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Ideas to improve The Elder Scrolls Online.

Carlos93
Carlos93
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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.
  • Dragonborn skill line.
  • 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.
    lqgmgg1flpy1.png

    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.
    90v8sqr4irbn.png

    Auridon has three regions that make up the island: lluvamir, calambar, and vafe.

    79wkfpsha5qp.png
    (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.

    1vuzj1njb6n0.png

    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.

    1jhdz68kizqo.jpg
  • 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
  • I_killed_Vivec
    I_killed_Vivec
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    "Other players who did not finish first in the PVP will need to purchase this skill line through the crown shop."

    Either the skill line doesn't give much or this is pay to win.

    Either way, it's hardly a selling point to make the game better if it is only for a tiny minority of players or you pay for the privilege of the skill line...
  • Carlos93
    Carlos93
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    "Other players who did not finish first in the PVP will need to purchase this skill line through the crown shop."

    Either the skill line doesn't give much or this is pay to win.

    Either way, it's hardly a selling point to make the game better if it is only for a tiny minority of players or you pay for the privilege of the skill line...

    There always has to be a benefit for the company and if you don't work hard to be first in the ranking, you pay.
  • Kalik_Gold
    Kalik_Gold
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    Look at other games and follow similar implementations... Their current quarterly 2 dungeon/trial, chapter, story thing is redundant and old, and not bringing anything new or relevant to the game in years.

    Stopped questing after Markarth...
    Stopped PvPing after Dark Converegence/Plaguebreak
    Stopped PvEing after U35
    Main: (PvP & PvE)
    Ras Kalik a Redguard Templar, the Vestige

    PvP:
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Jux Blackheart a Redguard Nightblade
    Goliath of Hammerfell a Redguard Dragonknight
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: (Specialty)
    Tyrus Septim an Imperial Lycan Sorcerer
    Tsar af-Bomba a Redguard Vampiric Nightblade
    Movárth Piquine a Nord Vampiric Necromancer
    Uri Ice-Heart the Twin a Nord Vampiric Warden

    PvE:
    Cinan Tharn an Imperial Dragonknight
    Bates Vesuius of Dawnstar an Imperial Dragonknight
    Herzog Zwei the Genesis an Akavari* Templar
    Tav'i at-Shinji a Redguard** Warden
    Lucky Hunch the Gambler - a Redguard Nightblade

    Leveling...
    Zenovia at-Tura a Redguard** Sorcerer
    Yesi af-Kalik a Redguard Templar
    Voa a Priest of Sep a Redguard* Necromancer
    ======
    Passives of another race used. (RP)
    *Breton
    **Imperial




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant • 1550+ Champion

  • TaSheen
    TaSheen
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    Personally don't find any of that necessary. None of that would be an "improvement" to my mind - anything but, as a matter of fact. I'm perfectly happy with the game the way it is.
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • Tandor
    Tandor
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    Sorry OP, but I don't like any of that. They're not improvements in my book.

    I'm not a PvPer so those aspects don't affect me and I have no view on them, but the other suggestions don't appeal to me at all. I love the game as it is (other than the trading system and AwA), and the content release cadence is fine although I'd like them to include one or two delves with every dungeon release so that half the year's releases have something for those who get nothing from them at present as they don't do dungeons.
  • FlopsyPrince
    FlopsyPrince
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    ✭✭✭
    Carlos93 wrote: »
    "Other players who did not finish first in the PVP will need to purchase this skill line through the crown shop."

    Either the skill line doesn't give much or this is pay to win.

    Either way, it's hardly a selling point to make the game better if it is only for a tiny minority of players or you pay for the privilege of the skill line...

    There always has to be a benefit for the company and if you don't work hard to be first in the ranking, you pay.

    Limiting anything to a tiny part of the playerbase is not a great move. Lots of effort only those with money (for Crowns) or outstanding PvP skills could get will satisfy very few.
    PC
    PS4/PS5
  • FlopsyPrince
    FlopsyPrince
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    ✭✭✭
    TaSheen wrote: »
    Personally don't find any of that necessary. None of that would be an "improvement" to my mind - anything but, as a matter of fact. I'm perfectly happy with the game the way it is.

    Many of us would like many Quality of Life improvements, some of which would be quite straightforward, but we won't hold our breath.
    PC
    PS4/PS5
  • kind_hero
    kind_hero
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    As a veteran player, the biggest problem I see, besides hardware issues that cause instability, is the inflation of repetive content. The release pattern, sets, grinds, copy paste dailies, most of the chapters are very much the same in structure. The story begins in Q1-Q2. By Q4, I have lost interest in the same story, and when the last DLC launches, I have only a fraction of the enthusiasm I had when the first story DLC begun. In my opinion, the new content is too fragmented. I hope that one year, the devs will merge each of these chapters into one big zone. Now I look and wonder, why is Southern Elsweyr a separate zone?

    An other big issue is the lack of any new content for PvP. There are so many issues caused by balance between PvP and PvE. Maybe there should be different version of skills for pvp... But leaving this aside, PvP is on hold for so many years. With High Isle, maybe there will be some ceasefire in Cyrodiil, and there can be an other large PvP area with the same AvA in a different setting, having Cyrodiil like a historic campaign.

    [PC/EU] Tamriel Hero, Stormproof, Grand Master Crafter
  • Oakenaxe
    Oakenaxe
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    Since the topic is about ideas to improve the game, I'd like to bring something that was discussed in the Lore section of the forum, which is the lack of a long term, meaningful and impactful story. Due to ESO's "play in any order you want" philosophy, we are unable to have a continuous plot. Characters cannot die (you may encounter them in some zone you haven't played yet), and we endup encoutering the same people all over the place (I'm sick of Stibbons, for example). I find it such a shame that we are bound to seasonal short stories that have no deep implications in the world and it's characters. Especially in a TES game.

    I gave this some thought and came up with the idea of the return of the Main Questline. However, in order for it to work at this point, it should be unlocked only after completing all of the storylines from the maps that are somehow involved in the game's main plot (Three Banner's War/Planemeld) and/or with the game's main characters. All of the new DLCs from now on would have it's regional storyline AND the main questline. This way they can keep future content both independent and meaningful/impactful in a main storyline. I'd like to know what people of this.

    Being able to feel part of a story, to keep up with characters evolutions, plot changes, definetely makes one more bonded to the game. I'd like some more emotion, GoT-like mournings lol
    Edited by Oakenaxe on September 21, 2022 6:51PM
    a.k.a. Leo
    non-native English speaker
    200-300 ping and low fps player
  • Carlos93
    Carlos93
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    kind_hero wrote: »
    As a veteran player, the biggest problem I see, besides hardware issues that cause instability, is the inflation of repetive content. The release pattern, sets, grinds, copy paste dailies, most of the chapters are very much the same in structure. The story begins in Q1-Q2. By Q4, I have lost interest in the same story, and when the last DLC launches, I have only a fraction of the enthusiasm I had when the first story DLC begun. In my opinion, the new content is too fragmented. I hope that one year, the devs will merge each of these chapters into one big zone. Now I look and wonder, why is Southern Elsweyr a separate zone?

    An other big issue is the lack of any new content for PvP. There are so many issues caused by balance between PvP and PvE. Maybe there should be different version of skills for pvp... But leaving this aside, PvP is on hold for so many years. With High Isle, maybe there will be some ceasefire in Cyrodiil, and there can be an other large PvP area with the same AvA in a different setting, having Cyrodiil like a historic campaign.

    I think that the Cyrodiil map should not be defined as a PVP map, the PVP should be separated from the Cyrodiil map.

    The Cyrodiil map should be able to be explored as chapters whose history would be in events before the war of the three alliances and with respect to the PVP, this should be like the maps of the battlefields with the Cyrodiil map currently but off the mundane map of Tamriel.
  • Oakenaxe
    Oakenaxe
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    Carlos93 wrote: »
    I think that the Cyrodiil map should not be defined as a PVP map, the PVP should be separated from the Cyrodiil map.

    The Cyrodiil map should be able to be explored as chapters whose history would be in events before the war of the three alliances and with respect to the PVP, this should be like the maps of the battlefields with the Cyrodiil map currently but off the mundane map of Tamriel.

    Why? Cyrodiil is awesome the way it its. The only problem is performance. This would require a total change of the game. The whole game concept is based in the Three Banners War, it is the main plot.
    kind_hero wrote: »
    As a veteran player, the biggest problem I see, besides hardware issues that cause instability, is the inflation of repetive content. The release pattern, sets, grinds, copy paste dailies, most of the chapters are very much the same in structure. The story begins in Q1-Q2. By Q4, I have lost interest in the same story, and when the last DLC launches, I have only a fraction of the enthusiasm I had when the first story DLC begun. In my opinion, the new content is too fragmented. I hope that one year, the devs will merge each of these chapters into one big zone. Now I look and wonder, why is Southern Elsweyr a separate zone?

    An other big issue is the lack of any new content for PvP. There are so many issues caused by balance between PvP and PvE. Maybe there should be different version of skills for pvp... But leaving this aside, PvP is on hold for so many years. With High Isle, maybe there will be some ceasefire in Cyrodiil, and there can be an other large PvP area with the same AvA in a different setting, having Cyrodiil like a historic campaign.

    I agree with the repetive patterns, it is getting boring already.
    Edited by Oakenaxe on September 21, 2022 7:01PM
    a.k.a. Leo
    non-native English speaker
    200-300 ping and low fps player
  • Tandor
    Tandor
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    Oakenaxe wrote: »
    <snip> The whole game concept is based in the Three Banners War, it is the main plot. <snip>

    It may have been once, primarily for PvPers, but since One Tamriel it has ceased to be even a significant plot in any more general sense. It is now only of any real relevance to PvPers, but those who take the PvP that seriously are likely to be only a tiny minority, and a dwindling one at that currently. Even the struggle against Molag Bal (which some might argue was actually the main plot) has been relegated these days to something that can be completed in one go, rather than in stages at fixed levels, and many new players struggle even to discover the main quest anyway!
    Edited by Tandor on September 21, 2022 7:35PM
  • honglatongla
    honglatongla
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    prayge revert one tamriel prayge
  • TaSheen
    TaSheen
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    prayge revert one tamriel prayge

    No thanks. For me, the game's perfect the way it is. I have no interest in returning to how it was prior to 1Tam.
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • kargen27
    kargen27
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    PvP doesn't need new content. PvP needs the existing content to work reliably.

    For the most part I like the current rate content is released. One drop a year even if it is overall more content would lead to stagnation in the game as many players wait for the next years content.

    Seeing new quests in the older zones might be fun. I think it would be a mistake to otherwise change the older zones. New quests could be along the lines of an NPC you helped in the past asking your help with a 2nd problem. Would be nice to bump into some of those NPCs that promised me an ale if I ever returned.
    and then the parrot said, "must be the water mines green too."
  • I_killed_Vivec
    I_killed_Vivec
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    ✭✭
    Oakenaxe wrote: »
    Since the topic is about ideas to improve the game, I'd like to bring something that was discussed in the Lore section of the forum, which is the lack of a long term, meaningful and impactful story. Due to ESO's "play in any order you want" philosophy, we are unable to have a continuous plot. Characters cannot die (you may encounter them in some zone you haven't played yet), and we endup encoutering the same people all over the place (I'm sick of Stibbons, for example). I find it such a shame that we are bound to seasonal short stories that have no deep implications in the world and it's characters. Especially in a TES game.

    I gave this some thought and came up with the idea of the return of the Main Questline. However, in order for it to work at this point, it should be unlocked only after completing all of the storylines from the maps that are somehow involved in the game's main plot (Three Banner's War/Planemeld) and/or with the game's main characters. All of the new DLCs from now on would have it's regional storyline AND the main questline. This way they can keep future content both independent and meaningful/impactful in a main storyline. I'd like to know what people of this.

    Being able to feel part of a story, to keep up with characters evolutions, plot changes, definetely makes one more bonded to the game. I'd like some more emotion, GoT-like mournings lol

    This I like!

    It will take some invention by the script writers, but it would be fantastic to interweave the main storyline with the focus of each new chapter - though to do that we'd need a new main story line that lasts for about four chapters. But isn't that what they want... to draw players in and make them want to stay?

    Make chapters add up to a book, like they are supposed to!
  • Billium813
    Billium813
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    Carlos93 wrote: »
    The first improvement I see necessary is the release of a major chapter every two years. I would prefer a big chapter to come out every two years and for the developers to have more time to improve the quality of the product.

    ...

    You could also use that year to add content and make corrections to base maps and maps from previous chapters.

    I see this as a very common theme amongst player feedback and suggestions. Many players want slower content releases and more additions/fixes to base game content. I think it's natural for a game that has been around as long as ESO has, to improve the base game as content ages.

    Of course, the issue becomes monetization. Making changes to the base game, which players already own, doesn't exactly relate to increased income and incentivize people to purchase it. If that portion could be solved, I think players would be 100% for re-buying the base game with vast content improvements.

    Also, shameless plug for my minor suggestions to inventory management: https://forums.elderscrollsonline.com/en/discussion/617900/inventory-management-quality-of-life-suggestions
    Edited by Billium813 on September 21, 2022 9:09PM
  • blue_peaceful_Manticore
    Carlos93 wrote: »
    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 Scroll Online.

    Thank you very much for your time.

    The first improvement I see necessary is the release of a major chapter every two years. I would prefer a big chapter to come out every two years and for the developers to have more time to improve the quality of the product.

    That the year of release of a chapter came out the chapter and no other map as happened with the chapter of "Greymoor" and "Elsweyr" where the chapters came out and then the maps of "The Reach" came out for the year of the chapter of "Greymoor ” and the “South Elsweyr” map for the “Elsweyr” chapter. The maps of "Southern Elsweyr" and "The Reach" could each have been a chapter and not a secondary map of another chapter. Currently the maps of "The Reach" and "Southern Elsweyr" are empty with hardly any content, nothing more than they have two caves and two world bosses each and dragons and vampiric rituals are recycled.

    By doing this, an exploration map could be released annually that did not have cities but with fields, enemies, missions, caves, world bosses, public dungeons and some dungeon DLC, resources and new materials, etc.

    You could also use that year to add content and make corrections to base maps and maps from previous chapters.

    The second improvement I propose is to make sense of PVP ranked mode. When a player comes first in the PVP rankings, they are awarded the emperor's costume, a title, and the chance to purchase the throne of Cyrodiil. What I propose is the reward for those who reach the first place in the PVP ranking, to be able to do a mission to become "Dragon Blood" for later, when in a future chapter the area of ​​Alto Hrothgar is added to the map of Tamriel do a quest where the player who placed first in the PVP and had completed the quest to become "Dragon Blood", can do this quest to unlock the "Dragon Blood" skill line with attacks like the ones that appeared in “The Elder Scroll 5”.

    To unlock the "Dragon Blood" abilities, players would have to go through the Skyrim maps and look for the "Dragon Stones" found in catacombs and across the surface of Skyrim. Each cry is made up of 3 words and each word is unlocked with a dragon soul, since the chapter of Elsweyr dragons can be found in Tamriel.

    Every time players defeat a dragon, it could drop the soul for players to absorb through an added effect to unlock the words to unlock the “Blood of the Dragon” skill line.

    Other players who did not finish first in the PVP will need to purchase this skill line through the crown shop.

    The third improvement I propose is to increase the space and functionalities of all the cities of Tamriel so that the players have more areas to interact with.

    Cities could host plazas for players to meet other players, duels are held that currently take place outside of cities.

    The need for large Shrines of Mara in all cities so that players can get married for a price in in-game gold and hold a banquet in the Shrine of Mara gardens.

    The need for buildings that players can access by paying in-game gold, such as bathhouses.

    The cities need a defined "Bank" building, in which loans can be borrowed and that negatively affects the player if he does not meet the due payments.

    In all the cities of Tamriel you should be able to do the quests of the thieves guild and be able to do those quests in that same city, currently the players who buy the DLC "Thieves Guild" have to go to the city of Hew's Bane to complete these quests . When a player purchases the “Thieves Guild” DLC with crowns they should have access to completing these quests throughout Tamriel.

    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.

    The fourth improvement I propose is to reduce the size of the world zones of the base game and the chapters in the Tamriel map, to open new zones to add more chapters and stories.

    zdzsuelk2lq8.png

    When the Morrowind chapter came out, the entire Vvarderfell became available and I think it's a mistake. A chapter of an area should have been made and not of the entire area, that area may give more chapters in the future such as a chapter on the conflicts between the houses, the Cenicios, more plots about the Redoran, the Morag Tong, the Telvanni, the Red Mountain, the Dwemer, etc.

    In the Summerset chapter the same thing happens as with Morrowind, the entire island of Summerset was suddenly skewed, skewing the possibility of new chapters about the high elves.

    It is no longer possible to insert new chapters about the wood elves because all the zones are taken.

    It is necessary to review the size of each zone of the base game and the subsequent chapters that were released on the map, and to correct bugs in the Tamriel map.

    I will be updating this publication, thank you very much for your time.

    We can give them 10000 Ideas to improve The Elder Scroll Online.

    But... will they listen? Yes!
    Will they make changes? Maybe
    Will they change what we ask? No!
    Will they change what we ask to DONT change it? lol! yeap

    We have PTS for that. People reply. We dont like this, this is wrong.... and look at the game!
  • kargen27
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    "We have PTS for that. People reply. We dont like this, this is wrong.... and look at the game!"

    Some don't like. Human nature is to speak up when against something but remain silent when something meets your approval.
    And they have given players changes they wanted. A good example is the account wide achievements. I personally think it was a bad idea but a lot of people wanted it. I think not letting us toggle account wide achievements off is the biggest mistake developers made. But they did listen to other players on that one.
    and then the parrot said, "must be the water mines green too."
  • blue_peaceful_Manticore
    kargen27 wrote: »
    "We have PTS for that. People reply. We dont like this, this is wrong.... and look at the game!"

    Some don't like. Human nature is to speak up when against something but remain silent when something meets your approval.
    And they have given players changes they wanted. A good example is the account wide achievements. I personally think it was a bad idea but a lot of people wanted it. I think not letting us toggle account wide achievements off is the biggest mistake developers made. But they did listen to other players on that one.

    Thank good they break all my chars. So i delete them and keep only one now!
    It's really fun, create a new char and have most of the stuff completed cuz "players ask that" .... lol! What a nice job....
  • kargen27
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    EnKor wrote: »
    kargen27 wrote: »
    "We have PTS for that. People reply. We dont like this, this is wrong.... and look at the game!"

    Some don't like. Human nature is to speak up when against something but remain silent when something meets your approval.
    And they have given players changes they wanted. A good example is the account wide achievements. I personally think it was a bad idea but a lot of people wanted it. I think not letting us toggle account wide achievements off is the biggest mistake developers made. But they did listen to other players on that one.

    Thank good they break all my chars. So i delete them and keep only one now!
    It's really fun, create a new char and have most of the stuff completed cuz "players ask that" .... lol! What a nice job....

    I had a 2nd account I was using to take one character through all the content in order of my very first character on my main account. I had done some other stuff on other characters though so the change wrecked what I was doing. I abandoned that account as there was no point in having it. I instead started a new character on the EU server and that account will have only the one character so no chance of getting credit for something the character didn't do.

    Account wide achievements should have been something we could opt out of.
    and then the parrot said, "must be the water mines green too."
  • bmnoble
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    Carlos93 wrote: »
    "Other players who did not finish first in the PVP will need to purchase this skill line through the crown shop."

    Either the skill line doesn't give much or this is pay to win.

    Either way, it's hardly a selling point to make the game better if it is only for a tiny minority of players or you pay for the privilege of the skill line...

    There always has to be a benefit for the company and if you don't work hard to be first in the ranking, you pay.

    I feel like that would generate a lot of bad publicity for the company rather than being a benefit, since it will be screamed to anyone that's willing to listen about how pay to win it is.

    Especially if its a decent skill line, wonder if anyone would actually do it the way your suggesting, either most who want it would just buy the skill line outright or ignore its existence.


    The only part of the OP that I am in favour of is:

    "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."

    That said I doubt ZOS will part with crown gems or stuff directly from the crown store, at most you might be lucky if we get a few seals of Endeavour.


    Other than that I don't feel like any of the other changes suggested would make the game better.
  • Ratzkifal
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    So many things come to mind...
    • unify login rewards and endeavors into one system
    • get rid of the crown store ad pop-up
    • add a news tab ingame with patchnotes and official communication stuff
    • fix the world map
    • overhaul combat and item sets again (because ZOS broke and homogenized too much)
    • add more Imperial City campaigns
    • give free crown crates to ESO+ members
    • stop "year-long adventure" pattern, keep aspects of it whenever appropriate
    • stop hiring celebrity actors as voice actors, as those are generally a waste of budget and only relevant if your game is set to english anyway - unless you want to make a memorable one-off villain that isn't going to reappear in future content, so doesn't need to be rehired
    • add varied difficulty to overland with easier and more challenging areas within the same zone, including simple mechanics for story boss opponents to start the learning curve earlier
    • no more time-limited house sales and the first year after release each house becomes available to buy with gold
    • have twitch drops on every day all day (to grow the viewerbase and help creators)
    • use redeem codes rather than drops instead for ESO live, which are valid for 24h to let people in diverse timezones enjoy the VOD rather than staying up late
    • fix performance
    I am sure I can think of more still or go into more detail about what I have in mind (like the combat overhaul), but then I would be here forever and ZOS isn't going to read it anyway.
    Edited by Ratzkifal on September 22, 2022 1:24AM
    This Bosmer was tortured to death. There is nothing left to be done.
  • kind_hero
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    Great ideas @Ratzkifal !

    IMO the fastest route to improve the game, and might not cost anything in the beginning, is to have at least one community manager or developer engage much more often with the community in the forums, on hot topics and feature requests. This would clear up some of the misunderstandings, and would create a healthier discussion environment. I am not sure if most of these ideas and requests go unnoticed or are gathered in some lists that are taken in consideration. Right now, this doesn't seem to happen, because many changes were not asked for. One major feature, the card game, took most of the player base by surprise, because most people considered that some other feature, like skill line, weapon, class, race, benefited the game more. So, coming up with ideas is one thing, having them seen and considered by the dev team is an other.

    [PC/EU] Tamriel Hero, Stormproof, Grand Master Crafter
  • spartaxoxo
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    Carlos93 wrote: »
    "Other players who did not finish first in the PVP will need to purchase this skill line through the crown shop."

    Either the skill line doesn't give much or this is pay to win.

    Either way, it's hardly a selling point to make the game better if it is only for a tiny minority of players or you pay for the privilege of the skill line...

    There always has to be a benefit for the company and if you don't work hard to be first in the ranking, you pay.

    Pay to Win should never be the benefit to the company. And no, there doesn't need to always be a benefit to the company for every single piece of content they release. People enjoying the game is it's own benefit, because then they spend money on cosmetics. Few of the biggest MMO games are P2W because that type of game limits the size of the playerbase and the number of customers willing to spend money due to the naked greed of the company.

    Happy Customers spending money is what the service industry is all about, not nickel and diming every single thing. Some games go so far as to charge only for cosmetics and don't even charge for access. "Giving away" some things so you can make even more money on other things is a business technique basically as old as business itself.
    Edited by spartaxoxo on September 22, 2022 10:34AM
  • Tandor
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    kargen27 wrote: »
    EnKor wrote: »
    kargen27 wrote: »
    "We have PTS for that. People reply. We dont like this, this is wrong.... and look at the game!"

    Some don't like. Human nature is to speak up when against something but remain silent when something meets your approval.
    And they have given players changes they wanted. A good example is the account wide achievements. I personally think it was a bad idea but a lot of people wanted it. I think not letting us toggle account wide achievements off is the biggest mistake developers made. But they did listen to other players on that one.

    Thank good they break all my chars. So i delete them and keep only one now!
    It's really fun, create a new char and have most of the stuff completed cuz "players ask that" .... lol! What a nice job....

    I had a 2nd account I was using to take one character through all the content in order of my very first character on my main account. I had done some other stuff on other characters though so the change wrecked what I was doing. I abandoned that account as there was no point in having it. I instead started a new character on the EU server and that account will have only the one character so no chance of getting credit for something the character didn't do.

    Account wide achievements should have been something we could opt out of.

    Agreed. I cancelled the subs on both my accounts as the 50+ characters across two servers were rendered of no continuing interest under AwA as they were all individually developed and I couldn't bear to log them all in and muck everything up. I subbed to a new account and on one server have a single character whose achievements cannot be compromised, with multiple characters on the other server which is ok as they were created with that system in place and developed accordingly.
  • Treeshka
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    I know these things are hard to do or require a lot of development time that will not going to yield into profit but personally having all the base game furniture models revamped into a high resolution model would be nice. Nowadays some of the base game models are very outdated compared to newest expansion ones.

    For example we have Nord themed furnishings but some people have no reason to use them, because Solitude themed furnishings are in much higher resolution. Same goes with Khajiit and other racial themes.
  • Giraffon
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    Two things:

    Even though everything up to this point is lost, give the option to have account wide achievements turned off or on with the creation of a new character. And then don't you ever, ever, ever take it away again. My enthusiasm for the game will never be the same since this wretched betrayal to the player base.

    Second item. For the love of Tamerial, stop screwing with builds. Just stop it. I have absolutely had it with my hard work on a build being trashed on a whim.

    Both of these items revolve around the absolute disrespect for the time people spend playing your game.
    Giraffon - Beta Lizard - For the Pact!
  • boostercc
    boostercc
    Soul Shriven
    Here's an idea to be added to eso. I think zos should add the ability to pray to the divines (aedra and Daedra) plus a skill line for each prince. And the more you pray and donate/sacrifice, the more exp you get for that skill line and the more skills you can unlock. Have each prince's skill line customised to that prince. zenifer's skill line could have skills that do with profit and trading and also crafting.
  • whitecrow
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    kind_hero wrote: »
    As a veteran player, the biggest problem I see, besides hardware issues that cause instability, is the inflation of repetive content. The release pattern, sets, grinds, copy paste dailies, most of the chapters are very much the same in structure. The story begins in Q1-Q2. By Q4, I have lost interest in the same story, and when the last DLC launches, I have only a fraction of the enthusiasm I had when the first story DLC begun. In my opinion, the new content is too fragmented. I hope that one year, the devs will merge each of these chapters into one big zone. Now I look and wonder, why is Southern Elsweyr a separate zone?

    Agreed. My enthusiasm for High Isle waned quickly. When I first got there I was impressed with the land and city design, but as the main story progressed, I found it was the same old thing again. Ok, no daedric prince, but still another cult and a high-placed traitor. The volcanic vents are basically abyssal geysers just hotter...

    The quests for repeat characters Lady Clarisse and Rigurt are lackluster too.

    Best thing I'm finding in this expansion is the further development of companions. For example they now comment on events of the main story, which I'm pretty sure the first two didn't.
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