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Ideas to Improve ESO in Future: Quality of Life Updates, New-Class Concepts, and Much More

hashii
hashii
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Hi! With the announcement of the new Arcanist class, and the new quarterly structural changes with ESO, it spurred me to create a document of all the possible changes that ZOS can implement within the game to make it better. I have been noting down ideas as they come, and some of these are more refined than others. My goal is to present ideas to the community and the developers so that it generates new creative ideas for future implementation. I added new Class ideas, new weapon skill lines, potential Quality of Life updates for the 3rd Quarter, and even potential new game modes for future 4th Quarters. I am not a game-developer and I realize that there are a lot of complexities involved when trying to sort through all the community feedback and player requests. However, I hope that this consolidated document can help in future decision making, thus leading to more exciting chapter reveals in years to come.

Cosmetics/Housing/Recipe Collections Updates + Quality of Life:
  • Mundanes and Heartwood and other furnishing materials drop from Surveys (making housing more accessible)
  • Few more 60-slot housing storage chests. Very useful for storing a lot of furnishings in bulk.
  • Organize housing collection menu by favorites or size category
  • More houses available to purchase with gold. Hall of the Lunar Champion was/and still is one of my top favorite houses. The excitement each new quarter to unlock a new area was amazing. If housing tokens are implemented like endeavors, that’s cool too. It would add a reward incentive to look out for.
  • Bard Houseguests that sing in your house and play instruments.
  • Musical Instruments as furnishings that you can interact with.
  • Ability to hide thigh-plates and front-groin-flaps on Chest style pages. Lot of the available options have massive thigh plates or groin-flaps. I find that it makes sense for bulky heavy armor, but doesn't always work with light/medium armor. Not sure how it would be possible to hide these, but an option would be nice.
  • More hairstyle options, hair color options, hair-highlights option, etc.
  • Weapon Personalities - Holding weapons in different styles. For example, holding greatsword/2handed weapons on shoulder, rather than sway back and forth as it is currently
  • A cute cow pet/bull mount. A war boar and echatere mount would be amazing.
  • More iridescent dyes that shine/change color
  • Crafting Recipes/ Furnishing Plans/ Style Pages/ Motifs to be account wide collection. I always get worried if I am learning the item on my main character or not. Similar to the Sets-stickerbook, this would be a good way for collectors to keep track and perhaps even preview recipes/furnishing plans. And plan what to collect in each zone.
  • New types of unique outfits/costume designs that are lore friendly, but are inspired by different real-world cultures. For example, I would love to see more unique types of Asian dresses/robes that are converted to fit Elder Scrolls lore. Just like this, new unique outfits that draw upon different cultural influences would be great, but converted to fit ESO-lore.

Miscellaneous/ Other Quality of Life Updates:
  • Treasure Maps are rarer, but give guaranteed better-higher quality items - gold quality items/furnishings/recipes/etc. Right now, I feel like I have no incentive to do treasure maps, since I always get stuff I just deconstruct and forget about. Making this change would make these maps more valuable. Alternatively, could introduce new type of “Gold”-treasure-map, that has better rewards.
  • In-game guide/ recommended story-path for new players/old-returning players to follow. It's confusing for new/returning players and a guide or "recommended path" will be amazing to navigate through all the zone storylines and DLCs.
  • Another CP slot for the green tree.
  • Better login-rewards: name change tokens, appearance tokens, maybe slot upgrades, extra endeavor seals reward
  • More things to do with Companions. Quests, activities, dialogue options. An evolving personality with companions.
  • Smarter combat with Companions so they don't die often.
  • Better reward structure/incentives for Achievements. I like ones that give nice furnishings and cool dyes. Any costumes, adornments, personalities would be great too. It would be nice if those rewards actually feel premium and look good and high quality on the character model. Weapon styles that glow would be amazing too.

New Game Mode Ideas (Rough Ideas):
  • Using existing housing mechanic, build a defense system against incoming horde of daedra and enemies. Can be used for Solo-Arenas, Group-Play, or PvP.
  • Naval Combat. Navigate a ship through turbulent waters and enemy ships. Can be used for a new Solo-Arena, Group-PvE-Play or PvP.
  • Mounted Combat - Get on top of mounts and fight. Mounted combat only works in that specific map only. Not in overworld.
  • Dwemer Spider Race. Get on top of a Dwemer Spider and race against obstacles, while avoiding obstacles and enemy bandits. Perhaps you can use your own mounts here.

Future Class Ideas + Guild Skill Lines: (Some ideas more refined than others).
Elementalist: Channeling the power of wrath, fury, and burning rage, empower your character with Malacath’s mystical arms to vanquish your foes. Engage with the new Berserker mode for a high-risk, high-reward gameplay. The more you use certain skills, the more it costs your health, in exchange for raw power. This class is ESO’s unique spin on the unarmed class. The class could function as two ways. Berserker mode or a Passive mode. This will allow players to choose between the high-risk high reward gameplay, or a more defensive route in the Passive mode
  • This class would be released alongside the unarmed skill line, or the class would be strictly unarmed, depending on how ZOS wants to implement this.
  • The offensive skill line summons 2-4 mystical fiery/elemental arms behind your character that serves various purposes. The ultimate would allow you to go into Berserker mode, which will drain your HP, in exchange for greater power.
  • The support skill line has skills that help your character regenerate health for your berserker mode in the offensive skill line. The ultimate also summons a Volendrung type weapon that lays waste in a wide area, or heals the group or debuffs the enemy.
  • The defensive skills will have shields and buffs that allow you to take less damage as your hp is going down. It can have skills that have a more holy Trinimac type theme to fill in some lore regarding Malacath.
Dreamstrider: Enchant and succumb your enemies to eternal nightmares and torment, with the power of Vaermina. Bring forth the pocket realm of Vaermina into Nirn, and unleash horrors. This is a type of illusion caster class.
  • The offensive skill line strangles enemies in shadowy tendrils. The ultimate would summon a large AoE, that looks like a psychedelic pocket realm with flying ghouls and wraiths moving in a hurricane to damage the enemy.
  • The support skill line has effects that stun lock the enemy, debuffing them, and stealing their life-essence.
  • The defensive skill line summons a fractured version of yourself that mimics your actions, and stays near you. These versions can take damage on behalf of you. The ultimate summons a hall of mirrors – with a funhouse type vibe. It slowly damages the enemy or provides defensive capabilities.
Celestial: Shine with the power of the Moon and the Stars, and grace your allies with blessings of Azura. Or, unleash wrath on your enemies. The class has color themes of Silver, Sky-blue, LightPinks or DarkPurples, focused on elegance and vanity, like Azura.
  • The offensive skill tree that has celestial themes that summons elegant deadly creatures. Not winged twilights, but other land-based beautiful beasts. It also allows you to summon beams from your hands that damage enemies.
  • The restorative skill tree has gentle moon and stars theme with celestial healing effects.
  • The defensive skill tree has themes focused on meditation and apparitions protecting the player. It's like a regular ward but the animation looks like an elegant beast is protecting the player.
Trickster: This will be a Clavicus Vile themed class. For this class I envision him as a trickster class, but mixed with a dog companion. The interesting difference between other summoning classes and this one is, combat is more involved with the dog companion. The summoner doesn't sit back and let the pets do the work. Or let the pets just follow and support. Your stats are split/stored half and half between yourself and the dog. A nod to how Clavicus Vile stores half of his power with Barbas. This is also partly a type of beast-tamer class, similar to those seen in other games.
  • The offensive skill line involves skills that synergize with the dog's skill line. You are a tactician with the dog. It focuses on placing traps that stay in place and attack the target. OR melee magical combat that you perform with the dog.
  • The support skill line focuses on having the dog bless you or your companions. It also focuses on placing tricks that debuff the enemies.
  • The defensive skill line focuses on placing buffs on your beastly giant wolf/dog companion and turning him into a tank.
Swordsinger: This focuses on the She-hai/Ansei Spirit Swords. It can be a class or a skill-line that has a lot of twirling-dancing sword animations with elemental animation effects.
  • One of the skills can be have a green electric effect on your weapon that allows you to roll forward while striking the enemy multiple times. Basically, every time you hit the skill button, you roll-dash forward and strike the enemy.
  • Another skill can summon a giant spirit sword that slashes the enemy. This can be an ultimate.
Clockwork Engineer. It summons dwemer automatons for the ultimate or even allowing you to get inside the automaton to control it like a mech-robot. It also summons dwemer spiders or creatures for regular skills. This can be a full class or a clockwork guild skill-line just like the psijic skill line.
  • A lot of people created different versions of this class idea. Any route that ZOS takes is fine, whether it is a guild-skill line (which somewhat makes sense), or a separate class.
  • If it is a guild-skill line, I hope it has a lot of offensive skills that allows you to work with dwemer machines in unique ways.
  • Perhaps the way you learn this guild skill line is, maybe there is a group of Clockwork Apostles, trying to make a mark on Nirn to spread the teachings and way of life of Sotha-Sil, to live in a more refined futuristic manner. Or alternatively, this would fit well in a Clockwork City 2.0 DLC.
Nightingale: A Nocturnal focused Guild/Mini-Skill Line would be cool. Focused more on offensive skills that are purple in theme, since we already have a thieves guild passive skill tree. The offensive skills would be focused on sneaking, sniping, and placing traps.
Dragonpriest: This is not a class, but a guild skill-line focused on voice and the thu'um. Can summon elemental effects and offensive skills with cool animations.
  • Marked for Death – Debuffing the enemy
  • Dragon Aspect – A dragon armor buff on your character
  • Unrelenting Force – Can’t have a Thu’um skill line without this
Voidstriker: A Namira focused Class focused on the void skills seen in the Markarth DLC. With a bit of cannibalism passives thrown in. The offensive skill line attacks with oozing darkness. The ultimate allows you to turn into the voidmother for a while to strike enemies.
Webspinner: A skill line focused on Mephala. Summons spiders that tangle enemies and slow them down. Attacks with various blood-crystal shards that you fling at the enemy.
Other Misc. Ideas:
  • Sheogorath Focused class focused on alteration and wacky transformations. Can be a mini-skill line if not a mainline class. Can kill enemies by playing music or transforming them into crazy stuff.
  • Kyne’s Blessing: A class focused on Wind and Water. We have the warden, which can be considered as earth and ice, and then dragonknights are fire-focused. A kynareth blessed skill-line would use air and water elements as their main theme.

New Weapon Skill Lines: I think having a few more weapon skill lines would add a great deal of diversity when creating new characters. I love creating alts and each time, I like coming up with something new. New weapons would greatly help.
  • Polearms/Spears/Lances. They could all fall into one category for skill line, or has 1H-Shield option, Dualwield option. 2-Handed option.
  • Gauntlets (focused on unarmed combat)
  • Spellblade (you wear magic gloves that make your hands glow, allowing you to summon magic from your hands). Alternatively, magic with just hands. This eliminates the need to use staves for creating magic casts. Not sure how ZOS wants to handle this, but I would really love to be a magic-user without requiring staves.
  • Grimoires. Already has some introduction with Arcanist class. An official skill line for it would be amazing.
  • Crossbows: 2Handed Heavy Crossbows - More attack power, slower. Dual-Wield Light Crossbows - Less Attack, but faster attack.

Combat Quality of Life Updates:
  • Class-change tokens
  • Better/Upgraded animations for older classes/ Weapon skill lines. They don't have to be super flashy that it's visually confusing on the screen. But some of the skills feel very bland and don't feel exciting in terms of animations.
  • Different animations that make stamina vs magicka class skills more distinct. Right now, stamina vs magicka feel very similar, except for different colors. They might have subtle changes, but it doesn't feel exciting to me. I'd like an update to make animations have a variety of build-identity.
  • Monster-Sets/Trial-Sets/Arena-Sets that allow you to summon large creatures that fight next to you. I like playing classes that are visually exciting, and one of them is summoning large powerful entities.
  • Flame/Frost/Atronachs, Spiggans, Etc. I really love the Aegis Caller Set or Maw of the Infernal Set. Feels amazing to summon these
Edited by hashii on February 4, 2023 11:38PM
  • hashii
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    Some of these might not be strictly lore-friendly, but hopefully there is a way to incorporate them while making it lore-friendly. For some of these Daedric Princes, it might even expand their lore further.

    It's a lengthy post, but if you read it this far, thanks for spending the time :smile:
  • hashii
    hashii
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    Hi, I came up with few more ideas. And as always, these aren't things I'm dictating ZOS should implement, but just mere ideas I would like to put out to the community/developers to initiate brainstorming ideas for the future of this game.

    New Game Modes:
    • Having a singe-player/arena like mode with the existing group dungeons. A lot of the dungeons are already made and in the game. However, this new mode allows a new option for players to explore the dungeons at their own pace with a difficulty suited for a single person. Also, I heard complaints from people that whenever they try to do group dungeons, everyone tries to run ahead and complete it as soon as possible. This prevents you from enjoying the atmosphere and the story. I face this issue as well, as I rush through the dungeon to keep up with the group and finish my random daily normal. This idea would offer a low-cost option (since a there a lot of dungeons in the game) for interesting content and achievements for people to accomplish. Plus it has repeatability that ZOS is striving for. People can take on these dungeons solo whenever they want. The only trick is to provide different incentives to do solo-group-dungeons vs group-dungeons with a group.

    ESO+ Subscription Benefits: This is a personal opinion and wish, as a player who has been playing for 4+ years. The current benefits are decent, but sometimes it feels like I'm primarily paying for inventory management convenience only. I have all the Zone DLCs, and I did dungeons when I had ESO+ consistently for the past few years. It's still nice that ZOS gives access to them if you have membership for new players, but if you already own them or have already done them, I personally don't find all the other benefits worthwhile. The 2x housing slots are also nice, but I don't house all the time. Sometimes I just play the DLC Chapter storylines. Or sometimes I just come online to chat with friends and do other stuff. So if I want to house, I could just get the subscription then. So when I am calculating what I'm getting, for what I pay every few months/yearly, I find myself coming up short on reasons why I am paying for the subscription - other than mainly getting inventory management convenience with the craftbag. So I tried to see if I can perhaps come up with new things to incentivize long-time players:
    • Reduced cost for endeavor seal purchases, just like the crown discounts
    • Every quarter, when new crates are released, if you have the subscription, you get X number of new crown crates for free. Just to make the subscription feel more premium.
    • A Goodie-Bag of decent/fun loot at the start of each month - on the first of each month perhaps. This is to incentivize recurring subscription adoption. The goodie-bag can contain loot like character slots, name change/appearance coupons, a crate or two. And to even make it even more special, during key-holiday events like anniversary, thanksgiving, or christmas/new year, they get a special costume or animated mount. Perhaps the existing ESO+ statuettes/paintings can be combined with this goodie-bag.

    Housing-Option:
    • A one-time purchase option to unlock full housing slots in all your houses. This is what you normally get with ESO+ subscription.

    Potential Skill/Class Changes:
    • Introduction of a 4th class skill line? Something to think about in the future. Other games do something like Ascended classes, to evolve your existing character further. Perhaps in ESO, you have to be lvl 50 or a certain CP level to unlock the 4th class-skill-tree for your class? I think it would be an interesting way to introduce new mechanics into existing classes.
    • Or if not done in an ascended way, just a regular 4th class skill line that fits the theme of the class, but offers a new perspective/ability to play the existing classes.

    Once again, these are just some potential ideas that I'm throwing out there, and the developers can pick and choose what they would like to implement in the future years.

    Thank you very much for taking the time to read up to here :smile: Happy ESO-ing~
  • Sarannah
    Sarannah
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    Absolutely awesome post and ideas! The only thing I disagree with is the class change token, and I think the upgraded animations for older classes/skills should be optional(to prevent the jabs debacle). ZOS could sell the upgraded animations, so it remains completely optional and makes them money.

    Some other thoughts:
    -For log in rewards I'd like to see more stats and skill respecs.
    -New weapon skilline: Chakram(can be both dual weapons and two handed weapon at the same time).
    -New class type: Something(druid maybe) with nature with permanent summons, to walk around with an army.
    -Instead of a 4th skillline for a single class, I'd rather see a type of rebirth, where we can choose a single skillline from another class to add to our three base class skilllines after rebirthing. Rebirthing again would allow us to exchange that skillline for another. (only available at level 50) This would open up the game in so many different/interesting ways for everyone.
    -Green CP tree should consist only of passives, so leveling CP has a point to it.
    -No more CP upper limit, make it endless!

    Again, fantastic post!
    Edited by Sarannah on February 5, 2023 9:38AM
  • olsborg
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    2 things that would rejuvenate the game not just for myself, but for most ppl imo.

    1: Spellcrafting. Might aswell let the cat out of the bag now that we are more or less hybridized with all skills for all classes.
    2: Overland hardmode. Overland combat and questing/exploration is trivial and boring/repetative at best with little to no reward. Hardmode on this with slightly better rewarding would make it alot more challenging and fun.

    PC EU
    PvP only
  • hashii
    hashii
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    Sarannah wrote: »
    Some other thoughts:
    -For log in rewards I'd like to see more stats and skill respecs.
    -New weapon skilline: Chakram(can be both dual weapons and two handed weapon at the same time).
    -New class type: Something(druid maybe) with nature with permanent summons, to walk around with an army.
    -Instead of a 4th skillline for a single class, I'd rather see a type of rebirth, where we can choose a single skillline from another class to add to our three base class skilllines after rebirthing. Rebirthing again would allow us to exchange that skillline for another. (only available at level 50) This would open up the game in so many different/interesting ways for everyone.
    -Green CP tree should consist only of passives, so leveling CP has a point to it.
    -No more CP upper limit, make it endless!

    Thank you very much @Sarannah :smile:

    As for animations, it's a bit of a tricky situation I think. Some of the base-class animations could really use an upgrade in my opinion since they don't feel very impactful to use - from an aesthetic point of view. However, like you said I do think that there is a market for reskins for certain skills - or to change the theme of a certain class. For example, the ability to change the Sorcerer Pet from a Clannfear/Scamp to something else entirely - perhaps atronachs. I think those are really interesting and unique ways for ZOS to monetize it.

    Class Reskins - New way for ZOS to monetize in crownstore: I believe that ZOS, if they choose to go this route, wants to keep these reskins as lore-friendly as possible that fits closely with existing class themes, while deviating slightly to make them interesting. Here are a few ideas I have in mind:
    • Sorcerer - Atronach Reskin or Clockwork Reskin - Summons mini atronachs or clockwork automatons/dwemer spiders as pets.
    • Dragonknight - Peryite Reskin - Changes animations to be pure poison and bile fitting the dragon and pestilence theme of Peryite.
    • Warden - Spriggan Mother Reskin - Instead of summoning bugs for attack animations - summons spriggan themed effects.
    • Warden - Forbidden Forest Reskin - Instead of lush forest effects, things are more dead and ghostly.
    • Templar - Meridian Colored Rooms Reskin - Instead of a golden aura, the skills now have Meridia's symbols for animations and each time, they output a different color.
    • Nightblade - Blades Assassin Reskin (Ninja themed) - Has smokescreen/dust effects, ninja blades, etc.

    I agree about the login-rewards. I would like to see a complete overhaul of it, or atleast give players the options to choose between different things each day - rather than a set-in-stone type of reward. And I can get behind on having a lot more passives in the green CP tree. For example, the faster resource node harvest can be made into a passive since it's more about convenience rather than anything game-breaking.

  • hashii
    hashii
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    olsborg wrote: »
    2: Overland hardmode. Overland combat and questing/exploration is trivial and boring/repetative at best with little to no reward. Hardmode on this with slightly better rewarding would make it alot more challenging and fun.

    Overland Hardmode is interesting, and I would like to see that implemented in someway shape or form. I'm trying to figure out how they could do so. This is how I think they could do it, while catering to casual/new-players and seasoned-veteran players looking for a challenge. And doing it this way could open an entirely new game-mode/achievement and reward system.

    Combined New-Game-Modes Proposal: Overland-Difficulty: This is a tricky problem, and I propose handling it in multiple targeted ways. Each of these are individual separate game-modes that combine together to solve the overland difficulty problem.
    • First New Game-Mode: Beast-Hunter (couldn't call it Monster Hunter for obvious reasons haha)
      Basically, it's like a zone-wide event - just like how Dragons roam around or Harrowstorms are triggered. In a cyclical pattern, one or two world-bosses in the zone becomes Enraged at the same time. This means they glow with a fiery aura, and are harder and stronger. Also, they are also visually bigger and have a new Title next to their name/or new name. This happens in the overland and it reuses the existing assets already created, but they are scaled to be bigger, with glowing animated effects to signify that they are harder. These enemies are equivalent to regular veteran dungeon bosses with new mechanics.

      For Public dungeons and Delves, there is an option now to choose between Normal or Veteran mode, just like group dungeons. And if you choose Veteran mode, once again, you face Enraged final-boss(es) at the end of the delve/public dungeon.
    • Second-New Game-Mode: Bestiary Achievement System This is where it gets interesting. In your Collections/Journal Menu, there is a new tab called Bestiary. This is a new type of achievement system. It is essentially a book that you open, and it has a neatly drawn sketch of the world-boss that is enranged. It gives some lore about the boss, and interesting info. Plus, it also has a check mark whether you killed it or not. If you did not kill it, the boss would be grayed out, and it just has their new name only. If you killed it, you unlock the art and the lore.

      If you click the Bestiary Achievement button, this has new achievement rewards that players can strive for. Dyes, Mounts,
      Pets, Body Markings, Tattoos, Personalities, Furnishings, Etc.
    • Third-New-Game-Mode: Unique Enraged Bosses: These vary between zone-to-zone. Each Zone has different collection of Uniques. What this means is, killing a regular Enraged World-Boss triggers a rare event that summons a Unique Enraged Boss that is somewhere on the map. You now have to go to that location and you will be given the opportunity to kill that. It is equivalent to a hard-mode veteran dungeon world boss. Once again, these are special pages within your Bestiary that you can collect which supports the new achievement system.

    I think this Bestiary system incentivizes people to collect the missing pages in their book. If they want to feel that sense of completion, they have to go to the different zones and tackle these new bosses and unlock the new art and lore, while unlocking the achievements associated with it. And the good thing about ESO is, there are so many Zones available, with so much open space for bosses to pop up.

    Now the only thing to handle next is, how do you implement Hardmode Story option in ESO. I'd love to have stronger story bosses. It would have to flow smoothly with the whole role-playing experience too. Why would your character who already saved the world, need to do it again but this time it's harder? Perhaps, this too calls for a new game-mode.

    Fourth-New-Game-Mode: Nightmares of the Dreamstride: This is a good time to add Vaermina into the mix for added lore. Essentially, once you finish the main-story in regular difficulty, you now have the option to relive that experience in harder-difficulty. This new hardmode storyline doesn't happen in your normal Tamriel reality, but it is a fake-reality caused by Vaermina's dreams and illusions. [This is perfect timing to introduce my new class idea: Dreamstrider :wink::wink: haha] This can tie into a background story about Vaermina and her plans for something nefarious. It is not a full-fledged storyline like regular Chapters, but mini quests that join together like puzzles to create a bigger storyline.
    • For each Alliance Faction, it can have some distinct extra storyline about the consequences of your actions once you finished the story in veteran hard mode. Each fake-reality of Vaermina, for each alliance storyline, needs to have a separate mini-storyline-quest. Again for the DLC storylines, it has to be a separate mini-storyline as well. It essentially provides the role-player a lore-friendly way to make sense of all of this.
    • Perhaps from a development point of view, new mini-stories are unlocked every Q4-with the release of the new game-modes ZOS is planning in the future. Nightmares of the Dreamstride can be a slow, but expanding storyline that offers veteran mode difficulty to existing storylines.
    Edited by hashii on February 5, 2023 8:59PM
  • hashii
    hashii
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    An after-thought comment regarding my previous post: Beast-Hunter-Mode, Unique Enraged Bosses, Bestiary Achievement System, and Nightmares of the Dreamstride would be 4 distinct new game modes that are rolled out slowly over the course of few quarters or years, that combine to solve the issue of Overland Difficulty that people are asking for.

    Hopefully that covers all aspects. Please let me know what you guys think :smile:
    Edited by hashii on February 5, 2023 8:44PM
  • Sarannah
    Sarannah
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    I'm completely against a harder overland in any way shape and form, especially if it has increased rewards. Increased rewards should never ever happen! And it also should not be a different servershard, or it would come with farming benefits and other benefits. Delves and public dungeons should not change at all, as it is helpful for other inexperienced players seeing higher level players there and being able to walk along with them.

    Though I do have to admit, having a hardmode scroll near world bosses like in veteran dungeons could be fun(only affects nearby world boss). For overland this would have to be visually effective, to make sure players can see if it is active on a world boss. And after using the scroll, the world boss would only be hardmode for 10 seconds, unless it is engaged in battle immediately than it stays hardmode till it is dead(if everyone in battle with it dies, it becomes a regular difficulty world boss again). This 10 seconds is to prevent players from trolling and activating hardmode on world bosses without wanting to kill them.

    Harder overland brings many issues with it, because players do many things in overland which are not fighting: AFKing, excavating/scrying, listening to quests, respeccing, inventory management, selling, banking, checking the map, roleplaying, guildevents, checking guildtraders, etc. All a veteran overland would do is annoy players, and cause harmful gameplay where players die while doing something else. Players who want more difficult content, should move to that content with arena's, dungeons, and trials, or their veteran versions. Overland should not be changed.
    Edited by Sarannah on February 6, 2023 9:24AM
  • Billium813
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    It feels like there is 4 threads worth of material here. I would suggest that for future threads, try to keep the thread streamlined by focusing on a single topic. I think a mega thread like this runs the issue of burying your ideas under a mountain of text that no one will read because its so scattered and directionless.

    Have a thread of QoL suggestions, one for Class improvement suggestions, another for your new class ideas, another for new feature suggestions.
    Edited by Billium813 on February 6, 2023 3:39PM
  • hashii
    hashii
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    Billium813 wrote: »
    It feels like there is 4 threads worth of material here. I would suggest that for future threads, try to keep the thread streamlined by focusing on a single topic. I think a mega thread like this runs the issue of burying your ideas under a mountain of text that no one will read because its so scattered and directionless.

    Have a thread of QoL suggestions, one for Class improvement suggestions, another for your new class ideas, another for new feature suggestions.

    Thanks for the suggestion :smile: . I don't post on the forums much, so I figured having a consolidated thread would help any potential ESO developers to have all the information in a single repository. Next time, I'll do individual threads.
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