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The Armchair Developer Comes to ESO Live

  • Savetti
    Savetti
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    Player Housing!!!! =)
  • Slurg
    Slurg
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    Simple, simple question:
    What would it take to put the name of the item sold and guild store name in the text of the seller email we get with the gold from our sale? It seems so simple to me. It is already captured in the guild sales history. But some of this have been asking for this for a year and it's never been done so is it more complicated that it looks?
    Happy All the Holidays To You and Yours!
    Remembering better days of less RNG in all the things.
  • kaidanfanlava
    kaidanfanlava
    Soul Shriven
    Things that I would definitely love to see;
      [*] Player Housing
      [*] Something related to the Imperial City in PVP
      [*] Tall keeps, and more siege devices, similar to those shown in the theatrical trailer (PVP)
      [*] Faster leveling (Alliance War and general character leveling) in PVP campaigns

      Kaidanfanlava | Kaidankolo
      Tumblr ✖ Humor ✖ Personal (PM)
      Fab DivaBreak Zarsize
    • Detector
      Detector
      ✭✭✭✭
      1. Jewelcrafting
      2. Weapon Ultimates
      3. More brutality - fatality-finishers
      4. Armor for mounts
      5. PvP-content for small groups
      Edited by Detector on March 24, 2015 6:53PM
    • Attorneyatlawl
      Attorneyatlawl
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      This is feedback I submitted in-game shortly before launch. It is just as relevant today and these features are still sorely needed :)! I really hope this is addressed in the program.

      Please put back in/add the following UI features, for these reasons:

      Nametags/plates: So we can tell who's who, and locate vendors or NPC's easily while playing. Essential for coordinated gameplay and improves community by allowing for guild pride, seeing what guilds have players out and about actively, and recognizing people you run across often in-game. Make them invisible like alliance indicators are for enemies in sneak/stealth, and fade with distance. For enemy players, show their alliance rank, race, and faction as a "name" rather than their character name. An example would be, "Pact Dunmer Corporal".

      Combat log: Essential for catching bugs and understanding what is happening in the game while fighting. How are we supposed to even know what our abilities are meant to do when we have no numbers at all and are guessing on pixels in a tagless health bar? Please also add an option for showing the hitpoint numbers on health bars.

      Scrolling combat text: Essential to tell what's happening in real-time... "Why did my mega-super attack only just chip that guy instead of smashing him?" It can be hard to pinpoint exact moments of a fight in a combat log after the fact, whereas this provides immediate feedback to the player for what's going on. Did I not even actually get the spell I intended to off? This disambiguates combat and reduces player confusion/frustration.

      Minimap: It's annoying to have to constantly stop and open the big map to tell where things are and the landscape, rather than being able to glance at the corner of the screen and still be aware of the game world during a quick look. Frustration = annoyed customers = less favorability towards the game = lower player counts.

      Buff/debuff icons: Please provide us with small icons that we can place where we want that indicate specific types of buffs or debuffs being active on us and our enemies. For self ones it would be great to be able to say tell the game "highlight this buff when it's active on me" for our abilities. These are essential to understand when our abilities are active, penalized, enhanced, etc. by ourselves or other players/NPC enemies. Again, less is not more: lacking this info is simply less.

      _______________________

      And later, I created a reddit topic that was well-received months after launch, with the following feedback and ideas for solutions:


      Hello peoples!

      There are many issues with ESO as I'm sure everyone can agree, even those of us who really enjoy the game. There's a lot of discussion, well-warranted, about class balance, but I rarely see actual game mechanics or other problems discussed. I think it's time to bring some attention back over to three of the more major ones.

      Who the heck are you? What do you know! This is all whining you noob!

      I'm "Please Don't Nerf Me" aka Attorneyatlawl, DPS'er in the first HelRa clear on US DC and second Archive DC US clear by a nice margin. I'm a major member of Mostly Harmless Guild, and I know the vast majority of people or am connected to them, who do high-end PVP and PVE in this game and was a first-pick hand-invited PTS player as well as V12 on live with a V9 alt coming up on 12 fast, fully geared out in high-end oranges (legitimately earned, I am extremely anti-cheat/exploit as I'm sure people can attest who have seen me in chats before!). Generally well-regarded as a friendly guy, or so I'm told...

      Major issue #1: Community and lack of online feel

      Running around in a town or major hub in ESO feels lifeless, and I never notice if I run by someone I know because I have no way to see them unless I tried spending five minutes hovering over everyone in a crowd of 50 people at the bank who all look like npc's standing still and looking basically the same. People rarely talk in anything but zone chat and you have no way to know where they are or notice if they're near you. Additionally there is no way for guilds to represent themselves as either (or both) a pride and prestige thing.

      Literally if there were no overhead health bar options I wouldn't ever notice if someone was a player or an NPC except for them jumping or running over to a wayshrine. I can't tell what guilds tend to have people running around a lot in PVE or PVP because there are no tags and no way to know their guild without finding out through some other means like being in the same one and seeing them on the roster or guild chat, and you don't really feel a connection to the action or recognize people because there's no representation of their names readily available at a glance nor their guild affiliation(s).


      How do we fix this? Why's it a problem?

      I suggest fixing this by adding an option that can go above the healthbars for people who want them onscreen as a setting, and allowing people to choose which guild they want people to see them tagged with with a quick toggle button in their guild screen for those who use guild tags. I'd also like to see names available in the same fashion for a character. Right now there's a big disconnect between chatting with someone and ever noticing you're near them, no need for some giant jumbo glowing nameplates but a simple small text tag on the same scale as the already-well-done overhead health bars would do wonders. As to why it's a problem, I already have touched on that but this is an online game and having a social connection, feeling like there are other players around, etc. are all vital to keeping it healthy and fun. You can simply not enable them if you don't want this extra info but it certainly wouldn't clutter anything up for those who do. I'm sure someone will respond "But, you would have an advantage!!!" but then why do we allow options for people to get addons, or zoom to third-person, or have a health bar for example in the first place? Because on the whole it's not really that impactful and it's your choice whether to use them or not. Everyone would have access to these options evenly.

      Major issue #2: Game info opaqueness

      Tooltips often are inaccurate at best, and provide very little info about what the ability is affected by. Examples of this include nightblade class abilities that require melee crit to boost their critical hit chance, and others like the bow passive Long Shots say things like "With a bow equipped, bestows X% bow damage vs. distant enemies" but actually only affects bow attacks. Without a combat log tab or proper tooltips most players have no idea or way to know this stuff, and while I absolutely love to theorycraft and test, you shouldn't have to maintain a fleet of addons to simply actually play and find out for yourself how things work. Same thing for basics like seeing your individual resistances or how much they mitigate for you. What does 500 armor mean? What are you going to do, count pixels? =)

      Finally, things like being able to see what buffs or debuffs you have on you/have applied to enemies yourself is critical for competitive play. Spell effects are too spammy and often look identical, and while you can keep track roughly on a target or two manually, in any real action like a raid or pvp it's completely unrealistic to do so for multiple debuffs on multiple targets. The addons available are inadequate and provide artificial timers based on when you cast an ability, that usually aren't in sync by margins of a second or more and are very limited as to what they can track that you have done with your character or had done to you.

      Solutions...

      Give us some better in-game options to see basic game information. Beef up the character sheet stating simple things like Armor: 1450 (27.5%) to represent how much mitigation it provides. Give us an option to dedicate a tab to a combat log so we can see what actually happened to our character and when. Give us the option to have buff indicators/debuff indicators. These don't have to be giant star-trek control panel things, just allow us to move a small panel where we want it that shows us buffs, and another small panel with debuffs where we want them. Let us turn on text labels for our health, magicka and stamina bar, addons have shown this done and it's very clean while providing a much easier at-a-glance info set and letting you focus more on playing rather than fighting the UI. Again, all as options, not required or forced on. Yes, addons do handle some of these things, but others cannot be done or done well and it's an aggravation to have to update 20 addons every patch off of third-party sites instead of having well-integrated and consistently-up-to-date in-game options. Allowing easier access to gameplay information helps make for a deeper game and bolsters the RPG elements, rather than frustrating people who want to dive in.

      Major issue #3: Customization/game options


      Give us some basics like an FOV slider for first and third person, camera zoom distance, not having to go download addons to simply move our health bar, and other quality of life improvements like a text search for guild stores by default. I know some of these things can be done with addons or are already mentioned as coming in the case of a first-person FOV slider at least, but most aren't, and as talked about above... addons are a hackish solution at best and dependent on a random addon developer's interest in the game not waning, plus never as well integrated as a native feature in addition to being an inconvenience/hassle for players to have to go get/update constantly. Little things like these would help the overall polish of the game so, so much and make it feel like a complete product rather than a half-finished interface and experience. This kind of thing is just outright missing, and really degrades the quality of ESO as a whole.

      TL;dr

      In short, the three major points are:

      -Clarify game information with better interface options.
      -Beef up the actual online feel of the game with more community options to see and recognize players and their guilds.
      -Polish the preference-type options like a zoom distance slider for third-person, FOV slider, and simple things along those lines. Little things but big bang for the buck in terms of development effort/player satisfaction.
      Editor's note in 2015: Third-person camera options eventually arrived, yay!

      Thanks for reading everyone and I look forward to hearing your thoughts.
      (Originally posted on reddit here by me: http://www.reddit.com/r/elderscrollsonline/comments/271juz/class_balance_is_always_an_issue_but_what_about/)
      Edited by Attorneyatlawl on March 24, 2015 6:55PM
      -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
      Exploits suck. Don't blame just the game, blame the players abusing them!

      -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
      ________________
      -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
    • phreatophile
      phreatophile
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      -Underwater content
      -spears
      -cloaks
      -boat travel (just a little animation with the boat leaving and docking, heck WOW manages this)
    • spoqster
      spoqster
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      Let players sell items to other players via the existing npc merchants.

      Detailed write up here: http://forums.elderscrollsonline.com/en/discussion/122487/broken-economy-use-the-npc-merchants-to-sell-items-for-players
    • spoqster
      spoqster
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      Red/black piste questing.

      There have been many posts complaining about the low difficulty in quest oriented PVE. One solution to increase difficulty would be to make some of the side quests in the zones harder by bumping up the related mobs and clearly marking these areas/mobs so people don't get confused by the increased difficulty.

      The result would be a world that feels similar to a skiing region, that has pistes of different difficulty. All players can share the same zone, but only the better players can do the red and black quests by themselves, weaker players have to group up or come back later when they are stronger.
    • spoqster
      spoqster
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      Replace BoP with a BoE model that limits equipability to specific achievements.

      There have been quite a few posts recently asking for the removal of the BoP mechanic. This is one solution that opens up the market, but retains the requirement for players to actually do the content instead of just buying these items. Essentially everyone can buy everything, but can only equip what they earned.

      In this model, the economy plays the role of countering unfair effects of the RNG, rewarding those who got blessed with better than average odds with gold and giving unfortunate souls the chance to counter act their lack of luck.

      Detailed write up here: http://forums.elderscrollsonline.com/en/discussion/158879/bop-vs-boe-achievement-based-equipability#latest
    • spoqster
      spoqster
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      Gear/skill loadout manager via daedric butler.

      At endgame level players have multiple specific builds, specific gear sets for specific purposes or possibly even different loadouts for different roles. Multiple guests on ESO Live have mentioned that a loadout manager is discussed internally. A daedric butler that opens up a virtual closet for you could be a lore friendly way to add a loadout manager to the game.

      More detailed write up here: http://forums.elderscrollsonline.com/en/discussion/159377/how-many-crowns-would-you-pay-for-a-daedric-wardrobe-butler-that-holds-gear-and-skill-loadouts#latest and
    • ghofmann
      ghofmann
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      Dueling
      Spellcrafting/Standard Elder Scrolls skill lines,
      Non-static NPC AI (NPCs walking around from town to town, in and out of buildings, interacting with other NPCs, going about their lives)
    • spoqster
      spoqster
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      Stackable dailies combined with an improved LFG tool that let's you search for multiple dungeons at the same time.

      Make dailies stackable in a way that you can still only get one daily once a day, but that you can stack up to seven dailies without having to abandon/finish the previous one. This way players are still encouraged to log on every day, but have more flexibility as to when they will do the dungeon.

      Adding the option to search for multiple specific dungeons at the same time will greatly improve the functionality of the LFG tool compared to asking in zone chat and may incentivise users to use LFG again.

      Detailed write up here: http://forums.elderscrollsonline.com/en/discussion/141080/idea-to-make-the-lfg-more-popular-involves-making-dailies-stackable#latest
    • spoqster
      spoqster
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      Remove trials leaderboards notifications. C'mon, these are just terrible.
    • spoqster
      spoqster
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      Allow players to apply for guild membership at guild traders.

      This would double the functionality of the guild traders as a recruiting tool and make it easier for new players to get into trading guilds.

      Detailed write up here: http://forums.elderscrollsonline.com/en/discussion/130091/proposal-new-feature-apply-for-guild-membership-at-guild-vendors/p1
      Edited by spoqster on May 1, 2015 12:59PM
    • spoqster
      spoqster
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      Instanced quest bosses.

      Most quest bosses are inside houses or caves anyway. Instance those quest bosses, so that they are more special and provide a more immersive experience.
    • spoqster
      spoqster
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      Add Crafting Orders: A system that let's players request specific crafted items and set a price for it, so that these items can be constructed by other players.

      Detailed write up here: http://forums.elderscrollsonline.com/en/discussion/136014/does-eso-need-crafting-orders/p1
      Edited by spoqster on May 1, 2015 1:00PM
    • spoqster
      spoqster
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      Fix the guild bank time outs.

      One year into the game we still have to reload the guild bank roughly 50% of the time and we still get errors while depositing or withdrawing items. It's terribly frustrating.
    • spoqster
      spoqster
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      Remove forced grouping for quests.

      I love the fact that there is specific content made for groups in Craglorn, but I don't understand why there is a need to force a certain group size (usually four) using standing plates or other mechanisms. If a group can do the content with only three people, let them. If a fifth guy wants to tag along because your buddy just logged in but you already had a full group, let them. If someone can solo the whole quest, let them. What is worse is that the content is easy enough for 2 players to handle by themselves, having the group size to be 4 makes the content unenjoyably easy.

      The difficulty of the quest/delve should determine the group size, not an arbitrary mechanism.

      See posts here: http://forums.elderscrollsonline.com/en/discussion/136621/my-first-experience-in-craglorn-as-a-solo-vr10/p1 and here: http://forums.elderscrollsonline.com/en/discussion/136622/do-you-prefer-questing-alone-or-in-a-group/p1
    • P3ZZL3
      P3ZZL3
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      • As the Dev team, you already communicate with the Addon Developers. Why can you not implement the obvious ones like Inventory Management or Master Merchant? It's already written and works to an extent. Pay them, give them credit, streamline it and put it in. As an Ex Developer, I know if the core work is done, it really isn't THAT much effort.
      • As previously mentioned, please please please explain why the mail you get for an item sold does not include the item name.
      • How big is the core development team for implementation of game mechanics
      • How big is the Testing team in ZoS for ESO (excluding those that play obviously)
      CP561 Redguard | Jabsy Templar | Stamina Build
      CP561 Breton | Jesus Beam Templar | Magicka Build Forever!
      CP561 Naked Nord | Tanky DK | Stamigicka Build

      ✭✭✭ Check ESO Server Status Live!: http://eso.webhub.eu/ ✭✭✭
    • spoqster
      spoqster
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      Add a bit of structure to the quests UI.
      • It's hard to discern exactly which quests are part of the main storyline of a zone and thus eventually lead to a skill point and all the others. These skill points are important for character development, while at the current very low difficulty level you have to skip as many quests as possible to stay under-leveled in order to retain some enjoyment. A visual indicator would make these quests easier to spot.
      • Due to the mix of repeatable and non-repeatable quests in Craglorn, many people do quests in arbitrary order, and possibly lose track of the storyline. The fact that most quests are group-only, makes it even harder to follow the storyline, because you always have to arrange for a group, either with friends, guild mates or pug players. As a result many players lose track of the storyline (which is pretty good in Craglorn, imho). UI elements that tell you how these quests relate to each other (beyhond the relevant sections in the achievements UI) could help.
    • spoqster
      spoqster
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    • spoqster
      spoqster
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      Special skill-based PVP campaigns.
      • One campaign that scales all players up and down to level 50, removes all CP and unlocks/limits all players to the same number of skill points (regardless and parallel to their normal progression, which remains unchanged outside of this campaign) to have an even playing field.
      • One campaign that admits only players below a certain PVP rank to have a campaign just for inexeperienced players to learn the pvp game in an environment where they can still feel powerful.
    • spoqster
      spoqster
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      Small improvements to the combat UI, in particular auditive feedback if you skills can't fire.

      See here: http://forums.elderscrollsonline.com/en/discussion/136997/sources-of-frustration-in-eso-combat#latest
    • spoqster
      spoqster
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      Small crafting writ improvements, such as making them stackable.
      Many people collect their survey reports and go and collect them once they've got 3 or 4.

      Problems
      • Survey reports don't stack, so you have to keep the vessels if you find multiple reports.
      • Once you get to the location, you have to first collect the one batch, unpack the next vessel, then ride away and back again to collect another batch.
      • Also, if you have different crafting skills at different levels, you have to travel around to bring the items to the various locations in different zones.

      Solutions
      • Make survey reports stackable.
      • Scale the yield of the nodes with the number of survey reports. Let's say you are looking for ore. Having 3 blacksmithing survey reports in your inventory leads to the ore veins yielding 3 times as much ore.
      • Make the vessels and survey reports tradeable. If I don't want to go and collect them, why shouldn't I be able to sell them on the guild store?
      • Allow players to turn in crafting writs of all skill levels at all locations. That alone would make doing these writs a lot more fun.
      Edited by spoqster on March 24, 2015 10:19PM
    • spoqster
      spoqster
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      Put enchanting stations inside crafting locations. This will greatly reduce the frustration involved with crafting.
    • spoqster
      spoqster
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      Put a banker at the Undaunted Enclaves. I want to quickly bank my stuff before going on the next adventure. An Undaunted Bank could be quite nice lorewise as well.
    • spoqster
      spoqster
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      Add trophies and disguises to the collections system, so they don't clog up the inventory.

      Disguises
      Add the disguise to the collection system as a reward if we complete the quest without consuming the disguise (either by not using it or by not getting caught while wearing it).

      Trophies
      Trophies should be account-bound. Given that the dyes they unlock are account-bound anyway, I don't see the need to have character specific trophies.
    • spoqster
      spoqster
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      For better immersion: Critters should never drop gear or gold, only mats.
    • spoqster
      spoqster
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      For better immersion: Have mobs drop what they wear. Have a storm mage drop a robe and a lightning staff.
    • spoqster
      spoqster
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      Port to dungeon waypoints.

      If you leave a dungeon for repairs and teleport back in, make the player spawn at the current stage, rather than at the beginning of the dungeon. It should be the same spot where you spawn when you die and choose Wayshrine.
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