Suggestions to improve the process of creating new characters and improve the initiation of new players into the game.
In this section I will talk about the changes that can be implemented in the process of creating new characters and other improvements to the process of creating new characters.
1. The restrictions that exist when choosing an alliance and a race.

In the race tab, the player can do several things:
The player can choose the type of character, the player can choose the gender of his character, the player can choose the name of his character and the player can choose an alliance for his character.
When a player is going to create a new character, the player must choose an alliance for his new character.
In the game there are 3 alliances that the player can choose from (Daggerfall Covenant, Aldmeri Dominion and Ebonheart Pact).
In the base game, there are 9 races to configure a new character.
If the player has not purchased the “any race any alliance” Crown Store package, the player will experience restrictions when configuring their new characters (players are forced to choose 3 races for each alliance).
For example.
If the player chooses the “Daggerfall Covenant” alliance, the player will be forced to choose only 3 races (Bretons, Redguards and Orcs).
In the base game, the player cannot choose the Daggerfall Covenant alliance and choose a Nord for their new character without purchasing the “any race any alliance” pack in the Crown Store.
Players should be able to create any type of new character without selecting any alliance.

In the screenshot, I'm highlighting the three alliances that players can choose in the process of creating new characters.
The red highlight in the screenshot should be removed from the process of creating new characters (choosing an alliance).
If it were removed, players would focus on choosing a race and nothing else.
There would be no race restrictions due to alliances.
The “any race any alliance” pack should be removed from the Crown Store.
There are many other ways to get money for purchasing in-game upgrades that could be implemented.
For example.
Sell new races in the Crown Store so that players can create new characters in the game.
Maormer = 5000 Crowns.
Suthay = 5000 Crowns.
Imga = 5000 Crowns.
Sload = 5000 Crowns.
Snow Elf = 5000 Crowns.
Sarpa = 5000 Crowns.
A new section could be added to the Crown Store to sell these playable races.


Summary of improvements that could be applied.
Eliminate alliances from the process of creating new characters, players should not have alliance restrictions when choosing a race to create a new character.
Remove the “any race any alliance” pack from the Crown Store.
Add a section to the Crown Store so players can purchase races and species to build new characters.
These breeds can be purchased through Crowns in a section of the Crown Store.
2. The choice of an alliance, an option for the players.
In the “Race” tab, it is mandatory to choose an alliance in the process of creating new characters in order to complete the process of creating a new character.
If the player does not purchase the “any alliance any race” package in the Crown Store, the player will be limited to choosing any race in any alliance.
The process of creating new characters should be aimed at generating a new character and nothing more.
In the game currently this is not the case.

Right from the beginning, the game forces players to choose an alliance (the game forces players to choose a faction before starting to play).
Selecting an alliance (faction) should be an option that players can decide and not an obligation as it currently is.
This aspect of the game has never been revamped or rethought.
But what if players don't want to belong to an alliance and just want to enter the world to do something else?
It should not be mandatory to choose an alliance in the character creation process, our character should enter the world as a civilian without affiliation to any alliance or organization.
The current system for creating new characters does not give the player the freedom to simply not choose an alliance.
Choosing an alliance is something that should be optional for players.
Choosing an alliance should be something the player can decide once they are in the world (like choosing to join the Undaunted faction by doing their quest line).
Selecting an alliance is important because it ties players to the faction they will be playing PVP Cyrodiil and Imperial City (Daggerfall Covenant, Aldmeri Dominion, and Ebonheart Pact).
The process for choosing an alliance could be as follows:
When the player reaches a large city (Windhelm, Firsthold, Daggerfall, etc.), the player will be able to access some alliance missions.
In the information panels located in all major cities in the game, the player can decide to activate a mission to join an alliance.

Once the mission has started, the player will have three objectives (go to the headquarters of each alliance, one mission objective for each headquarters of each alliance).
The player will have to go to the headquarters of any of the three alliances (located in one of the PVE fortresses that exist in the base game of each alliance).
There, the player will have to talk to a “war recruiter” NPC.
The player will continue the conversation until the mission is completed.
For completing the mission, the player will receive unique rewards (armor, weapons, body markings with the symbol of the selected alliance, etc.).
The armor that the player receives as a reward for completing this mission is optimized for fighting in the game's PVP modes.
The player will receive a free room (house) in the alliance headquarters for completing the quest to join an alliance.
When the player completes this mission, they can access the game's PVP modes regardless of their level.
Players who already have their characters set up would not be affected by these changes.
Rewards and the house will be added for free to players who are affiliated with each alliance.
At the headquarters, players can access a “training ground” mode to practice and improve their PVP fighting skills by fighting “the war instructor.”
This way, players are not forced to select an alliance in the process of creating new characters.
Summary of improvements that could be applied.
Remove alliance selection from the new character creation process.
Remove the “any race any alliance” pack from the Crown Store.
Make alliance membership an option that new players can choose to do in the game world through a line of quests, located on information panels in the game's large cities (Windhelm, Firsthold, Daggerfall, etc.).
New players who complete this quest line will receive rewards for joining one of the 3 factions (Daggerfall Covenant, Aldmeri Dominion and Ebonheart Pact).
Players who belong to an alliance will receive rewards for belonging to one of the 3 factions (Daggerfall Covenant, Aldmeri Dominion and Ebonheart Pact).
Make PVP zones unlock for new players who have completed the quest line to join one of the 3 factions (Daggerfall Covenant, Aldmeri Dominion and Ebonheart Pact).
Currently in the game, PVP zones are unlocked when players level up from level 1 to level 50.
Veteran players would not be affected by this change.
3. The races available to create new characters in the base game and the new races that can be sold in the Crown Store so that players can create new characters in the game.
New players who are preparing to create a new character have 9 types of characters available to create (Khajiites Suthay-Raht, Argonians of the Mud Dancers tribe, high elves, wood elves, dark elves, Nordics, Bretons, redguards and orcs).
The Imperial race should be part of the base game and not a race that can be purchased through the Crown Store.
There are many other breeds that can be sold in the Crown Store.
A new tab called “Races” could be added to the Crown Store, where players can purchase new races to create new characters in exchange for crowns.


Below, I will quote some of them.
Other types of Mers:
Maormer.
Snow elves.
In the Fourth Era they are present in isolated communities in the border areas of Skyrim and High Rock.
Other types of Argonians (Saxhleel):
Agacepo.
Most have elongated snouts and their color varies between bright green and orange.
Arcane.
Paatru.
Described as having the appearance of a toad.
Sarpa.
They are described as winged.
Naga.
They have enormous mouths full of sharp fangs, measure more than two meters in height and appear more serpentine than other Argonians.
Ghosts.
They have white and fragile skin, like salamanders. They have red eyes.
Behemoth.
They are of large dimensions.
Their appearance is similar to that of a crocodile, without such a pronounced snout and they have plates on their backs.
Black-tongue.
They have skin as dark as night and have red eyes.
Bright throat.
The head shape is similar to the Mud Dancers Tribe.
Their skin colors can be light orange and light pink.
Other types of Argonians that do not appear on this list could be added, creating new types of Argonians for the LORE.
Most of Black Marsh is unexplored in the Fourth Era, developers can take advantage of that fact.
Other types of Khajiites:
Suthay.
Ohms.
Ohmes-raht.
Tojay.
Tojay-raht.
Cathay.
Cathay-raht.
Pahmar.
Pahmar-raht.
Senche.
Senche-raht.
Dagi.
Dagi-raht.
Alfiq.
Alfiq-raht.
Other types of intelligent beastmen:
Sload.
Sea sload.
Imga.
Fauns.
The beastmen races of Akavir.
Other types of humans outside Tamriel:
Humans from the island kingdom of Esroniet (located between the continents of Tamriel and Akavir).
The humans of Akavir.
Other humanoids from the planes of Oblivion.
Humanoid Daedras from the different kingdoms of Oblivion.
Summary of improvements that could be applied.
Make the Imperial race part of the base game races that players can use to create new characters.
Add a section to the Crown Store so players can purchase races and species to build new characters.
These breeds can be purchased through Crowns in a section of the Crown Store.
4. The need for a better classification of races and species in the process of creating new characters.
Another aspect that needs an overhaul is the race classification that players can select when they are creating a new character.
Currently the classification is as follows.

As you can see in this screenshot, the classification of races is governed by the alliance to which they belong.
This way of classifying races is hindering future content that can be added through the Crown Store.
Over time, new races may be added available for purchase using crowns in the Crown Store.
This problem could be solved if the current way of classifying breeds is modified with a classification system that allows the expansion of new breeds in the future.
For example:
The classifications could be 4:
Mers, humans, betmer and Oblivion (If humanoid daedras are added as playable species in the future).
Within the classification of mers, there would be the races of mers (dark elf, high elf, forest elf, maormer, orc, etc).
Within the classification of humans, there would be the human races from the continent of Tamriel and other places (Nordic, Red Guard, Imperial, Breton, etc.).
Within the Betmer classification, there would be a classification for the types of Argonians and Khajiites.
Within the classification of betmer, the other races of betmer could be added (faun, imga, sload, ka po'tun of Akavir, etc.).
Within the Oblivion classification, there would be the races of the planes of Oblivion.
I would love to have a Khajiit Alfiq character who can cast spells or a Saxhleel Behemoth who can make very powerful melee attacks.
Summary of improvements that could be applied.
Improve the race ranking system in the process of creating new characters, to add new races that players can unlock in exchange for crowns in the Crown Store.
5. Preview in the process of creating new characters.
In the process of creating new characters, there is a tab that helps the player see how the new character would look with novice armor, with champion armor, and without armor.

This tab has no functional meaning to justify its existence.
Players from the moment they enter the process of creating a new character should see their future character without predetermined armor or clothing.
You should see your new character in a version without armor or default clothing items.

The player would enter the game world without any clothing, naked as in the video game Ark or Conan Exiles.
Once in the game world.
The player could obtain civilian clothes or armor by stealing around the world.
The player could obtain civilian clothes or armor by gathering resources in the world and crafting them in some crafting workshop.
The player could obtain civilian clothes or armor by eliminating and looting some NPC in the world like in The Elder Scrolls 5 Skyrim.
Looted NPCs lose the clothes they were wearing and are seen naked in the world.
Summary of improvements that could be applied.
Eliminate the “PREVIEW” tab from the new character creation process.

6. The physical characterization of the new characters.
In the “Body” tab, the player can modify the body that their new character will have.

The game has a good system for setting up the body of new characters.
However, there is one feature that I don't like when setting up a new character.
It is about the physical censorship of the characters.

When characters are not wearing armor pieces, they have default underwear.
When a player wants to create a new character, they have to configure their character's body.
But, character body modification is an incomplete modification.
Because players cannot fully modify their characters.
The physical modification of the characters' bodies should be complete as in the game Baldur's Gate 3 or in Conan Exiles.
When creating a new character, players should be able to fully modify their character's body without any censorship.
Summary of improvements that could be applied.
Add new and better ways to modify the characters' bodies in depth.
Remove the characters' default clothing (women's underwear and men's underwear) in the game to be able to modify the characters' entire body.

7. Entering the game world after finishing setting up a new character.
When players have finished setting up their new characters, players have to go through a tutorial in Coldharbour where they learn how to fight and move.

In this tutorial, players must fight to escape the plane of Molag Bal.
At the end of the tutorial, players escape to the continent of Tamriel through a portal.
Depending on which faction players chose in the character creation process (Daggerfall Covenant, Aldmeri Dominion, and Ebonheart Pact), players will spawn in a different location after escaping Coldharbour (Betnikh if they chose Daggerfall Covenant, Khenarthis Roost if they chose Aldmeri Dominion, and Bleakrock Isle if they chose Ebonheart Pact).
Players appear at a location in the starting zone, talk to The Prophet, and finish the tutorial.
Players can then stay in the starting zone to do the main quest line in order (which will take players to a new zone when the main quest line is completed), they can complete the starting zone (do the main quest line, do the side quests, discover all the available locations in the zone, and collect all the Skyshards found on the map), and they can use a Wayshrines to travel to other zones in the game (base game zones that have any Wayshrines unlocked, zones of the DLCs and chapter areas).
The improvement I propose is to make all players who finish configuring their new characters automatically enter the game world through a specific area for all new players regardless of the faction (Daggerfall Covenant, Aldmeri Dominion and Ebonheart Pact) they chose in the process of creating new characters.
The faction that players chose in the process of creating new characters would no longer define the starting zone.
All players would finish setting up their new characters and directly enter this single starting area.
After completing the setup of their new characters, the players' characters would appear naked in the city of that initial zone.
The player characters would not have any type of starting weapons, they would only have their fists to defend or attack, the players would enter the world as a naked civilian.
Players would have to craft, buy, or steal to obtain their starting equipment.
How would players learn the basic controls of their characters?
A series of vignettes would teach players basic controls (punching, jumping, crouching, stealing, etc.).
If players interact with some type of crafting table, a series of bullet points will appear with the information needed to craft things (in the same way as it is currently in the game).
When players have obtained any type of weapon for the first time, a series of vignettes will automatically appear showing players information on how to attack with each type of weapon in the game and how to use skill lines in combat.
What characteristics would that single initial zone have?
The initial area would be a small island physically located outside the continent of Tamriel.

On this island there are no human enemies, daedras or any humanoid enemies.
On this island, players can fight only wild animals (beavers, moose, crocodiles, guars, giant wasps, wolves, etc.) to level up and collect materials.
There are herds of animals in the initial area.
There is a small port city on the island that is dedicated to trade with the cities of the mainland of Tamriel, with other continents and with other places.
In this city the player can board different ships that will take the player to different port cities on the continent of Tamriel and to other places on other continents.
Players can hunt wild animals to level up, hunt wild animals to obtain materials to make clothing in the crafting workshops that exist in the island city, and sell leftover materials for gold to the city's merchants.
What aspects of the game would improve having a single starting zone for all players compared to the three starting zones that currently exist in the base game?
A single starting zone would funnel all new players into a single zone and not into three zones as is currently the case in the game.
The current three starting zones (Betnikh, Khenarthis Roost, and Bleakrock Isle) that exist in the base game could be transformed into full-fledged zones in the base game.
This new area would be an updated area with current graphics and would give a very good impression to new players starting out in the game.
What would happen to the current tutorial that takes place in Coldharbour?
The Coldharbour tutorial mission would become the first main story mission of the 5 Companions and Molag Bal's invasion of Tamriel.
The first mission would happen as follows:
The player falls into a trap by Manimarco's cultists, a cinematic appears where the player is sacrificed in a ritual, the player appears in Coldharbour, the player escapes Coldharbour with the help of The Prophet and the player finishes the first mission by talking to The Prophet.
What would happen to the Skyshards that players receive when they are playing the current tutorial in Coldharbour?
When players finish setting up their new characters, players arrive at that starting area with a certain amount of Skyshards in their inventory to begin setting up their skill lines.
The Skyshard that the player can collect in the Coldharbour tutorial mission would be removed, the player would only receive one Skyshard for completing the mission.
Summary of improvements that could be applied.
When players finish setting up their new characters, all players will enter directly into the game world through a single starting area.
There are currently 3 starting zones for new players, one zone for each faction (Daggerfall Covenant, Aldmeri Dominion and Ebonheart Pact).
The current tutorial for new players in Coldharbour will become the first main story mission of the 5 Companions and Molag Bal's invasion of Tamriel.
The Skyshard that players can collect in the Coldharbour tutorial mission would be removed.
When players enter the world for the first time, players will have a large number of Skyshards in their inventory in order to configure their skill lines.