls game, so here's what I'd introduce with a Vvardenfell DLC

    Vampire Clans
    - Turned by an Aundae Clan, you receive an increase to spell damage and magicka regeneration, along with some magicka based damage abilities.
    - Turned by Berne Clan, you receive a bonus to bow damage, faster stealth movement, stamina regeneration.
    - Turned by Quarra Clan, you receive maximum stamina and weapon damage.
    Vampires bitten in Vvardenfell, while stronger than generic ones, are attacked on sight by NPC guards at level 4.

    Skooma
    - Taken as a potion, and crafted using the alchemy skill line with Moonsugar, this will increase your Weapon/Spell damage and give major expedition, while slightly decreasing max magicka and max stamina by a fixed amount. Drinking Skooma in a public area will give you a bounty, but it's cool, with major expedition you can run away fast enough ;)

    Silt Striders
    - Wayshrines are replaced with Silt Striders. Activate the friendly Dunmer in front of it and he'll take you to where you need to go anywhere in Vvardenfell. Have a single wayshrine somewhere if you want to leave the entire zone.

    Upgrades to Fighters/Mages/Thieves Guild
    - For example, once you reach level 10 in Mages Guild and completed all the quests you become an Arch Mage. With the housing update you will receive the Arch-Mage chambers located in Balmora Mages Guild. Fighters Guild and Thieves Guild should work in a similar way.

    Mudcrabs
    - Mudcrabs are naturally hostile in Vvardenfell instead of neutral
    - Mudcrab Merchant in the crown store who will sell you various items, like repair kits, potions, soul gems, etc, but also repair your gear.
    - They should hit harder and have a higher health pool than the current ones do
    - Mudcrabs are awesome

    Scrolls
    - Some of the waters in Vvardenfell are plagued with Slaughterfish. Buy yourself a levitation scroll to hover a short distance in the air to travel across the water. Not everywhere can be safely explored without the proper equipment.

    Pack Guars
    - Basically horses are replaced by Pack Guars
    - A Pack Guar mount can be bought in the crown store. His max inventory space is increased from 60 to 160, and 30 slots are already filled out when you buy him.

    Exploration is actually worth it
    - As it stands, there is very little fun exploring Tamriel. It doesn't really push you, and you end up just farming the same spot over and over again. Include special 1 and 2pc sets that are randomly found inside kwama mines and ancestral tombs. A specific set piece should not exist in the same place every time. Also, as I mentioned with the scrolls, some places require specific items in order to reach them.

    Delve diving needs to be a challenge
    - What I loved about Morrowind was you couldn't just enter a dungeon and run through it like a tornado. You had to be careful about what was behind every door. My heart would race when I entered one of those places. Enemies like Hungers, Ancestral Ghosts, and Vampires should be very challenging.

    Racial Ultimates
    - Nord [Woad]: Gain a damage shield of ice that circles your body equal to X% of your max health, dealing frost damage to anyone within range
    - Dunmer [Ancestral Guardian]: Summon a Ancestral Ghost that will fight by your side. Deals damage with light attacks and winter's reach.
    - Bosmer [Beast Tongue]: Summon a Spriggan to fight for you
    - Breton [Dragon Skin]: Gain a damage shield equal to a portion of your max magicka. Has a 25% chance to also absorb spells, replenishing your magicka pool by the spells cost.
    - Altmer [Magicka Anomaly]: I don't believe these guys had racial powers in Morrowind, but it wouldn't be very fair in ESO! Magicka Anomaly increases the Altmers magicka regeneration by 2,000, and spell damage by 600.
    - Orc [Berserk]: Increases Max Health, Max Stamina, Stamina Regeneration, and adds minor berserk (8% damage)
    - Imperial [Star of the West]: Absorbs 10k stamina and 12k health over a period of time from an enemy (OVER TIME, not all at once)
    - Argonian [Histskin]: Increases health recovery by 50%
    - Khajiit [Eye of Fear]: Fears all surrounding enemies, while also inflicting minor maim to all targets affected reducing their damage to you. Increases Stamina regeneration by 60%
    - Redguard [Adrenaline Rush]: Gain Major Expedition, increases stamina regeneration by 50%, increases maximum stamina by 10%, increases weapon damage by 301

    Probably lots more stuff I could write, but it's like 4:22am.

    Edited by Alucardo on November 28, 2016 4:50AM
  • Wandering_Ashlander
    Browiseth wrote: »
    I was hoping this would more relate to the lack of meaningful choices in building one's character, which is a much more important issue IMO

    But sure. yeah.

    Actually it is the purpose of this thread, since the character frequently makes some choices which I still have to see the consequences : it could be made so the players eventually have to follow either the hero or the daedric path due to his choices through questing.

    Choosing the daedra path or the hero path would be exclusive eventually : for sure the mysticism skill set wouldn't be the same for both, and witches bloodpact as daedra cults would bring different skill sets than mage and fighter guilds indeed.

    I think beasts skill sets (vampire and werewolf) should be available for both paths, yet they could add a kin skill set allowing to become a kin for good (vampire like but in a lesser daedra skin) and only available for players having choosed the daedra path.

    Sub factions affiliations should also be exclusive (ex : only one dunmer house affiliation, one kajjit smuggler clan affiliation for they compete with each other).

    It could not be that time consuming to make since they could reused some existing DLC quests, since some of those affiliations are quite close to the current guilds, example with dunmer :

    - morag tong could use the dark brotherhood kind of quests to rank up
    - house hlaalu could use the thieves guild kind of quests to rank up
    - house redoran affiliation could use the fighter guild kind of quests to rank up
    - house telvanni affiliation could use the mage guild kind of quests to rank up
    - house indoril affiliation could use the astronomican kind of quests to rank up
    - so called disappeared house dagoth would be in daedric side.

    I think this kind of sub factions addition is possible for any great faction for at least one race, not knowing them all as good as dunmer, but bosmer could have various gods/spirits sub faction affiliations for example.
    Edited by Wandering_Ashlander on November 28, 2016 4:34AM
  • TheShadowScout
    TheShadowScout
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    I really would love to have more meaningful choiuces - and especially "either-or" kind of choices.
    But sub-factions are a bit iffy, since any large addition would have to be viable for ALL kind of characters... so it would be iffy to make a dunmer house when that might be one little corner of the whole place, while the fighters guild or such havs its offices all over tamriel...
    So any such major additions should be done in a "tamriel-wide" way...



    Like... guilds! I would love it if they made some more and mutually exclusive guilds... like, say, add some choices that are incompartible with some other choices. A bardic guild and/or a smugglers association which won't accept dark brotherhood assassins. A merchants guild and/or a scholars circle which bar thieves from entry. (and the smugglers also would not accept scholars, and vice versea, while the bards would not accept merchants, and same in return) A city watch guild that accepts neither of the criminal guilds into their ranks. (and of course, a crown store "thieves guild retirement" and "dark brotherhood explusion" scroll). I would buy each of those if they came as DLC like DB and TG!

    And... guild mastery! Of all the guilds, pick one, and your character gets something special in terms of rewards, title, bonus, special skill unlock, whatever - but you can pick only one so choose carefully...



    I also would love to see religion... make it possible for our characters to declare their allegiance to a divine power or daedric prince, or the tribunal, or whatever... and gain a small mini-passives line (so for example, followers of arkay might gain some boni for fighting undead, while followers of mephala might gain a little poison resistance, and tribunal followers some social bonus when in dunmer lands, etc.)
    And then this one could be slowly levelled up by daily "faith" quests - gather heaing herbs for this temple, clear that dwelve for that temple, murder an innocent for mephala, being some cheese for sheogorath, whatever... and of course through generous donations to your local priets (gold sink). At higher levels, the priesthood migth even offer to sell faith-themed gear...
    And blessings - pray at your diety shrine, get a blessing buff for a while...



    I also really would like to have "background" selectibles for our characters. With small bonus to some sort of build... Like... that dunmer character, did she grow up in a noble family, studying magic (bonus to magica and spell-stuff) or in a commoner home doing labor (stamina & weapon bonus) or as ashlander out in the country, toiling the fields (health & toughness bonus)? That redguard over there, is he crown, forebear or ash'abah? That Breton, noble, city commoner, or country bumpkin? This Khajiit - which clan? Et cetera...
  • Osteos
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    Alucardo wrote: »
    This doesn't quite feel like a true Elder Scrolls game, so here's what I'd introduce with a Vvardenfell DLC


    Racial Ultimates
    - Nord [Woad]: Gain a damage shield of ice that circles your body equal to X% of your max health, dealing frost damage to anyone within range
    - Dunmer [Ancestral Guardian]: Summon a Ancestral Ghost that will fight by your side. Deals damage with light attacks and winter's reach.
    - Bosmer [Beast Tongue]: Summon a Spriggan to fight for you
    - Breton [Dragon Skin]: Gain a damage shield equal to a portion of your max magicka. Has a 25% chance to also absorb spells, replenishing your magicka pool by the spells cost.
    - Altmer [Magicka Anomaly]: I don't believe these guys had racial powers in Morrowind, but it wouldn't be very fair in ESO! Magicka Anomaly increases the Altmers magicka regeneration by 2,000, and spell damage by 600.
    - Orc [Berserk]: Increases Max Health, Max Stamina, Stamina Regeneration, and adds minor berserk (8% damage)
    - Imperial [Star of the West]: Absorbs 10k stamina and 12k health over a period of time from an enemy (OVER TIME, not all at once)
    - Argonian [Histskin]: Increases health recovery by 50%
    - Khajiit [Eye of Fear]: Fears all surrounding enemies, while also inflicting minor maim to all targets affected reducing their damage to you. Increases Stamina regeneration by 60%
    - Redguard [Adrenaline Rush]: Gain Major Expedition, increases stamina regeneration by 50%, increases maximum stamina by 10%, increases weapon damage by 301

    Probably lots more stuff I could write, but it's like 4:22am.

    So..you don't feel that some of these might be a bit OP?
    DAGGERFALL COVENANT
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  • Alucardo
    Alucardo
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    Osteos wrote: »
    Alucardo wrote: »
    This doesn't quite feel like a true Elder Scrolls game, so here's what I'd introduce with a Vvardenfell DLC


    Racial Ultimates
    - Nord [Woad]: Gain a damage shield of ice that circles your body equal to X% of your max health, dealing frost damage to anyone within range
    - Dunmer [Ancestral Guardian]: Summon a Ancestral Ghost that will fight by your side. Deals damage with light attacks and winter's reach.
    - Bosmer [Beast Tongue]: Summon a Spriggan to fight for you
    - Breton [Dragon Skin]: Gain a damage shield equal to a portion of your max magicka. Has a 25% chance to also absorb spells, replenishing your magicka pool by the spells cost.
    - Altmer [Magicka Anomaly]: I don't believe these guys had racial powers in Morrowind, but it wouldn't be very fair in ESO! Magicka Anomaly increases the Altmers magicka regeneration by 2,000, and spell damage by 600.
    - Orc [Berserk]: Increases Max Health, Max Stamina, Stamina Regeneration, and adds minor berserk (8% damage)
    - Imperial [Star of the West]: Absorbs 10k stamina and 12k health over a period of time from an enemy (OVER TIME, not all at once)
    - Argonian [Histskin]: Increases health recovery by 50%
    - Khajiit [Eye of Fear]: Fears all surrounding enemies, while also inflicting minor maim to all targets affected reducing their damage to you. Increases Stamina regeneration by 60%
    - Redguard [Adrenaline Rush]: Gain Major Expedition, increases stamina regeneration by 50%, increases maximum stamina by 10%, increases weapon damage by 301

    Probably lots more stuff I could write, but it's like 4:22am.

    So..you don't feel that some of these might be a bit OP?

    Most likely, but they are just examples, which is why some don't even have values...
  • Wandering_Ashlander
    I really would love to have more meaningful choiuces - and especially "either-or" kind of choices.
    But sub-factions are a bit iffy, since any large addition would have to be viable for ALL kind of characters... so it would be iffy to make a dunmer house when that might be one little corner of the whole place, while the fighters guild or such havs its offices all over tamriel...
    So any such major additions should be done in a "tamriel-wide" way...

    Indeed, those are mere examples, like I've written : same could be done for bosmer (gods/spirits) also being affiliated with indoril house means the tribunal actually, hence you couldn't progress in the astronomicans (unsure about the name) for example.
    Like... guilds! I would love it if they made some more and mutually exclusive guilds... like, say, add some choices that are incompartible with some other choices. A bardic guild and/or a smugglers association which won't accept dark brotherhood assassins. A merchants guild and/or a scholars circle which bar thieves from entry. (and the smugglers also would not accept scholars, and vice versea, while the bards would not accept merchants, and same in return) A city watch guild that accepts neither of the criminal guilds into their ranks. (and of course, a crown store "thieves guild retirement" and "dark brotherhood explusion" scroll). I would buy each of those if they came as DLC like DB and TG!

    And... guild mastery! Of all the guilds, pick one, and your character gets something special in terms of rewards, title, bonus, special skill unlock, whatever - but you can pick only one so choose carefully...

    Précisely, the whole point would be to bring more customization as a deeper investment in the universe through affiliations, leading to some more micro events (quests, contests, battles).

    This could also lead to some scripted PvP events (more likely instanced) worldwide or region/faction wide, ex : smuggler clan players trying to attack a convoy protected by some fighter guild member, dunmer houses having a battle to settle a political conflict.
    I also really would like to have "background" selectibles for our characters. With small bonus to some sort of build... Like... that dunmer character, did she grow up in a noble family, studying magic (bonus to magica and spell-stuff) or in a commoner home doing labor (stamina & weapon bonus) or as ashlander out in the country, toiling the fields (health & toughness bonus)? That redguard over there, is he crown, forebear or ash'abah? That Breton, noble, city commoner, or country bumpkin? This Khajiit - which clan? Et cetera...

    That would be nice indeed in quite a minor way of course, or maybe just affiliation facilitation : being a noble dunmer would help ranking in houses, whereas being an ashlander (race passive would have to be reworked though, since any dunmer character is currently potentially an ashlander) would bring some survival capacity in the wild (collecting bonus maybe, small hp regen)
  • ItsGlaive
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    Alucardo wrote: »
    This doesn't quite feel like a true Elder Scrolls game, so here's what I'd introduce with a Vvardenfell DLC

    Vampire Clans
    - Turned by an Aundae Clan, you receive an increase to spell damage and magicka regeneration, along with some magicka based damage abilities.
    - Turned by Berne Clan, you receive a bonus to bow damage, faster stealth movement, stamina regeneration.
    - Turned by Quarra Clan, you receive maximum stamina and weapon damage.
    Vampires bitten in Vvardenfell, while stronger than generic ones, are attacked on sight by NPC guards at level 4.

    I like this idea, although as someone with no interest in being a vampire myself, I'd also add in a Dawnguard faction or similar with bonuses as an alternative.
    Edited by ItsGlaive on November 28, 2016 12:18PM
    Allow cross-platform transfers and merges
  • Wandering_Ashlander
    Alucardo wrote: »
    This doesn't quite feel like a true Elder Scrolls game, so here's what I'd introduce with a Vvardenfell DLC

    Vampire Clans
    - Turned by an Aundae Clan, you receive an increase to spell damage and magicka regeneration, along with some magicka based damage abilities.
    - Turned by Berne Clan, you receive a bonus to bow damage, faster stealth movement, stamina regeneration.
    - Turned by Quarra Clan, you receive maximum stamina and weapon damage.
    Vampires bitten in Vvardenfell, while stronger than generic ones, are attacked on sight by NPC guards at level 4.

    Well, not that interested in vampire clans as not knowing much about them.
    Alucardo wrote: »
    Skooma
    - Taken as a potion, and crafted using the alchemy skill line with Moonsugar, this will increase your Weapon/Spell damage and give major expedition, while slightly decreasing max magicka and max stamina by a fixed amount. Drinking Skooma in a public area will give you a bounty, but it's cool, with major expedition you can run away fast enough ;)

    errr...
    Alucardo wrote: »
    Silt Striders
    - Wayshrines are replaced with Silt Striders. Activate the friendly Dunmer in front of it and he'll take you to where you need to go anywhere in Vvardenfell. Have a single wayshrine somewhere if you want to leave the entire zone.

    Those would more likely replace boats rather than wayshrines.
    Alucardo wrote: »
    Upgrades to Fighters/Mages/Thieves Guild
    - For example, once you reach level 10 in Mages Guild and completed all the quests you become an Arch Mage. With the housing update you will receive the Arch-Mage chambers located in Balmora Mages Guild. Fighters Guild and Thieves Guild should work in a similar way.

    Looks over limit, having some progress before going from adept to archmage would be a good start.
    Alucardo wrote: »
    Mudcrabs
    - Mudcrabs are naturally hostile in Vvardenfell instead of neutral
    - Mudcrab Merchant in the crown store who will sell you various items, like repair kits, potions, soul gems, etc, but also repair your gear.
    - They should hit harder and have a higher health pool than the current ones do
    - Mudcrabs are awesome

    Ok, mudcrabs madness, not that of a fan...
    Alucardo wrote: »
    Scrolls
    - Some of the waters in Vvardenfell are plagued with Slaughterfish. Buy yourself a levitation scroll to hover a short distance in the air to travel across the water. Not everywhere can be safely explored without the proper equipment.

    Why not, I'd also like aquatic dungeons with potions giving waterbreathing. Levitating scrolls would be interesting to reach some hidden dungeons though.
    Alucardo wrote: »
    Pack Guars
    - Basically horses are replaced by Pack Guars
    - A Pack Guar mount can be bought in the crown store. His max inventory space is increased from 60 to 160, and 30 slots are already filled out when you buy him.
    Alucardo wrote: »
    Exploration is actually worth it
    - As it stands, there is very little fun exploring Tamriel. It doesn't really push you, and you end up just farming the same spot over and over again. Include special 1 and 2pc sets that are randomly found inside kwama mines and ancestral tombs. A specific set piece should not exist in the same place every time. Also, as I mentioned with the scrolls, some places require specific items in order to reach them.

    Interesting idea with the scrolls still
    Alucardo wrote: »
    Delve diving needs to be a challenge
    - What I loved about Morrowind was you couldn't just enter a dungeon and run through it like a tornado. You had to be careful about what was behind every door. My heart would race when I entered one of those places. Enemies like Hungers, Ancestral Ghosts, and Vampires should be very challenging.

    I'm all for more difficult random questing but I doubt it will come : from beta to release the game has been quite eased to please a wider audience, so I doubt they will come back to a former version.
    Alucardo wrote: »
    Racial Ultimates
    - Nord [Woad]: Gain a damage shield of ice that circles your body equal to X% of your max health, dealing frost damage to anyone within range
    - Dunmer [Ancestral Guardian]: Summon a Ancestral Ghost that will fight by your side. Deals damage with light attacks and winter's reach.
    - Bosmer [Beast Tongue]: Summon a Spriggan to fight for you
    - Breton [Dragon Skin]: Gain a damage shield equal to a portion of your max magicka. Has a 25% chance to also absorb spells, replenishing your magicka pool by the spells cost.
    - Altmer [Magicka Anomaly]: I don't believe these guys had racial powers in Morrowind, but it wouldn't be very fair in ESO! Magicka Anomaly increases the Altmers magicka regeneration by 2,000, and spell damage by 600.
    - Orc [Berserk]: Increases Max Health, Max Stamina, Stamina Regeneration, and adds minor berserk (8% damage)
    - Imperial [Star of the West]: Absorbs 10k stamina and 12k health over a period of time from an enemy (OVER TIME, not all at once)
    - Argonian [Histskin]: Increases health recovery by 50%
    - Khajiit [Eye of Fear]: Fears all surrounding enemies, while also inflicting minor maim to all targets affected reducing their damage to you. Increases Stamina regeneration by 60%
    - Redguard [Adrenaline Rush]: Gain Major Expedition, increases stamina regeneration by 50%, increases maximum stamina by 10%, increases weapon damage by 301

    Probably lots more stuff I could write, but it's like 4:22am.

    Racial ultimates are not a good idea imo, in any ES racial bonuses have always been superficial and more of a flavor rather than an actual decisive source of power.
  • JD2013
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    52d23f07756a16c268d01ae5b0ae8cb62bbfe100001642916e477f3967625eff.jpg
    Sweetrolls for all!

    Christophe Mottierre - Breton Templar with his own whole darn estate! Templar Houses are so 2015. EU DC

    PC Beta Tester January 2014

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    Crafting bag OP! ZOS nerf pls!
  • Lolssi
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    I hear you about the choices. However at least things are better than in Skyrim.
  • PS4_ZeColmeia
    PS4_ZeColmeia
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    Sounds like great DLC ideas
    PSN: ***___Chan (3 _s)
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  • lagrue
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    - another point I'd like to bring is the absolute lack of any difficult enigma/puzzle/platform game, the ones I've seen so far are of a nursery school level at best...

    I think that's a matter of opinion on how much you like puzzles and how good you are them.

    There have been puzzles that stumped me even with the answers written in books - because it'll turn out something stupid like the book is written from x statue's perspective instead of your own - making you think the right answer is wrong and so on so forth. I actually hate elder scrolls puzzles - they've never added any depth to the games - even in Skyrim all it was was "lol put 3 animal symbols in an order" described by NPC/Book. In Skyrim I used to turn collision off to walk through puzzle doors because they annoyed/bored me that much.

    There have been some good puzzles that I did like in ESO - one example I can think of is the final puzzle in Grahtwood with the reliquary or whatever :) Generally any puzzle with beams of light I enjoy alot more than the stupid animal/symbol puzzles.

    There's another one - also in Grahtwood where you have 3 objects you have to place in front of 3 specific constellations in a big room (and as you should know there is 12 main constellations.) Even after looking at a guide I have no idea how the hell anybody rationalized what items related to what constellation - it was a difficult puzzle to me and without a guide I would have spent an hour there guessing.

    As you progress through the different campaigns there's atleast a good 50+ puzzles in this game and that alone is too much for me - even at a watered down "nursery school level" - I think the reality is that if I wanted to do a bunch of puzzle and minigames I would buy puzzle based games in the first place.

    Lastly - as somebody who uses food and experience scrolls - any time I lose doing puzzles is too much. I don't get any reward for completing them - and thus I prefer dungeons/delves without them so I can just go in a straight line fighting and actually gaining something.
    Edited by lagrue on November 28, 2016 2:06PM
    "You must defeat me every time. I need defeat you only once"
  • Wandering_Ashlander
    lagrue wrote: »
    Lastly - as somebody who uses food and experience scrolls - any time I lose doing puzzles is too much. I don't get any reward for completing them - and thus I prefer dungeons/delves without them so I can just go in a straight line fighting and actually gaining something.

    Agreed, not asking for the game to become a giant puzzles/enigmas fest chest like difficult : not for everyone's taste as a hobby.

    But as stated above, a levitate/strengh potion would bring some interesting vertical exploration for platform minigames/explorations, and I wouldn't mind a mage guild contest about more difficult enigmas and puzzles to win goodies and titles for example or even a special rank maybe.

    Also some, not all, new hidden dungeons may have some traps and tricks your mind could help to go through better than your muscles... Like dwemer ones for example.
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    My main problem is the usual.....buff buff buff buff buff....and no counter weakness.

    Would like to see element shields to go with element damage.
    Fight fire with fire.....or not as the case may be.
    Fire staff
    points into fire damage vs points into fire ward.
    Lightening staff
    points into Lightening damage vs points into Lightening ward.
    Ice staff
    points into ice damage vs points into ice ward.

    eg.
    attack option...fire attack
    Hit someone for 5000 single target fire damage ...5s cooldown...30m range
    Lose 5000 fire resist on next incoming fire attack.

    attack option...fire channel or DOT
    Hit someone for 1000/s single target fire damage ...5s duration...30m range
    Lose 1000/s fire resist on next incoming fire channel for 5s.

    return option...fire ward (sender)
    Target with return fire ward returns upto 5000 fire channel...which is returned as 1000 DOT damage/s for 5s
    Target with return fire ward returns upto 5000 fire attack...which is returned as 5000 instant damage
    Lose 1000 fire damage/s on your next fire channel or 1000 x cooldown fire damage on your next instant fire attack.

    deflect option...fire ward (nearest enemy)
    Target with deflect fire ward deflects upto 5000 fire channel...which is deflected as 1000 DOT damage/s for 5s
    Target with deflect fire ward deflects upto 5000 fire attack...which is deflected as 5000 instant damage
    Lose 1000 fire damage/s on your next fire channel or 1000 x cooldown fire damage on your next instant fire attack.

    redirect option...fire cloak
    Target with redirect fire cloak redirects upto 5000 fire channel...which is radiated as 1000 pbaoe damage/s for 5s [3m range]
    Target with redirect fire cloak redirects upto 5000 fire attack...which is radiated as 5000 pbaoe damage/s for 1s [3m range]
    Lose 1000 fire damage/s on your next fire channel or 1000 x cooldown fire damage on your next instant fire attack.

    absorb option...fire orb
    Target with aborption fire ward absorbs upto 5000 fire damage...which is converted to 5000 magicka
    Target with aborption fire ward absorbs upto 1000/s fire damage...which is converted to 1000/s magicka for 5s
    Lose 1000 fire damage/s on your next fire channel or 1000 x cooldown on your next instant fire attack.

    Perhaps even use secondary damage/resist
    poison/bleed/disease
    fire/lightning/ice
    ..as a means to buff and reduce basic damage
    ie basic damage +/-
    With attibrute regulating primary effects.

    EDIT: typos
    Edited by Rune_Relic on November 28, 2016 3:36PM
    Anything that can be exploited will be exploited
  • Browiseth
    Browiseth
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    ✭✭
    Browiseth wrote: »
    I was hoping this would more relate to the lack of meaningful choices in building one's character, which is a much more important issue IMO

    But sure. yeah.

    Actually it is the purpose of this thread, since the character frequently makes some choices which I still have to see the consequences : it could be made so the players eventually have to follow either the hero or the daedric path due to his choices through questing.

    Choosing the daedra path or the hero path would be exclusive eventually : for sure the mysticism skill set wouldn't be the same for both, and witches bloodpact as daedra cults would bring different skill sets than mage and fighter guilds indeed.

    I think beasts skill sets (vampire and werewolf) should be available for both paths, yet they could add a kin skill set allowing to become a kin for good (vampire like but in a lesser daedra skin) and only available for players having choosed the daedra path.

    Sub factions affiliations should also be exclusive (ex : only one dunmer house affiliation, one kajjit smuggler clan affiliation for they compete with each other).

    It could not be that time consuming to make since they could reused some existing DLC quests, since some of those affiliations are quite close to the current guilds, example with dunmer :

    - morag tong could use the dark brotherhood kind of quests to rank up
    - house hlaalu could use the thieves guild kind of quests to rank up
    - house redoran affiliation could use the fighter guild kind of quests to rank up
    - house telvanni affiliation could use the mage guild kind of quests to rank up
    - house indoril affiliation could use the astronomican kind of quests to rank up
    - so called disappeared house dagoth would be in daedric side.

    I think this kind of sub factions addition is possible for any great faction for at least one race, not knowing them all as good as dunmer, but bosmer could have various gods/spirits sub faction affiliations for example.

    I didn't mean that, though. I was referring to building your character combat-wise. As of right now, there are three builds for each class; stamina, tank, or magicka. Maybe you'll slot a different ability or use one different gear-set but ultimately most creativity you might have is pointless and wasted.

    It's from a balance point of view, not an "I chose the colour black over blue" point of view.
    skingrad when zoscharacters:
    • EP - M - Strikes-with-Arcane - Argonian Stamina Sorc - lvl 50 - The Flawless Conqueror/Spirit Slayer
    • EP - F - Melina Elinia - Dunmer Magicka Dragonknight - lvl 50
    • EP - F - Sinnia Lavellan - Altmer Warden Healer - lvl 50
    • EP - M - Follows-the-Arcane - Argonian Healer Sorcerer- lvl 50
    • EP - F - Ashes-of-Arcane - Argonian Magicka Necromancer - lvl 50
    • EP - M - Bolgrog the Sinh - Orc Stamina Dragonknight - lvl 50
    • EP - F - Moonlight Maiden - Altmer Magicka Templar - lvl 50
    • EP - F - Maxine Cauline - Breton Magicka Nightblade - lvl 50
    • EP - M - Garrus Loridius - Imperial Stamina Templar - lvl 50
    • EP - F - Jennifer Loridius - Imperial Necromancer tank - lvl 50
    PC/NA but live in EU 150+ ping lyfe
  • Wandering_Ashlander
    Browiseth wrote: »
    I didn't mean that, though. I was referring to building your character combat-wise. As of right now, there are three builds for each class; stamina, tank, or magicka. Maybe you'll slot a different ability or use one different gear-set but ultimately most creativity you might have is pointless and wasted.

    It's from a balance point of view, not an "I chose the colour black over blue" point of view.

    I think you guys should stop considering ESO as a skill sets building character game only and try to help develop other aspects for fun sake.

    Especially given how superficial are the other features (crafting, PvP events, trading) if there are any other to you, of this game.

    I don't even begin to understand you can play a game whose combat mechanics aren't that great, compared to competition, if not are very basic, and yet still focuse your playtime on builds only.

    This is 95% of forum threads, I think devs are well aware builds aren't balanced already.

    I think bringing this back in every thread, whatever is the thread, is quite ridiculous.
    Edited by Wandering_Ashlander on November 29, 2016 4:04AM
  • Vorcil
    Vorcil
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  • Xargas13
    Xargas13
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    I think this would be fun, especially dunmer houses. Would love to join Telvanni
  • Wandering_Ashlander
    As already stated, the same could be made for other races, for example :

    - smuggler clans for kajjits

    - lesser gods/spirits cults for bosmer

    - maybe noble families for bretons

    - maybe martial schools for redguards

    - and so on
  • KochDerDamonen
    KochDerDamonen
    ✭✭✭✭✭
    - why no faction affiliation (ex : dunmer houses, bosmer gods, kajjit smuggler clans) with backstory elements to dig in the universe, to get some specific rewards from (titles, items, cosmetics) ?
    This could lead to build some scenarios for in faction battles (ex : warrior guild vs smuggler clans) contests (ex : scripted crafting, races) for influence and power inside of a faction or between factions thanks to major guilds (warriors, mages, thieves and brotherhood). I'm disappointed the player can not even raise some hierarchy in the major guilds, after all I've done for the mage guild I'm still an adept...

    A well made TES mmo would be all about this. Maybe I'm crazy, but one of my favorite things about TES is all the factions representing all sorts of combinations ideas in different lights. Fleshing out and presenting all sorts of cultures and worldly stories in the eyes of races we haven't explored the lands of directly would have been a fantastic way to anchor a TES mmo for longterm success with fans of the series and general people with fantasy interests from outside. It would also open grounds for interesting quests and stories to snag the interest of mmo-players tired of flavorless quests in other games.
    - Why no stats decreasing linked to armour durability, since durability is pointless at the moment but for HL sets maybe ?

    This used to be the case, and I think it's telling of many of the gameplay facets of ESO that stray from what one might expect of a TES mmo.

    To the mmo crowd it's an annoyance that stops us from simply proceeding with what we're doing at optimal stats instead of being a hardcore mechanic that rewards careful avoidance of damage and maintenance of gear. I think Monster Hunter is a good example for this done correctly, of course it's not that uncommon of a mechanic across other games. The whole system feels too much like a punishment, and not at all like a reward for taking care of your equipment.

    To the TES crowd, the equipment system as a whole is strange. In games prior to Skyrim repairing was a necessity, and snapping up any piece of gear that would give you an advantage felt huge. Keeping it in good repair was a given, the reward was having the powerful equipment. I don't want to mention the way things work in Skyrim, that's a whole other wall of complaints :p

    If repair tied into crafting and held some facet of character customization by offering different sorts of buffs, while also being a way to prevent equipment from becoming deadweight, it would feel a lot more rewarding and would make crafters a desirable part of an adventuring party instead of background fodder that pretty much any player will have a mule for.

    I think that's a deadly part of many mechanics in ESO, or rather two deadly parts. Lacking a fresh look on usual TES flare, and not offering a sense of accomplishment or reward for specializing. Instead the game forces you to specialize by making classes and races and other skill lines operate in certain ways... Crafting, well you need potions and food don't you? Armor upgrades are a slog without passives, crafted armors and enchantments are a nice pick-me-up in saved value that's hard to pass up... Classes? Sure it makes sense if your reasoning is "because mmo" but couldn't we have adapted the TES way of schools of training that could be used in tandem to create a character of one's own? Sure there would still be competitively strong combinations, but varying things up would be so much more freeform... Factions? Why make them all similar and open-armed when you could have diverse groups who had allies and enemies, reward the player for loyalty or careful deception?...

    ESO is an mmo with TES paint, unfortunately. The map familiar, some names and locations, races and critters... paint.
    Not to say that I hate ESO, or dislike it for these things. But it is not what I imagined when I heard of its development.
    If you quote someone, and intend for them to see what you have said, be sure to Mention them with @[insert name].
  • TheHsN
    TheHsN
    ✭✭✭✭✭
    Bethesda have Chosen Zenimax....
    Plays:
    Magicka SORC - PvE/PvP
    Stamina NB - PvE/PvP
    Magicka NB - PvE/PvP
    Magicka Templar - PvE
    Stamina Templar - PvP
    Magicka DK - PvE
    Stamina DK - PvE
  • adriant1978
    adriant1978
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    ✭✭
    How about more actual world effects from the choices we make too? It annoys me every time I see a town still overrun with bandits, daedra, bloodfiends, etc after I am supposed to have heroically saved the day. Less of a static world, please.
  • Mercutio
    Mercutio
    ✭✭✭✭
    I just wanted to say that this is my favorite thread ever. Such brilliant, creative ideas!
    The problem with arguing with a jackass is that they never stop braying.
    *
    #DwemerLife
  • Mercutio
    Mercutio
    ✭✭✭✭

    I also would love to see religion... make it possible for our characters to declare their allegiance to a divine power or daedric prince, or the tribunal, or whatever... and gain a small mini-passives line (so for example, followers of arkay might gain some boni for fighting undead, while followers of mephala might gain a little poison resistance, and tribunal followers some social bonus when in dunmer lands, etc.)
    And then this one could be slowly levelled up by daily "faith" quests - gather heaing herbs for this temple, clear that dwelve for that temple, murder an innocent for mephala, being some cheese for sheogorath, whatever... and of course through generous donations to your local priets (gold sink). At higher levels, the priesthood migth even offer to sell faith-themed gear...
    And blessings - pray at your diety shrine, get a blessing buff for a while...

    Religion is such an integral part of the real world. It is probably the greatest molder of human history.

    So naturally a lot of depth and meaning is added to a game when fictionalized religion plays a role. It aids in the suspension of disbelief, adds meaning to your character, makes the world feel more real.

    I would love to see your ideas implemented. And I would add PvP 'crusade' campaigns. Pit two religions against each other on their own map, run it for a week, and the winners get a small PvE bonus till the next battle is concluded. Many such campaigns could be run simultaneously so that everyone, regardless of deity chosen, could participate.

    It is my hope to see such mechanics added in a future update or expansion.

    The problem with arguing with a jackass is that they never stop braying.
    *
    #DwemerLife
  • Wandering_Ashlander
    Mercutio wrote: »
    I just wanted to say that this is my favorite thread ever. Such brilliant, creative ideas!

    Thanks but those are mere ideas taken from elder scrolls games ;)
    Mercutio wrote: »
    Religion is such an integral part of the real world. It is probably the greatest molder of human history.

    So naturally a lot of depth and meaning is added to a game when fictionalized religion plays a role. It aids in the suspension of disbelief, adds meaning to your character, makes the world feel more real.

    I would love to see your ideas implemented. And I would add PvP 'crusade' campaigns. Pit two religions against each other on their own map, run it for a week, and the winners get a small PvE bonus till the next battle is concluded. Many such campaigns could be run simultaneously so that everyone, regardless of deity chosen, could participate.

    It is my hope to see such mechanics added in a future update or expansion.

    Nice idea, for sure regional PvP(vE) conflicts events between various sub-factions affiliates surely would be fun, as continental events between pantheons or between major guilds or major guild vs plots of uprising minor guilds, examples :

    - hero path major guilds (mage and fighter guilds) vs daedric path guilds (witches bloodpacts as hidden cults)
    - thieves guild vs kajjit smuggler clans
    - dark brotherhood vs morag tong
    - thieves guild to settle a kajjit smuggler clan vs hlaalu dunmer house vs imperial merchant guild conflict, in a trial of legerdemain skills
    - mage guild to settle a telvanni dunmer house vs breton minor magical group vs altmer minor magical group conflict, in a trial of magic skills

    Several interesting possibilities for PvP(vE) events could be fleshed out as secondary objectives (or main ones, depending of players, characters, time of the day, mood, whatever) in addition to the 3 factions war mainstream RvR.
  • Tapio75
    Tapio75
    ✭✭✭✭✭
    Really need more choices, meaningful choices with real consequences.

    Also need more choices between good and evil.

    Like OP said, factions, houses, military organizations and guilds should have more meaningful role in the game.

    I try to get different ways to play by twisting what i play and when, what kind of characters but for example, im trying to play as a reachman right now but without any means to side with those, i find myself playing (again) a reachman "Turned good" in EB point of wiev, meaning im siding against their evil deeds which in their perspective, are not evil.

    Also, i would love to see the whole main story from Worm cults perspective, changing prophet to mannimarco for example and giving options to aid him in the process, no matter if i faikl in the end like the story goes but i still want to picj the losing side.
    >>PC-EU Mostly PVE. Played since BETA<<
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