The essence of what an Elder Scrolls game is about feels tarnished [to me] by the direction taken to build this game; which is, keep the game as appealing to as many people as possible. Right, I get that and this is not request for a new overall direction of the Megaserver.
What I would like to see in the future is a
new server that places strong emphasis on immersion. Immersion can be singular perspective to one person and mean something completely different to another person so I wish to ask the community what you believe immersion means to you by providing a list of tools (or lack there of) and ways mechanics would interact with the player as they progress through Tamriel.
Warning: some of my propositions to create an Immersion Server will be seen as drastic to some. You may disagree with me, which is fine, but I rather you provide your own list of changes/additions that you like to see, instead. Ultimately we all know it'll
not happen.

- One character (don't feel limited, feel unique).
- Character name only may contain one space.
- One Guild. Guilds capped at or around 100, maybe even less.
- Quests grant less experience. Seems pretty easy to out level quests.
- A harsher Death Penalty. I don't have too much of an opinion on this because it can range quite wildly from 1) losing a percentage of your health as a short debuff to 2) having to visit an Inn for a few minutes because you're fatigued (or some other reason) to 3) losing gold or experience. Emphasis isn't the penalty but the penalty being heavy enough to not want to die.
- Maps have a Fog of Darkness(War). Discovered areas stay discovered. NPC cartographers can also update a
portion of your map for a price.
- Maps have no Map Pins but the character is able to add their own
- Quest Markers do not exist on the Compass or the Map. Basically, the quest tracking system is removed.
- Quest summaries are rewrote to better represent the dialog that initiated the quest. I understand this one is huge but it seems most quest summaries were built, or rather forced, to only use the compass, quest markers, and map pins. I will admit a good handful of quest are wrote well enough to find places/people but it's mid-quest/turn-in that it gets severely confusing due to lack of information of the most basic form. The worst offenders are quest turn-ins that say Go see <NPC_name>" and when you get there you expect them to be relatively where you seen them last or in the same broad area but are instead on the other side of the zone. No way to know.
Sorry this bullet is so long I have a major issue with quest summaries that don't even remotely represent the quest dialog.
- In game signs!
- Residents of cities and towns can offer direction to
well-known NPC's and
nearby areas.
- Only first-person PoV is available. This usually has no grey area; people either love or hate the idea passionately. I understand. ~laughs~
- Weight is added to items carried and an encumbrance system is introduced. The encumbrance system can be represented in a multitude of ways from slowing character movement to adding a percentage of stamina required to do actions.
- Crafting requires materials on your character.
- Debuff if you've not ate and drank for X amount of time. Unsure on what the variable should be but at least twice per full day/night cycle. Debuff could be losing a percentage to all resources and movement speed.
- Rested experience (upcoming feature to those not aware) doesn't exists as a game mechanic.
- Hovering over NPC's only shows they are <Gender Race> instead of their Name
until you talk to them.
- All fast travel removed.
Anyways, that's my vision of an Immersion Server. Probably only have hope for
In-game Signs though, at best.
Enjoy the game, and I look forward to additions, comments and lambasts from you all.