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~ Random ideas for gameplay / depth ~

Foxpaw93_ESO
Foxpaw93_ESO
✭✭
Just some random ideas. Feedback is always appreciated! :smile:

Doors.
Like actual doors that swing open and can be passed through vs loading screen doors. Aside from also being something that can go into furnishings, doors can be used to hide parts of an npc's house behind high level lockpicking requirements. Would just need to place locked doors in some of the doorways already in npc houses / alter a path if needed / add the chance for a chest to spawn in some of the rooms. an additional challenge to the thief types or simply curious and a chance at potentially better quality stolen goods or even just some bits of hidden lore. An additional challenges could look like a door that is only out of sight by 2+ npcs for a short period allowing little room for error in lockpicking, or for dark brotherhood types where a door simply is never out of sight by multiple npcs and entry might require timing your assassinations or otherwise finding the best time to strike.

Go to Jail
-The option to go to jail like in past Elder Scroll games. This could function as a minigame of find your gear and escape that might benefit from theives guild perks.
-Breaking out of the jail cell itself will not be the challenge for the player, perhaps even just a message saying "after some work, you manage to pick the lock" and bypassing the potential of getting stuck in the cell/dealing with time.
-the area is considered trespassing with any number of high level guards patrolling .
-while instead of a chest containing all your gear, you could simply be greyed out from messing with your items and get a message saying you need to find your equipment until the player activates a designated chest phased for them like a quest item so as to give the illusion of having lost your gear without having to transfer actual gear around.
-The chest would be placed by the exit so as to give players no incentive to leave without grabbing their gear first while a message prevents you from actually leaving before you active the chest.
-If you are caught, you are returned to the cell and have to start over.
-the area could contain locked chests with a chance at higher quality stolen goods.

-If you take some perks in thieves guild you can sneak additional lockpicks and perhaps be able to pick the locks of some of the chests that could spawn in these areas early vs having to collect your equipment and your lockpicks before going back for locked chests and increasing the risk of being spotted by the guards.
-For simplicity sake, additionally acquired stolen goods would still be greyed out and trying to access your inventory is still met with "i need to find my equipment" until you find and activate your designated chest of gear. (would love to hear if anyone has some better ideas on this- having both a locked out inventory and a side inventory for newly acquired gear seems unrealistic though)
-A perk giving a chance of a thieves guild agent being at the jail-cell door with dialog that lets you either "follow them to safety" where you are then teleported outside the dungeon with your gear and bounty cleared- or alternatively lets you say "ill find my own way" where the agent gives a 'suit yourself' and vanishes.
-Higher levels might have a thieves guild agent dressed as a guard, again allowing you to "follow them to safety" alternatively you can tell the thieves guild agent you would like to find your own way out and he will leave but not before returning your gear to you and bypassing the need to active the chest before exiting the dungeon while also letting you to focus on any chests that might be in the area from the beginning and removing the need to backtrack entirely.

Trespass Public Dungeons
Additional prominant housing and clan/gang areas that are public dungeons but count as trespassing and are centered less on killing all the monsters and finding the boss and more on sneaking around unforgivingly high level guards and alarms/traps and looting the place. Before-mentioned doors (even loading screen doors would work here though) could be locked and allow those who try the potential to bypass a challenging patrol of guards. in addition, there might be more reasonably difficult guards that can be assassinated (though not worth the risk/bounty in an outright fight) to clear a path and again allowing to bypass a challenging patrol of the more difficult guards. There are a few areas similar to what the idea is but are centered around a point in a story but i think there is definitely potential to have something like these as a form of small scale public dungeon with lots of replayability, rewarding players with potential for higher quality stolen goods or new items and maybe new thief guild/dark brotherhood dailies. Maybe you are sent there to steal something specific, or a dark brotherhood target is taking refuge in one of the room there.

Guilds
this is def more thinking out loud so to speak, and it might just be me but i would love an expansion or chapter that focus on adding more to the guilds, perhaps even some new daily quests and different rewards- though honestly if there were an additional batch of books to be collected for the mages guild and able to be turned into furnishing like the rest, i def wouldn't complain either. Maybe some guild dailies that take place in the cities though. A fighters guild daily to break up some brawls, or protection quests that have you guarding a caravan, things that dont just give the player themself a new quest but adds more perceived layers to the world and give your characters individual choices life. Your no longer just repping fighters guild just hunting dolmens and killing undead, but people can see you as a member of the fighters guild fending off thieves from a trader or even just recruiting/sparring npcs.

Arena
1v1, 3v3 Imperial City style arena or the equivalent that can function for both pvp players and pve players. Players are instanced to their own arena or a group of 3 can fight together against another player or a series of challenges. Maybe a questline similar in structure to oblivions arena, once beat you can keep entering the arena to fight progressively difficult random npcs and complete dailies here. dailies/quests could look like "Complete 5 consecutive matches" "Survive for 'x' amount of time against a handful of minotaur that continue to spawn upon defeat.

Edited by Foxpaw93_ESO on October 13, 2018 2:46AM
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