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List of Changes/Improvements

Fat_Cat45
Fat_Cat45
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There's a lot of small things I've noticed in the game which creates inconsistencies or more incentive than other actions. I'm going to address them as well as provide my insight for positive changes.

Topics:
-Crafting Writs
-Alchemy
-Survey Map Inconsistencies
-Inventory and Bank Space
-Champion System
-Friends List
-Itemization for Armors
-Veteran content for silver/gold zones

Crafting and Writs

There's a few changes to crafting which would help it overall, and some subtle changes many don't know about.

Alchemy Writs

When you receive a survey location for alchemy, there is something which bugs me about how it is handled. Here's a list of herbs which can never be part of alchemy surveys: Namira's Rot, Luminous Russula, Emetic Russula, Blue Enteloma, Stinkhorn, Water Hyacinth, Violet Coprinus, White Cap, Nirnroot, and Imp Stool. That's 10 of the 18 herbs in the game which can't be obtained from surveys. Nirnroot is an exception because of lore, such as in Oblivion they never grow back. So Nirnroot should be kept out of survey rewards in my opinion.

My suggestion is that 1 of the 3 possible different alchemy surveys are located off of water and near a group of trees. And all herbs are mushroom/fungi related. This way over half of the herbs from alchemy writs are now included and equal to the rest.

Clothier, Blacksmith, and Woodworking Writs

There is a serious imbalance for survey locations between the 3 crafts. I am only regarding tier 9/9 writs, ones located in Craglorn and may yield nirncrux. Each craft has 3 different survey map locations. And for those of you who don't know, those surveys can only yield nirncrux if the survey location is in upper Craglorn. This is where the imbalance occurs. Blacksmithing has all 3 surveys in upper Craglorn, woodworking has 2 surveys in upper Craglorn, and clothing only has 1 survey in upper Craglorn.

This creates an imbalance of incentive to do each writ. If blacksmith has a 100% chance on survey report to be able to drop nirncrux, why do clothing writs instead of blacksmith if you had to choose? Clothing only has a 1/3 chance of dropping a survey located in upper Craglorn.

My proposed solution is to let all survey locations be able to drop nirncrux, regardless if they are upper or lower craglorn. This way the same survey map locations can be used, but now there isn't an imbalance between the frequency of nirncrux in clothing, woodworking, and blacksmithing surveys.

Inventory and Bank Management

Currently, for those who craft and do end-game content often, bank and inventory space is extremely limited without placing items of alts or abusing the mail system and leaving items in return mails. My bank is 240/240 slots, all 240 only in the materials tab. This is because I hold 1 stack of each material for each level range (Kreshweed, Steel ingots, Birch wood, Wormwood, Apples, etc), and multiple stacks of upgrade materials (Kuta, Hemming, Tempering Alloy, etc).

A solution would be to increase bank slots, even if the price continues its upward scale from buying 230 -> 240 slots. So then, for example, when it keeps scaling it would cost about 300k to upgrade from 290 -> 300 slots. Another solution would be increasing inventory space passed 160, but not over 200. This could also be done with a scaling price, for example 190 -> 200 would be 200k.

A popular idea which is suggested often is the addition of crafting bags. I wouldn't like those for the reason that it creates menus within menus for the inventory UI. It is simpler to increase the overall slots, because some PvE or PvP players may have 240/240 slots from all items except crafting materials. The new slots should cover all types of items.

Champion System

So the champion system has been out a little over 3 months now. Some players have 250 points, and some players just reached vet levels after a year of playing and have less than 20. After time there will be such a disparity between new players and veteran players from launch that the catch-up period would be years. The main reason this is an issue to me is 1 reason is specific, and this fact is also not know by a majority of players.

Every champion point you spend will increase your attribute pools for the respective constellations. A point into a thief tree would increase your max stamina, a point in warrior increases your health, and a point in mage increases your magicka total. The increase is so great that once you reach 1,200 points in each constellation, your attribute pools increase by 50% each, that is an insane amount, especially the gap between a new and vet player. A player with 20k stamina and 0 champion points spent would then have 30k stamina if they put in 1,200 points to the thief constellation.

A proposed solution is to modify the enlightenment system a bit. Create an algorithm which gives a permanent enlightened bonus the farther away you are from the average champion point total. So for example, in 3 more months when most players have 400 champion points, let there be a 2x gain of champion points to those at 100 or less, 1.5x gain to those at 200 or less, and 1.3x gain to those at 300 or less, and no gain when within 25% of the average.

This bonus can't be incredible, but it has to be enough to help shorten the gap between new vet players and those playing for years and rid the feeling that it's impossible to catch up to old players.

Friends List

One of the main features I wish existed, and I also don't know exists anywhere else except battle.net, is the ability to mass message your friends list. Whether it be a broadcast like in b.net or a private message with a different color to signify it's a public message, it would be very helpful. For example, the default color to a private message is the teal/cyan color and the default color to a mass message to your friends list could be defaulted to a dark blue.

This is extremely helpful for people forming groups, looking for new players, trying to sell to clients who add them, or even getting advice on builds. And the new unique color to the broadcasts would let people know it's not directly a 1 on 1 question to them, and it can be ignored.

Itemization for Armors

There's one thing about armors I would like to see changed. Specifically which enchants are able to be placed on each piece of gear. At the moment pieces of armor can only take glyphs for max stamina, max health, or max magicka.

What I would like to see is the ability to also place regeneration glyphs or resist glyphs on armor pieces. This provides greater customization to the player, and it wouldn't be overpowered either. Let's say someone is going for a regeneration build. They can now enchant armor pieces to provide that regeneration, but they are losing about 20% of their max resource pools because those glyphs don't exist on their armors anymore. This would make them more susceptible to burst damage and heavy hits for PvE content. The same goes for resist glyphs, they can take reduced damage but overall their health, magicka, and stamina pools were sacrificed to get those resists.

Some glyphs which should not be allowed on armors are ones like max spell damage, reduce armor, drain magicka, and reduce resource costs. Only regeneration, resists, and max attributes should be applied to armors.

Veteran Content (Silver/Gold)

It seems now that with the introduction of the champion system, veteran content in zones V1 to V10 has been much easier than before. The nerf to veteran content they did about 6 or 7 months ago is now too much when considering the power scale of the champion system.

The strength of enemies in V1 to V10 zones needs to be increased, possibly to what it was pre-nerf. A V2 which can fully complete the V10 zone without losing more than 25% life is an indicator that the nerf should be reverted.


I had a few other suggestions but I forgot what they were when writing this up. Any other feedback and suggestions are welcome.
Edited by Fat_Cat45 on June 28, 2015 6:07PM
  • Coelton911
    Less invisible NPCs.
    Longer stormy weather.. Better lightening effects during storms..
    In game mail actually works..
    The friendliest actually works..
    Item stacking properly so it doesn't take me 9 years to scroll past meterials in the bank..
    Make health potions actually useful.. Highest health potion for your level only restores 20% hp.. In pve that's one more hit it seems like..
    Stop focusing on making more mounts..
    Actually have dragons in the game like it does in the lore...
    Make it so people you have on ignore/block doesn't end up in the same phase you're in
    Make 1h and shield worth playing with. 30 melee attacks vs 5 melee attacks with a 2h is redundant.
    Less invisible NPCs.
  • Fat_Cat45
    Fat_Cat45
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    Coelton911 wrote: »
    Less invisible NPCs.
    Actually have dragons in the game like it does in the lore...

    Dragons aren't alive in the time period of ESO, except 1 or 2 which aren't on Tamriel
  • Coelton911
    Fat_Cat45 wrote: »
    Coelton911 wrote: »
    Less invisible NPCs.
    Actually have dragons in the game like it does in the lore...

    Dragons aren't alive in the time period of ESO, except 1 or 2 which aren't on Tamriel


    Dragonkind (Dovahzul: plural DOV Dov, singular DOVAh Dovah;[1] Aldmeris/Ehlnofex: Aka[OOG 1]), mostly called Dragons or Wyrm[2] are a race of Akaviri beings usually described as the immortal children of the "Dragon God of Time" Akatosh. They were once widespread in Tamriel and ruled over men during the Late Merethic Era up until the Dragon War.[OOG 2] For the most part, they consider non-dov to be weak minded[3], and their spoken language can be articulated to cast powerful magic known as Dragon Shouts, originated from the power known as the Voice, inherent to all dragons and their kin, the Dragonborn. Such power was also bestowed upon mortals by the efforts of Kyne and Paarthurnax, rendering men (and especially Nords) capable of shouting, with enough training.[1]
    They were nearly rendered extinct after the war, and were widely believed to be nothing but a legend for much of the late history of men until 4E 201, when they resurfaced in Skyrim with the return of the "World Eater" Alduin.[1]



    "They are in the world of elder scrolls during this time period.. They're just hidden and resurface during the time period of skyrim.. This is straight from the elder scrolls website.
  • BigM
    BigM
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    Coelton911 wrote: »
    Fat_Cat45 wrote: »
    Coelton911 wrote: »
    Less invisible NPCs.
    Actually have dragons in the game like it does in the lore...

    Dragons aren't alive in the time period of ESO, except 1 or 2 which aren't on Tamriel


    Dragonkind (Dovahzul: plural DOV Dov, singular DOVAh Dovah;[1] Aldmeris/Ehlnofex: Aka[OOG 1]), mostly called Dragons or Wyrm[2] are a race of Akaviri beings usually described as the immortal children of the "Dragon God of Time" Akatosh. They were once widespread in Tamriel and ruled over men during the Late Merethic Era up until the Dragon War.[OOG 2] For the most part, they consider non-dov to be weak minded[3], and their spoken language can be articulated to cast powerful magic known as Dragon Shouts, originated from the power known as the Voice, inherent to all dragons and their kin, the Dragonborn. Such power was also bestowed upon mortals by the efforts of Kyne and Paarthurnax, rendering men (and especially Nords) capable of shouting, with enough training.[1]
    They were nearly rendered extinct after the war, and were widely believed to be nothing but a legend for much of the late history of men until 4E 201, when they resurfaced in Skyrim with the return of the "World Eater" Alduin.[1]



    "They are in the world of elder scrolls during this time period.. They're just hidden and resurface during the time period of skyrim.. This is straight from the elder scrolls website.

    I was going to say this early in this thread but decided against it to see how long it took, Now if I had a prize to give ya. :smiley:
    “The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge.”
    ― Stephen Hawking
  • Coelton911
    Fat_Cat45 wrote: »
    Coelton911 wrote: »
    Less invisible NPCs.
    Actually have dragons in the game like it does in the lore...

    Dragons aren't alive in the time period of ESO, except 1 or 2 which aren't on Tamriel

    Should it be specified that Dragonlings are encountered by the player during Daggerfall? The sources conflict slightly here since Dragons are apparently extinct and never seen by people, however young Dragons are fairly common throughout Daggerfall (according to TES2).--Willyhead/t 13:31, 29 May 2008 (EDT)
    Provide some hard evidence and this would be a welcome addition. Assuming we can find any hard evidence in the elusive lore of Daggerfall. These "Dragonlings" may be unrealted to the Dragons mentioned in the article, or it may simply be a developer oversight, or maybe Daggerfall is the only place left in Tamriel with Dragons? More research is needed on this subject, but I don't doubt that this point will be added sometime. --HMSVictoryTalk 11:24, 30 May 2008 (EDT)
    ...And the article does say "supposedly extinct" and "sources conflict." --HMSVictoryTalk 11:25, 30 May 2008 (EDT)
    Yes, but it also says If dragons still exist at all, they are never seen (they are seen in TES2). And you're probably right about the developer oversight, the fact that dragons are seen in Daggerfall then said to be extinct in later games seems very clashy! I've never played Daggerfall before, but if we could get hold of a Daggerfall vet we might be able to learn more about the matter.--Willyhead/t 12:24, 30 May 2008 (EDT)
    The reason we don't see dragons is that they would be huge creatures, and the collisions associated with them in a game would be a huge technical barrier. One of the developers commented, "They DO exist, just not everywhere." at sometime around Morrowind's release Source. Therefore, I'm changing the page to reflect that, to our knowledge, they are not extinct.--Ratwar 13:07, 30 May 2008 (EDT)
    Right. I've tweaked a little on the article to correspond with your edit. What you have said makes absolute sense. Anyway, the point of Dragonlings in Daggerfall still warrants a mention, so maybe we should get in contact with Uniblab or Timmeh. --HMSVictoryTalk 04:19, 31 May 2008 (EDT)
    If there are "many in-game sources" that "say they are extinct", please could you provide us with some? Google provides no relevant hits either on UESP or TIL so I'd like know see these sources. –Rpeh•T•C•E• 05:00, 31 May 2008 (EDT)
    Unless they went extinct some time between Daggerfall and Morrowind? I believe the statement about them being extinct was somewhere in Morrowind. (Maybe that's what they really meant by the Dragon Break? Heh.) --TheRealLurlock Talk 07:37, 31 May 2008 (EDT)
    Their apparent extinction is mentioned in both Morrowind and Oblivion. I can't remember exactly where, but maybe you could look in the dialogue bank in the CS? --HMSVictoryTalk 06:36, 1 June 2008 (EDT)
    I've looked and there is no such reference in either game. –Rpeh•T•C•E• 06:45, 1 June 2008 (EDT)
    Are you sure it wasn't in a book that you read? If the dialogue banks don't make any reference to the dragons' extinction, then maybe there is a book that does. Mysterious Akavir states that the dragons went extinct there, but I couldn't find any references to them being extinct in Tamriel.--Willyhead/t 08:39, 1 June 2008 (EDT)
  • Coelton911
    they are not extinct.--Ratwar 13:07, 30 May 2008 (EDT)
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Coelton911 wrote: »
    Less invisible NPCs.
    Actually have dragons in the game like it does in the lore...

    Again in case you haven't seen endless post about dragon or know anything about Elder Scrolls lore.... DRAGONS ARE DEAD OR HIDING !

    Elder_Scrolls_Online_%28PC%29_16a.png

    This is the timeline of the ES games and the dragon war completely ended when the last of the dragon cult was found and killed at the monastery of Forelhost high the Jerall Mountains in 1E 139 and that was the priest and cultist cause dragons were killed or went into hideing a few more years ahead well be more accurate shortly after the 3 nord heros banished Alduin into the future. As to were ESO takes place in 2E 600 well after the dragon war.

    So please shut up about dragon in ESO.
  • Fartman
    Fartman
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    player housing, more items in towns... seems so empty. fishing boats where you could store stuff on if you can't afford a house, rare items for the house that spawn with server refreshes.
  • Zephyr01
    Zephyr01
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    Console Quick Slots for Potions need to actually work - and instantly.

    I've given up counting how many times I've pushed the button with a Potion (showing in the Quick Slot on my bar) and nothing happens - and of course I die. Why the hell don't these things work???
  • Zephyr01
    Zephyr01
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    Also, sorry for the double post I can't find the 'Edit'

    On the Voice Chat thingy it would be a great help that when you went to look at people's profile if it gave the level of the character they're playing.
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