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A Lack Of Functional Innovation

HalvarIronfist
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This is solely a thread based on opinions from the perspective of a player who's been around since beta, and has played a few other MMOs. Below I will be detailing my thoughts on the current state of ESO and what I think can be done.

PVE: I would like to consider this game as probably the most fun PVE experience I have in the casual terms. Nothing takes crazy long to complete (regarding solo content such as quests, delves, public dungeons, ETC.) While I am not mainly a PVE player anymore, it is where I go when I just want to play ESO and have fun. I do not get into the competitive score-running end of PVE to say much in that regard. I think Overland content could definitely get scaled in difficulty (Harder quests, delves, public dungeons!) as if it wasn't easy enough, we have companions now!

PVP: God... PVP needs some major love. In the past few years of my ESO career I've gotten immensely into the PVP aspect of the game. I've played (To a basic extent) every class and spec. (Mag/Stam) The balance is horrendous and only seems to degrade further in my opinion. The balance would be remotely forgivable if PVP didn't run like hot garbage. (Looking at you, Gray Host!). Desync, crashes, freezing, lag, skills not firing. The content is immensely stale. Getting a few new siege engines or an occasional bit and bob isn't really interesting.

Guilds, Trade/Economy: Honestly, as a GM I love what ESO has brought to me in the terms of community. I have made many memories, made good friends and got to grow as a person and leader! But my only qualms about guilds are...

1. There needs to be something more to do with them! Like an official guild hall (Such as a purchasable castle, for instance) that you can upgrade with NPCs like merchants, guild merchant/banker. While having player homes function as Guild Halls where one player can accumulate all mundus stones, crafting stations, target dummies, and more is absolutely phenomenal, but it would be good to have an "Official" way to expand upon that system!

2. Guild Vendors: I have no qualms with the trader system as it is.. But I would like to see it functionally expanded! I'd love to build my own guild store building, or have NPC's actually stocking a store or doing something beyond shouting out that they're selling goods! I'd love to see traveling traders, supply lines, ETC! Bring some life into the world!

3. Guild Keeps/PVP Claims.... Seriously, this feature almost feels like kind of a joke. You get to display your banner on a PVP keep/outpost, and it changes the guards to wear your tabard, and displays your guild store... But thats it. There's no PVP boon to holding a keep for a guild, no way for you to strength the claim or really give cause to care unless you're treating it as an honor claim. "They took our keep!". I would personally love to see PVP guild keep claims... mean something!

4. Guild Summary: Well, in a short clarification of what I was speaking about. The Guild system is an immense goldsink as it is, but it could be made even better with more functionality and aesthetic!

Combat in ESO:

1. PVE: In PVE, once you get a basic standpoint of how combat works, and you can at least hit 20k DPS, you can do a majority of content in the game; including all normal mode dungeons and trials with relative ease and tanking or healing these things is not challenging (IN MY OPINION.)

2. PVE Veteran Content: Depending on just where you're talking about.. Base Game veteran dungeons are not too bad at all, DLCs become more mechanic and dps-cap dependent in some cases. I think this is pretty healthy, as any 4 man content can 100% be taught and learned through a group if the effort is put in. Arenas are a pain on your first solo runs. (VMA, Vateshran.) I have not extremely dipped into Vet Trials myself. (By the time I really got into trials, I swapped to favor PVP much more.)

PVP: The combat is fast paced and can intimately result in who places the well timed combo, who keeps buffs and heals up, and who has the sense to keep up with what's going on! This is great, PVP combat never feels "Stale"!


Just some thoughts I had mulling about. I wish the best for ESO, and I'd like to see new features involved in ESO that don't have to do with just our skills/character! Having expanded guild, economy, and PVP features/content would definitely give this game a major boost in my mind right now!


  • Tommy_The_Gun
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    2. Guild Vendors: I have no qualms with the trader system as it is.. But I would like to see it functionally expanded! I'd love to build my own guild store building, or have NPC's actually stocking a store or doing something beyond shouting out that they're selling goods! I'd love to see traveling traders, supply lines, ETC! Bring some life into the world!

    A nice thing they could add is the ability to also buy stuff from players visiting trading npc. It could work just like current "selling" mechanisms, but in reverse. Instead of posting items you want to sell, you would post items you want to buy (item, price, amount etc.) Any player visiting trading vendor npc (no matter if they are in a guild or no) would be able to see that offer and as long as they have required item in their inventory - they could sell it to you
    ^ This solution would benefit all players. Both the ones who run trading guild as their "end-game", but also pretty much every other solo player out there.
    Edited by Tommy_The_Gun on August 26, 2021 7:44AM
  • ShawnLaRock
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    Engine is ancient. Can't do these things unless infrastructure replaced. Won't - so mini games 'til the end.

    Best combat math wasted.

    S.
  • Varana
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    3. Guild Keeps/PVP Claims.... Seriously, this feature almost feels like kind of a joke. You get to display your banner on a PVP keep/outpost, and it changes the guards to wear your tabard, and displays your guild store... But thats it. There's no PVP boon to holding a keep for a guild, no way for you to strength the claim or really give cause to care unless you're treating it as an honor claim. "They took our keep!". I would personally love to see PVP guild keep claims... mean something!

    That's a leftover from the very early stages of the game.

    Originally, they intended the Alliance War to be the end-game activity for all players, so everyone would go to Cyrodiil with guilds fighting over keeps. There were no guild traders elsewhere - conquering a keep with your guild was the only way to sell your stuff to the public outside of your guilds (or privately trading).
    They quickly ditched this idea, for good reasons. Guild traders were introduced in August 2014.

    But the basic infrastructure still lingers on somewhere deep in the lower reaches of ZOS' sprawling dungeon of code. It has lost most of its meaning but is still there, churning and turning, until either awakened again to serve some actual purpose, or be killed for good by Undaunted adventuring heroes coders.
    Edited by Varana on August 26, 2021 10:46AM
  • ToxicOutrage
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    I think the only field where they are innovating are 4 man dungeons: they get more and more new mechs and concepts are different each iteration.

    Overland PVE is actually regressing and PVP is as laggy as ever
  • zaria
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    Varana wrote: »
    3. Guild Keeps/PVP Claims.... Seriously, this feature almost feels like kind of a joke. You get to display your banner on a PVP keep/outpost, and it changes the guards to wear your tabard, and displays your guild store... But thats it. There's no PVP boon to holding a keep for a guild, no way for you to strength the claim or really give cause to care unless you're treating it as an honor claim. "They took our keep!". I would personally love to see PVP guild keep claims... mean something!

    That's a leftover from the very early stages of the game.

    Originally, they intended the Alliance War to be the end-game activity for all players, so everyone would go to Cyrodiil with guilds fighting over keeps. There were no guild traders elsewhere - conquering a keep with your guild was the only way to sell your stuff to the public outside of your guilds (or privately trading).
    They quickly ditched this idea, for good reasons. Guild traders were introduced in August 2014.

    But the basic infrastructure still lingers on somewhere deep in the lower reaches of ZOS' sprawling dungeon of code. It has lost most of its meaning but is still there, churning and turning, until either awakened again to serve some actual purpose, or be killed for good by Undaunted adventuring heroes coders.
    I think claiming keeps is pretty cool and its an trigger if an hated guild has it.
    Even if only after the resources, well we need to take this keep from them :)
    But yes it should have some impact like an bonus defending it if you used the tabard of the keep or bonus AP on defensive ticks.

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • HalvarIronfist
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    Varana wrote: »
    That's a leftover from the very early stages of the game.

    Originally, they intended the Alliance War to be the end-game activity for all players, so everyone would go to Cyrodiil with guilds fighting over keeps. There were no guild traders elsewhere - conquering a keep with your guild was the only way to sell your stuff to the public outside of your guilds (or privately trading).
    They quickly ditched this idea, for good reasons. Guild traders were introduced in August 2014.

    But the basic infrastructure still lingers on somewhere deep in the lower reaches of ZOS' sprawling dungeon of code. It has lost most of its meaning but is still there, churning and turning, until either awakened again to serve some actual purpose, or be killed for good by Undaunted adventuring heroes coders.

    At that point in time I never really followed PVP, or ESO as closely as I do now. Probably from beta days to the release of Morrowind, I was extremely casual and entirely PVE oriented.

    That definitely does make sense, but I at least think they should be repurposed otherwise.
    I think the only field where they are innovating are 4 man dungeons: they get more and more new mechs and concepts are different each iteration.

    Overland PVE is actually regressing and PVP is as laggy as ever

    I would say that they innovate for 4 man content, trials, and arenas.. And don't take me wrong. I love questing, but it feels kind of bland when the main quest to every chapter is almost "Hey, This daedra bad, go smack."

    Eleswyr was definitely unique in that regard to have dragons as the protagonists rather than tossing a Daedric Prince at you. For the Main Story, I can accept. Morrowind? Okay... Summerset? Here we go again.. Western Skyrim? Breath of fresh air! Blackwood? Here we go again..

    Don't get me wrong. I love the ES series and I've played both ESO, and the single player games forever. But jesus, at least in ESO blaming daedra for everything really feels like beating a dead horse.

    I realize you're probably talking about the difficulty of overland, but that was just something I felt like expressing.
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