This is a long-time player’s
VERY deep dive into the core systems that need way more care and consideration—mostly about the hollow feeling of overland content and questing, but also a tiny but about the incredibly repetitive PvP experience. In this post I want to explore what ESO could be, if it truly embraced gameplay depth, rewarding exploration, a bit more palpable immersion, and balanced design. These are some changes that would make me—and surely many others—finally feel excited again about opening ESO.
Overland Content - Beautiful Worlds, Empty Experiences
Do you guys know that feeling when you see a chest and you're really wondering what's inside? Yea, me neither. Because it's not even worth opening them.
Overland content in ESO suffers from a few core issues that diminish its long-term appeal. While the stories themselves can be engaging and well-written, the gameplay experience around them often feels unrewarding. There’s little incentive to explore thoroughly, open chests, loot overland gear, or even care about quest rewards—most of which are either underwhelming or instantly obsolete. Aside from occasional skyshards for skill points, there’s very little in the way of meaningful, satisfying progression tied to exploration or open-world content. As a result, what should feel like a living, breathing world often ends up feeling hollow after just a few zones.
A. Overland LootWhen I first started ESO, I stumbled into an armory or some sort of warehouse during the tutorial, and excitedly looted every piece of gear I could find—like any Elder Scrolls fan would. Minutes later, I found myself with a full inventory, forced to drag and drop around 40 items to destroy them, since their value was completely worthless ( 0 gold to be precise ). What an exciting start, no? This exact scenario holds true even several years later, as I quickly found out that most items you come across are not even worth picking up.
Why don’t overland chests have a chance to drop something interesting? Imagine opening one and finding a few tristat potions—on par with what players can craft—or a legendary-quality glyph. What about treasure items, like those we get from dragons in Northern Elsweyr, that could be sold for a few thousand gold? That alone would make every chest feel worth your time. No one's stopping you from adding some extra flavor to it, with treasure types and descriptions based on zone. A Dwemer Centurion piece to sell for 2500 gold would be a rather decent find in a dwemer delve.
Materials are another huge missed opportunity. Chests and containers could occasionally yield raw resources, ingots, leather, or even tempering materials, including some of the highest rarity. Suddenly, gathering becomes more dynamic and exploration more rewarding.
The environment can definitely play a role as well. I’d gladly loot every table in the game if I thought a fancy bandit had sat down for a plate of Orzorga’s Smoked Bear. I’d check every satchel and backpack if I knew that there's a good chance I'm going to find some alchemy ingredients, valuable flowers, or a pricey trinket.
And speaking of trinkets—ornate items should sell for enough to actually feel satisfying. Finding a gold ring labeled “ornate” that sells for 120g just feels like an insult—especially when I can't even say whether Mirri is sarcastic or not of how the item "should fetch a fair fetching price".
At the end of the day, progression in ESO—whether it’s improving your character, crafting, or just feeling like you’re getting somewhere—requires gold, materials, and gear. So the question is:
Which scenario sounds more enjoyable?
Spending hours flipping items in trade guilds and logging into 1–9 different characters every day to do the same repetitive writs...
Or actually playing the game—exploring the world, looting interesting gear, discovering valuable items, and feeling rewarded for your curiosity?
I honestly don't think it should be a hard choice. But right now, ESO heavily favors the former. Let players be adventurers, not NPCs.
B. Quest RewardsWhen Blackwood came out, I went straight to the spot where I knew Nocturnal’s shrine was from previous Elder Scrolls games. I was even pleasantly surprised to find I could do a quest for her. Naturally, I imagined the reward would be something unique or exciting—maybe even themed.
So you can imagine my excitement… when I received 664 gold.
With some quick math, I realized that if I complete a quest for every Daedric Prince, I’ll just about have enough to buy a nice chair from the guild store. A perfect seat to sit on while contemplating my time investment decisions.
So… why don’t we have better quest rewards?
I’m not entirely sure. Balance concerns? If so, I fail to see how something like the Skeleton Key—an unbreakable lockpick and Nocturnal's signature artifact—would disrupt anything. If anything, it would feel exciting, flavorful, and appropriately rare.
The current system of fixed-trait overland and dungeon set pieces as quest rewards feels outdated—especially since transmutation and item reconstruction became available. And let’s be honest: most overland sets aren’t strong enough to justify a fixed-trait reward in the first place, especially now that transmute crystals are so plentiful.
How do we fix this issue?
Introduce unique quest rewards - Ideas could be:
- 1-piece set items similar to mythics.
- Items that are directly legendary quality, as finishing a long questline to obtain the shield of a legendary knight feels rather sad when the shield is green quality, in the wrong trait and part of a rather underwhelming set.
- Uniquely enchanted items, or items with unique traits. If the quest's story speaks about a nimble knight, why couldn't the shield we get as reward have a stamina recovery enchant? This would make it completely unique, as such enchantments are not normally available on shields, while also preserving balance due to overland sets being mostly generic and moderately strong.
- Gold rewards should feel actually rewarding. A couple hundred gold as quest reward rather incentivizes people to avoid questing instead of engaging in it.
Not ALL quests need to provide an incredibly rich reward. Sometimes I do a quest simply because I feel like it, and I don't really expect the NPC to offer anything of value. But this doesn't mean the reward needs to feel pointless. A reward is not limited to gold and set items. It can always be a stack of 50 potions for example, if it makes sense in that particular scenario. I know for a fact I'd definitely be happier with 50 escapist poisons as part of a Dark Brotherhood quest reward than 500 gold.
C. FishingThe core issue with fishing isn’t the activity itself—it’s the rewards. Catching a rare fish often feels more like a punishment than a triumph. Why? Because rare fish are worth so little gold that, statistically, a white-quality fish is more valuable due to its chance to yield Perfect Roe.
That’s right—white fish are better than rares when it comes to value.
Why is this so bad, you ask? Well, how about the fact that someone who invests into fishing with food, CPs and companion passives earns less gold than someone who doesn't, due to catching more rare fish. Doesn't this sound wrong from every possible angle?
To fix this, rare fish should have a significantly higher sell value, and the system should reward players who invest in fishing through CP, food buffs, and companion passives.
Beyond that, fishing could benefit from a larger, more interesting drop pool. There's no reason you couldn’t occasionally reel in:
- Thematic misc items (e.g. lost trinkets to sell as treasure);
- Zone-specific crafting mats;
- Treasure Maps / Surveys in a bottle;
- Even the occasional "shiny ring at the bottom of the lake";
You’d hardly be the first person in Tamriel to fish up something unexpected..
D. NPC Vendors & ImmersionIf you'd ask a few people a simple question - where would you go if you wanted to get some clothes? To the tailor. What about some meat? To the butcher and so on.
In ESO, that's not the case. Need potions or plants? No point in going to the alchemist. Need glyphs? The enchanter can't make any half decent glyphs. You're hungry? Too bad. The chef can't cook, nor does he have any noteworthy recipes. Personally, I don't even remember when was the last time I checked what a vendor has for sale, except some Cyrodiil Set merchants, the Golden Vendor and some furnishing traders.
So, just give NPCs actually useful gear. It doesn't have to be infinite. Just limit their stock or add some simple inventory rotations. Why shouldn't the alchemist have 10-20 flowers and several useful potions on sale everyday? Maybe the blacksmith came across some interesting set items lately. A sword or a dagger, in random qualities. Heck, even a tiny chance for a zone-related dungeon or trial piece of gear once every couple of days wouldn't be too bad. Why doesn't the blacksmith have any half-decent weapons for sale? Maybe because no one trades with him...
E. StealingAt some point I actually spent time & resources to make a fully optimized pickpocket setup, not necessarily because I thought it might be a good idea, but mostly to have fun.
I went for a Nightblade with all relevant Thieves Guild, Dark Brotherhood and Legerdemain passives unlocked. Additionally:
- Steed Mundus and 3x Swift traits on jewelry;
- Invisibility & expedition potions;
- Vesture of Darloc Brae set;
- Nightmother's Embrace set;
- The Shadow Queen's Cowl mythic;
- Ember following me for those extra wallets;
Results? Extremely underwhelming rewards. Probably about 25k worth of gold daily. Gets very boring after a few hours of running such a build as there's really nothing exciting ever happening to keep you going.
Here are the main issues:
1. Poor Loot Value
Even after pickpocketing dozens, even hundreds of NPCs, the loot is almost always junk-tier. The vast majority of stolen items sell for less than 100 gold at a fence, and most are useless trinkets with no real market or utility.
On average, I would receive a purple-quality item once every 100-200 or so pickpockets, which worth about 5k gold — and this is generally the best case scenario. There were often days where I'd reach my fencing limit despite destroying all white items and selling only green or better trinkets without getting a single purple tier treasure from pickpocketing, making the endeavor feel completely unsatisfying.
2. Rare Drops Are Too Infrequent and Too Cheap
There are a few style pages, like the ones in Vvardenfell, that are available exclusively via pickpocketing. While that’s a neat incentive, they:
- Have bad drop rates;
- Aren’t worth much gold;
- Often aren’t even in demand, making them poor incentives for repeat gameplay.
Fix? Similar to most other outlined issues. Just make it actually rewarding, especially with heavy investment. Change related passives ( Thieves Guild, Dark Brotherhood and Legerdemain ) to actually boost your capability, rather than being niche flavor skills that no one uses.
F. DifficultyThe difficulty of overland content remains one of the most debated topics in ESO, and for good reason. Players are divided — some find it too easy and unengaging, while others prefer a relaxed, exploration-focused experience.
A potential solution that could satisfy both sides would be to introduce a Normal/Veteran mode toggle for overland zones. Players seeking more challenge could opt into Veteran mode, where enemies hit harder, have more mechanics, and offer better rewards. Those who enjoy a more casual experience could continue in Normal mode, maintaining the current pace and ease of exploration.
At present, many overland encounters feel like a chore rather than an engaging part of the game. There’s often little incentive to engage with enemies, especially when most can be killed in one or two hits. Adding meaningful difficulty options could revitalize exploration and restore a sense of danger and achievement — without taking that away from players who prefer a more relaxed journey through Tamriel.
To take things next level, a "Hard Mode" mechanic on top of Veteran difficulty for instances such as delves could actually turn the boring "Grab the skyshard, Nuke the boss for completion" chore into an engaging part of the game for most players.
With this, not only you improve immersion, engagement and satisfy both sides, but you also prove that player agency is actually taken seriously.
G. Crafting Node DiversityOne area where ESO could improve immersion and player satisfaction is in how it handles resource distribution in the open world.
Currently, crafting materials like ore and alchemical ingredients appear almost randomly, regardless of the surrounding environment. It feels odd to find ore veins sprouting in grassy fields, or to come across the exact same flowers growing in a swamp, a desert, and a frozen tundra.
Introducing more localized and biome-specific resources would not only enhance realism but also give each region a stronger identity. It would encourage players to explore different zones for specific materials, making gathering feel more purposeful and grounded in the world. Hunting for rare tundra herbs in Skyrim or mining volcanic ore in Vvardenfell could become memorable gameplay experiences rather than routine tasks.
It would also allow a vast expansion of crafting options that feel either outdated or obsolete. If we take Alchemy as an example, there's around 6-7 potions and even fewer poisons that players ever use. What's stopping you from expanding the options through more unique items. I'd definitely delve a bit more in Dwemer ruins if I could loot some Dwemer Oil off automatons and actually make something useful out of it.
This change would improve immersion & world cohesion, incentivize meaningful exploration and overall improve the natural world design ( as a side note, it would even increase DLC value, since some of those items would end up being DLC gated - wink wink ZoS).
H. Cyrodiil - PvPAs a main PvP player, I can pinpoint exactly what makes the PvP experience feel less enjoyable. While balance is always a topic of discussion, most power spikes have been reasonably streamlined with the introduction of subclasses—since now, nearly everyone has access to similar tools.
The real issue lies in how repetitive and stagnant the experience has become. Sure, each patch brings a short-lived sense of novelty, but that fades within a few weeks as meta builds and popular strategies quickly settle in. The most monotonous aspect, however, is the map itself.
In all the years I’ve played, I can barely recall any meaningful changes to the layout or world design—aside from the removal of a single tree near Glademist. Every outpost, resource node, and region of Cyrodiil feels identical. Keeps lack any unique identity; they're essentially just walled outposts, copy-pasted across the landscape.
Reworking the map layout could inject much-needed life into PvP. Imagine keeps that reflect their location and nearby cultural influences, or regional diversity in fauna and flora. It’s almost comedic to get a death recap from “The Great Forest” when the area only has five or six scattered trees. There's so much potential to make Cyrodiil feel like a dynamic, evolving battlefield rather than a static arena.
EDIT:
I. MountsHas anyone else found it a bit odd that when you visit Vvardenfell, the stablemaster—despite being surrounded by Guars—only offers the same three horses available in every other zone? I'm not asking for flashy mounts with glowing effects or anything extravagant, but it would really add to the immersion if certain regions offered simple, thematic mount options.
For example, being able to purchase a plain guar in Vvardenfell, Stonefalls, or Deshaan would feel much more fitting. A basic Kagouti would also make sense. And in Clockwork City, even a minimalistic Dwemer automaton would go a long way in making the zone feel unique and rewarding.
After all, many of us bought DLCs or chapters, or have an ongoing subscription for content like Clockwork City, and while they bring great story and design, the most functional reward in this example—like the transmutation station—is now easily found in most guild halls and player homes. Offering zone-specific basic mounts would be a small but meaningful way to make these areas feel more special and worth the investment, as it would actually encourage players to visit each zone for at least one more reason.
There is so much more to be added of course, but the list was getting rather long already. Would be more than glad to share even more ideas if there's actual interest displayed in such suggestions