I want to put down feedback in hopes that its clear, concise but meaningful.
-Solo Only Content-
-Main story, Mages Guild, Fighters Guild, etc.
-These encounters are quality experiences and I think most of us enjoy the content itself BUT for some like myself, the issue comes when I'm locked into solo-only instances. I understand having content designed for one person, but because we are on a server, its extremely frustrating to be limited to one person only.
1.Please adjust any and all solo-only instanced content and allow 2 players.
-I understand the rewards, the progression, etc is based on one player and I'm not convinced that you need to redo the rewards, or the progression because the game and the stories, wording and content are designed for that one player. Where possible within coding and programming, I believe your game benefits from allowing 2 players to go through this even if it means that one player completes it and the other has to go back...to complete it. As long as 2 players can see, interact and do the content, it is a better experience.
For feedback on things like MSA and vMSA....perhaps this should not be 2 player content....it would nice to have the existing 1 player mode and a 2 player mode where rewards differ because its a lot easier but, sometimes people just want to hang out with a buddy, friend, significant other and play content. I believe we all would understand if the rewards were drastically reduced in a 2 player mode if that is even feasible.
2. -Silver and Gold zone changes-
-You have strategically and largely implemented in Orsinium a standard of how, DLC could apply and I think the overall community enjoys this.
Once you remove VR levels or possibly even now, I believe both the silver and gold zones would benefit from the exact type of set-up. I do not believe that you should prolong access to a post 50 situation but I do believe it should come after the main story is completed.
-Initially the desire to have access to other factions was based on player feedback. Back in Closed BETA we were locked to one faction for PvE and PvP. Because you decided to open up the PvE worlds, which is a good move, I believe the missing idea is that people were not asking for content post 50. They were asking for access to other factions for PvE. VR is also going away so it seems this is a good adjustment.
3. -Please reduce the min level required to start each main story quest to where all can be started by level 25 - 30.-
In #2 above I mention how access should occur to open up the silver and gold zones (whichever one we choose first)
-You are giving skill and stat points after the removal of VR into the 1 - 49 levels so it could be assumed that a players ability to complete the main quest would occur earlier than designed. I like how you can access the main quests and they scale to you but it does require a min level (unless I missed an update) so this works together with #2.
4. Drastically change Cyrodil campaigns to PvP only (part 1)
-Remove most of the PvE only elements and reset the map each day vs week or a month (not the entire campaign and not all PvE elements)
-I think most enjoy the campaign options but in my attempt to offer ways to reduce or even remove lag, I think this idea keeps things in tact
-The Campaigns would have the settings that exist today and in the future have the CP and Non-CP options as you shared on ESO Live
-The Cyrodil map would remove entirely all capped keeps, etc. (Don't walk away yet)
-Cyrodil would work and function for PvP like it does today but reset (at different times determined by ZOS on a non-sequential timer)
-For the award of Emperor, I've leave this up to ZOS and the community because this is important and doesn't have to change as while the map is resetting, the reward system while criticized....I don't have better suggestions to offer.
-I believe overall is to remove any contributing factors that may cause lag.
5. Drastically change Cyrodil PvE (Imperial City belongs here) (part 2)
-This is to keep things simple. Cyrodil PvE elements can exist in a faction based environment just like all other PvE on the map.
-Items removed from section 4 should exist in this PvE version of Cyrodil.
-Keeps in PvE only Cyrodil behave as way-shrines....because its PvE
-This version would also have Imperial City access but based on PvP selected campaign.....(read on)
-Imperial City on this map is only accessible as results of the campaign each specific character belongs to having completed ZOS set objectives in the PvP version of Cyrodil. So while in Cyrodil, you can still go to Imperial City and Imperial City will not change. The only difference here is that other factions may have limited access determined by the campaign the are associated with. So this means in essence that when a player goes into Imperial City, they wither will have a PvP + PvE mix of content like most campaigns but be able to travel in and out via Cyrodil PvE or Cyrodil PvP.
-For campaigns that require objectives to access, Imperial City, those characters would experience periods of time where it seems other factions are absent because they lost access via Cyrodil and were killed off inside of Imperial City.
*Clarified Imperial City* (Based on #4 and #5)
-There isn't really a change, but Cyrodil changes are to hopefully reduce Lag....if ZOS needs to go further they can have separate IC campaigns but I think that may be too much.
-You get access based on the campaign you player is a part of (Home or guest selection just as today)
-The selection should show in our Campaign just as it does today, so when you attempt to enter, it prompts the selected filter which does allow change just like campaign rules today for Home and Guest)
-You can access via Cyrodil PvE using the map to teleport into Cyrodil and run in just like today.
6. Don't use Champion Points in place of VR systems, DO use NPC levels to determine what drops and increase the armor past 50 to follow tiers of gear progression
-I've seen a few...ZOS is thinking this or that....and I understand its really just you all sharing thoughts, nothing else.
-Gear can and should have the levels increased in the skill tree past 50. Now I'm not suggesting new skills, I'm only suggesting to use a system that already exists like to determine what gear each character can wear. I think this numeric representation should not go from 50 to 66, but instead 50 - 56.
ie: using Cloth (but fill in each material for all other types and professions in the same progression)
Kresh Fiber/Topgrain Hide - level 51 and NPC level 51
Ironthread/Iron Hide - Level 52 ....
Silverweave/Superb Hide - Level 53....
Void Cloth/Shadowhide - level 54.....
Ancestor Silk/Rubedo Leather - level 55.....
???? - TBD in future updates - level ??? (Or maybe its time to stop creating new tiers here and look at using another suggestion for increasing things like ideas around Trait changes.
-I'd like to suggest that anything post 50 be levels 50 - 55 NPCs and perhaps the occasional (X level NPCs for big bosses)
-Gear requirements, should not follow a level requirement above the actual character levels obtained.
-Champion Points should not be used to determine the level of gear that drops
7. Keep the Champion System, BUT look at this as a difficulty slider instead of character progression
-I see value in this system as long as its maintained and bugs and such are resolved. I do also hope that you never miss-align this system in hopes to integrate in within any other systems. VR is being removed, lets keep this as is but so many customers have asked for a difficulty slider.
-Whether you see it this way or not, this system can be used as such and seems best to not involve it elswhere because I can only see problem in CP and Non-cp environments.
- Veteran difficulty = non=CP going forward
8. Have CP and non-CP leader-boards/campaigns/experiences
-see #7 and understand that any leader-board and PvP campaigns should exist with and without CPs
-Veteran modes of things should not become CP and non-CP modes.
9. Go back and adjust Craglorn/Dragon Star Arena
-The trials, the content and the entire zone is considered DLC. Please go back and align this with how Orsinium and how future content will exist. This is a very important part of your game. The caves, world events, solo and group content need adjusting. Many complain about being required to group however the issue is that the region offers little to no benefit of completion other than skill points and...completing it just to complete it. If scaled, this changes a lot and should drive players who have not completed this zone, to come visit...
10 All Trials need some sort of grouping tool (but not like the existing tools)
-Have you considered a board in-game that allows players to sign up as interested on certain dates and times with their class, role, and levels weekly?
-This would require player manipulation but see #9, the same applies to any Trial...you want people to move around and should offer ways of collecting or gathering groups. When selected someone could select each player and, click to invite. If the player is online they are prompted...would you like to accept a group invitation from <Player name> for <Trial Name>?
Edited by NewBlacksmurf on February 16, 2016 5:13PM -PC (PTS)/Xbox One: NewBlacksmurf
~<{[50]}>~ looks better than *501