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Ideas to improve The Elder Scrolls Online.

  • FlopsyPrince
    FlopsyPrince
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    kargen27 wrote: »
    Amottica wrote: »
    Billium813 wrote: »
    Amottica wrote: »
    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.

    Why are there resource nodes in Cyrodiil? .

    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.

    If other players can kill you while you pick a flower it is PvP. Aside from behind your factions gate there is no place you can go that is not PvP.

    Then claiming to separate PvP and PvE is meaningless.
    PC
    PS4/PS5
  • Carlos93
    Carlos93
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    Within cities and on the map you should be able to buy other types of buildings other than houses.

    You should be able to buy businesses such as farms, inns, taverns, warehouses to export goods, bathhouses that give our character passive benefits.
  • DMuehlhausen
    DMuehlhausen
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    Kalik_Gold wrote: »
    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

    Yet can't stop yourself from posting on the forums of a game you apparently don't play anymore...
  • Jabbs_Giggity
    Jabbs_Giggity
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    Oakenaxe wrote: »
    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.

    Cyrodiil has received no updates in a while. Other than Hammer being introduced and siege to gates/bridges, not much has changed. Being so large, there is plenty of room between keeps to add content. I would like to see a form of espionage added to each faction in the form of quests - spying behind enemy lines gives the faction insight to "large" groups of enemy faction and their current locations. Similar to how you see the Hammer move throughout the map.

    Ability to hire NPC groups to defend or attack keeps - this would work similarly to bidding for Traders and introduce utility guilds to PVP.

    Three separate Alliance War skill lines that are rewarded and leveled based on Cyrodiil ranks. Could be all passives with 2-3 active abilities. Offensive, Support, Defensive - In addition to Emperor and current Alliance War skill lines.

    A better monetary system for PVP. Instead of just AP, Gold acquisition through taking of keeps. As your Alliance grows stronger, your Alliance grows richer.

    And lastly, a Fourth alliance of NPC that would come in randomly (Like the Hammer) to interrupt AvA.
  • Carlos93
    Carlos93
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    I am adding new things and reforming the existing ones.
    We are going to give visibility to this thread so that it reaches the ESO developers.
  • Carlos93
    Carlos93
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    Hello people.
    I have reformed the topic and add new points.
    I would like to read your opinions on what is written in this publication.
    Greetings and have a good time.
  • The_Titan_Tim
    The_Titan_Tim
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    "Carlos93 wrote: »
    • Dragonborn skill line.

    That was a LOT of writing, I’m just going to comment on the “Dragonborn Skill Line” idea as I see it brought up by a lot of Skyrim fans.

    This skill line would make absolutely zero sense in the lore of this game, as our character is not the dovahkiin and I would much rather an active skill line added to Thieves Guild or Dark Brotherhood, as they are areas of the game that need love, or even having a Companions skill line if we’re talking about Skyrim nostalgia would be good. But a Dragonborn Skill Line?

    I’ll take a hard pass on that one.
    Edited by The_Titan_Tim on January 2, 2023 1:54AM
  • Carlos93
    Carlos93
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    "Carlos93 wrote: »
    • Dragonborn skill line.

    That was a LOT of writing, I’m just going to comment on the “Dragonborn Skill Line” idea as I see it brought up by a lot of Skyrim fans.

    This skill line would make absolutely zero sense in the lore of this game, as our character is not the dovahkiin and I would much rather an active skill line added to Thieves Guild or Dark Brotherhood, as they are areas of the game that need love, or even having a Companions skill line if we’re talking about Skyrim nostalgia would be good. But a Dragonborn Skill Line?

    I’ll take a hard pass on that one.

    And what sense does it make in the tradition of The Elder Scrolls that dragons appear in Elsweyr in the second era?
  • The_Titan_Tim
    The_Titan_Tim
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    Carlos93 wrote: »
    "Carlos93 wrote: »
    • Dragonborn skill line.

    That was a LOT of writing, I’m just going to comment on the “Dragonborn Skill Line” idea as I see it brought up by a lot of Skyrim fans.

    This skill line would make absolutely zero sense in the lore of this game, as our character is not the dovahkiin and I would much rather an active skill line added to Thieves Guild or Dark Brotherhood, as they are areas of the game that need love, or even having a Companions skill line if we’re talking about Skyrim nostalgia would be good. But a Dragonborn Skill Line?

    I’ll take a hard pass on that one.

    And what sense does it make in the tradition of The Elder Scrolls that dragons appear in Elsweyr in the second era?

    None, agreed. Get rid of it.
  • Carlos93
    Carlos93
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    I have reformed the thread and expanded its content.
  • Carlos93
    Carlos93
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    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.

    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.
    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.
    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.
    • The need for our character to have to bathe and go to the bathroom.
      Our character suffers a negative effect if he does not bathe.
      Our character can interact with bathtubs and toilets to calm his needs.
    • 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.
    • Capes, backpacks and other accessories for sale for our characters.
    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 chapter could be launched in 2024.
      A PVP chapter could be released in 2025.

      This way of releasing content in the game would help to design better stories for the game.
    • More adult and dark stories.
    • Chapter story missions and some world missions may include cutscenes.
    • Other types of stories besides defeating the villain and saving the world.
    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.
    • 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.
    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.
      This solution would be repeated in the other maps of the base game and the chapters released later.
    • Tamriel map bugs need to be fixed.
    • The mountains (Jerall Mountains, Velothi Mountains, etc) should be an area to explore.

    Here is the content so you don't have to go to the first page.
  • Billium813
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    Carlos93 wrote: »
    I have reformed the thread and expanded its content.

    You should just create a new thread rather than attempting to change the focus of an existing thread.
  • Carlos93
    Carlos93
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    Billium813 wrote: »
    Carlos93 wrote: »
    I have reformed the thread and expanded its content.

    You should just create a new thread rather than attempting to change the focus of an existing thread.

    I am hoping that if the thread becomes very popular, the Community Managers will notice this thread and the information will reach the game developers.
  • Gray_howling_parrot
    Gray_howling_parrot
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    Tandor wrote: »
    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.

    I agree on the PvP aspect BUT I think anything added is an improvement since nothing has.

    You may love the game as is, but the fact is that the game needs to improve over time, so this comment isn't very helpful from a forums standpoint. That's essentially saying you're okay with not adding anything revolutionary (outside of a few delves each year that you said) to the game from this point. I've always found commentary like this pretty backwards in thinking. You need to constantly be spitting out ideas to IMPROVE the game and just staying stationary isn't beneficial. Instead of this comment - what would YOU do differently than what he said with some of his stuff.

    Also, account-wide achievements are fantastic in my opinion. I think you should have an option to toggle them on and off for sure, but I was always wanting this myself as I hated feeling like I began a new account with every new character created. Some people like that and that's great! But, they definitely should have a toggle for this.

    The problem with a lot of the forums commentary nowadays is you have a very vocal minority of people that are happy how the game is and are pretty change-resistant. I can sympathize with this, especially from a build perspective, but there are LOTS of things that need to be modernized about the game. ESO objectively is not the #1 MMO on the market from a daily population standpoint. Why is that? There are simply things about other MMOs that are better! And this is coming from somebody who thinks this game is beyond amazing (it's my favorite MMO by a longshot). Suggest ideas for the game and be constructive! Commenting that "none of this appeals to me whatsoever" is a pretty useless comment.
    ESO YouTube Content Creator & Templar Tank/Healer Main
  • Araneae6537
    Araneae6537
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    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.

    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.
    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.
    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.
    • The need for our character to have to bathe and go to the bathroom.
      Our character suffers a negative effect if he does not bathe.
      Our character can interact with bathtubs and toilets to calm his needs.
    • 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.
    • Capes, backpacks and other accessories for sale for our characters.
    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 chapter could be launched in 2024.
      A PVP chapter could be released in 2025.

      This way of releasing content in the game would help to design better stories for the game.
    • More adult and dark stories.
    • Chapter story missions and some world missions may include cutscenes.
    • Other types of stories besides defeating the villain and saving the world.
    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.
    • 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.
    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.
      This solution would be repeated in the other maps of the base game and the chapters released later.
    • Tamriel map bugs need to be fixed.
    • The mountains (Jerall Mountains, Velothi Mountains, etc) should be an area to explore.

    Some thoughts…

    Endeavors — Why should endeavors need to be converted to something called a “battle pass” before they can be used? I like the system as it is in that I can choose to spend a small number on a cosmetic I like or save them up for a more costly mount. Perhaps I don’t understand what you are proposing with such a change, but I am not seeing the benefit.

    PvP — Many of your proposed editions sound fun but it seems that the underlying issues holding back performance need to be fixed first. Maybe additional modes and maps could be added though. I think a lot of fun things could be done with Cyrodiil too if performance wasn’t so much a limiting factor.

    PVE — Adding more life to the base game zones with additional travels, potential encounters, optional repeatable missions or contracts sounds great to me. I also like the general concept of areas/enemies of varying difficulty, but personally would prefer it more organic within the game rather than zones, such as venturing into delves, daedric ruins, etc. being more dangerous than most open world.

    In order for different materials from different zones to be viable, they would need to have a use. I remember when I started, being excited at collecting different types of wood that I was imagining I would use for furniture… Different materials would either need to be usable for the same thing but provide a small additional bonus of some type or be purely cosmetic. Or different sets would beed to require different materials.

    I like the idea of more factions to join. Right now they seem to be all of the Imperial flavor but several of my characters who would never join the Dark Brotherhood would sign up for the Morag Tong, for instance. Daedric oriented skill lines could be interesting (only where fitting requiring sacrifice, most Daedra would want other services surely). It should probably be more RP-flavored, variations on existing skills, but enabling is to further customize our characters, not something like the Fighter’s or Mage’s guild where you pretty much HAVE to join, regardless of your character, to play the game.

    I would not want to, in any game, have to worry about mundanities like using the bathroom. Having to use spells or equipment to survive extreme weather or zones (like the Deadlands) would seem fitting. As for the other, more interactable furnishings for those who want to RP sleeping, bathing, sitting down to eat, etc., would be nice.

    Housing — I think it would be great if we could had an in-game way to search player houses open to visitors and if players could set up different things in their homes such as customizable vendors, PvP toggle, and more. Also, yes, a furnishing bag or other option to store and yet easily find, access, and place furnishings would be AMAZING!

    Another addition I would really like would be to be able to set emotes for houseguests at nodes to better create a scene, tell a story, etc. Oooh, and enemies that we could set pathing to would be awesome too — let us create puzzles, mazes, dungeons! :smiley:
  • Araneae6537
    Araneae6537
    ✭✭✭✭✭
    ✭✭✭✭✭
    whitecrow wrote: »
    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.

    The volcanic vents are my least favorite such event by far, both thematically and the mechanics, I don’t enjoy them. I don’t think every zone/chapter needs to have them. Of them, I like dolmens and dragons best, although the former would need to scale much further to not be trivial, but each inspired awe when I first encountered them!

    And I absolutely agree on companions needing further development! I would expect both Mirri and Bastian to have something to say about Apocrypha when they accompany me there! :lol:
  • Carlos93
    Carlos93
    ✭✭✭
    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.

    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.
    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.
    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.
    • The need for our character to have to bathe and go to the bathroom.
      Our character suffers a negative effect if he does not bathe.
      Our character can interact with bathtubs and toilets to calm his needs.
    • 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.
    • Capes, backpacks and other accessories for sale for our characters.
    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 chapter could be launched in 2024.
      A PVP chapter could be released in 2025.

      This way of releasing content in the game would help to design better stories for the game.
    • More adult and dark stories.
    • Chapter story missions and some world missions may include cutscenes.
    • Other types of stories besides defeating the villain and saving the world.
    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.
    • 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.
    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.
      This solution would be repeated in the other maps of the base game and the chapters released later.
    • Tamriel map bugs need to be fixed.
    • The mountains (Jerall Mountains, Velothi Mountains, etc) should be an area to explore.

    Some thoughts…

    Endeavors — Why should endeavors need to be converted to something called a “battle pass” before they can be used? I like the system as it is in that I can choose to spend a small number on a cosmetic I like or save them up for a more costly mount. Perhaps I don’t understand what you are proposing with such a change, but I am not seeing the benefit.

    PvP — Many of your proposed editions sound fun but it seems that the underlying issues holding back performance need to be fixed first. Maybe additional modes and maps could be added though. I think a lot of fun things could be done with Cyrodiil too if performance wasn’t so much a limiting factor.

    PVE — Adding more life to the base game zones with additional travels, potential encounters, optional repeatable missions or contracts sounds great to me. I also like the general concept of areas/enemies of varying difficulty, but personally would prefer it more organic within the game rather than zones, such as venturing into delves, daedric ruins, etc. being more dangerous than most open world.

    In order for different materials from different zones to be viable, they would need to have a use. I remember when I started, being excited at collecting different types of wood that I was imagining I would use for furniture… Different materials would either need to be usable for the same thing but provide a small additional bonus of some type or be purely cosmetic. Or different sets would beed to require different materials.

    I like the idea of more factions to join. Right now they seem to be all of the Imperial flavor but several of my characters who would never join the Dark Brotherhood would sign up for the Morag Tong, for instance. Daedric oriented skill lines could be interesting (only where fitting requiring sacrifice, most Daedra would want other services surely). It should probably be more RP-flavored, variations on existing skills, but enabling is to further customize our characters, not something like the Fighter’s or Mage’s guild where you pretty much HAVE to join, regardless of your character, to play the game.

    I would not want to, in any game, have to worry about mundanities like using the bathroom. Having to use spells or equipment to survive extreme weather or zones (like the Deadlands) would seem fitting. As for the other, more interactable furnishings for those who want to RP sleeping, bathing, sitting down to eat, etc., would be nice.

    Housing — I think it would be great if we could had an in-game way to search player houses open to visitors and if players could set up different things in their homes such as customizable vendors, PvP toggle, and more. Also, yes, a furnishing bag or other option to store and yet easily find, access, and place furnishings would be AMAZING!

    Another addition I would really like would be to be able to set emotes for houseguests at nodes to better create a scene, tell a story, etc. Oooh, and enemies that we could set pathing to would be awesome too — let us create puzzles, mazes, dungeons! :smiley:

    What do you think of the other points?
  • Araneae6537
    Araneae6537
    ✭✭✭✭✭
    ✭✭✭✭✭
    Carlos93 wrote: »
    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.

    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.
    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.
    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.
    • The need for our character to have to bathe and go to the bathroom.
      Our character suffers a negative effect if he does not bathe.
      Our character can interact with bathtubs and toilets to calm his needs.
    • 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.
    • Capes, backpacks and other accessories for sale for our characters.
    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 chapter could be launched in 2024.
      A PVP chapter could be released in 2025.

      This way of releasing content in the game would help to design better stories for the game.
    • More adult and dark stories.
    • Chapter story missions and some world missions may include cutscenes.
    • Other types of stories besides defeating the villain and saving the world.
    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.
    • 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.
    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.
      This solution would be repeated in the other maps of the base game and the chapters released later.
    • Tamriel map bugs need to be fixed.
    • The mountains (Jerall Mountains, Velothi Mountains, etc) should be an area to explore.

    Some thoughts…

    Endeavors — Why should endeavors need to be converted to something called a “battle pass” before they can be used? I like the system as it is in that I can choose to spend a small number on a cosmetic I like or save them up for a more costly mount. Perhaps I don’t understand what you are proposing with such a change, but I am not seeing the benefit.

    PvP — Many of your proposed editions sound fun but it seems that the underlying issues holding back performance need to be fixed first. Maybe additional modes and maps could be added though. I think a lot of fun things could be done with Cyrodiil too if performance wasn’t so much a limiting factor.

    PVE — Adding more life to the base game zones with additional travels, potential encounters, optional repeatable missions or contracts sounds great to me. I also like the general concept of areas/enemies of varying difficulty, but personally would prefer it more organic within the game rather than zones, such as venturing into delves, daedric ruins, etc. being more dangerous than most open world.

    In order for different materials from different zones to be viable, they would need to have a use. I remember when I started, being excited at collecting different types of wood that I was imagining I would use for furniture… Different materials would either need to be usable for the same thing but provide a small additional bonus of some type or be purely cosmetic. Or different sets would beed to require different materials.

    I like the idea of more factions to join. Right now they seem to be all of the Imperial flavor but several of my characters who would never join the Dark Brotherhood would sign up for the Morag Tong, for instance. Daedric oriented skill lines could be interesting (only where fitting requiring sacrifice, most Daedra would want other services surely). It should probably be more RP-flavored, variations on existing skills, but enabling is to further customize our characters, not something like the Fighter’s or Mage’s guild where you pretty much HAVE to join, regardless of your character, to play the game.

    I would not want to, in any game, have to worry about mundanities like using the bathroom. Having to use spells or equipment to survive extreme weather or zones (like the Deadlands) would seem fitting. As for the other, more interactable furnishings for those who want to RP sleeping, bathing, sitting down to eat, etc., would be nice.

    Housing — I think it would be great if we could had an in-game way to search player houses open to visitors and if players could set up different things in their homes such as customizable vendors, PvP toggle, and more. Also, yes, a furnishing bag or other option to store and yet easily find, access, and place furnishings would be AMAZING!

    Another addition I would really like would be to be able to set emotes for houseguests at nodes to better create a scene, tell a story, etc. Oooh, and enemies that we could set pathing to would be awesome too — let us create puzzles, mazes, dungeons! :smiley:

    What do you think of the other points?

    Most that I didn’t comment on I was relatively indifferent to, such as capes and backpacks — I probably wouldn’t use these as I haven’t cared for most in games that had them, but I don’t have to use every cosmetic introduced and I have nothing against other players using them.

    Same with new weapons as I feel that what we have could be expanded on, including some more difference in effects, animation, even some abilities based on what weapon(s) we use. I guess there are other types of abilities / skill lines that would interest me more.

    I have zero interest in a “dragonborn” skill line.

    I think it would be great if maps, zones, and cities could be expanded, but I really don’t expect ZOS to totally rebuild already released content, which is what I would expect it would entail.

    Oh, something I missed commenting on, I’m not in favor of losing gold or anything else upon death. If it was a set amount of gold, it might be an inconsequential annoyance or primarily impact new players. Certainly not all the gold one is carrying — that would make banker assistants pay-to-win and make engaging with PVE greater risk than reward (since most loot and quest rewards are minimal in gold).

    Mercenary NPCs for hire I am neutral on. Maybe if overland was more difficult though, they would be a good addition, although we do have companions.

    I don’t think it’s wrong to have enemies near outside a city, especially if there aren’t guard patrols. Bandits or predators might risk coming near for to prey on people coming or going.

    As for the justice system, I think a total rework of a lot of things would be needed to have it not be nonsensical as it is now, especially regarding murder. NPCs don’t react appropriately and you shouldn’t be able to clear kill-on-sight with a small fine. With each witnessed incident, one would increasingly become a pariah with NPCs attacking or fleeing on sight. Of course this would also be game-breaking, so I really think assassinations should only be allowed of designated targets, perhaps only when out of view. Probably an unpopular opinion, but I really don’t see how being a murder cultist serial killer fits with the rest of the game. I mean, it doesn’t, the rest of the game basically ignores that.

    More serious stories and characters I’m all for. Orsinium was great and, IMHO, would have only been made better by there not being a clear villain and having the ability to choose sides at the end (another benefit to the plot not being world-ending). In contrast, what I’ve experienced of High Isle has seemed very caricatured and cartoonish and doesn’t make me want to engage the main story.

    My suggestion for housing is what I would prefer over specifically buying different businesses.

    Region-specific mounts and costumes available to buy in different zones would be great. It’s baffling that the stablemaster outside Vivec City clearly has guar but only has the same standard horses available for purchase.
  • Syldras
    Syldras
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    So, as you've asked for opinions.

    Disagree:

    I'm against the battle pass because I don't want to spend real money for that. I'm not interested in most things from the crown store and spend seals of endeavor very irregularly, whenever I see something that interests me - which sometimes doesn't happen for months.

    Bandits robbing a player character of their whole inventory sounds like an awful idea. If they're as easy as overland mobs, they won't pose a real danger to most players, but maybe to completely new players who are still figuring out things. Imagine how dismotivating that is if you're just 15 minutes into the game, have collected your first few things to sell or weapons and armor to test out, and then you run into a group of bandits and everything is gone. Also consider people are afk sometimes. Or do you expect players to teleport to the next city first if their phone or doorbell rings?

    Dragonborn skill line - doesn't make sense lorewise. We're not playing a dragonborn.

    A story chapter only every few years - No! There are people who are mainly here for the story content and for them, the reduction by removing the Q4 chapter is bad enough. That doesn't mean that there shouldn't be other new systems too, as well as new PvP content, but not having any story content for several years is a really, really bad idea, because a big part of the playerbase would abandon ESO then or only return every few years when something new drops. I also don't see that a reduction of story content would make everything "more adult and darker" or improve writing quality, as that's a question of the writing skills of the authors. Look at the dialogues last year or the totally stereotypical characters. Do you think that was only a matter of not having enough time?

    Crafting material level dropping according to zone - it has been like that before. And lead to people not gathering in old zones anymore because at max level there's no need for low level materials. I can understand they changed this.

    Toilet use: So you want all buildings to be changed to have toilets? And in the wilderness, can characters go into a bush at least, or do they have to travel to the next city to use a toilet? Or while exploring a big dungeon, close to the boss fight? I don't see this adding anything interesting to the game.

    Crown store npcs - I'm not a big fan of microtransactions, but weaving them into the game through store npcs would be even worse.

    Agree:

    More npcs outside towns would be nice. Also a higher number of random encounters (they already exist, in case you haven't noticed). Everything that makes the world feel more alive.

    Daedric Lord quests - yes.

    New weapons - yes, especially spears.

    Furniture bag - would be awesome and free a lot of bank space.

    Capes and backpacks - yes, as long as there aren't clipping problems.

    Neutral:

    Mercenaries to hire - I'm not sure if there's really a need because everything is already really easy and companions exist, too, but if someone wants it for roleplaying purposes, why not.

    I don't PvP, so I have no opinion on that.

    Bigger cities - as long as one can actually do things there and it's not just some meaningsless background.

    Caravan escort missions - I think it would be really boring to walk after a npc caravan for a longer time (I can remember it not being especially interesting in the singleplayer TES games), but if it's optional and people want that, I'm fine with it.

    Map overhaul - yes, correcting the mistakes, especially when it comes to Eastmarch extending too far to the East and Shadowfen being too dar North on the map. I don't see a need to rework all maps, let alone splitting them into smaller zones, though. Tamriel has enough remaining space for many years, especially including planes of Oblivion. And even if this was filled some day, and ESO still exists, they could still move to other continents.

    Players hunting other players that have a bounty - just quickslot a pardon edict and the bounty is gone within a second anyway.

    Bets and gambling houses - I don't care.

    Buying stores in the city - How would that work? Just a roleplay thing like "Invest x gold and get a higher amount back after a week"? Or as real places like player housing? Basically being a private guild trader?
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
  • Carlos93
    Carlos93
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    Syldras wrote: »
    So, as you've asked for opinions.

    Disagree:

    I'm against the battle pass because I don't want to spend real money for that. I'm not interested in most things from the crown store and spend seals of endeavor very irregularly, whenever I see something that interests me - which sometimes doesn't happen for months.

    Bandits robbing a player character of their whole inventory sounds like an awful idea. If they're as easy as overland mobs, they won't pose a real danger to most players, but maybe to completely new players who are still figuring out things. Imagine how dismotivating that is if you're just 15 minutes into the game, have collected your first few things to sell or weapons and armor to test out, and then you run into a group of bandits and everything is gone. Also consider people are afk sometimes. Or do you expect players to teleport to the next city first if their phone or doorbell rings?

    Dragonborn skill line - doesn't make sense lorewise. We're not playing a dragonborn.

    A story chapter only every few years - No! There are people who are mainly here for the story content and for them, the reduction by removing the Q4 chapter is bad enough. That doesn't mean that there shouldn't be other new systems too, as well as new PvP content, but not having any story content for several years is a really, really bad idea, because a big part of the playerbase would abandon ESO then or only return every few years when something new drops. I also don't see that a reduction of story content would make everything "more adult and darker" or improve writing quality, as that's a question of the writing skills of the authors. Look at the dialogues last year or the totally stereotypical characters. Do you think that was only a matter of not having enough time?

    Crafting material level dropping according to zone - it has been like that before. And lead to people not gathering in old zones anymore because at max level there's no need for low level materials. I can understand they changed this.

    Toilet use: So you want all buildings to be changed to have toilets? And in the wilderness, can characters go into a bush at least, or do they have to travel to the next city to use a toilet? Or while exploring a big dungeon, close to the boss fight? I don't see this adding anything interesting to the game.

    Crown store npcs - I'm not a big fan of microtransactions, but weaving them into the game through store npcs would be even worse.

    Agree:

    More npcs outside towns would be nice. Also a higher number of random encounters (they already exist, in case you haven't noticed). Everything that makes the world feel more alive.

    Daedric Lord quests - yes.

    New weapons - yes, especially spears.

    Furniture bag - would be awesome and free a lot of bank space.

    Capes and backpacks - yes, as long as there aren't clipping problems.

    Neutral:

    Mercenaries to hire - I'm not sure if there's really a need because everything is already really easy and companions exist, too, but if someone wants it for roleplaying purposes, why not.

    I don't PvP, so I have no opinion on that.

    Bigger cities - as long as one can actually do things there and it's not just some meaningsless background.

    Caravan escort missions - I think it would be really boring to walk after a npc caravan for a longer time (I can remember it not being especially interesting in the singleplayer TES games), but if it's optional and people want that, I'm fine with it.

    Map overhaul - yes, correcting the mistakes, especially when it comes to Eastmarch extending too far to the East and Shadowfen being too dar North on the map. I don't see a need to rework all maps, let alone splitting them into smaller zones, though. Tamriel has enough remaining space for many years, especially including planes of Oblivion. And even if this was filled some day, and ESO still exists, they could still move to other continents.

    Players hunting other players that have a bounty - just quickslot a pardon edict and the bounty is gone within a second anyway.

    Bets and gambling houses - I don't care.

    Buying stores in the city - How would that work? Just a roleplay thing like "Invest x gold and get a higher amount back after a week"? Or as real places like player housing? Basically being a private guild trader?

    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.
  • Bobargus
    Bobargus
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    I want the Dragonborn skill line as well. And the ability to solo complete everything in the game, and i mean "everything".
  • ADarklore
    ADarklore
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    Here is my idea... allow us to use all our companions to complete the group in dungeons, like FFXIV does. With the huge number of solo players in the game, this would greatly improve our enjoyment of the game- as it has in FFXIV. In fact, not only did they add their version of 'companions' to their newer dungeons, but went back and added the ability to bring NPCs into their older dungeons because they saw how popular it was.
    CP: 1965 ** ESO+ Gold Road ** ~~ Stamina Arcanist ~~ Magicka Warden ~~ Magicka Templar ~~ ***** Strictly a solo PvE quester *****
  • Carlos93
    Carlos93
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    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.

    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.
    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.
    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.
    • The need for our character to have to bathe and go to the bathroom.
      Our character suffers a negative effect if he does not bathe.
      Our character can interact with bathtubs and toilets to calm his needs.
    • 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.
    • Capes, backpacks and other accessories for sale for our characters.
    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 chapter could be launched in 2024.
      A PVP chapter could be released in 2025.

      This way of releasing content in the game would help to design better stories for the game.
    • More adult and dark stories.
    • Chapter story missions and some world missions may include cutscenes.
    • Other types of stories besides defeating the villain and saving the world.
    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.
    • 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.
    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.
      This solution would be repeated in the other maps of the base game and the chapters released later.
    • Tamriel map bugs need to be fixed.
    • The mountains (Jerall Mountains, Velothi Mountains, etc) should be an area to explore.

    Some thoughts…

    Endeavors — Why should endeavors need to be converted to something called a “battle pass” before they can be used? I like the system as it is in that I can choose to spend a small number on a cosmetic I like or save them up for a more costly mount. Perhaps I don’t understand what you are proposing with such a change, but I am not seeing the benefit.

    PvP — Many of your proposed editions sound fun but it seems that the underlying issues holding back performance need to be fixed first. Maybe additional modes and maps could be added though. I think a lot of fun things could be done with Cyrodiil too if performance wasn’t so much a limiting factor.

    PVE — Adding more life to the base game zones with additional travels, potential encounters, optional repeatable missions or contracts sounds great to me. I also like the general concept of areas/enemies of varying difficulty, but personally would prefer it more organic within the game rather than zones, such as venturing into delves, daedric ruins, etc. being more dangerous than most open world.

    In order for different materials from different zones to be viable, they would need to have a use. I remember when I started, being excited at collecting different types of wood that I was imagining I would use for furniture… Different materials would either need to be usable for the same thing but provide a small additional bonus of some type or be purely cosmetic. Or different sets would beed to require different materials.

    I like the idea of more factions to join. Right now they seem to be all of the Imperial flavor but several of my characters who would never join the Dark Brotherhood would sign up for the Morag Tong, for instance. Daedric oriented skill lines could be interesting (only where fitting requiring sacrifice, most Daedra would want other services surely). It should probably be more RP-flavored, variations on existing skills, but enabling is to further customize our characters, not something like the Fighter’s or Mage’s guild where you pretty much HAVE to join, regardless of your character, to play the game.

    I would not want to, in any game, have to worry about mundanities like using the bathroom. Having to use spells or equipment to survive extreme weather or zones (like the Deadlands) would seem fitting. As for the other, more interactable furnishings for those who want to RP sleeping, bathing, sitting down to eat, etc., would be nice.

    Housing — I think it would be great if we could had an in-game way to search player houses open to visitors and if players could set up different things in their homes such as customizable vendors, PvP toggle, and more. Also, yes, a furnishing bag or other option to store and yet easily find, access, and place furnishings would be AMAZING!

    Another addition I would really like would be to be able to set emotes for houseguests at nodes to better create a scene, tell a story, etc. Oooh, and enemies that we could set pathing to would be awesome too — let us create puzzles, mazes, dungeons! :smiley:

    Thank you very much for giving your opinion and I really appreciate your comment.
    Let's see if we get lucky and all these great ideas find their way to the game developers.
  • Dr_Con
    Dr_Con
    ✭✭✭✭✭
    ✭✭
    Carlos93 wrote: »
    Syldras wrote: »
    So, as you've asked for opinions.

    Disagree:

    I'm against the battle pass because I don't want to spend real money for that. I'm not interested in most things from the crown store and spend seals of endeavor very irregularly, whenever I see something that interests me - which sometimes doesn't happen for months.

    Bandits robbing a player character of their whole inventory sounds like an awful idea. If they're as easy as overland mobs, they won't pose a real danger to most players, but maybe to completely new players who are still figuring out things. Imagine how dismotivating that is if you're just 15 minutes into the game, have collected your first few things to sell or weapons and armor to test out, and then you run into a group of bandits and everything is gone. Also consider people are afk sometimes. Or do you expect players to teleport to the next city first if their phone or doorbell rings?

    Dragonborn skill line - doesn't make sense lorewise. We're not playing a dragonborn.

    A story chapter only every few years - No! There are people who are mainly here for the story content and for them, the reduction by removing the Q4 chapter is bad enough. That doesn't mean that there shouldn't be other new systems too, as well as new PvP content, but not having any story content for several years is a really, really bad idea, because a big part of the playerbase would abandon ESO then or only return every few years when something new drops. I also don't see that a reduction of story content would make everything "more adult and darker" or improve writing quality, as that's a question of the writing skills of the authors. Look at the dialogues last year or the totally stereotypical characters. Do you think that was only a matter of not having enough time?

    Crafting material level dropping according to zone - it has been like that before. And lead to people not gathering in old zones anymore because at max level there's no need for low level materials. I can understand they changed this.

    Toilet use: So you want all buildings to be changed to have toilets? And in the wilderness, can characters go into a bush at least, or do they have to travel to the next city to use a toilet? Or while exploring a big dungeon, close to the boss fight? I don't see this adding anything interesting to the game.

    Crown store npcs - I'm not a big fan of microtransactions, but weaving them into the game through store npcs would be even worse.

    Agree:

    More npcs outside towns would be nice. Also a higher number of random encounters (they already exist, in case you haven't noticed). Everything that makes the world feel more alive.

    Daedric Lord quests - yes.

    New weapons - yes, especially spears.

    Furniture bag - would be awesome and free a lot of bank space.

    Capes and backpacks - yes, as long as there aren't clipping problems.

    Neutral:

    Mercenaries to hire - I'm not sure if there's really a need because everything is already really easy and companions exist, too, but if someone wants it for roleplaying purposes, why not.

    I don't PvP, so I have no opinion on that.

    Bigger cities - as long as one can actually do things there and it's not just some meaningsless background.

    Caravan escort missions - I think it would be really boring to walk after a npc caravan for a longer time (I can remember it not being especially interesting in the singleplayer TES games), but if it's optional and people want that, I'm fine with it.

    Map overhaul - yes, correcting the mistakes, especially when it comes to Eastmarch extending too far to the East and Shadowfen being too dar North on the map. I don't see a need to rework all maps, let alone splitting them into smaller zones, though. Tamriel has enough remaining space for many years, especially including planes of Oblivion. And even if this was filled some day, and ESO still exists, they could still move to other continents.

    Players hunting other players that have a bounty - just quickslot a pardon edict and the bounty is gone within a second anyway.

    Bets and gambling houses - I don't care.

    Buying stores in the city - How would that work? Just a roleplay thing like "Invest x gold and get a higher amount back after a week"? Or as real places like player housing? Basically being a private guild trader?

    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.

    hello red dead redemption online
  • Carlos93
    Carlos93
    ✭✭✭
    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.

    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.
    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.
    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.
    • The need for our character to have to bathe and go to the bathroom.
      Our character suffers a negative effect if he does not bathe.
      Our character can interact with bathtubs and toilets to calm his needs.
    • 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.
    • Capes, backpacks and other accessories for sale for our characters.
    • 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.
    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 chapter could be launched in 2024.
      A PVP chapter could be released in 2025.
      In 2026 another important chapter would be released.

      This way of releasing content in the game would help to design better stories for the game.
    • More adult and dark stories.
    • Chapter story missions and some world missions may include cutscenes.
    • Other types of stories besides defeating the villain and saving the world.
    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.
    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.
      This solution would be repeated in the other maps of the base game and the chapters released later.
    • Tamriel map bugs need to be fixed.
    • The mountains (Jerall Mountains, Velothi Mountains, etc) should be an area to explore.

    I have added new things.
  • Carlos93
    Carlos93
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    ADarklore wrote: »
    Here is my idea... allow us to use all our companions to complete the group in dungeons, like FFXIV does. With the huge number of solo players in the game, this would greatly improve our enjoyment of the game- as it has in FFXIV. In fact, not only did they add their version of 'companions' to their newer dungeons, but went back and added the ability to bring NPCs into their older dungeons because they saw how popular it was.

    Great idea mate.
  • jle30303
    jle30303
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    Your companions will not enable you to complete a dungeon in veteran mode. Companion DPS is... nowhere near veteran standard, and companion tanking is rudimentary at best, not capable of standing up to most World Bosses and therefore not capable of standing up to Dungeon bosses - maybe Public Dungeon bosses at best They certainly can't do mechanics like "stop fighting and rush over to hit the Daedric Chests of Malubeth while under fire if the player gets pinned in Wayrest 2, ignoring that they themselves are being hit". Nor can they output enough DPS to stop the Shadow Tormentors of Gamyne Bandu in Fungal Grotto 2 if it's the player who gets pinned.

    Even a Healer companion isn't really worth much.
  • Carlos93
    Carlos93
    ✭✭✭
    jle30303 wrote: »
    Your companions will not enable you to complete a dungeon in veteran mode. Companion DPS is... nowhere near veteran standard, and companion tanking is rudimentary at best, not capable of standing up to most World Bosses and therefore not capable of standing up to Dungeon bosses - maybe Public Dungeon bosses at best They certainly can't do mechanics like "stop fighting and rush over to hit the Daedric Chests of Malubeth while under fire if the player gets pinned in Wayrest 2, ignoring that they themselves are being hit". Nor can they output enough DPS to stop the Shadow Tormentors of Gamyne Bandu in Fungal Grotto 2 if it's the player who gets pinned.

    Even a Healer companion isn't really worth much.

    And what do you think of the other points?
  • master_vanargand
    master_vanargand
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    We're tired of creators doing nothing after reading PTS feedback.
    Stop whipping us and give us candy.
  • Carlos93
    Carlos93
    ✭✭✭
    We're tired of creators doing nothing after reading PTS feedback.
    Stop whipping us and give us candy.

    We need to make ourselves heard so that community feedback is heard and listened to.
    The more we are making noise, they will begin to listen and attend to our demands.
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