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Golden opportunity for devs.

cfriedman71ub17_ESO
So I was reading last weeks road ahead, it seems the devs have a few good directions to improve the end game. It seems like the perfect opportunity to knockout three major perceived flaws at once.

First: that vet ranks are a meaningless grind. There feels like there is no reward for progressing your character. (As an aside, I have noticed my toon getting more powerful as I gained vet ranks, especially when going back to solo world .)

Possible solutions, as Just giving out skill points doesn't really cut it, adding new veteran skills for each class line or even a veteran skill line that can only be unlocked with "veteran points". The drawbacks are that these skills would have to be too powerful to be meaningful. 10 times more powerful than regular skills since that is how long it would take to earn the points. And also with the limited size of the skill bar it already limits what skills I want to put on it. As I really have a limited rotation. Another option is to add a stat boost option of some kind. Maybe raising softcaps or adding stamina or spell damage. This option also leads to possible solutions for problem two.

Second: Stamina builds don't keep pace with magika builds in veteran content. While I haven't yet gotten to stamina build chars yet, I don't want to run the trials with all sorcs like me. There has been a lot of discussion about this, one good suggestion is to split dodging and weapon skills from same stat, making a new stat. I think that is a winning, if somewhat artificial idea. Stat boosting from progression would be another possible option though. Although another way to boost stats can come from a possible solution to the third complaint.

Third: Running dungeons and delves seems unrewarding. This seems especially true with the reward timer on bosses nerfing rewards. Suggested solutions include creating more powerful equipment drops. A big drawback to this is that it destroys the great crafting mechanic that is in place. I think it is important and wonderful that the best gear is gotten through crafting. putting better gear in dungeons ruins that. Another possible solution would be to have dungeon bosses have a small chance to drop a second form of enchantment. For example "socketable" stones, that can be built up, and completely change the nature of weapon and armor enchantments. These could also be used to boost stamina builds. It can make multiple runs of dungeons enjoyable, and useful, to build stone sets. The Idea is that this class of enchantments only come from dungeon runs, and add significantly to the power of crafted armor and weapons. This leaves crafting intact and makes dungeons runs more meaningful.

These are just a few thoughts to hopefully get the devs thinking of different options for solutions to some of the player perceived shortfalls. A couple more notes, as if this post wasn't long enough, while I really didn't care about it personally, I do feel that a centralized auction house seems a fairly necessary addition to the economy. It would bring a lot of clarity and ease to a disjointed and confusing marketplace, adding purpose to rerunning content, as a straightforward place to sell the spoils.

And finally, I believe that arena PVP could be a good addition to the game, as long as it is kept seperate from the rest of the game. Just as stats can be boosted to go into cyrodiil, keep all nerfs and buffs for 1v1 pvp instanced to arena. And keep it tiered to certain levels so people are fighting each others skills and not each others equipment.

that's all thanks for reading this oversized post.
Edited by cfriedman71ub17_ESO on June 14, 2014 7:10PM
  • Laura
    Laura
    ✭✭✭✭✭
    I agree with most of this. Main thing I want to point out is that people have "nothing to do" because the best (or damn close to it) gear is crafted. Why do veteran dungeons and raids when you can see your local crafter and get it made on the spot without any of the work?

    People will always follow the path of least resistance. You have an AMAZING stick here ZoS but you are putting the carrots in the wrong place.
  • cfriedman71ub17_ESO
    I'm sorry, I think i rushed through my socketable enchantments idea. The Idea is that this class of enchantments only come from dungeon runs, and add significantly to the power of crafted armor and weapons. This leaves crafting intact and makes dungeons runs more meaningful.
    Edited by cfriedman71ub17_ESO on June 14, 2014 7:08PM
  • cfriedman71ub17_ESO
    oops

    Edited by cfriedman71ub17_ESO on June 20, 2014 1:56AM
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