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Torches

bedlom
bedlom
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ESO should have equipable torches ( just the previous TES titles) one of my favorite features in elder scrolls, I really want this to come to ESO.

I just want to be able to walk around the world at night and through delves with a flaming torch in my hand lighting up the area good as I go.

I have been posting this request since launch please make it happen ZOS, anyway you can.
  • Bossdonut
    Bossdonut
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    That's coming next patch for templars, as providing light in dimly lit areas will be our only remaining function.

    And it's already been nerfed.
    Edited by Bossdonut on February 6, 2016 4:40AM
  • MrDerrikk
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    Theres the torch emote, but I agree that it'd be better to have an actual item. I loved collecting the 0 weight torches in Oblivion!
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  • Moonshadow66
    Moonshadow66
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    I hoping for torches since.. ever. Even more since the nights were darkened, obviously. So often I can't see a damn thing, so what am I supposed to do without a torch?
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  • RAGUNAnoOne
    RAGUNAnoOne
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    PS4 NA
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  • Gidorick
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    Thanks @RAGUNAnoOne !!

    Torches! Want them. So bad. I even made a thread about it back in March :smile:
    http://forums.elderscrollsonline.com/en/discussion/155836/the-need-for-functional-torches/p1
    Gidorick wrote: »
    We have discussed it before but there hasn't been a thread dedicated to it.

    The mechanics for torches already exist in game. The /torch emote produces a torch that is functional. A slight tweak to the radius and intensity of the torches and they will be ready to go for dungeon delving. To accommodate this, darker nights and darker delves would be a good idea.

    ThVmNrD.jpg?1

    Torches should be acquired through the following means:
    • NPC Merchant
    • Looted from containers
    • Pulled from sconces
    • Crown Store Torch Pack

    Torches could eventually be added as a Craft-able item but this wouldn't be necessary. Other Elder Scrolls Games didn't allow Torches to be crafted so ESO could follow suit. There could be different torches of differing quality.

    Torch Qualities
    • Duration of flame
    • Radiance of flame

    Torch Types
    • Junk: Radiance the same as the current Torch Emote. 60 second duration.
    • Normal: Radiance twice as powerful as Junk Torch. 60 second duration.
    • Fine: Radiance twice as powerful as Junk Torch. 150 second duration.
    • Rare: Radiance twice as powerful as Normal Torch. 150 second duration.
    • Epic: Radiance twice as powerful as Normal Torch. 300 second duration.
    • Legendary: Radiance twice as powerful as Rare torch. 420 second duration.

    Torches packs purchased from the Crown Store should be those of Legendary quality.

    Illumination duration would be total time used, so if a player puts the torch away for any reason, the timer pauses. This could be supported by torches that have been used at all being converted to "Used Torch" with a consumption bar similar to an enchantment. Once consumed completely, the torch disappears. Players would want to keep a small stack of torches on them and when one torch is used up, a new torch is auto-equipped in its place.

    Torches should be able to be equipped as a one-handed weapon. This way, a player could wield a sword and torch, a torch and shield, or just a torch by itself.

    0OTbImx.jpg?1
    The bottom image would be the Legendary Torch.

    Thoughts?

    I even justified their existence in my immersive darkness concept: http://forums.elderscrollsonline.com/en/discussion/170536/immersive-darkness-concept/p1
    Gidorick wrote: »
    Through some discussion on other threads there have been some desires regarding the darkness of ESO’s game world that has come to light. (pun intended).

    TL/DR

    ESO could have more dynamic environmental light levels with tools and skills that can be used to cope with the darkness.

    Immersive Darkness
    Some players would like to have darker environments in which to play while other players do not want to have mechanics such as torches forced upon them. There can be mechanics introduced to support both types of players and would allow players to switch back and forth between the two types of play styles.

    First and foremost let’s address the environmental light levels. Many players feel as if the overall darkness levels within ESO are entirely too high. Players are able to navigate and see it the darkness without much effort in ESO and a decreased light level would increase immersion and would enhance some of the gameplay mechanics.

    For the purpose of this concept, the current levels of darkness are to be considered the measuring stick of the brightest it should naturally be at night.

    As suggested in my Environment & Weather Systems Overhaul Concept thread, the over-world lightness levels could be governed by the weather.
    • If it’s storming and raining, the light from Masser and Secunda cannot shine through, making it difficult to see.
    • If it’s is overcast, the moons of Nirn peek through the clouds to gently light your way.
    • If the night is clear the moons shine bright and you can see the path before you easily.
    k06c3c4.jpg
    Dungeons and delves could be the areas in which most heinous of the darkened environments are experienced. The light levels of some existing and new dungeons could be lowered so players without illumination assistance would have difficulty.

    Radiant Night Vision

    Every player that wishes to not use any illuminators should be able to do so, but this decision should come with some consequences. With the exception of specifically designed dungeons and delves, all players should be able to make their way in the dark. A radius of dull illumination should surround the player. As the player moves, the illumination should fade and the radius should decrease. The faster the player moves the more quickly the radiant night vision should diminish. Once the player stops or slows it should take a moment for the character’s eyes to reacclimate to the night by the radius and the illumination increasing.

    The radiant night vision of a normal player who is walking under a clear night sky should be very similar to ESO’s current night illumination. A player that sprints at full speed in the dark without any illumination would find themselves running blindly, unless they are under a clear night sky.

    Radiant night vision would effectively encourage players to act more carefully while it's dark out and they are not using illuminators.

    Night Eye Ability
    Khajiit, Vampires, and Werewolves should all have an innate Night Eye ability that enables them to see more clearly in the dark. This is not an activated ability and activates when the illumination of an area is under a certain threshold.
    • Khajiit: +50% Illumination / +25% Radius
    • Vampire: +40% Illumination / +20% Radius
    • Werewolf: +30% Illumination / +15% Radius
    Night eye should cast a dull gray light into the dark making everything illuminated appear in a sort of gray-scale.

    Khajiit’s Racial Passive Stealthy could be changed to:
    • Night Stalker
      • 50% visibility at night (as outlined above)
      • Increases Damage done while in stealth by 3%

    Illuminators
    The darkness could also be kept at bay by using any of the following:
    • Torches: Consumable item varies in illumination, radius, and duration. Casts natural light to illuminate the night.
    • Magelight: Cast-able Mages Guild Skill, casts a piercing white light into the darkness. The greater the skill the greater the effect.
    • Almalexia’s Enchanted Lantern: A trophy that creates a blue light that washes into the black abyss.
    • NightEye Potion: Consumable, higher quality increases illumination, radius, and duration.
    • Ring of the Night-Eye: Special rings which can grant Night Eye when worn. +20% Illumination / +10% Radius.
    • Weapon Enchantments: Elemental weapon enchantments should also be able to fight back the darkness, but none as effectively as the lowest quality torch
      • Frost: Casts a soft blue glow around the character
      • Fire: Casts a warm yellow light across the ground
      • Shock: Casts a stark white light into the darkness

    The most natural light available should be through the torches. A player using multiple illumination methods wouldn’t have a combined illumination effect but would instead see the effect which takes precedence.

    Nighteye<Magelight<Almalexia’s Enchanted Lantern<Torches

    Torches and Night Eye Potions would both be bought from merchants and through the Crown Store while Rings of the Night-Eye would only be purchased through the Crown Store.

    Torches would be the most powerful of all the illumination methods and Nighteye would be the ONLY illumination method which cannot be seen by other players.

    A current discussion on torches can be found here: http://forums.elderscrollsonline.com/en/discussion/155836/the-need-for-functional-torches

    Thoughts?
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  • Lariana
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    I use my DK fireball as a torch occasionally.
    Not even daedra have two left feet!
  • Voxicity
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    Thousands of lighting updates per second from players? Yeah, I can see that going well for the server...
  • AnnieBeGood
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    You get a lantern................ I use it in dark places :D
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  • LostScot
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    At least two of the trophies I've received from quests can be added to the quickslot wheel and used to illuminate the area around myself. Granted, not quite a torch, but serves the same purpose.

    Alternatively just grab a Templar and light their head, seems Templars are made of highly combustible material...
    Craftaholics Guild, established 30th March 2014.
  • LostScot
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    Vox wrote: »
    Thousands of lighting updates per second from players? Yeah, I can see that going well for the server...

    Why would lighting have to be handled server-side? Better to transmit a single boolean flag indicating if a torch is enabled or not, one extra bit (not even a byte) of character update data included for when a torch is turned on or off or a new player arrives in the vicinity. All the grunt work to handle / display the lighting is handled by the client's GPU and CPU.
    Craftaholics Guild, established 30th March 2014.
  • Voxicity
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    LostScot wrote: »
    Vox wrote: »
    Thousands of lighting updates per second from players? Yeah, I can see that going well for the server...

    Why would lighting have to be handled server-side? Better to transmit a single boolean flag indicating if a torch is enabled or not, one extra bit (not even a byte) of character update data included for when a torch is turned on or off or a new player arrives in the vicinity. All the grunt work to handle / display the lighting is handled by the client's GPU and CPU.

    Using the word boolean doesn't make you a programming expert.

    Also it has to be handled server side because it would be dumb as *** if it was client side. I'm holding a torch and it illuminates the area around me, but for another player they just see me holding a torch for no reason? Umm no.

    A new player arrives in the vicinity... so like, thousands of updates per second again? You don't make any sense
  • TheShadowScout
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    I think @Gidorick has said it all - almost.

    Everything stated, with one small alteration - I'd prefer to see torches in the costume/disguise slot instead of having them as one-handed weapon. As in, equip them there, walk around with torch, start combat and drop the torch to draw your fighting weapons, having it slowly fizzle out on you on the ground, then light a new torch once combat is over.

    Oh, and the different qualities made as different methods of illumination. Torches. Candle lamps. Oil lamps. Petroleum lamps. Enchanted glowstones. Etc.

    But I -always- loved the darkness in TES games, where you had dungeons that were actually difficult to navigate without torch... and here in ESO, that is sadly reserved for the lightless oubilette only, much to my disappointment...
  • LostScot
    LostScot
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    Vox wrote: »
    LostScot wrote: »
    Vox wrote: »
    Thousands of lighting updates per second from players? Yeah, I can see that going well for the server...

    Why would lighting have to be handled server-side? Better to transmit a single boolean flag indicating if a torch is enabled or not, one extra bit (not even a byte) of character update data included for when a torch is turned on or off or a new player arrives in the vicinity. All the grunt work to handle / display the lighting is handled by the client's GPU and CPU.

    Using the word boolean doesn't make you a programming expert.

    Also it has to be handled server side because it would be dumb as *** if it was client side. I'm holding a torch and it illuminates the area around me, but for another player they just see me holding a torch for no reason? Umm no.

    A new player arrives in the vicinity... so like, thousands of updates per second again? You don't make any sense

    You're right, using a word like boolean doesn't qualify me as a programming expert, but 30+ years of active software development in a variety of industries including 3D massively multiplayer game development does.

    The single additional bit of data is relayed through the server, transmitted only when a player arrives in the vicinity, or when they enable or disable their torch. The server does not have to do any lighting calculations, all it has to do is transmit one additional bit of data when required. Why transmit that data thousands of times per second? That really makes no sense in terms of an efficient implementation.

    More to the point, show me an MMO where player updates are executed on a frequency of thousands of times per second. Most MMOs are lucky if they go for 50 updates per second, and that's only for true twitch-combat. The majority have player updates set to a frequency of between 10 and 20 per second.

    As for your statement about players seeing you holding a torch for no reason, well if they've received the data indicating that you're holding a torch then the client already has everything it needs to add a light source to the scene graph.
    Craftaholics Guild, established 30th March 2014.
  • Voxicity
    Voxicity
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    LostScot wrote: »
    Vox wrote: »
    LostScot wrote: »
    Vox wrote: »
    Thousands of lighting updates per second from players? Yeah, I can see that going well for the server...

    Why would lighting have to be handled server-side? Better to transmit a single boolean flag indicating if a torch is enabled or not, one extra bit (not even a byte) of character update data included for when a torch is turned on or off or a new player arrives in the vicinity. All the grunt work to handle / display the lighting is handled by the client's GPU and CPU.

    Using the word boolean doesn't make you a programming expert.

    Also it has to be handled server side because it would be dumb as *** if it was client side. I'm holding a torch and it illuminates the area around me, but for another player they just see me holding a torch for no reason? Umm no.

    A new player arrives in the vicinity... so like, thousands of updates per second again? You don't make any sense

    You're right, using a word like boolean doesn't qualify me as a programming expert, but 30+ years of active software development in a variety of industries including 3D massively multiplayer game development does.

    The single additional bit of data is relayed through the server, transmitted only when a player arrives in the vicinity, or when they enable or disable their torch. The server does not have to do any lighting calculations, all it has to do is transmit one additional bit of data when required. Why transmit that data thousands of times per second? That really makes no sense in terms of an efficient implementation.

    More to the point, show me an MMO where player updates are executed on a frequency of thousands of times per second. Most MMOs are lucky if they go for 50 updates per second, and that's only for true twitch-combat. The majority have player updates set to a frequency of between 10 and 20 per second.

    As for your statement about players seeing you holding a torch for no reason, well if they've received the data indicating that you're holding a torch then the client already has everything it needs to add a light source to the scene graph.

    I just got memed on
  • Molag_Crow
    Molag_Crow
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    @Gidorick I love how we can just summon you to such a topic without the need of a dark anchor ;)
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  • Gidorick
    Gidorick
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    I think @Gidorick has said it all - almost.

    Everything stated, with one small alteration - I'd prefer to see torches in the costume/disguise slot instead of having them as one-handed weapon. As in, equip them there, walk around with torch, start combat and drop the torch to draw your fighting weapons, having it slowly fizzle out on you on the ground, then light a new torch once combat is over.

    Oh, and the different qualities made as different methods of illumination. Torches. Candle lamps. Oil lamps. Petroleum lamps. Enchanted glowstones. Etc.

    But I -always- loved the darkness in TES games, where you had dungeons that were actually difficult to navigate without torch... and here in ESO, that is sadly reserved for the lightless oubilette only, much to my disappointment...

    I love the concept @TheShadowScout but would be worried about the resources needed. If torches are able to be separated from the player them the system would need to see torches as another "entity". Having anything exist when dropped in an mmo is tricky because of the possibility of people dropping a whole bunch just for kicks n grins.

    Now, if the torch remained in the costume slot after you drop it, until it dies, that might work.
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • Gidorick
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    Molag_Crow wrote: »
    @Gidorick I love how we can just summon you to such a topic without the need of a dark anchor ;)

    And when you summon ME, I don't try to steal your soul or corrupt your spouse.... well, not usually. :naughty:
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • TheShadowScout
    TheShadowScout
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    Gidorick wrote: »
    I love the concept but would be worried about the resources needed. If torches are able to be separated from the player them the system would need to see torches as another "entity". Having anything exist when dropped in an mmo is tricky because of the possibility of people dropping a whole bunch just for kicks n grins.

    Now, if the torch remained in the costume slot after you drop it, until it dies, that might work.
    I had been thinking to make it involuntarily "drop". Turning from a "costume slot equipped" per "auto-unequip" to a "spell-like AoE light effect" on damage taken - and like many such spells AoE, only one could be active per player, and any new one placed will cancel the first one if its still running...
  • Gidorick
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    Gidorick wrote: »
    I love the concept but would be worried about the resources needed. If torches are able to be separated from the player them the system would need to see torches as another "entity". Having anything exist when dropped in an mmo is tricky because of the possibility of people dropping a whole bunch just for kicks n grins.

    Now, if the torch remained in the costume slot after you drop it, until it dies, that might work.
    I had been thinking to make it involuntarily "drop". Turning from a "costume slot equipped" per "auto-unequip" to a "spell-like AoE light effect" on damage taken - and like many such spells AoE, only one could be active per player, and any new one placed will cancel the first one if its still running...

    That could work!
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • tinythinker
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    Well, I don't care so much about torches until we get [link address to thread I haven't created yet]actual darkness[/link] other than that one passage at the Warrior School in Craglorn and the one room in the Citadel in Coldharbor (which had a torch-like effect from the spell a mage gave you). Darkness could be a great mechanic like underwater areas, and in the same way could be added as another area/section type to existing an new zones.

    Initial thoughts on new darkness mechanics:
    -areas full of underdwellers like Falmer where you/your party needs a torch or spell equivalent or you would only be seeing what's attacking you when offensive or defensive spells flash.
    -areas where torches/illumination spells fail
    -areas with twisting corridors, pathways that wind back on themselves and loop into other passageways that veer off
    -area maps that only show what is currently illuminated
    -fun with costumes like the new glowy face costumes from the Thieve's Guild update
    -new bonuses for undead, especially vampires
    -giving Khajiit their version of "swimming" in their passives

    This is on a different track than Gidorick's Immersive Darkness concept but does overlap it in places. This focuses on extra-planar, indoor, and underground areas where darkness is intended as a mechanic for game play.
    Edited by tinythinker on February 20, 2016 1:26PM
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  • nvyr
    nvyr
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    I would also love this to see this feature implemented as they did with Skyrim and have them collected like we do lockpicks. With no weight as others have mentioned.
  • Stranglehands
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    Yeah, two essential features of torches are that you can manically hoard them for no good reason at all, and you can shove them in people's faces

    actually giving out light is more of a "nice to have"
    .kcoR gnillaF si noitadnuoF esohw ETIYREP oT
  • Mashille
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    I prefer the idea of a Torch being a new weapon type (Like on GW 2) that could work differently depending on Magicka and Stamina uses.
    House Baratheon: 'Ours Is The Fury'
  • Blutengel
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    bedlom wrote: »
    ESO should have equipable torches ( just the previous TES titles) one of my favorite features in elder scrolls, I really want this to come to ESO.

    I just want to be able to walk around the world at night and through delves with a flaming torch in my hand lighting up the area good as I go.

    I have been posting this request since launch please make it happen ZOS, anyway you can.

    I don't think they should just add this and stop. They could add some great content with this as well like Delves deep deep within tamriel that are so dark you must have one to see, with twist and bends, tunnels and no map untill you find an exit! Load it with some scary as-hell- Falmer and some hidden mining points within. Heck could even make some points where the ground gives away and you fall into bigger open caves! Think about it DEV's!

    *One of myfavorite things in Skyrim were the Falmer's dark caverns :)
    Edited by Blutengel on February 20, 2016 11:46PM
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  • GreenSoup2HoT
    GreenSoup2HoT
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    WHAT'S THE POINT?!

    Eso prioritized Day more so then Night time currently. I'm all for this torch idea. I would love to be holding a torch while walking/standing around. However since nighttime is hardly ever around it would not be utilized all that much.
    PS4 NA DC
  • Gidorick
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  • Messy1
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    Bossdonut wrote: »
    That's coming next patch for templars, as providing light in dimly lit areas will be our only remaining function.

    And it's already been nerfed.

    PLEASE . . . bring back the LOL button. Well done sir!
  • tinythinker
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    Messy1 wrote: »
    Bossdonut wrote: »
    That's coming next patch for templars, as providing light in dimly lit areas will be our only remaining function.

    And it's already been nerfed.

    PLEASE . . . bring back the LOL button. Well done sir!
    whylolsgone.jpg


    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


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    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
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