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Suggestions 1. Creating new characters and getting started in the game.

Carlos93
Carlos93
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Suggestions for improving the process of creating new characters and improving 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.

https://forums.elderscrollsonline.com/en/discussion/690303/suggestions-1-creating-new-characters-and-getting-started-in-the-game-updated-30-03-2026/p1?new=1

https://forums.elderscrollsonline.com/en/discussion/690309/suggestions-2-classes-and-skill-lines-part-1/p1?new=1

https://forums.elderscrollsonline.com/en/discussion/690316/suggestions-2-classes-and-skill-lines-part-2#latest

1. The restrictions that exist when choosing an alliance and a race.

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On the Race tab, the player can do several things:

The player can choose the character type, the player can choose their character's gender, the player can choose their character's name, and the player can choose an alliance for their character.

When a player creates a new character, they must choose an alliance.

There are 3 alliances the player can choose from in the game (Daggerfall Covenant, Aldmeri Dominion, and Ebonheart Pact).

In the base game, there are 9 races to choose from when configuring a new character.

If the player has not purchased the "Any Race, Any Alliance" Crown Store pack, they will experience restrictions when configuring their new characters (players are forced to choose 3 races per alliance).

For example,

If the player chooses the "Daggerfall Covenant" alliance, they will be forced to choose only 3 races (Bretons, Redguards, and Orcs). In the base game, players cannot choose the Daggerfall Covenant alliance and select a Nord for their new character without purchasing the "Any Race, Any Alliance" bundle from the Crown Store.

Players should be able to create any type of new character without selecting an alliance.

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In the screenshot, I'm highlighting the three alliances players can choose during character creation.
The items highlighted in red in the screenshot should be removed from the character creation process (alliance selection).
If removed, players would focus solely on choosing a race.
There would be no race restrictions based on alliances.

The "Any Race, Any Alliance" bundle should be removed from the Crown Store.
There are many other ways to generate revenue by purchasing in-game upgrades that could be implemented.

For example:

Selling new races in the Crown Store so players can create new characters.

Maormer = 10,000 Crowns

Suthay = 10,000 Crowns

Imga = 10,000 Crowns

Sload = 10,000 Crowns

Snow Elf = 10,000 Crowns

Sarpa = 10,000 Crowns.

A new section could be added to the Crown Store to sell these breeds.

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Summary of the changes that could be applied.

Remove alliances from the character creation process. Players should not be restricted by alliances when choosing a race for a new character.

Remove the "Any Race, Any Alliance" bundle from the Crown Store.

Add a section to the Crown Store where players can purchase races and species to customize new characters. These races can be purchased with Crowns in a dedicated section of the Crown Store.

2. Choosing an alliance, an option for players.

In the "Race" tab, choosing an alliance is mandatory during the character creation process.

If the player does not purchase the "Any Alliance, Any Race" package from the Crown Store, they will be limited to choosing any race within any alliance.
The character creation process should be solely for generating a new character. Currently, this is not the case in the game.

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From the very beginning, the game forces players to choose an alliance (the game forces players to choose a faction before they even start playing).
Selecting an alliance (faction) should be an option players can choose, not an obligation as it currently is.
This aspect of the game has never been reformed or reconsidered.

But what if players don't want to belong to an alliance and just want to enter the world to do something else?
Choosing an alliance shouldn't be mandatory during character creation. Our character should enter the world as a civilian without affiliation to any alliance or organization.
The current character creation system doesn't give players the freedom to simply not choose an alliance.
Choosing an alliance should be optional for players.
Choosing an alliance should be something players can decide once they are already in the world (like choosing to join the Undaunted faction by completing their questline).

Choosing an alliance is important because it ties players to the faction they will play in for PvP in Cyrodiil and Imperial City (Daggerfall Covenant, Aldmeri Dominion, and Ebonheart Pact).

The process for choosing an alliance can be as follows:

When a player arrives in a major city (Windhelm, Firsthold, Daggerfall, etc.), they will have access to alliance quests.
On information panels located in all major cities in the game, the player can choose to activate a quest to join an alliance.

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Once the mission begins, the player will have three objectives (go to the headquarters of each alliance, one mission objective per headquarters).

The player must go to the headquarters of any of the three alliances (located in one of the PvE strongholds in each alliance's base game).
There, the player must speak with a "war recruiter" NPC.
The player will continue the conversation until the mission is complete.
For completing the mission, the player will receive unique rewards (armor, weapons, body markings with the symbol of the selected alliance, etc.).
The armor 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 mission 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 configured will not be affected by these changes. The rewards and the house will be added free of charge to players affiliated with each alliance.
At the headquarters, players can access a "training ground" mode to practice and improve their PvP fighting skills by battling the "war instructor."

This way, players are not forced to select an alliance when creating new characters.

Summary of the changes that could be applied.

Remove alliance selection from the character creation process.

Remove the "Any Race, Any Alliance" bundle from the Crown Store.

Make alliance affiliation an option new players can choose in the game world through a questline located on information panels in major cities (Windhelm, Firsthold, Daggerfall, etc.).
New players who complete this questline will receive rewards for joining one of the three factions (Daggerfall Covenant, Aldmeri Dominion, and Ebonheart Pact).
Players who already belong to an alliance will receive the corresponding rewards. Make PvP zones unlock for new players who have completed the questline to join one of the three factions (Daggerfall Covenant, Aldmeri Dominion, and Ebonheart Pact).
Currently in the game, PvP zones unlock when players level up from 1 to 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 creating a new character have nine character types available (Khaji Suthay-Raht, Argonians of the Mud Dancers tribe, High Elves, Wood Elves, Dark Elves, Nords, 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.

Many other races could be offered for sale 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.

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Below, I will list some of them.

Other types of Mers:

Maormer.

Snow Elves.

In the Fourth Era, they are present in isolated communities in the border regions 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 a toad-like appearance.

Sarpa.

They are described as winged.

Naga.

They possess enormous mouths filled with sharp fangs, stand over two meters tall, and appear more serpentine than other Argonians.

Phantoms.
They have white, fragile skin, like salamanders. They have red eyes.

Behemoth.
They are of enormous size. 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 red eyes.

Glowing Throat.
The shape of their head is similar to the Mud Dancer Tribe.
Their skin colors can be light orange and light pink.
Other types of Argonians not listed here could be added, creating new Argonian types for the lore.

Most of Black Marsh is unexplored in the Fourth Era; the developers can take advantage of this.

Other Khajiit Types:

Suthay.

Ohmes.

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 of Tamriel:

Humans of 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 Daedra from the various realms of Oblivion.

Summary of the changes that could be applied.

Make the Imperial race one of the base game races that players can use to create new characters.

Add a section to the Crown Store where players can purchase races and species to customize new characters.

These races can be purchased with Crowns in a section of the Crown Store.
These races will be locked and can only be unlocked by purchasing them from the Crown Store (unlocking the race or species for the entire player account).

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4. The need for a better classification of races and species in the process of creating new characters.

Another aspect that needs review is the race classification that players can select when creating a new character.

Currently, the classification is as follows.

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As you can see in this screenshot, the race classification is governed by the alliance to which they belong.
This method of classifying races is hindering the future content that can be added through the Crown Store.
Over time, new races could be added and made available for purchase with crowns in the Crown Store.
This problem could be solved by modifying the current race classification system to one that allows for the expansion of new races in the future.

For example:
The classifications could be 4:
Mers, Humans, Betmer, and Oblivion (if humanoid Daedra are added as playable species in the future).

Within the Mers classification would be the Mers races (Dark Elf, High Elf, Wood Elf, Maormer, Orc, etc.).

Within the Humans classification would be the human races of the continent of Tamriel and other regions (Norse, Redguard, Imperial, Breton, etc.).

Within the Betmer classification, there would be a separate classification for Argonian and Khajiit types.

Other Betmer races could also be included within the Betmer classification (Faun, Imga, Sload, Ka Po'tun of Akavir, etc.).

The Oblivion classification would include the races from the planes of Oblivion.

I would love to have an Alfiq Khajiit character who can cast spells or a Saxhleel Behemoth who can perform very powerful melee attacks.

Summary of the changes that could be applied.

Improve the race classification 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. Previsualization 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 a novice armor, with a champion armor, and without armor.

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This tab has no functional purpose that justifies its existence.
Players, from the moment they begin the character creation process, should see their future character without any default armor or clothing.

They should see their new character in a version without any default armor or clothing.

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The player would enter the game world completely naked, like in the video games Ark or Conan Exiles.

Once in the game world:

The player could obtain civilian clothing or armor by looting.

The player could obtain civilian clothing or armor by gathering resources and crafting it in a workshop.

The player could obtain civilian clothing or armor by killing and looting NPCs, like in The Elder Scrolls V: Skyrim.
Looted NPCs lose their clothing or armor and appear naked in the world.

Summary of the changes that could be applied.

Remove the "PREVIEW" tab from the character creation process.

Implement the ability for players to loot clothing or armor worn by NPCs in the game world.

Players could loot clothing or armor from NPCs they defeat in the world (this is a choice players can make).
Each time players loot an NPC in the world, they fill their inventory with looted (not stolen) civilian clothing or armor pieces up to their inventory limit.

If this feature were implemented in the base game and the ability to double players' inventory by 200 slots were added to the benefits of having an active ESO Plus subscription, more players would subscribe to ESO Plus.

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6. The physical characterization of the new characters.

In the “Body” tab, the player can modify the body that their new character will have.

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The game has a good system for customizing the bodies of new characters.

However, there's one feature I don't like when customizing a new character.

It's the physical censorship of the characters.

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When characters aren't wearing armor, they have default underwear (briefs for men, panties and a bra for women).
When a player wants to create a new character, they have to configure their character's body.

However, the character body modification is incomplete.

Because players can't fully customize their characters.
The physical modification of character bodies should be complete, as in Baldur's Gate 3 or Conan Exiles.

When creating a new character, players should be able to fully customize their character's body without any censorship.


Summary of the changes that could be applied.

Add new and improved ways to customize characters' bodies in depth.

Remove the characters' default clothing (women's and men's underwear) in the game to allow for complete body customization.

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7. Entering the game world after finishing configuring a new character.

Once the players have finished configuring their new characters, they have to go through a tutorial in Coldharbour where they learn how to fight and move.

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In this tutorial, players must fight their way out of the plane of Molag Bal.

At the end of the tutorial, players escape to the mainland of Tamriel through a portal.

Depending on the faction players chose during character creation (Daggerfall Covenant, Aldmeri Dominion, or Ebonheart Pact), they will appear 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 in a location within the starting zone, speak with the Prophet, and complete the tutorial. Players can then remain in the starting zone to complete the main questline in order (which will lead them to a new zone upon completion), they can explore the starting zone (completing the main questline, completing side quests, discovering all available locations, and collecting all Skyshards on the map), and they can use a Wayshrine to travel to other areas of the game (base game zones with unlocked Wayshrines, DLC zones, and chapter zones).

The improvement I propose is to automatically place all players who finish customizing their new characters into the game world through a specific zone for all new players, regardless of the faction (Daggerfall Covenant, Aldmeri Dominion, or Ebonheart Pact) they chose during character creation. The faction chosen during character creation would no longer define the starting zone. All players would finish configuring their new characters and directly enter this single starting zone.

After completing character setup, the players' characters would appear naked in the city of that starting zone.
The players' characters would have no starting weapons; they would only have their fists to defend themselves or attack. Players would enter the world as naked civilians.
Players would have to craft, buy, or steal to obtain their starting equipment.

How would players learn their characters' basic controls?

A series of vignettes would teach players the basic controls (punching, jumping, crouching, stealing, etc.).
If players interact with any type of crafting table, a series of vignettes would appear with the information needed to craft items (in the same way as in the current game).
When players obtain a weapon for the first time, a series of vignettes would automatically appear showing players how to attack with each weapon type in the game and how to use skill lines in combat.

What characteristics would this single starting area have?

The starting area would be a small island physically located outside the mainland of Tamriel.
The starting island for new players would not be included on the mainland map of Tamriel (the map shown in the screenshot).

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The starting island for new players would be located in the Sea of ​​Ghosts in northern Tamriel, between the continents of Atmora and Tamriel.
A new map called "Sea of ​​Ghosts" would need to be implemented in the base game.

On this new map, "Sea of ​​Ghosts," players could select the starting island for new players, as well as many other areas that would be added in future updates.

There are no human enemies, Daedra, or any other humanoid enemies on this island.

On this island, players can only fight wild animals (beavers, elk, crocodiles, guars, giant wasps, wolves, etc.) to level up and gather materials.
Herds of animals are present in the starting area.
There is a small port city on the island that trades with cities on the continent of Tamriel, other continents, and other locations. In this city, the player can board various ships that will take them to different port cities on the continent of Tamriel and to other locations on other continents (which will be added in the future).

Players can hunt wild animals to level up, and they can hunt wild animals to obtain materials to craft clothing in the crafting workshops located in the island city. They can then sell any surplus materials for gold to the city's merchants.

What aspects of the game would be improved by having a single starting zone for all players compared to the three starting zones currently in the base game?

A single starting zone would channel all new players into one area, instead of the three zones currently in place.

The three current starting zones (Betnikh, Khenarthis Roost, and Bleakrock Isle) in the base game could be transformed into fully functional zones.

This new zone would be updated with modern graphics and would make a very good impression on new players starting the game.

What would happen to the current tutorial that takes place in Coldharbour?

The Coldharbour tutorial mission would become the first mission in the main story of the five companions and Molag Bal's invasion of Tamriel.

The first mission would unfold as follows:

The player falls into a trap set by Manimarco's cultists, a cutscene plays 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 completes the first mission by speaking with The Prophet.

What would happen to the Skyshards that players receive while playing the current tutorial in Coldharbour?

When players finish customizing their new characters, they arrive in that starting area with a certain number of Skyshards in their inventory to begin configuring 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 the changes that could be applied.

Once players have finished customizing their new characters, all players will enter the game world directly through a single starting zone.

Currently, there are three starting zones for new players, one for each faction (Daggerfall Covenant, Aldmeri Dominion, and Ebonheart Pact).

The current tutorial for new players in Coldharbour will become the first main story quest of the five companions and Molag Bal's invasion of Tamriel.

The Skyshard that players can collect in the Coldharbour tutorial quest will be removed.

When players first enter the game world, they will have a large number of Skyshards in their inventory to customize their skill lines.

8. The initial level increase from level 1 to level 50 for new players.

When players create a new character and complete the tutorial in Coldharbour, their characters must go through an initial level boost from level 1 to level 50. During this initial level boost, players receive rewards and unlock gameplay features such as skill line rotation, Cyrodiil PvP, the dungeon finder, skill lines, and more.

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As you can see in the screenshot, players cannot access the dungeon finder until they reach character level 10.

All the items unlocked in the initial levels, from level 1 to level 50, should be available to players from the first time they enter the game world.

Let me be honest. Leveling a character up to level 50 to unlock everything necessary to truly play the game is boring and tedious.

Let's think about it this way:

“I'm a new player who bought the game, installed it, and started playing. I created a new character, went through the tutorial in Coldharbour, and after finishing it, I had to level up 50 times to unlock everything necessary for the full game experience. I decided to level up those 50 times. I started doing missions and eliminating NPCs around the world to level up. I got tired of it around level 21 (many players get tired of it sooner). Days go by, and I play again, leveling up to 24. I got tired of having to level up my character to play dungeons or PvP. Weeks go by, and I stopped playing the game. Other games are less tedious and allow you to experience the entire game from the beginning. I play Fortnite, GTA V, Call of Duty, or any other game that lets me experience the full game from the start.”

If a player only likes MMORPGs, they'll look for references online and play WoW or GW2.

What I mean to say here is that many new players quit because it's very tedious and boring to have to level up a character 50 times to actually play the game.
This needs to be changed.

Leveling should be from level 1 to the maximum level in the game.

Summary of the changes that could be applied.

Remove the initial level up from level 1 to level 50 in the game.

All the items unlocked in the initial levels from 1 to 50 should be available in the game from the moment the player finishes creating a new character and enters the game world.

All the rewards players receive for the initial level up from 1 to level 50 should be given to the player as a welcome pack each time they create a new character.

Modify the game so that the level up is from level 1 to the maximum level in the game.
Edited by Carlos93 on March 31, 2026 6:42PM
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