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ThinkTank

qiyamatawilrwb17_ESO
starting a thread to share ideas about endgame, apparently we the community are being heard so let's take advantage.

In My Opinion:
make craglorn a sandbox style area. waves of mobs and or raid bosses to hunt, improve loot for repeatable quests so pugs get created to actually go do them, faction loot- doesn't have to be lots of it, just 3sets for the area. and develop new solo areas (preferably capped to VR10+) to continue storylines.
if they released craglorn along side some solo content with perhaps the beginnings of new stories I think "endgame" would feel a bit meatier.
Edited by qiyamatawilrwb17_ESO on July 10, 2014 3:24PM
  • qiyamatawilrwb17_ESO
    the option to que for multiple dungeons
  • qiyamatawilrwb17_ESO
    reduced fall damage stat. perhaps for rings, or if cloaks are ever added.
    (like leaping off things all ninja-like)
  • qiyamatawilrwb17_ESO
    jewel crafting? or perhaps jewllery could at least improve in quality depending on the quality of its enchant
  • qiyamatawilrwb17_ESO
    more crafting styles. would love to re-create necromancer set
  • Maverick827
    Maverick827
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    Abandon the concept of trials. Putting an emphasis on time-to-complete only causes the most vicious of class/build stacking.

    Make normal raids like every other MMO. Make them with challenging mechanics that require all sorts of classes and builds.

    Class X might have the highest theoretical DPS, but Class Y is pretty close and has a unique debuff, so they're always welcome. Class Z is has even less DPS than X and Y, but it has great self-survivability, which helps because, again, you've designed these encounters to be challenging so healing will be intense.
  • qiyamatawilrwb17_ESO
    adjusted loot and lower XP from some outdoor mobs, (the grinding ones)
    min t3 loot, set pieces and increased xp for inside delves and while on a quest for craglorn and upper craglorn.

    going to reinforce this idea, managing to gather 4 players together and get a delve or quest done in craglorn which at times can be tough, only to be given some crappy green bit of trash in an urn.
    joy! what a waste of time, repairs, soul gems, potions and effort.
    Edited by qiyamatawilrwb17_ESO on September 7, 2014 11:40AM
  • Natjur
    Natjur
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    • Since they can't fix the LFG to allow us to enter multiple queues, a LFG channel (across all zones but limited by level) would work.
    • Raids (like trials but not timed), timed events = cookie cutter builds only
    • 8 or 12 man versions of the current veteran dungeons, same loot but harder instance.
    • Non timed trials, so no reward except the normal drops, but unlimited rez and unlimited time. (you have hard-mode, why not easy mode)
    • Jewel crafting
    • Cloaks
    • Transmute (covert 10 purple into 1 gold )
    Edited by Natjur on August 13, 2014 11:03PM
  • qiyamatawilrwb17_ESO
    rework of the sets. some seem limited when trying to mix them up. for ie.
    kines flight+necromancer a pair of boots in either would be nice.
  • RoyMallis
    RoyMallis
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    I do what I can, when I can, to provide in game help to those seeking it. @RoyMallis
  • qiyamatawilrwb17_ESO
    remain in dungeon finder if someone joins then leaves.
  • qiyamatawilrwb17_ESO
    skill points of each veteran level up, would give back the feel of actually accomplishing something when leveling, considering the effort involved if you opt not to mindlessly grind to V12+
    Edited by qiyamatawilrwb17_ESO on September 7, 2014 11:36AM
  • qiyamatawilrwb17_ESO
    Interactive PETS!!! plenty of animals throughout tamriel, im picturing a bestiary skill line for different types.
    gather up loot for you or deliver items to your bank, provide a few buffs. not necessarily thinking combat pets but certainly something interactive.
    id love falconry. pretty bad ass having a bird of prey on your shoulder.
  • TheAmu
    TheAmu
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    I always considered my personal end game to be helping others with their quests.

    But I can't do that.

    I would like to do that.
  • Vahrokh
    Vahrokh
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    Natjur wrote: »
    • Raids (like trials but not timed), timed events = cookie cutter builds only
    • 8 or 12 man versions of the current veteran dungeons, same loot but harder instance.
    • Non timed trials, so no reward except the normal drops, but unlimited rez and unlimited time. (you have hard-mode, why not easy mode)

    I have played lots of raid games... removing the time factor does not convince raid leaders to bring sub-optimal specs and even sub-optimal classes at a whole.
    Same for PvP of course.
  • MornaBaine
    MornaBaine
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    Interactive PETS!!! plenty of animals throughout tamriel, im picturing a bestiary skill line for different types.
    gather up loot for you or deliver items to your bank, provide a few buffs. not necessarily thinking combat pets but certainly something interactive.
    id love falconry. pretty bad ass having a bird of prey on your shoulder.

    As someone who has hunted with hawks IRL I have to point out that one DOES NOT place a bird of prey on one's shoulder! LOL They ain't parrots! That said, I LOVE the idea of interactive pets. They could totally help with mat gathering (and THOSE pets should be damned expensive!). For instance, a hawk could be "used" and they would then strike any rabbits, squirrels, etc in the area and, when successful, would return with meats for recipes. Wolfhounds should be able to attack wolves and deer and get extra meats or hides from those animals. A parrot, that you COULD put on your shoulder, would be a fun strictly vanity pet. Especially if they had some hilarious things to say...so long as doing so is infrequent! And they should totally NOT say, "Ranser! You mad man!" LOL I really DON'T like that all that happens with pets is that they follow you around. They should be totally clickable with some interactions like "pet" at the very least.

    Not sure how this really relates to end game content but I guess if some of these pets were only available at level 50 it would add an extra carrot to that grind.

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • ExiledKhallisi
    ExiledKhallisi
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    starting a thread to share ideas about endgame, apparently we the community are being heard so let's take advantage.

    In My Opinion:
    make craglorn a sandbox style area. waves of mobs and or raid bosses to hunt, improve loot for repeatable quests so pugs get created to actually go do them, faction loot- doesn't have to be lots of it, just 3sets for the area. and develop new solo areas (preferably capped to VR10+) to continue storylines.
    if they released craglorn along side some solo content with perhaps the beginnings of new stories I think "endgame" would feel a bit meatier.

    The quests are repeatable. There are waves of mobs that spawn indefinitely and bosses on short spawn timers.
    >>>>>>>>(DC)Guild Master of Biestas 250+ Active Members<<<<<<<<
    ||||||Vr14 Sorc: Darkened Soul vr14 Templar: Tiffaney||||||
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
    ― Sun Tzu, The Art of War
  • qiyamatawilrwb17_ESO
    starting a thread to share ideas about endgame, apparently we the community are being heard so let's take advantage.

    In My Opinion:
    make craglorn a sandbox style area. waves of mobs and or raid bosses to hunt, improve loot for repeatable quests so pugs get created to actually go do them, faction loot- doesn't have to be lots of it, just 3sets for the area. and develop new solo areas (preferably capped to VR10+) to continue storylines.
    if they released craglorn along side some solo content with perhaps the beginnings of new stories I think "endgame" would feel a bit meatier.

    The quests are repeatable. There are waves of mobs that spawn indefinitely and bosses on short spawn timers.

    i know the quests are repeatable hence i said improve the loot.
    waves of mobs, thinking back i believe i was suggesting random location events. as per raid bosses id suggest having to hunt them down be it mixed in with normal mobs or within events.
  • qiyamatawilrwb17_ESO
    MornaBaine wrote: »
    Interactive PETS!!! plenty of animals throughout tamriel, im picturing a bestiary skill line for different types.
    gather up loot for you or deliver items to your bank, provide a few buffs. not necessarily thinking combat pets but certainly something interactive.
    id love falconry. pretty bad ass having a bird of prey on your shoulder.

    As someone who has hunted with hawks IRL I have to point out that one DOES NOT place a bird of prey on one's shoulder! LOL They ain't parrots! That said, I LOVE the idea of interactive pets. They could totally help with mat gathering (and THOSE pets should be damned expensive!). For instance, a hawk could be "used" and they would then strike any rabbits, squirrels, etc in the area and, when successful, would return with meats for recipes. Wolfhounds should be able to attack wolves and deer and get extra meats or hides from those animals. A parrot, that you COULD put on your shoulder, would be a fun strictly vanity pet. Especially if they had some hilarious things to say...so long as doing so is infrequent! And they should totally NOT say, "Ranser! You mad man!" LOL I really DON'T like that all that happens with pets is that they follow you around. They should be totally clickable with some interactions like "pet" at the very least.

    Not sure how this really relates to end game content but I guess if some of these pets were only available at level 50 it would add an extra carrot to that grind.

    haha i actually thought about the falcon on the shoulder as incorrect but it fit the image in my head being mounted on horse with bird. this is still badass tho...
    falconer_by_cristi_b-d5s56do.jpg


    a monkey could be quite useful too imo.
  • Stratti
    Stratti
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    End game is missing the feeling of progression. Sets are very difficult to get and way too rare. There is no currency to collect toward a reward or a set. The progression through trials is ok but given the lack of lockout anyone can hunt a better group out so many will have completed these just as a pug and gone back to their previous progression with their guildies

    In a sentence : We need to feel like we are progressing.
  • qiyamatawilrwb17_ESO
    Stratti wrote: »
    End game is missing the feeling of progression. Sets are very difficult to get and way too rare. There is no currency to collect toward a reward or a set. The progression through trials is ok but given the lack of lockout anyone can hunt a better group out so many will have completed these just as a pug and gone back to their previous progression with their guildies

    In a sentence : We need to feel like we are progressing.

    totally agree. nothing to work towards. skill points would keep me going, but gear sets are lacking and random.
  • Anu_Saukko_Tutkija
    Anu_Saukko_Tutkija
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    "molag bal said, you should pick me as an enemy, there is more evil creatures out there than me" i would want to see more story about that more pve solo/group content.
    /\:__:/\
    (。 ◕‿‿ ◕).
  • qiyamatawilrwb17_ESO
    I understand the distaste for gear grinding. but if you stop to think about it would it really be counter productive to put rewards worthy of the effort players in, specifically in ESO where there is so much freedom of choice?

    I considered early WoW fairly entertaining when it was all about boss drops on a random loot table, before they made obtaining the heroic "tier" (and it's ever rising top tier) with in-game currencies. that really felt like a grind.

    I like that in ESO generally anything can drop anywhere. it ties in with exploration and the way the crafting is set up, everyone has a chance to mix and match their own prefs.
    a few key items added to endgame such as 1 piece of a set that drops in the form of jewelry or weapons that can make it possible to use 2-3 synergies of sets previously incomparable. I'm sure this could be done. (infact I am seeing blue lvl only items now), but in anycase trial loot should be BoP for the most part.

    the key to endgame here is avoiding cookie cutter gear and loadouts.
    adding plenty of weird and wonderful gear sets that everyone can toy with.
    even if you weren't aiming for a particular synergy but have the pieces to put together.

    introduce a new gear slot, (cloaks have been mentioned), mounts comprised of different animals with different stats, pets, quests that when completed give you a substantial change to stats, skill lines or even just physical appearance.

    I guess what I'm saying is... make it a loot "grind", not top tier gear grind.
    variety is the spice of life!
    Edited by qiyamatawilrwb17_ESO on September 29, 2014 2:16PM
  • qiyamatawilrwb17_ESO
    idea for the cross faction questing, would give a much more fulfilling experience and encourage making and levelling alts.

    i enjoy the storylines in ESO but if they had done some class, race, faction specific characters to interact with in the main story/guilds it would have been a longer lasting experience. or if they had an entirely different quest line when you did the other factions.

    make the 2 other faction areas like vet dungeons, continuations of the story where you merge into it, but expansions on the delves etc. the break down of anchors since you have already foiled molag bal. the option to go back to solo questing at v1-v10 would do better if it didnt go back in time as though nothing has changes in the world.

    a continued story, be it as a spy for your original faction or even making a point that you are of a different faction originally, perhaps given leave by the factions leaders as an emissary to continue the protection of the people of tamriel and investigate the troubles that plague it. or in the case of the spy, to sabotage and meddle with the goings on within each faction.


    though relations dont necessarily need to pleasant with all the characters you come across.
    earning trust with your deeds, aggravated NPCs that can turn on you,
    this could involve just tweaking they current quests for the veteran ranks as they are, but making the dialog interactive with a chance of appeasing or enraging the quest giver! but adding also new and continuing main and guild story lines.

    hardest part of this is of course the fact that so may have already been through all 3 factions. perhaps shift the drive away from XP and offer different rewards. will make a rich playground for the justice system too. and give what is sorely needed, a reason to leave craglorn and cyrodiil.


    the lore is deep, but with all things ESO it needs more more more!!!
  • qiyamatawilrwb17_ESO
    i just woke up this morning with an idea for a pvp mechanic that could provide underdogs, losing factions and drastically outnumbered factions in cyrodiil.

    simply put, an epic casted aoe defence spell that would require a certain number of players, perhaps min 4-5 that could channel the spell together at a predetermined point and time while being under siege.
    effects that could summon say an army of undead, roots over a massive area to snag, freezing mists to disorient and limit FoV, any number of plagues, even an array of summoned epic guardians that prevent capping keeps until it dies.
    defeat these defences for greater rewards?

    not necessarily buffs to players and nothing that instantly nukes the targets. and this could be something that can be prevented or ceased by either reaching inner keeps before the spell is cast and or killing the casters.
    perhaps limit these defences to keeps holding scrolls and incorporating the power of the scrolls themselves.
    i think this adds slightly to the challenge of a siege, allows for the underdogs to feel a little less like target dummies in front of a zerg train, and a chance to delay if not stop factions who simply have higher numbers (and not necessarily better skill).

    pls give opinions or feel free to point out faults.
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