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What would you like to see in ESO's future?

  • LaintalAy
    LaintalAy
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    OtarTheMad wrote: »
    LaintalAy wrote: »
    OtarTheMad wrote: »
    Spells from other TES games.
    Specifically, Mark and Recall

    I’d also love muffle, Oakflesh, ice spike, chain lightning, conjure flame Atronach, conjure frost Atronach, conjure bound bow, fireball, flame cloak, telekinesis, absorb skill, frenzy. Worth noting I think it’d be cool to have a spell also that only works on NPC’s like Command Human and you can get them to do stuff for you like steal or kill. I could go on and on truly lol.

    You could work these into a new class or a new guild skill line or one hand and rune or scribing. Endless chances.



    Personally speaking, I don't have much faith in wizards who need to carry their spell books with them, for reference.

    I suggested an 'unarmed' class earlier.
    A weaponless, magicka class might also be a option. This also resolves the 'where to stick our staves' problem.

    In fact four classes that are more in tune with the formal roles would make more sense. Make overland 'harder' by making is 'harder' to be good at everything. Pick a highly specialised build and stick with it.
    Game over, man
    Hudson ~ Aliens ~ 1986
  • VouxeTheMinotaur
    VouxeTheMinotaur
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    OtarTheMad wrote: »
    LaintalAy wrote: »
    OtarTheMad wrote: »
    Spells from other TES games.
    Specifically, Mark and Recall

    I’d also love muffle, Oakflesh, ice spike, chain lightning, conjure flame Atronach, conjure frost Atronach, conjure bound bow, fireball, flame cloak, telekinesis, absorb skill, frenzy. Worth noting I think it’d be cool to have a spell also that only works on NPC’s like Command Human and you can get them to do stuff for you like steal or kill. I could go on and on truly lol.

    You could work these into a new class or a new guild skill line or one hand and rune or scribing. Endless chances.



    Oh this is awesome. conjuring atronachs would be really fun to see in group content, i can see that working similar to a necromancers blastbones ability
    PS5/NA: Vouxe_
    (she/her)
  • BasP
    BasP
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    OtarTheMad wrote: »
    LaintalAy wrote: »
    OtarTheMad wrote: »
    Spells from other TES games.
    Specifically, Mark and Recall

    I’d also love muffle, Oakflesh, ice spike, chain lightning, conjure flame Atronach, conjure frost Atronach, conjure bound bow, fireball, flame cloak, telekinesis, absorb skill, frenzy. Worth noting I think it’d be cool to have a spell also that only works on NPC’s like Command Human and you can get them to do stuff for you like steal or kill. I could go on and on truly lol.

    You could work these into a new class or a new guild skill line or one hand and rune or scribing. Endless chances.

    I think that a new Witchhunter Guild Skill Line would be a pretty cool (and fitting from a lore perspective) place for those Conjuration spells, seeing as Witchhunters would often employ the tools of their enemies to fight fire with fire. It'd be relatively easy to think of other skills to fill such a skill line with too.

    I'm not sure what a proper implementation for a Bound Bow would be though. Should it be a skill with a long duration that replaces your current weapons with a Bound Bow (and has another gameplay mechanic added to it), or perhaps a channeled skill that makes you summon the bow and fire a couple of shots or something?
  • Panomania
    Panomania
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    The ability to stay logged in for more than five minutes at a time. This has never been an issue for me before, but its been a constant since mid may.
    The opinions of others should always be heard, especially if they dont agree with your own! But you always reserve the right to laugh at them.
  • xclassgaming
    xclassgaming
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    Rework Cyrodiil to be entirely a PVE zone.

    Companion expansion, romance, more interaction with the world e.g more quest/zone comments.

    More ingame earnable mounts and pets. Have some drop off older dungeon bosses and world bosses.

    Skill styles for classes e.g mirrormoor themed crystals for sorc, coldfire for dragon knights etc.

    Bring back Q4 zone DLCs.

    Give us clannfear mounts!
  • LaintalAy
    LaintalAy
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    Rework Cyrodiil to be entirely a PVE zone.

    snip

    :o

    Game over, man
    Hudson ~ Aliens ~ 1986
  • OtarTheMad
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    BasP wrote: »
    OtarTheMad wrote: »
    LaintalAy wrote: »
    OtarTheMad wrote: »
    Spells from other TES games.
    Specifically, Mark and Recall

    I’d also love muffle, Oakflesh, ice spike, chain lightning, conjure flame Atronach, conjure frost Atronach, conjure bound bow, fireball, flame cloak, telekinesis, absorb skill, frenzy. Worth noting I think it’d be cool to have a spell also that only works on NPC’s like Command Human and you can get them to do stuff for you like steal or kill. I could go on and on truly lol.

    You could work these into a new class or a new guild skill line or one hand and rune or scribing. Endless chances.

    I think that a new Witchhunter Guild Skill Line would be a pretty cool (and fitting from a lore perspective) place for those Conjuration spells, seeing as Witchhunters would often employ the tools of their enemies to fight fire with fire. It'd be relatively easy to think of other skills to fill such a skill line with too.

    I'm not sure what a proper implementation for a Bound Bow would be though. Should it be a skill with a long duration that replaces your current weapons with a Bound Bow (and has another gameplay mechanic added to it), or perhaps a channeled skill that makes you summon the bow and fire a couple of shots or something?

    The way I could see it working is kind of like the Crossbow ability in Fighters Guild. You summon it and it replaces your weapon and fires some shots at the enemy and then disappears again. You could also have it be a buff ability and just call it Bound Weapon and have it give your weapon a buff and have a purple glow to it. They have different kinds of Bound weapons in Conjuration school.

  • SaffronCitrusflower
    SaffronCitrusflower
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    PvP gets the least attention of any zone in the game, and it's one of the most popular activities in ESO.

    So just invest in fixing Cyrodiil please. Bring back population caps of, minimum, 200/faction.

    With ZOS' budget they could rebuild the game on a new engine and fix all these problems we've had lately once and for all. No more excuses please.
  • cptscotty
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    Focusing on the first player experience. Right now its really lacking.

    You start off in overland content...which is way too easy to the point its trivial and doesnt have much thinking. All quest givers talk to you...not with you. No one in real life likes conversations/lectures like that and it puts them to sleep. So the first player experience to the game, not knowing anything else, is presented with a boring play style where they may have flashy and cool moves but not really get to use them since everything dies so fast.

    Take a look at how games like Diablo tackle this problem...they have difficulty tiers they can hop into and then to force more ability usage they swarm the player with multiple mobs to hit instead of just small packs so even if they are easy to kill there are a lot of them to deal with.

    If you think overland is currently not broken and that there should be an easy mode for players...I did a test where i leveled up a character completely naked...even at one point just punching mobs...I had no problem at all as it was too easy, and in fact was stronger in some instances without clothes than with. So yeah...its broken right now.

    Then there is pvp...joining cyrodiil as a first time player alone is horrible. The quests in there give basics but nothing helps with participating in the social aspects. Cyrodiil definitely needs automated group forming tools so new players can join into groups and know where to go and what to do as they just follow along and learn from others. Cant rely on asking in zone chat as its really not helpful, in fact cant think of a time its ever been helpful and not some form of toxic...which is odd because now that I think about it, its the worst out of any MMO I have played which is weird for a game with so many RP players...guess they just dont do PvP.

    This is of course...if you can even play in Cyrodiil without lag. The performance in PvP has been game breaking bad right now. Also its very weird that even ZOS's postings about latency states 80-100 ms is an acceptable amount. What?!?! Thats a huge red flag warning that they think a latency of that high is considered normal and low...If I saw that latency in other mmo's i would be trying to diagnose everything to fix it...I dont even get that high in games like WoW of FFXIV when I am connecting to datacenters on the other side of the country...60ms max...100ms if I am connecting to a different country like Australia from the USA

    80-100 ms for me to connect to a datacenter in Texas doesnt make sense...something is causing a ton of latency on your datacenter side for that to happen because thats not normal. Should be at max half that (40ms) for that location in the country...a job is being done on the packets that is causing too much of a delay or something is running twice that shouldnt be.
    Edited by cptscotty on June 16, 2024 4:27PM
  • I_killed_Vivec
    I_killed_Vivec
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    A buff for not using companions.
  • Syldras
    Syldras
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    What I wish for?

    Well-written new stories, without plotholes or logic/lore mistakes, with interesting characters that aren't just living clichés and dialogues that reflect that. Necrom and Gold Road were an improvement, I really hope they continue this direction.

    A return to bigger maps and more quests, or at least the reintroduction of a Q4 story DLC.

    Continuation of the questline of existing companions.

    Some new content PvPers are happy with (I won't specify because I don't PvP in this game so I have no clue - I just know that the PvP people didn't get anything new for so long, so they would deserve something).

    Fixing bugs in a reasonable amount of time.

    Fixing parts of Tamriel's map that are off (Northwestern Hammerfell and Western Morrowind come to my mind).

    If a new weapon, then I'd prefer spears.

    Sounds like a lot? I still remember the glorious days of the Morrowind chapter where we got a big new map, a well-written story, over 70 new quests, a new PvP mode, a new class, all in one chapter. And all that while there was less to build upon, less assets to recycle, etc.
    A buff for not using companions.

    Isn't the content easy enough? And it's not like the companions do much anyway. I basically see them as a talking "pet", a roleplay device, and a bit of additional story content.
    @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
  • Warhawke_80
    Warhawke_80
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    Story Mode For Dungeons
    Implementation of AI so NPC's have routines and appear more lifelike
    Emergent Stories and content
    Improved graphics with an actual cloth engine that gives more choices (no flaps the addition of cloaks etc)
    Return of the year long story
    Rework Cyrodiil to be entirely a PVE zone.



    Not holding my breath for any of this though...

    Edited by Warhawke_80 on June 16, 2024 4:53PM
    ““Elric knew. The sword told him, without words of any sort. Stormbringer needed to fight, for that was its reason for existence...”― Michael Moorcock, Elric of Melniboné
  • Photosniper89
    Photosniper89
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    Code refactoring and overall performance issues. Imagine if they did an entire year of no content just all bug fixes and code refactoring.

    #PleaseSavePvPPerformance
  • kyle.wilson
    kyle.wilson
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    A working pvp server and additions to Cyrodiil that aren't a gimmick like the hammer.
  • Syldras
    Syldras
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    Some wishes specifically about questing and storytelling:

    Choices during quests. Even if they cannot give us big world-changing options, because big events have to have the same outcome for all players, at least give us the illusion we could have an influence. Or let us make decisions in small side quests that do not influence history and where we never see the npcs involved again anyway.

    Let more npcs recognize who we are - race, class, things like vampirism.

    Let our skills matter in dialogues. Give us extra options if we're, for example, an expert alchemist or a talented thief.

    Story progression. Let the world develop. A static world where nothing ever leaves any marks is both boring and unrealistic. How can a threat ever feel serious or dangerous if in the end everything will be the same again, as if nothing ever happened? How does what we do or don't do even matter then? Also, TES' timeline starts to look really weird with all those things happening in 2E582.

    Let npcs develop - as it would also make the world feel less static (and give characters more depth). I know returning npcs often have options to be asked "What have you done since we last met?" now, but the reply is usually something quite unspecific. If npcs are brought back again and again over years, I'd like to get a glimpse on their life story. Feel free to make big changes. And tell us what happened to quest npcs who had a big change upcoming. Has Selveni Andalor made his way back from the Deadlands to Mournhold? How does he feel being back in Nirn after over 600 years in Oblivion? What's with the young and fearful legionary Calvo Dorso in Fort Colovia from the current chapter? Is he still alive in 4 years? Has he become a higher-rank confident soldier, or has he given up that career and become a farmer somewhere?

    More serious stories. I'm not against light-hearted quests, but currently it often feels like a big theme park where mostly nothing bad happens and no one dies anyway. Even the inhabitants of Markarth miraculously all came back to life again. That's rarely emotionally engaging.

    Edited by Syldras on June 16, 2024 6:43PM
    @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
  • I_killed_Vivec
    I_killed_Vivec
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    Syldras wrote: »
    And it's not like the companions do much anyway. I basically see them as a talking "pet", a roleplay device, and a bit of additional story content.

    For every "they don't add much", "they are more trouble than they are worth" comment I see, I see ten more saying "I can now solo stuff I never could before!", particularly the "oakensorc, pets, companion for the win!" mob.

    But more convincingly, to me at least, is people I know IRL, who when I ask them about companions just grin.

    It ain't solo if you have a companion.

  • Syldras
    Syldras
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    For every "they don't add much", "they are more trouble than they are worth" comment I see, I see ten more saying "I can now solo stuff I never could before!", particularly the "oakensorc, pets, companion for the win!" mob.
    But more convincingly, to me at least, is people I know IRL, who when I ask them about companions just grin.
    It ain't solo if you have a companion.

    Of course it's not solo. Who said that? They do a bit of damage, but it's not comparable to a human player. But the main question is: How does that affect you? Why would you need a buff? I'm not sure why I would care what or whom other players run around with.

    Edited by Syldras on June 16, 2024 6:14PM
    @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
  • AlterBlika
    AlterBlika
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    A class change token.
  • AlterBlika
    AlterBlika
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    A buff for not using companions.

    They're useless, you only slot them to get pearlescent buff from them dying.
    So just don't use them?
  • M1SHAAN
    M1SHAAN
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    IMO the biggest combat advantage that companions give that solo players can't get via their own resources is the ability to keep aggro off the player. Players can heal themselves and do damage, but as far as I know there isn't any skill to get an enemy off you, or if there is it doesn't work on crowd-control-immune bosses. For example, my melee characters struggle to kite bosses to avoid damage while still doing consistent damage, so a tank companion improves their performance significantly. Of course this could just be a skill issue on my end.

    It'd be cool if ZOS added a skill that worked similar to the 'Eye Catching' verse in IA, except not AOE because we know ZOS doesn't want AOE taunts.

    It could work as follows: you activate the skill while aiming at the enemy you want to taunt, which puts some sort of visual effect on the enemy to show who you have targeted, at no cost. Then you activate the skill again while aiming at a spot on the ground, spending the resource cost of the spell to summon a totem that taunts the targeted enemy for some short duration. If you don't pre-select an enemy it will just taunt whoever is closest. The resource cost should be very high and the taunt duration much shorter than typical (maybe with a cooldown as well?) to avoid rendering tanks obsolete in group play, but when solo it'd be great to have a few seconds to wail on Gothmau without worrying about him slicing and dicing my face.

    ---
    Oh, and for the topic of this thread: I'd also love to see more content for existing companions, especially for Mirri and Bastian who already have less quests than the others. Companion romance would be nice too, since I already rp it for some of my characters and it'd be nice to make it "canon".
  • Deimus
    Deimus
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    Realistic but still a long shot : Removal of combat bug in cyro, population cap increase, Meticulous Disassembly to be a passive and not slottable perk, and a non clunky well performing Necro.
  • katanagirl1
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    Syldras wrote: »
    And it's not like the companions do much anyway. I basically see them as a talking "pet", a roleplay device, and a bit of additional story content.

    For every "they don't add much", "they are more trouble than they are worth" comment I see, I see ten more saying "I can now solo stuff I never could before!", particularly the "oakensorc, pets, companion for the win!" mob.

    But more convincingly, to me at least, is people I know IRL, who when I ask them about companions just grin.

    It ain't solo if you have a companion.

    Technically maybe not solo, but it’s nice to take your glass cannon trials dps build out and kill stuff on your own, without other players, when you don’t have any heals or shields. The companion has the aggro. I don’t find kiting and dragging the boss all over the place to be very fun.

    Yeah, I probably couldn’t do it without the companion because I’d get interrupted at best, or one-shot at worst.

    Does it really matter?
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • Roztlin45
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    It would be great if the dark brotherhood and thieves guild quest line were expanded. More inner woven murder and complex plots in city'( base game). Add new things to find, discover, and explore in areas already familiar. Breath life into dead parts by adding more content side quest. No new areas required. No new system, just good old fashioned story telling and fantasy role play.
  • TaSheen
    TaSheen
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    Syldras wrote: »
    And it's not like the companions do much anyway. I basically see them as a talking "pet", a roleplay device, and a bit of additional story content.

    For every "they don't add much", "they are more trouble than they are worth" comment I see, I see ten more saying "I can now solo stuff I never could before!", particularly the "oakensorc, pets, companion for the win!" mob.

    But more convincingly, to me at least, is people I know IRL, who when I ask them about companions just grin.

    It ain't solo if you have a companion.

    Technically maybe not solo, but it’s nice to take your glass cannon trials dps build out and kill stuff on your own, without other players, when you don’t have any heals or shields. The companion has the aggro. I don’t find kiting and dragging the boss all over the place to be very fun.

    Yeah, I probably couldn’t do it without the companion because I’d get interrupted at best, or one-shot at worst.

    Does it really matter?

    I don't think it does, for whatever that's worth. I don't use companions myself (I really HATE sidekicks - I'd much rather not bother with content that requires grouping - or a companion - than mess with it). But as with everything else in this game, what is fun for you is perfect, no matter how accomplished.
    Edited by TaSheen on June 17, 2024 2:10AM
    ______________________________________________________

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

    PC NA, PC EU (non steam)- four accounts, many alts....
  • AzuraFan
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    I'd like companion combat AI to be significantly improved so they're more than just a distraction/meat shield, along with the ability to fill out a group with companions. What's the use of having so many companions if I can't use more than one at a time?

    For example, I'd like to be able to take a group of me and three companions (with improved combat AI) into a dungeon. But not just dungeons. Any instanced grouped content, including arenas, etc.

    There's no point doing it with the current companion combat AI. It just isn't good enough.

    (This is different than dungeon story mode, where I assume there would be no (or vastly reduced) rewards.)
  • Grec1a
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    Story Mode For Dungeons

    I'd love this :) Also, all opened treasure chests de-spawning after 5 minutes. So if I go to the trouble of unlocking a chest, I get a nice, fresh full one - not some other player's crummy leftovers.
    It's a tradition, or an old charter, or something...
  • LaintalAy
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    Grec1a wrote: »
    Story Mode For Dungeons

    I'd love this :) Also, all opened treasure chests de-spawning after 5 minutes. So if I go to the trouble of unlocking a chest, I get a nice, fresh full one - not some other player's crummy leftovers.

    You don't have to unlock pre-looted chests.
    If you have unlocked a chest that has virtually nothing (a green stave and some gold) that's actually ZOS doing that. :/

    I'd prefer that players are forced to take everything.
    Game over, man
    Hudson ~ Aliens ~ 1986
  • TaSheen
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    I've.... never run across a locked "pre looted'" chest. Pre looted chests in my experience are not locked.

    I'm actually good with pre looted chests because anything left is just gold to me - or stuff to send to my baby account for decon or research.
    ______________________________________________________

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

    PC NA, PC EU (non steam)- four accounts, many alts....
  • Grec1a
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    LaintalAy wrote: »

    You don't have to unlock pre-looted chests.
    If you have unlocked a chest that has virtually nothing (a green stave and some gold) that's actually ZOS doing that. :/

    I've been playing over a year and I can't remember ever finding an unlocked chest in the Overland. If they were unlocked it would be preferable - I wouldn't be getting my hopes up that I'd be getting a nice lot of loot, only have them dashed...
    It's a tradition, or an old charter, or something...
  • LaintalAy
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    Grec1a wrote: »
    LaintalAy wrote: »

    You don't have to unlock pre-looted chests.
    If you have unlocked a chest that has virtually nothing (a green stave and some gold) that's actually ZOS doing that. :/

    I've been playing over a year and I can't remember ever finding an unlocked chest in the Overland. If they were unlocked it would be preferable - I wouldn't be getting my hopes up that I'd be getting a nice lot of loot, only have them dashed...

    They no longer show as 'Simple ' Intermediate' ' Advanced' 'Master' requiring you to unlock them with a pick.

    They just say 'open'. You open them to discover a soul gem; or Hat of No Value. etc.

    You can unlock a chest to discover only two items in it.

    Game over, man
    Hudson ~ Aliens ~ 1986
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