Branching Dialogue:
If anyone's played Skyrim with the Interesting NPCs mod knows that a great lore game can have you talking to an NPC for 20 minutes or more, with each line of dialogue being immersive. For ESO, NPCs should have lengthy dialogue that isn't focused on the current story quest going on at the time; their dialogue should be based on their personal lives, opinions, etc. Each conversation is a unique experience.
It would also be nice to have mid-dialogue gestures, too. The recent update was nice, but conversations are still bland (imo) with the lengthy paragraphs gesetured with only one action during the first few words.
NPC Activities:
I forget what they're called, but NPCs shouldn't stand around for eternity. Each NPC in the entire game should have something to do. If they have no house to go to, make them a house. Simple scripting probably wouldn't suffice, but maybe if people were given jobs such as cutting wood, they could do that.
The enemies and wildlife should also have activities.
Post-Adventure Instances:
Riften having houses on fire forever is also not a clean site, and those zombies near BRK are annoying. Every questline should have a resolution. Either make new instances, or implement entirely new areas (Veteran) with productive epilogues. They require completion of all the quests that use the destroyed area. Quests that don't can be carried over to the Veteran zones. There could be new quests, if ZoS ever gets around to it.
Guild and Player Housing: (Idea)
Both in PvE and Cyrodiil, players should be able to build houses on land (like siege, they would probably require a decent amount of flat land). These houses can last indefinitely or an amount of weeks. Players can also place farms and other stuff to decorate, perhaps open a shop. Houses have health bars, and can be sieged in PvP.
Guilds should be able to build walls, gates, and other stuff like placing walkway walls on the roads. All of this can be sieged in PvP, and can help to defend keeps and other inner things.
Things can only be built if an alliance owns the keep in the area. Guilds that own the keep have the power to remove houses, such as outdated or abandoned homes. Emporers can also do this.
Maybe place siege NPCs along gates and other stuff to protect, and command them to have a specific pathway, such as circle around forever or walk around a player-made home forever.
PvP Outside Cyrodill:
Maybe the Veteran zones in PvE can be PvP zones with the housing and NPC activities.
Edited by Firellight on December 7, 2014 3:59PM