I see you're fixing horse jumping issues, PCs have similar issues jumping in diagonals, getting stuck on minor terrain. I've commented on this before; there are square firepits in some buildings one can run into but need to jump to get out. Ridiculous and annoying.
Falling damage seems excessive. Possibly this is fixable in champion/spellcrafting sys with some kind of featherfall passive.
Guild Traders: THERE IS NO WTB SYSTEM OUTSIDE OF ZONE CHAT. THIS IS UNACCEPTABLE. caps intentional.
One of the tooltips in loading screens says it's OK to run away from encounters, but most mobs are able to put on some sort of snare making it exceedingly difficult.
Cyrodil is too inconvenient to navigate while doing PvE there. Why are there so many 'solo' dungeons and quests available in such an enormous area with so much gated terrain?
Too many NPC's in Cyrodil. This is a PvP zone, if a faction can't bother to bring defenders they do not deserve to hold territory. I consider this a major flaw. I know you want to encourage large group PvP, but fewer NPC defenders would encourage smaller groups.
Respawn herb nodes when the herb is picked and worms, crawfish, etc are left behind.
Bankers and merchants move while being interacted with, closing the window.
More vp for common mobs as one progresses through the 'cadwell story' and more variety in hp for mobs. This is just lazy. Every mob in a zone has nearly exactly the same hp, semi elites have a bit more, even bosses are almost the same.
Yea, I resubbed . This game still has a lot of positives and those complaints are QoL issues. For what it is still worth the price of admission.