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Red to Yellow Highlighted Enemies - Base Game to DLC Zones Poll

Zachary_Shadow
Zachary_Shadow
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I might be in the minority here, but a feature that I truly loved from base game zones was seeing enemies from a certain area go from being highlighted red to yellow after completing a quest that made it so that those enemies no longer wanted to attack you. They are still around for those players that completed the quest to go and kill or to help a fellow player that may have not completed the quest, but this was such a nice addition from way back when. It not only brought a sense of immersion as I felt that I was helping the world but made me feel accomplished when I come back to those areas to find that the enemies don't automatically hate me. It reminds me of those quests that I completed years ago - being a completionist on my main character where all story and side content is completed.

From this though, I've noticed none of the DLC content offers this feature, even when it would make sense story-wise (at least from my recollection, I could be wrong). Take an example from Glenumbra from the area Beldama Wyrd Tree where after completing the quest for that area you remove the corruption from the tree and animals that would recklessly attack anybody. Now, these animals are neutral for me. I feel so many of the DLC zones would benefit from such a small change as I feel that those zones and stories are far superior to those from the base game.

With this, given that I've never seen this feature really be brought up, would you want this feature added to certain areas in the DLC zones? For me, I would only want to see it implemented like it was in the base game where the feature would only take effect if it made sense story-wise, like uncorrupting animals or freeing mind-controlled ghosts. I would love to hear what others think when it comes to this, albeit, small feature that likely doesn't affect most of the player base.
Edited by Zachary_Shadow on July 29, 2023 9:10PM

Red to Yellow Highlighted Enemies - Base Game to DLC Zones Poll 28 votes

Yes, it should be implemented universally after completing any area.
14%
AlienSlofMcMasterxIts_MySniffLunaFlora 4 votes
Yes, but it should only be implemented if it makes sense story-wise for that area.
78%
acastanza_ESOSpell-SlingerZachary_ShadowVDoom1netch_a_sketchAthymhormiaPurpleScrollPanthermicSyldrasTúrin_VidsmidrIlCacciaprof-dracko hiziumbmnobleTenthirty2TaSheenVyneraDr_ConNoticeMeArkayBasP 22 votes
No
3%
phaneub17_ESO 1 vote
Maybe
3%
IsharaMeradin 1 vote
Other (explain)
0%
  • phaneub17_ESO
    phaneub17_ESO
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    No
    It does that already with some quest areas and they usually become a farm fest, especially the ones that are densely populated with once aggressive mobs that are now neutral.
  • Zachary_Shadow
    Zachary_Shadow
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    Yes, but it should only be implemented if it makes sense story-wise for that area.
    It does that already with some quest areas and they usually become a farm fest, especially the ones that are densely populated with once aggressive mobs that are now neutral.

    Really? I've honestly never noticed, but I'm not a big farmer! That is a good point though! What are some of those areas that you've seen that have become a big area for farming due to the mobs now becoming neutral?

    Hypothetically, with the addition of more areas, specifically in DLC zones, adding these neutral mobs, do you feel that would help alleviate those previous areas or it would just become more chaotic all around?
  • PrinceShroob
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    My understanding is that these changes require a new instance for people who have completed the quest. A lot of folks complained about instancing, since it means you can't actually adventure in the same area with friends who haven't done the quest, so no post-base game content uses instancing.
  • Dr_Con
    Dr_Con
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    Yes, but it should only be implemented if it makes sense story-wise for that area.
    They have been making it part of the stories now like "some druids will still attack you" despite you clearing their reputation, I do think that making the mobs go from hostile to neutral is a good touch and should be implemented more... this is very valid feedback and should go into the overland content feedback thread once you get a substantial amount of votes.
  • Zachary_Shadow
    Zachary_Shadow
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    Yes, but it should only be implemented if it makes sense story-wise for that area.
    My understanding is that these changes require a new instance for people who have completed the quest. A lot of folks complained about instancing, since it means you can't actually adventure in the same area with friends who haven't done the quest, so no post-base game content uses instancing.

    I remember this being a common pain point as well when playing in beta and before One Tamriel; however, I believe the yellow highlighting and the enemies still being there was the resolution to the different instances. Beforehand, I honestly can't remember how the different instances interacted with these different enemy engagements, but the differences in highlighting were not prevalent before I believe - I could be wrong as it has almost been 10 years. Now though, I don't see the different instances as I commonly have seen players be attacked immediately whereas I'm fine as long as I don't hit them. From my understanding, these different "engagement" opportunities for enemies no longer create instances as the enemies are still there for all players (and are still able to be fought by all players), but will now treat players differently based on quest completion, similar to how some merchants will not engage with a prevalent vampire player.

    I could be dead wrong, but I haven't seen this complaint in many years and believe One Tamriel resolved most of those areas of instances. If these areas still do create instances separating players, then I do agree that there would need to be a new solution found for it, but would still hope for a viable way of creating these neutral enemies common in certain story areas.
    Edited by Zachary_Shadow on July 29, 2023 10:50PM
  • Spell-Slinger
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    Yes, but it should only be implemented if it makes sense story-wise for that area.
    My understanding is that these changes require a new instance for people who have completed the quest. A lot of folks complained about instancing, since it means you can't actually adventure in the same area with friends who haven't done the quest, so no post-base game content uses instancing.

    This is entirely incorrect. Mobs going from red to yellow doesn't require a new instance at all. It just means that mobs that previously attacked you now don't anymore. If your friend is on that quest, you can help them by actively attacking the yellow mobs. You won't be phased from each other.
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