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.
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.
"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.
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.
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.
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.
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.
honglatongla wrote: »prayge revert one tamriel prayge
Ragnarok0130 wrote: »honglatongla wrote: »prayge revert one tamriel prayge
Nope, I've played since Closed beta and One Tamriel was a solid change both for running with friends and for solo questing. I'd never want to go back to launch ESO.
As to the OPs' original question the best way to improve the game would be a total and complete reversion of U35's combat and animation changes...but we all know that won't happen due to developer hubris. Also don't get your hopes up OP, we have thousands of pages of feedback complete with stats and logs in the PTS forums and we still got U35.
If we're talking content I'd personally like a Cyrodiilic expansion.
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.
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.
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.
master_vanargand wrote: »Hire people who improve, not worsen.
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.
Rich made clear that early in the concept portion of the development of ESO they made a conscious decision that the PvE zones would be void of PvP so we could enjoy the stories without distractions. He said that is why they created Cyrodiil. As such Cyrodiili was specifically created and designed to be our open-world PVP zone.
As an FYI, the president of Zenimax Online Studios was one of the top developers of one of the best MMORPGs that has an open-world PvP. Matt is still the president here and he played a major role in the design of Cyrodiil for PvP.
FlopsyPrince 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.
Rich made clear that early in the concept portion of the development of ESO they made a conscious decision that the PvE zones would be void of PvP so we could enjoy the stories without distractions. He said that is why they created Cyrodiil. As such Cyrodiili was specifically created and designed to be our open-world PVP zone.
As an FYI, the president of Zenimax Online Studios was one of the top developers of one of the best MMORPGs that has an open-world PvP. Matt is still the president here and he played a major role in the design of Cyrodiil for PvP.
He was at least a little bit in error: Cyrodiil has a bit of its own story that you have to pay attention to while watching for PvP. Granted, many of them are the "go to this questing hub with this stuff" type, but it is story.
The dailies are story too though.
IC DEFINITELY has a story chain, so that excuse seems a bit off.
Not that I expect change of course, just noting that "the story" did not prevent PvP everywhere.
Rich was very accurate and reflect how the base game was designed as he is an expert in not only their early concept but also how the game was released. No PvE is in the PvP zones, and Cyrdodill was clearly designed for open-world PvP.
Billium813 wrote: »
No, even at the very early stage of the creation of the game, when it was a concept, we made a strong-willed decision. We want players to be able to explore our world in peace. Enjoy the story and not be distracted by the bloodshed. But we are well aware that PvP is interesting for players. For this purpose, Cyrodiil was created - a large combat zone.
Billium813 wrote: »
It seems that Zenimax thought it was a good idea to add them.
Not sure why people are arguing with me. I have merely stated a fact I can back up, which is what Rich said. Any questions or arguments about his comment should be addressed to Rich himself, as I was not part of that. Maybe even Matt since he would have been part of it.
BTW, the quote I am referring to.No, even at the very early stage of the creation of the game, when it was a concept, we made a strong-willed decision. We want players to be able to explore our world in peace. Enjoy the story and not be distracted by the bloodshed. But we are well aware that PvP is interesting for players. For this purpose, Cyrodiil was created - a large combat zone.
Regards, Enjoy the game.
Billium813 wrote: »
Billium813 wrote: »
So that people in cyro can craft potions, poisons, improve gear, make food..... basic resources that are essential if you intend to last more than a literal second in pvp.
Is looting in a shooter a pve activity?
FlopsyPrince wrote: »Billium813 wrote: »
It seems that Zenimax thought it was a good idea to add them.
Not sure why people are arguing with me. I have merely stated a fact I can back up, which is what Rich said. Any questions or arguments about his comment should be addressed to Rich himself, as I was not part of that. Maybe even Matt since he would have been part of it.
BTW, the quote I am referring to.No, even at the very early stage of the creation of the game, when it was a concept, we made a strong-willed decision. We want players to be able to explore our world in peace. Enjoy the story and not be distracted by the bloodshed. But we are well aware that PvP is interesting for players. For this purpose, Cyrodiil was created - a large combat zone.
Regards, Enjoy the game.
You implied Rich's statement was completely authoritative and explained why Cyrodiil was PvP, since PvE areas weren't supposed to have PvP, but Cyrodiil was a pure PvP zone. People are giving examples where that is not true.
Yes, Rich made the statement, but it is not really completely true.
I have other general issues with PvP in ESO, but I don't disagree that Cyrodiil was a desire for that, but too many PvE components were mixed in making it not quite true.