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Ideas to improve The Elder Scrolls Online.
Hello community, today I write this article to give ideas on how the game could be improved, this article will try to give new ideas and show the bugs that the game has and how they could be solved.
I hope by writing this article, that it becomes visible to the administrators and through them to the developers of The Elder Scrolls Online.
Thank you very much for your time.
Endeavors:
- Currently the endeavor's are daily and weekly activities that we can complete to get items from the Crown crates.
I propose a "Battle Pass" in which players can get rewards such as drinks, furniture, furniture blueprints, battle pass exclusive and ancient pets, battle pass exclusive and ancient mounts, exclusive companions, various motifs, exclusive outfits and old, emoticons, actions, personalities, some crown crates, etc.
Battle Passes can be completed by doing the daily and weekly activities.
Every time you complete the daily and weekly endeavors the battle pass bar goes up until it reaches the ultimate reward target, completing the battle pass.
Free rewards from the battle pass can be obtained by completing it without buying it.
The battle pass lasts for four months (three battle passes per year).
The battle pass will cost 2,500 crowns and can be purchased in the store.
This system is useful because it rewards the player with free items as they complete the "Battle Pass", it eliminates the need to have to complete daily endeavors in order to get free items from crates, battle pass sales leave a profit extra in the company.
Battle passes when you buy them, you can complete them whenever you want.
PVP:
- A complete overhaul of the Cyrodiil PVP is needed.
A separation of the single player or player maps of Tamriel from the PVP maps of Cyrodiil and the imperial city is necessary.
Cyrodiil pvp could be changed to a mode called "Alliance Warfare" where each faction fights for control of the kingdoms of Cyrodiil.
There are 5 factions:
The Pact, the Covenant, the Dominion, the Daedra (game controlled), and the Imperials (game controlled).
The maps all start under the rule of the Imperials and each faction of players (dominion, pact and covenant) has to take over the fortresses, medium cities, farms, towns and finally the big city.
The big cities (Anvil, Bravil, Bruma, Cheydinhal, Chorrol, Kvatch, Leyawiin, Skingrad and Imperial City) have to be taken over by the players of each faction.
Big cities are big and have districts (like on the Imperial City map) that have to be taken by the players street by street.
When all the districts of the big city are taken, it will be under the complete control of the faction of the players that took it.
In the districts there would be "district bosses" and enemies that the players have to defeat to conquer the area as if they were facing an enemy army.
The Daedra faction (controlled by the game) can emerge as an event and take possessions taken by the player factions (Domain, Pact, and Covenant)
There would be several pvp-exclusive maps (maps similar to PVE but PVP-exclusive) in areas of Cyrodiil in the Colovian states and Nivenay states that would be gradually added to the game.
- A Survival PVP mode.
The objective of this mode is to survive until a way to escape the level is found.
The players are divided into two camps: the "hunters" and the "survivors".
At the beginning of the game the "hunters" players are fewer in number (five players as "hunters") than the "survivors" players (the rest of the players in the game).
"Survivor" players when hunted by "Hunter" players become "Hunter" players making it difficult for "Survivor" players to survive.
The game is won by the "hunting" players if there are no "surviving" players left.
The game is won by the "surviving" players if they manage to escape without transforming into "hunter" players.
The game would take place on a map that has dark areas and mazes to get lost in.
- The siege tower as a new siege weapon in Cyrodiil.
- A new PVP mode called: In the shadows.
The games are played with 10 players, 1 of the players is a murderer and has to eliminate the other players without knowing that he is the murderer of the game.
The game map is located in a mansion and the secret passages are only visible to the assassin player, the other players cannot see the passages but they can find them.
The playable map gets smaller as time goes by and the killer player has fewer chances to kill the other players.
If multiple players come together, they can stop the killer if they know the identity of the player.
World improvements for PVE:
- Whenever I walk the roads of Tamriel, I realize how lonely and empty they are.
Missing people who walk the roads.
I propose to add NPCs that walk the roads of all Tamriel, guards, people on wagons, people on horseback, nobles with their escort groups, etc.
- Events on the paths of groups of bandits with a difficulty level that appear to attack you and if they manage to defeat you, they steal all the money you have in your inventory at that moment.
- Event quests that appear randomly on the roads throughout Tamriel in which an NPC gives you a quest to help him recover something stolen by bandits, rescue someone from a bandit camp, or help a group of people who are being mugged by bandits on the road.
- Having the possibility that our character can become a champion of the Daedric lords.
When our character completes repeatable missions for a daedra lord, he gains experience to unlock that daedra lord's skill line.
For example, if we complete the mission of taking someone to Boethiah's altar and sacrificing him on his altar we will gain experience to be able to unlock his skill line through SkyShards.
Each Daedra Lord has their line of skills to unlock through initial and repeatable quests.
- The possibility that our character can hire mercenary NPCs for gold in the taverns of cities, towns, etc.
- Breaking the law is very easy in Tamriel.
You can get away from the guards very easily.
I propose the improvement of allowing other players to hunt criminals.
If the player steals or kills an NPC in the world and their bounty gets too high, the rangers will offer a bounty to those concerned in exchange for hunting down that delinquent player.
The missions will be available until the player is hunted by some other player.
- Add Maormer as a playable race.
- The possibility that our characters can interact with more furniture.
The bathtubs could be interactive furniture, through an animation our character could bathe.
The beds could have an animation to be able to sleep in them.
Other furniture could also be interactable, such as the chairs that exist within the game.
Cabinets, bookcases, nightstands could be storage interaction furniture.
This improvement would give the houses in the game more customization options.
- Have mannequin furniture to interact with to store armor and weapons.
These dummies would be of various types (orcs, altmer, bosmer, redguard, etc) and of various genders.
These mannequins would be displays of armor and weapons to display them in the houses of the game.
These mannequins would be sold in the cities.
- New weapons such as: crossbows, halberds, flails and spears.
Each weapon would have its corresponding style motifs.
- Game pickup could be changed to world zone pickup.
It doesn't make sense to me that "Rubedite", "Ancestor Silk" and "Ruby Ask" can be collected from all areas of Tamriel.
I see more immersive sense in the idea that in Morrowind areas you can collect materials that you cannot collect in Elsweyr areas.
The improvement that I propose is that you can collect different materials depending on the area in which you are in the world.
The materials found in Morrowind have the same value for crafting weapons and armor, but the materials they give you are different from the materials you find in areas of Elsweyr.
- Contract missions in which to act as an escort for a caravan and protect it from bandits on the roads.
With different levels of difficulty depending on the mission we select.
- Have more different types of fauna (animal, plant, etc.) by area on the Tamriel maps.
It is rare to find griffins and other animals on Elsweyr maps.
- Repeatable missions to capture a fugitive from justice.
A captain of the city guard offers us the mission of capturing a fugitive from justice.
When we accept the mission, our objective will be to capture that fugitive (you have to capture him, you don't have to kill him).
When our target has little life left, the option to capture it will appear.
We captured him through an animation of tying his hands.
When he is tied up, this target will follow us until we bring him to justice.
When we are back with the captain of the guard, he will give us a reward for capturing the fugitive.
If we wait a while in the game we can see how the fugitive is executed in some square of the cities.
- Grimoires around the world.
Grimoires are books that allow the user to learn some spell or ability to use on the map.
The improvement I propose is to add these books so that users can use spells or abilities in the world.
When the user uses these books, they unlock a magical, mundane, etc. ability.
Common grimoires can be purchased from shops in the cities of Tamriel.
You can obtain grimoires by defeating enemy bosses or through antique quests.
The common grimoires you can buy are different depending on the region you visit, the grimoires for sale in Necrom are not the same as the ones sold in Stormhold.
The abilities that you can obtain by using grimoires can be.
For example:
Summon daedras.
Summon Atronach.
Resurrect fallen enemies and use them as followers.
Arrest Bandits (When bandits and other humanoid enemies are low on health, you have the option to shackle them and arrest them.
When you arrest them you have the option of handing them over to a guard to put them in prison, take them to a representative of the pirates for a sum of money, take them to a temple of some daedra lord, etc).
The ability to scare enemies out of your way and make them run away.
Etc.
- Have a furniture and recipe classification book.
With this "book" you could see what furniture and recipes we have unlocked with our character.
It would be a very useful tool to know what furniture and recipes we still have to unlock.
- The implementation of a system that allows the player to see completed side quests and quests left to complete in the zone.
- The function of being able to decorate our weapons in the work benches.
For example:
A player goes to a workbench with a two-handed ax-like weapon.
The two-handed ax is in the Systres Guardian style.
On the workbench you can put a weapon from your inventory next to an item (gold bars, silver bars, precious gems, etc) that is used to adorn that weapon.
Being able to obtain versions of gold, silver, with gems of those weapons maintaining the style of the weapon.
Raw gold, silver and gems are obtained from mining or some way the developers come up with.
Ideas on improving ESO chapters:
- The improvement that seems necessary to me is the release of a major chapter every several years.
An important chapter is a chapter with a story, like in 2023 with the release of the Hermaeus Mora chapter.
The following year after the release of a major chapter, a zone chapter could be released.
A zone chapter is a map or DLC that does not add story, but adds an explorable zone.
The zone chapter would include quests, world bosses, caves, etc.
The following year after the release of a zone chapter a PVP chapter could be released.
A PVP chapter is a zone map for PVP.
For example:
In 2023 the chapter of Hermaeus Mora will be released, this would be an important chapter.
A zone DLC could be launched in 2024.
A PVP DLC could be released in 2025.
In 2026 another important chapter would be released.
This model of releasing content would help game developers have more time to polish the details of the final product.
Cities should have more development time.
The cities would have to be an area for the players and that they are not just scenarios where a story takes place.
Cities should be cast as if they were a separate zone and not within a zone map.
For example:
You could launch a chapter with a story in a zone from the base game and sell a city (the city doesn't necessarily have to be tied to the chapter's story) with that year's chapter.
Cities should become an extension of the Crown Store in addition to fulfilling other in-game functions.
- More adult and dark stories.
- Chapter story missions and some world missions may include cutscenes.
Include romantic stories with cutscenes.
Quests with cutscenes would help develop the characters of the chapter stories.
As an example is The Witcher 3.
For example:
When you go to talk to an NPC to give you a quest, a cutscene might appear.
In this cutscene the NPC explains the mission to you.
After the cutscene you start doing the quest.
There may be cutscenes in the middle of the mission such as an unexpected event or a turn of events.
The mission ends with a final cutscene.
I find it better than the current dialogs in the game.
I think The Elder Scrolls Online is too focused on end of the world stories.
This is just my humble opinion.
- Examples of stories that can be added to the game.
Stories that tell of Tamriel's past.
For example:
A story that allows us to travel to a city of Tamriel's past that no longer exists in the second era.
Through a portal we travel to the past, in the time of the Ayleid.
It tells the story of Alessia's rebellion against her Ayleid masters.
We could visit an Ayleid city from the past just like we can visit the city of Solitude in the game.
ESO Plus.
- Bag to store furniture included in ESO Plus.
Furniture earned from events takes up a lot of space in your inventory and bank.
Cities:
- Let the big cities of the game be bigger.
When I imagine what the city of Solitude would be like in the game, I imagine a city like Novigrad in the Witcher 3.
With houses, squares, shops (toy stores, clothing stores, instrument stores, etc.), markets, hospitals, a banking district, betting houses, a district for the mansions of wealthy people, bathhouses, brothels, the school of bards, a great military district in the Severa fortress, inns, a great port with warehouses to export products throughout Tamriel, the great temple of the divine and the great blue palace with its great gardens at the entrance.
Many people walking through its streets: families, people entering taverns to drink mead, rich people entering shops, guards patrolling the streets.
The annual event of the burning of King Olaf.
At night the shops close and there are no people on the streets.
This I would like to see in the city of Solitude.
This paragraph is an example of how cities in the game could be improved.
- Cities should have a “House of Challenges or House of Competitions” in which players bet the gold of the game on the ranking of the PVP or on the ranking of the card tournaments. If the player on whom they have bet their money is the winner or one of the first in the classification, the players who have bet will take the gold and some reward such as furniture, plans, crown tools, motifs of the area in which they are or some gems from the crown shop.
- Crown vendors in the cities.
Over the years the developers of the game have designed many costumes, emotes, mounts, pets, etc.
What I propose is to use the cities to get an extra benefit to the company that develops the game.
Crown vendors would be NPCs in cities that sell in exchange for crowns: Outfits, emotes, personalities, mounts, pets that are currently not available for purchase in the crown shop.
Mounts, pets, and outfits will be sold by region of Tamriel.
For example, in the cities of Hammerfell, camel-type mounts would be for sale.
Ornaugs-type mounts and regional costumes would be sold in High Isle and Amenos.
- The possibility of being able to buy other types of properties in the cities and on the map in addition to houses.
You could buy businesses for gold or crowns in cities and play in a new way.
The businesses for sale would be: Inns in the cities (they have a higher price), inns on the roads (they have a lower price), distilleries (outside the cities), farms (outside the cities), export warehouses in the ports, blacksmiths (within the cities and in the towns), toy stores (within the cities), jewelry stores (within the cities), clothing stores (within the cities), carpenters (within the cities), etc.
Business properties will provide us with gold for doing export missions.
You buy a business with gold (farm, distillery, warehouse to accumulate more resources, etc), when you fill the capacity of said business you can do an export mission.
Export missions can be of two kinds: land and ship.
The system would be similar to Kenway's fleet in Assassin's Creed 4 Black Flag.
You have a map with the continent of Tamriel where the shipments you have made appear, the time it will take to complete the mission, the number of ships you have available and carabans for land missions.
Bandits and pirates can attack your shipments, so you need to invest in security.
Shipping missions allow you to earn gold, rare materials from faraway lands, special rewards, etc.
- Cities should have Bathhouses, which players can enter by paying in-game gold.
In the bathhouses there would be saunas and pools in which the players can relax.
- Big cities should not have enemies near their walls.
I have explored the maps of Tamriel and in some cities I have seen the typical Thunderbug along the walls of a large city.
Big cities are supposed to be safe places with no enemies nearby and having enemies so close to the city spoils the immersive experience of the game.
- Have barbers and hairdressers in big cities.
In exchange for gold, you can change the appearance of your character.
- In the game you can buy various types of horses with gold in the stables in the cities.
The improvement I propose would be to give players the possibility to buy guar-type mounts, bears, camels, senches, etc. for gold.
These mounts could be defined as "base mounts" in the game (various versions of guar, various versions of bears, various versions of senches, etc).
These mounts would be sold by zones (Hammerfell would sell various base versions of Camel-type mounts, High isle and Amenos would sell various base versions of Ornaug-type mounts, Morrowind would sell various base versions of Guar-type mounts, etc).
- Add to the cities an NPC that allows you to modify the mounts in exchange for gold.
This NPC allows you to dye mounts, add accessories to the mount (buy different saddles and other things), etc.
- Add to the cities an NPC that allows you to buy pots of paint in exchange for gold.
These paint cans can be used to modify the color of the facade and interiors of houses in the game.
- Add several NPCs to the cities that allow our characters to buy backpacks, capes, pajamas and other accessories.
Classes:
- Adding new classes like battle mage, agent, a combat based class and Maormer water magic etc.
Maps:
- This is the map of Tamriel in January 2023.
On August 31, 2015 the expansion "Imperial City" was released which added the imperial city, its districts, sewers and two dungeons.
This map can be considered a map for PVP.
On November 2, 2015, the expansion "Orsinium" was released, which added the area of Wrothgar and the city of Orsinium.
This expansion can be considered the first PVE zone added to the Tamriel map.
On March 7, 2016 the expansion "Thieves Guild" was released which added the Doom zone of Hew and the Landing city of Abah.
On May 31, 2016, the expansion "Dark Brotherhood" was released, which added the Gold Coast area and the cities of Anvil and Kvatch.
On June 6, 2017, the chapter "Morrowind" was released, which added the entire Vvarden Wasteland area along with all its cities.
On October 23, 2017, the expansion "Clockwork City" was released, which added the area of the clockwork city along with the city of Sothal Sil.
On May 21, 2018, the chapter "Summerset" was released, which added the entire Summerset Isle along with all its cities and the island of Artaeum.
On October 22, 2018, the "Murkmire" expansion was released, which added the Murkmire area and the city of Lilmoth.
On June 4, 2019, the "Elsweyr" chapter was released, which added the Northern Elsweyr area along with the cities of Rimmen, Orcrest, and Riverhold.
On October 21, 2019, the expansion "Dragonhold" was released, which added the area of Southern Elsweyr along with the city of Senchal.
On May 26, 2020, the chapter "Greymoor" was released, which added the area of Western Skyrim along with the city of Solitude and the caverns of Blackreach.
On November 2, 2020, the expansion "Markarth" was released, which added the area of The Reach.
On June 1, 2021, the "Blackwood" chapter was launched, which added the Blackwood area with the cities of Leyawiind and Gideon.
On November 1, 2021, the expansion "Deadlands" was released, which added the Oblivion blueprints of Fargrave and Deadlands.
On June 6, 2022, the chapter "High Isle" was released, which added the High Isle area and Amenos Island.
On November 1, 2022, the expansion "Firesong" was released, which added the areas of Galen and Y'ffelon.
Since the release of the Orsinium expansion, new zones have been added for PVE.
These areas occupy a large area of the map of the continent of Tamriel.
If this trend of taking up a large space on the Tamriel map every time a new chapter is released continues, there will be a problem of not having enough space on the map for more chapters in the future.
Also, several factions (High Elves, Wood Elves, Bretons, and Orcs) cannot have new zones added to them because all of their zones are already included in the Tamriel map.
And I highly doubt that all new chapters on these factions in the future will be island zones.
The map needs a major overhaul.
The solution to this problem would be to do the following:
This is the map of Auridon.
Auridon has three regions that make up the island: lluvamir, calambar, and vafe.
(Sorry for using paint for this example, I didn't have another program at the moment)
lluvamir => orange.
calambar => green.
vafe => blue.
Each region of the island of Auridon would be divided into several zone maps.
It would only be necessary to divide the region into more maps, keeping the content of the zones but adding more explorable territories.
This would be the Vafe region divided into ten explorable zones.
Pink zone =>
It is an area for veteran players.
With more challenging and stronger enemies.
It is an insular area similar to the island of Amenos in territorial extension, linked by a large bridge to the large island of Auridon.
Inside the island are the ruins of the old castle Rillis, the castle of Rilis XIII, the dungeon "The Banished Cells", some altmer settlements on the coast, caves, mines and world bosses.
In the center of the island is a large forest in the Summerset style.
Indigo zone =>
Here lies the city-state of Firsthold.
It's a big city, in the style of Novigrad in The Witcher 3.
In order to unlock it as a city, you have to follow the main story of Auridon.
Gray zone =>
This is a mountainous area with cliffs, beaches, wooded areas in Summerset style.
It is a zone for veteran players with challenging and strong enemies.
May contain world bosses, dolmens, caves, dungeons, and Aldmeri ruins.
Light turquoise zone =>
Here is the important commercial port of North Beacon.
May contain world bosses, dolmens, caves, dungeons, and Aldmeri ruins.
Light yellow zone =>
It is an area for all players.
May contain world bosses, dolmens, caves, dungeons, farms and Aldmeri ruins.
Red zone =>
It is an area for all players.
Here is the important commercial port of Greenwater Cove.
May contain world bosses, dolmens, caves, dungeons, farms and Aldmeri ruins.
Lime zone =>
It is an area for all players.
May contain world bosses, dolmens, caves, dungeons, farms and Aldmeri ruins.
Light gray zone =>
It is a zone for veteran players with challenging and strong enemies.
May contain world bosses, dolmens, caves, dungeons, and Aldmeri ruins.
Black zone =>
The enemies in this area are for veteran players.
Auridon story quests are for new players.
It is a zone for veteran players with challenging and strong enemies.
May contain world bosses, dolmens, caves, dungeons, and Aldmeri ruins.
Yellow zone =>
It is a transit area towards the Calambar region.
May contain world bosses, dolmens, caves, dungeons, and Aldmeri ruins.
With the regions of Calambar and Iluvamir I would do the same as with the Vafe region, divide them into explorable zones.
When you click on the island of Auridon on the Tamriel map, you can see the island divided into its regions.
When you click on any Auridon region, you can see all the zone maps that make up the region.
When you "click" on any of the maps, you can see the area (world bosses, caves, dungeons, points of interest, wayshrines, etc).
This solution would be repeated in the other maps of the base game and the chapters released later.
Veteran zones are zones where enemies (caves, public dungeons, world bosses, etc) are stronger and more challenging for veteran players.
Quests and quest enemies can be done by any player (new players and veteran players).
- Tamriel map bugs need to be fixed.
- Roads on zone maps should be wider.
- The entire Tamriel map should be connected by roads.
- Future chapter maps should be like the High Isle and Amenos chapter in land area.
A small busy area on the Tamriel map, but with a large area to explore.
- Map design in future chapters should take borders with other maps into account.
For example:
The Northern Elsweyr map is next to the Blackwood map.
Northern Elsweyr's map is largely desert, Blackwood's map is forested with swamps in the Argonia part.
The layout of the Northern Elsweyr area next to Blackwood should be forested, the layout of the Blackwood area next to Northern Elsweyr should be desert.
Using the design of intermediate zones between maps could be the solution to this problem.
In addition, designs from previous chapters could be reused in these intermediate areas.
Properties.
- Have mines in the game that we can clear of enemies.
When we have managed to eliminate all the enemies, we can buy the mine for an amount of gold.
When the mine is our property, we can have the option of investing gold in the mine to improve the place.
The improvements that can be made to the mine are:
Hire personnel to work in the mine (group of miners, a foreman, etc).
Improve the stays of the personnel who work in the mine.
Make improvements to improve the equipment used by the mine workers.
Improve the facilities in general.
We can make improvements from the "foreman's table" (a work station where we can see the level of production of the mine, apply improvements to the mine, send products to other businesses we own and do product export missions) .
Our character can visit the mine that he owns, just as we can enter the houses that we have bought in the game and see the miners working.
The miners have passive (the miners talk to each other) and active (our character can talk to the mine workers) dialogue options.
Improving the mine serves to increase productivity and the amount of products that we can extract.
There would be mines of gold, silver, gems, ebony, iron, orichalcum, malachite, quicksilver, corundum, lunar stone, kwama eggs, diamonds, stalhrim, etc.
When we have enough products, we can use the production of the mine in other businesses that we own or we have the option to export them in exchange for gold and other rewards.
The mines are part of an export business system that I have mentioned in this thread post.
Trade and export has always been something characteristic of The Elder Scroll saga.
It has always been present in the previous titles of the saga.
What I propose is a minigame (which is part of a larger game system) to play in a different way.
I would like to see in The elder scroll online a business and export system like in GTA V Online.
Businesses in The Elder Scroll Online would be mines, farms, sawmills, distilleries, plantations, taverns, blacksmiths, clothing stores, furniture stores, jewelry stores, etc.
The businesses would be located in the cities and by the maps of the zones.
The businesses would be linked, we can use the products in other businesses.
For example:
If we buy a mine in the game, we can sell the products from the business in an export mission or use the products from the mine to use in the blacksmith business.
If the mine is a diamond mine, the products of the mine may be used in the "jewelry" business.
If the mine is a kwama egg mine they can be used in the "tavern" business.
Using the production of one business to refine the product and use it in another business would increase the value of the products and the rewards for completing export missions.
This system can be accompanied by a "trader" skill line with PVE and world focused abilities.
This system would be accompanied by achievements for the player account.
For example:
The Great Exporter Achievement (Awarded for completing 150 Export missions).
- The idea of having pots to plant flowers and plants in houses has occurred to me.
This piece of furniture would be an interactable piece of furniture and would allow players to spawn house plants to use in the alchemy station.
The player collects plants from the field.
These plants drop seeds that are planted in the pots.
Plants grow from the seeds if you water the pots through an animation.
You wait for the plants to grow and as a result these plants give you triple the resources of the type of seed that was planted in the pot.
There would be a different type of seed for each type of plant.
Alchemical plant seeds and plant seeds used for tailoring can be planted in the pots.
There would be various styles of pots.
Imperial, Altmer, Bosmer, Nordic style pots, etc.
Edited by Carlos93 on April 27, 2023 8:54PM