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The Armchair Developer Comes to ESO Live

  • m0riarty23
    m0riarty23
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    Taverns

    I posted this in another discussion group last week, not knowing that this thread existed.

    Was thinking about how to get people to socialize more in ESO by gathering groups of people into areas meant to interact. Taverns seemed like the perfect place and seemed under utilized.

    Chat Areas/Channels: Each tavern would have several chat areas/channels. This would allow for smaller area chats. Those public channels can get to be overwhelming. (hearth side fire chat, bar chat, trade/barter chat)

    Grouping Tool: Grouping tool integrated into the Taverns. Maybe everyone in a chat area can vote on a dungeon, then automatically form groups and transport to the dungeon.

    Rumors
    Talking to various NPC’s in the taverns might reveal different types of rumors. Maybe the more players inside the Tavern would increase the amount of rumors generated....or some social mechanism to increase the rumor rate.

    Treasure Hunter Rumors: A daily treasure cache (treasure chest, boss treasure drop, etc) would spawn somewhere in a delve appropriate to your level.

    Thieves Guild Rumors: A single person in town has an extra bit of loot he/she is carrying around. A cache box has appeared in someone's home. Loot bonus from a particular Heist map.

    Undaunted Rumors: Rumor that a certain type of item has a better chance to drop in 4person dungeons.

    Skyshard Rumor: Gives you a hint of a skyshard you HAVEN’T found

    Crafting Rumors: Gives you a hint of a large collection of a particular crafting item (ore, leather, etc).

    Veteran Dark Anchor Rumors: Rumors of a General and his minions are attempting to flood out of a particular dolman in one of the vet areas. Destroy the General to receive a trophy.

    Pub Games

    Collectible Card game: Some type of 2-4 player card game. I might suggest a collectible card game (of sorts) that would allow players to find cards in drops while questing.

    Maybe Dominion: Flat out license the deck building game Dominion. The online implementation of this game was completely messed up, and they need someone to take over the digital version. The games are very short. You can play 2-4 people, and its expandible. The different cards could be earned through questing and/or you could put some in the crown store for purchase.
    https://www.youtube.com/watch?v=9ENsEhRbVIM


    Some type of shuffle board game. Flick disks into the center of a board to score. Knock other players pieces out of the way to prevent them from scoring.

    Dice gambling game: Some sort of Liar’s Dice or other “push your luck” type of game.

    Beetle Racing: This would be a gambling game. (Not sure if gambling is a good idea in an MMO. feels like there would need to be limits.) Six beetles on a track with their odds of winning posted. Then everyone places bets and the beetles race.

    Provisioning Crafting bonus: Increase in provision leveling if cooking in a tavern.


  • m0riarty23
    m0riarty23
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    Oblivion gates opening in keeps: One of the problems I see with Cyrodiil, is uneven population causing domination over the entire land. This will happen for weeks at a time, where one alliance will have 3 times the population as all the others.

    The other problem is that the only activity is at the “front line”. There is almost no activity at other keeps behind the line (there is no reason to be there).

    One solution might be, to have oblivion gates open randomly inside the walls of keeps, which if left unattended would make them neutral. If an alliance did not retake these keeps, they might even cut off travels lines to the “war front”. The more keeps an alliance owns, the greater chance they would be affected by these random oblivion attacks.

    This might keep some of the action spread around Cyrodiil, balancing the population by giving the over populated more to do, thus keeping a portion of that population off the front line, making it feel more balance for the underpopulated.

    Also, the over populated campaign that has captured every keep, and elder scroll will have something to do (maintaining their kingdom).
  • m0riarty23
    m0riarty23
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    well, i have a feeling this thread is dead, but I guess i just use this to get these ideas off my back.

    Roaming Daily War Parties: To get some more life and action into the empty spaces of Cyrodiil, adding a daily war hunt. Each day, a new Daedric War Party will roam the Cyrodiil’s landscape. It might have one giant boss or a bunch of minions, or whatever fun combo Zenimax comes up with. No one knows where they will be and what path they will be taking, but collecting a trophy or key from this roaming group will give the players some type of reward.

    This might spread people across the landscape more, and get smaller groups of “scouts” to run into each other more often.
  • m0riarty23
    m0riarty23
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    Exotic Animal Hunt: Seed all of Cyrodiil with exotic rare animals (8 types?). Then each alliance as a pelt vendor that will buy the exotic pelts collected by players. The prices of the different animal pelts fluctuate nightly (maybe depending on rarity). This would encourage individuals to roam the countryside looking for pelts instead of large groups. I would make the pelts degrade if kept to long in a bank or inventory, to prevent hoarding for too long (pristine, used, ragged).

    Maybe a daily Albino version: once a day, each player might find an albino version of the extoic animal bringing even more money.
  • philb16_ESO6
    philb16_ESO6
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    Keep chucking out ideas - you may be right that this thread is dead and unread by ZOS, but you never know, and in any case you can always say "well I suggested this earlier...."

    Some of your ideas are quite workable. Take the last one for instance - Exotic Animal Hunt:
    Having collected the pelts, make the player trade them in within one hour to force them to trade immediately. The value of the pelts should be dynamic and depend on two things - the number of pelts traded by your faction that day, and the number of pelts traded by the other factions.

    By trading in lots of pelts, you lower the price for enemy factions but raise the price on pelts traded by your faction. Limit the number of pelts any given player can trade, and limit the number of pelts a faction can trade per day to keep things sane and stop players farming fur to death.
    To err is human. To moo, bovine.
  • m0riarty23
    m0riarty23
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    User Created Content

    Why wait for developers to make new content, when the players could help out. Here are a couple ideas off the top of my head of some examples.

    Treasure Lockboxes: A set number of Treasure Lockboxes will drop per zone (ie Shadowfen Lockbox). These Lockboxes can then be buried by the player, anywhere in the zone. Any other player may find that lockbox and get a reward. If the box sits undiscovered for a certain amount of days, it matures and the original owner receives a reward for hiding the box.


    Timed Horse Racing: A player may drop 10 flags anywhere in a zone, which will set a course for timed horse racing. This race will now be listed on a board at a Tavern with a day and time the race will end and give rewards. Other players may browse through races on the board, seeing how many people are in each race, the reward, how much time is left in the race before ending, and the quality rating of the race. Players may race as many times as they like, taking the best of their times. They may also “rate” the race for quality. After the end of the day or week, the people in certain brackets (Gold, Silver, Bronze) will win money, and the person who created the races will earn money based on how many people joined the race.


    Boss Bounty: If you ever fail at defeating the final boss in a dungeon, you will be asked, before you leave, if you’d like to put a bounty on him. The price of the bounty would be determined by the level of the dungeon. If you purchase the bounty, it will show up on a “bounty board” at a Tavern. Other players may look at the board and accept your bounty mission. Now if THEY beat the final boss and complete the same dungeon, they will receive a special reward for that bounty and you will receive a special one-shot item to use against that boss the next time you try the dungeon again. (this sounds like a exploit nightmare but maybe it could be done). It’s kinda like user created undaunted missions.
  • goatlyonesub17_ESO
    goatlyonesub17_ESO
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    Idea #1.

    A jeweler crafting skill line, so we can make our own rings and necklaces at special-trait crafting stations.

    Idea #2.

    Make found clothing items (e.g. layered shirt, fingerless gloves) combinable into single-piece disguises, wearable in the disguise slot. They could be colored at a dye station prior to being stitched together at a clothing station. Once created, the disguise would be thereafter unalterable.

    Idea #3.

    A special trait that, when placed upon a weapon, will enable the said weapon to kill guards!
    "Argonians have fat, scaly tails." —Rissa Manyclaws.
    "Once upon a time there were three sisters: Delicious, Delightful, and Disgusting. Now, Delicious and Delightful were both very pretty girls..." —Brendalyn Jurarde.
    "I smell to the nobility." —Indrasa Avani.
    "A bargain with an animal is not a contract made." —Haderus Atrimus.
    "Redguard makeup for sale. Free samples. Secret ingredients. Unique application method. Lots of satisfied customers." —The Mudball Goblin (aka, Cognac Vinecroft)
    "Your armor looks like underwear." —Shuns-the-Knife.
  • m0riarty23
    m0riarty23
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    The Infinite Dungeon

    This is an idea of having an infinite and random(ish) dungeon that increases in difficulty as played.

    1) The dungeon has multiple, infinite levels.

    2) Each level is randomly generated with a number of “tile” pieces. The pieces come from a set of corridors, rooms, natural areas that are skinned with a certain look.

    3) Each level has a small goal to unlock the entrance to the next level (ie. defeat a certain boss, find the key, collect 3 artifacts, flip 2 switches at the same time)

    4) As the players descend to each level, the random building sets will be skinned differently. For example the first 5 levels might be set above ground in a jungle, the second 5 levels might look like active Dwemer structures, the next 5 levels might look like wrecked mines, the next 5 levels might look like natural caves, then molten caves, etc etc. The deeper you go the more ominous and frightening the level looks.

    5) Each level the enemies get more difficult and the loot gets better.

    6) Maybe a trophy given out for each 5 levels proving how far down the player has gotten.

    7) New corridor, room sets could be added in future updates to keep the infinite dungeon fresh.

    This one seems like a difficult thing to pull off but, things like this have been successful in other games (diablo, timespitters)
  • m0riarty23
    m0riarty23
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    Four-Six person PvP MOBA style delves

    A PvP / PvE base raiding match. It would play out like a MOBA style gameplay. Players could PvE enemies along the way earning bonuses, or capture smaller points of interests that would give a perk, all of which leads to the enemy player’s base. You could theme the these smaller battles to fit into the general Cyridill war.
  • altemriel
    altemriel
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    m0riarty23 wrote: »
    Four-Six person PvP MOBA style delves

    A PvP / PvE base raiding match. It would play out like a MOBA style gameplay. Players could PvE enemies along the way earning bonuses, or capture smaller points of interests that would give a perk, all of which leads to the enemy player’s base. You could theme the these smaller battles to fit into the general Cyridill war.

    sounds awesome!!
  • altemriel
    altemriel
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    m0riarty23 wrote: »
    The Infinite Dungeon

    This is an idea of having an infinite and random(ish) dungeon that increases in difficulty as played.

    1) The dungeon has multiple, infinite levels.

    2) Each level is randomly generated with a number of “tile” pieces. The pieces come from a set of corridors, rooms, natural areas that are skinned with a certain look.

    3) Each level has a small goal to unlock the entrance to the next level (ie. defeat a certain boss, find the key, collect 3 artifacts, flip 2 switches at the same time)

    4) As the players descend to each level, the random building sets will be skinned differently. For example the first 5 levels might be set above ground in a jungle, the second 5 levels might look like active Dwemer structures, the next 5 levels might look like wrecked mines, the next 5 levels might look like natural caves, then molten caves, etc etc. The deeper you go the more ominous and frightening the level looks.

    5) Each level the enemies get more difficult and the loot gets better.

    6) Maybe a trophy given out for each 5 levels proving how far down the player has gotten.

    7) New corridor, room sets could be added in future updates to keep the infinite dungeon fresh.

    This one seems like a difficult thing to pull off but, things like this have been successful in other games (diablo, timespitters)



    oh that sounds really cool and incorporate procedural creation of that dungeon and you will never get the same dungeon again :smiley: . that would be really cool. and do not just iterate the content, make it really diverse and broad.
  • altemriel
    altemriel
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    Idea #1.

    A jeweler crafting skill line, so we can make our own rings and necklaces at special-trait crafting stations.

    Idea #2.

    Make found clothing items (e.g. layered shirt, fingerless gloves) combinable into single-piece disguises, wearable in the disguise slot. They could be colored at a dye station prior to being stitched together at a clothing station. Once created, the disguise would be thereafter unalterable.

    Idea #3.

    A special trait that, when placed upon a weapon, will enable the said weapon to kill guards!

    oh yeah!!
  • GeorgeBlack
    GeorgeBlack
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    Dual wield skill Line.

    I like dual wielding warriors. I was going to play a nightblade but that class is all black and red shadows all over my character and my weapons, so I went for a DK.
    Little did I know that once I would wield two blades in my hands, I would not be able to watch my character cut down anything effectively, BOTH in PvP AND PvE equally. I hope that this section will bring the dual wield that this great game deserves.
    I will include damage amounts at my current 4,434 Weapon DMG where a comparison is needed.


    Structure as follows:

    A)Skill description, 1)morhph, 2)second moprh
    B)Comparison to other relevant skills
    C)Critisism after analysis
    D)Suggestion



    Twin Slashes.

    a) Slice twice dealing dmg and inflicting DoT.1)+dmg +slow. 2)heals for DoT duration/dmg

    b)Lowest initial dmg from all other stamina weapons. Less effective than Unstable Flames(DK). No particular reason to use after all. I do not see it useful to a stamina SOrc or a stamina NB or a stamina Temp or a Stamina DK

    c)Any DOT skill(especially this weak skill) is not useful if not used by a build that is made for prolonged encounters. This skill line is not made for tanks(I got 30k HP in Cyro and high defence) so the application of 2k dmg and 9k DOT is not very useful since I don't have a shield to block with and avoid dmg, while my enemy is hurt by the DoT. I also don't have any barriers since I am a stamina char and I use a STAMINA SKILL LINE. How do I survive while my enemy is hurt? Unless I am an invisible NB. But then again NBs don't have to wait for such a weak skill to do get the job done.

    d)Since it is casted instantly a serious increase of dmg would be a must to help find this skill a place in this game. The stamina cost should match it's dmg.

    **Heal over time covers my character in colours like many other skills like momemtum cloak obsidian shard, dragon blood and such. It is not very aesthetic in my opinion. I wanna be able to see the colours of my armor and the face of my character. Some skills could do without those special effects.**


    Hidden Blade

    a)Deals ranged DMG+ 10sec Major Brutality. 1)Hits 3 targets 2)+DMG + range

    b)Least effective Gap Closer.(Maybe dual wield does not need a gap closer in the name of diversity). 10 seconds of Major Brutality for a non tank build means that u have to re apply very often, while u have to break free from a cc and roll from grounding effects and maybe apply ur own cc and heal in order not to die. There is no time to deal damage so that u can get the enemy on the defensive.

    c)This skill deals a very good amount of dmg. One could say that it is the most effective dmg dealing skill from this line in PvP but in a game where everybody can use a staff and there is even a Bow Skill line there is no reason for the mighty dual wielder to be force to use this skill in order to deal some dmg. This skill line is supposed to be about characters that love closed combat and intense fights, not throwing knives and stand next to all the other magika builds. What is this? Call of Duty?

    d)In order to address all these problems of this skill I suggest the following
    Reduce damage(mb cost) in order for dual wielders to resort to other skills for true dmg. No more ranged attacks needed.
    Either Increase Major Brutality to 30 seconds or
    Make this skill cause DoT and give Major Brutality Buff to another skill. If TWIN SLASHES are remodelled to the ideas I posted above, a 10 second Major Brutality would work well with a skill that is used often to deal true damage.




    Flurry

    a)Hit a target with 6 consecutive strikes for 5x1.1k and lastly deal 3.3k 1)+dmg per hit 2)chance to offset a targets balance.

    b)strongest skill for single target attacks. A stamina Templar though would not use this skill but instead he would use the spear which heals him and sets his enemy off balance. A NB would use his single target attack for instant dmg or any of his other skills before resulting to any of the dual wield skills for damage no doubt. A sorce does not use stamina as much and if he did he would not use Dual Wield for attacking. A stamina DK like myself would love this skill if he was using Dual Wield. However..

    c)In PvP and PvE this is my main damaging skill since I am a Dual Wielding Stamina DK. As I explained above no other class has any use for it even though it deals the highest maybe amount of dmg on a single target when the target is sitting there to get hit buy it. This skill deals 1.1k dmg per hit for 5 hits and then it deals 3.3k. An enemy player can easily avoid or block or disable me when I attempt to hit him. As a result he will not take most of the first 5 hits and will definitely avoid my last hit. One more thing is the waving attacks which everybody has learn to do. While I use Flurry I am not able to wave light attacks so my enemy is saved from this extra dmg. The continuous attacking is cancelled(without my stamina being refunded of course) should I move during Flurry.

    d)This skill if unchanged is useless for PvP no doubt. Nobody will take on the damage unless they are disabled and have no more stamina left to go anywhere. I don't see how that would be possible thought for a stamina dual wielder to manage. Should however the ideas for the other skills become a reality Flurry would become the least effective skill in the line, and I would gladly keep using it for PvE only.



    Steel Tornado

    For steel Tornado I do not have move to say because it is a well designed skill. However given the current weakness of the skill line it could be improved and match the Two Handed Executioner Power since the current up to 100% dmg increase towards weakened targets means that you need to lower the target. Executioner is hands down the winner in this case and everybody would use over Steele Tornado. Yet again if the Dual Wield Line improves maybe there is no need for it to exist. Maybe a 2handed sword fits better the image of executions and we can leave it at that.


    Blade Cloak

    I don't use blade cloak because it' makes my character white as a ghost and I don't like it as much. I believe that those colours should only be for class skills in order to bring out their special characteristic just like a NB is a shadow and DK uses draconic powers. Templars are blessed and Sorcerers are using magic. As a DK I don't want to look like a ghost and I really dislike wholesome colouring of the characters for the whole duration of a skill.

    As for it's functionality yet again it is the barrier with the less duration time, meaning that u have to re apply. When u see sorcerers with class survivability skills and barrier with higher duration, NBs Templars and DKs it makes you think that as a DPS with dual wield, you don't have time to apply a skill all the time. Why not then Increase Blade Cloaks duration time.



    Passives

    All stamina classes use Dual Wield as an AOE and buff bar for their Class Line buffs. I can only see NB using dual wield for more than that and that is the passives of this skill line in conjunction with their stamina Class Lines.

    if I could change anything about dual Wield it would be to give a better chance at Sword passive. Critical Armor Penetration are hands down the winners. What remainds is the DoT effect and the lame Sword passive. How about we through in the mix stamina regen or cost reduction (or maybe both and get rid of DoT Axes) and replace the Sword passive. Any more ideas for weapon style passives?

    I will copy past this post in a couple of Forum Categories as I believe that it is important. Should moderators that happen to read this want to delete a few and more it to the appropriate section, please inform the game developers of the need for a change in Dual Wield Skill line.










  • Dyride
    Dyride
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    Basic Combat changes:
    • Mount while in combat but start with low stamina. Because healers are people too (See following video from 0:24 til 2 min mark).
    https://www.youtube.com/watch?v=p4fgeBKRTb8&feature=youtu.be&t=24s
    V Є H Є M Є И C Є
      Ḍ̼̭͔yride

      Revenge of the Bear

      ØMNI
      Solongandthanksforallthef
      Revenge of the Hist
      Revenge of the Deer


      Remember the Great Burn of of the Blackwater War!


      #FreeArgonia
    1. Speely
      Speely
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      What a great idea. Cheers for doing this! Should also be funny for y'all (I've a sneaking suspicion that's why you are doing this.) ;)

      My suggestions for early discussions are ones that emphasize further diversity.

      1) Daedric Prince worship world skill lines. A player may only pick one, and respeccing out of that line requires either completing a quest or paying for it for the same cost as a morph respec. These lines would offer short quest lines and a set of passives much like the TG guild line, rather than active skills. Also: they could enable the use of Daedric Artifacts that are not at all easy to obtain. This feature would require its own expansion most likely, due to the large amount of new quests and passives. Also, I know how unrealistic this is because it cuts some players off from some content, and god forbid someone can't conquer everything available within a day of release. Kappa.

      2) Reduce sustain. Players are too-easily able to spam powerful abilities indefinitely. A resource-based model is superior to a cooldown model for sure, but only when critical resource depletion is not easily avoidable. Keeping Heavy Armor sustain where it is and reducing the recovery from LA and MA passives by 40% or so would be fine now that CPs are capped lower. Less sustain would solve a lot of balance issues. Sustain is far too easy for glass cannons, buds, and at the end of the day makes main resources often meaningless.

      3) A One-Handed weapon line. It's kind of silly that a duelist style is non-existent. Before you laugh me off stage, consider this: OH could be a dueling AND spellsword line. Require a Rune or Ring in the off-hand to itemize it. Make the normal skills and the morphs a combination of Stamina and Magicka skills, each with a Stamina and Magicka morph. Example: 3 base Stam skills and 2 base Magicka skills, then each skill has a Stamina and Magicka morph. The Weapon and Spell Damage provided could be modest ala staves or s&s. Provide a range of graceful duelist options and some tasty spellsword options. Make the passives attractive for hybrids specifically and indeed grant bonuses to them that specialists will miss out on, probably in regard to utility as opposed to damage
      The most emphasized aspect of the game (damage) would be unaffected by this, and you could provide some hybrid viability across the board without affecting any current builds at all. Win/Win :)
    2. Auldjohn
      Auldjohn
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      ashlee17 wrote: »
      Guild management tools.

      Please please please!

      Let's explore how hard putting some extra guild banking controls or a guild calendar would be.

      Guilds are in desperate need of ways to help recruit new members, run guild events, manage guild resources and build strong.

      Guilds are essential to building a strong ESO community.

      Please... to everyone who is reading this comment in the thread below.

      Support your guild, help us get the guild tools we so desperately need!

      http://forums.elderscrollsonline.com/en/discussion/145742/help-we-need-more-guild-management-tools#latest

      As long-time, active, Guild leader I agree with @ashlee17 completely. The Elder Sages' Guild (aka TESG) was founded August 31, 2013 as one of the first permanent Player-Guilds.

      Enhanced recruiting tools are essential if the ESO social community is to remain vibrant and vital. Player Guilds add to social interaction, improve group activities, provide support, and with the use of voice servers like TS3, can improve communications.

      Worth repeating: "...explore how hard putting some extra guild banking controls or a guild calendar would be. Guilds are in desperate need of ways to help recruit new members, run guild events, manage guild resources and build strong." (emphasis added).

      One approach might be to add Guild features to the LFG tool. ZOS added for-hire Guild Traders. Why not NPC Player-Guild Recruiters. Add Recruiter vendor tents or carts near Trader locations.

      While we have Guild Banks, without periodic transfusions of "new blood" even established Guild Stores can find themselves shuttered if membership temporarily slackens.

      I've found participation in Player Guilds builds interest and excitement, helping ZOS with player retention. Crafters can share materials and crafted items in the Guild Bank or sell them in the Guild Store. Membership in Guilds is synergistic, both for participants and for the ESO community as a whole.

      Support your local Guild!
      @AuldjohnThe Elder Sages' GuildMaster Sage & Co-Founderfacebook.com/groups/theeldersagesguild
      "Old gamers never die; they just respawn and game on!" • Our Slogan: Have Fun!!

      Moot Envoy • Tamriel Foundry Adept • Steam ID Auldjohn
      YouTube auldjohnmastersage • Twitch AuldjohnPCGamer• Steam Group TESGs
    3. philb16_ESO6
      philb16_ESO6
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      I totally agree about the guild controls and for mounting in combat. If you are in combat and attempt to mount up, as Dyride says, start with 10% or less (mount) stamina, so you can be pulled off your mount easier. This completely resolves the issue where healers cannot mount after an engagement and where other players get stuck due to a glitch after respawning.

      I'm a healer myself, so my toon is incredibly fit having had to run after the rest of my group - which are now weakened because they are down one healer until I can catch up. The failure to resolve this bug has been one of the most persistent causes of frustration within the game.
      To err is human. To moo, bovine.
    4. m0riarty23
      m0riarty23
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      Guild Social Tools

      A set of tools to help create more social events.

      Guild bulletin board: In each Tavern there is a bulletin board that you can access small notes left by players, maybe with responses. Each note will have a expiration date.

      Guild calendar: A calendar can be accesses by the players in the Guild Menu. Here is where guild leaders can post meetups. You could also have it give you a reminder of events.

      Guild Tithe button: Allows certain guilds to require/suggest/volunteer a monthly/weekly/or one time donation. There would then be a list of members who have donated and who did not (or how much they did donate).

      Voting: Allows the guild leaders to post a message with a vote attached. The votes could be public or kept private.

      Guild website hosted by ZeN: allow each guild (maybe with a certain numbers of members) to have a guild page on the Zens site. This would have some of the features above, but would also let people interact while not in the game.
      Calendar, bulletin, voting: the above features could be access via the web.

      Personal Crafting Writs: a player could post what type of item they would like crafted for a fee, and another guild member could take the writ and compete it.

      Post your character: Have an interactive page where you can post your character for others to see. Keep the stats, skills, equipment private, or let it be public for others to research your build.

      Fan Art: a place for people to post fan art.


      Bi-Monthly Guild Meetups:

      Up to twice a month a guild may hold a meetup in a small instant area. This area would encourage socializing, and/or staging of a group activity. Maybe there are three of these instances themed differently but with the same functions.

      Beer Garden: serving virtual drinks, playing music, dance floor, and multiple area chat channels so the conversation doesn’t get too chaotic.

      Pub Games: as i mentioned above in the “Tavern” post. Some card and dice games that can be played.

      Stage and Broadcast Channel: A staging area and a special channel that only the Guild Leaders can join to broadcast from. This special channel can be heard by all players in the meetup. This will allow Guild leaders to be able to stand up on a stage or platform and give announcements or talk to all members without distraction.

      Event Horse Track: Surrounding the meetup area is a horse track that can be raced with guild members. Maybe obstacles in the track change per race.


      https://drive.google.com/file/d/0B3l2gRydqxZnLXFBSFhCSmQwc1E/view

      Edited by m0riarty23 on March 28, 2016 7:04PM
    5. GeorgeBlack
      GeorgeBlack
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      Structure as follows:

      Lag
      Separete PvP from PvE
      Reason to PvP? Benefits and purpose.
      Do these changes achieve positive results?



      Large number of players create lag. Should a person choses to play in populated campaigns, that person will always be faced with lag, at least during Keep sieges. Should more campaigns become available to accommodate players, the result will be a disappointing Cyrodiil experience.

      While SAFEGUARDING NON PVP PLAYERS(with parallel channels-for more info learn about Tera Online
      -should you not learn about how Tera channels worked, and attempt to speak, you are at risk of being seen as misinformed my dear forum users-) ESO should consider allowing PvP for EP ``vs EP`` anywhere on the map.
      By activating PvP status a player can attack another player and kill him(have a look at Tera on PvP status)
      PvP status is not allowed in PvE channel.

      Why not stay at Cyrodiil and pvp ? ->
      With IC dlc a player farming or exploring that new area was not the cause of lag in Cyrodiil. Some still enjoy the PvP aspect of IC.
      Why PvP in EP`` zone? If you don't want to PvP you can switch to PvE channel with all your friends and continue teleporting from Mournhold to various instances. If you just started the game and do not wish to PvP at this stage or never, you can switch to PvE channel and be safe from other players.
      If you do like fighting against other players you can kill them for any reason you want, if you can.
      Allow me to introduce something similar to Akaviri motifs, to make a point in relation to the above...

      Players in Cyrodiil may spend their AP in order to buy those Motifs, because they like to style their characters. Players of ESO DO like styling their chars and that is reflected on the value of rare motifs. Akarivi motifs are only obtained on a PvP map.
      Zenimax may add a new item to the game(bound on pick up), which could change the appearance of any armor or weapon(Vicious Death/Molag Kena/Master weapon) to the style that you desire if you are able to craft that style. Should I farm 100 Imperial items, and if I am able to craft Imperial I could use those 100 items to Change my Orc Vicious Death Helmet to Imperial, or my Master Weapon to Imperial Master weapon.
      How will I get my hands on that item? You farm them on the map. Anywhere. As the area lv increases, the drop rate will increase. It won't be easy to do so and because it is bound on pick up you cannot farm it with your dps char. Your tank char has to farm those items if he wants to change the appearance of his gear.

      If a person is near you somewhere in Riften, stealing your mobs, kill him. If he brings a friend you bring 5. If a raid is killing every1 on sight, make a new Guild and kill them all. Or don't. Go help that noob with the Dark Anchor.

      And if you don't want any of that bloodspilling switch to PvE channel.
      What will you do if someone is stealing your mobs on the PvE channel? Nothing cause you don't like PvP. And what if every1 switches to PvE channel to farm? Well where is the problem? Was there a problem when you were doing your Quests outside Davons Watch and some1 was killing the mobs you needed? Nope.
      Why should I try to farm those items on PvP channel? 100% more chances to farm the items.


      There are many reasons to PvP. I just gave you one. You want another? Raid bosses dropping Set items. Only the last-hit-kill part many pick up loot. Gather up. Fight others. The more reasons to PvP the less people at Cyrodiil.
      What if Cyrodiil gets empty. Well don't you ask for less lag? Don't you ask for more campaigns? Instead of another campaign, the map can accommodate those Bloodthirsty PvPs
      In conclusion...

      Zenimax.
      You may reduce lag in Cyro
      You may attract more gamers
      You may extent a persons stay in this game when he has more things to do(that may take time) on the map.
      Your existing clients have no real reason to turn on you. They may appreciate the reduced lag in Cyro.
      You are very talented, make your game even better.

      Tera had 7 Channels. When I played the game in 2013 I was switching channels to avoid PvP when I wanted to Lv up. No1 could touch me. Nothing bothered me.


    6. LiquidSchwartz
      LiquidSchwartz
      ✭✭✭✭✭
      I have a couple ideas:

      -Add a "market manager" to the base game. The addon for pc is amazing and helpful it would benefit everyone especially console who cant have addons.

      -Implement an arena in Kvatch for the Dark Brotherhood DLC. This arena could have 1v1/2v2/6v6 with mini boss level mobs inside the arena to add some spice(almost like gladiator arenas whaaaaat). Making these spectatable would be appreciated as well.

      -Zone chat for console. Area chat is ok but its annoying to have to be close to people. Yes, spam would be annoying but we can mute people and there needs to be a cooldown on entering zone chat if youve been muted a lot or something.

      -Although AOE caps cannot be removed for whatever reason you deem fit, please raise the AOE cap. 10 seems like a decent number. I dont want them removed just raised to help zergbust but keep the battle still fair.
      May the Schwartz be with you.
      EP/XB1/NA

    7. LiquidSchwartz
      LiquidSchwartz
      ✭✭✭✭✭
      Another thing I forgot was changing it so we can see our active buffs on screen so we know when to refresh easier. It would help make up for lack of addons on console and remove the need for that one on PC bc its annoying when I have to update my addons lol.
      May the Schwartz be with you.
      EP/XB1/NA

    8. LiquidSchwartz
      LiquidSchwartz
      ✭✭✭✭✭
      m0riarty23 wrote: »
      well, i have a feeling this thread is dead, but I guess i just use this to get these ideas off my back.

      Roaming Daily War Parties: To get some more life and action into the empty spaces of Cyrodiil, adding a daily war hunt. Each day, a new Daedric War Party will roam the Cyrodiil’s landscape. It might have one giant boss or a bunch of minions, or whatever fun combo Zenimax comes up with. No one knows where they will be and what path they will be taking, but collecting a trophy or key from this roaming group will give the players some type of reward.

      This might spread people across the landscape more, and get smaller groups of “scouts” to run into each other more often.

      Oh my god yes. This is awesome.
      May the Schwartz be with you.
      EP/XB1/NA

    9. pierrenuiz
      pierrenuiz
      ✭✭✭
      Hello

      An old idea I have is to make each pve zone a pvp one for maybe one month , with objectives for faction to win a local war (every zone has villages, citys, castles that could be control with flag system) , something like that...
      It could give more variations in pvp map , and give us a good reason to go back in beautiful low level places

      thx

    10. m0riarty23
      m0riarty23
      ✭✭
      The Plane of Forever Night

      A portal takes you to an alternative Tamriel, acting as a world wide adventure zone (whatever adventure zone means) stripped of the original quests, but adding new high level challenges.

      I believe there are plains of oblivion that are corrupted versions of Tamriel or you could dream up another alternate dimension that would fit into the lore, but the idea is that there is an alternate Tamriel.

      Aesthetics: Leaving this up to the amazing ZOS artists but, you keep the foundation of each zone, but alter it. Make it feel familiar to players but more dark and corrupted. It’s always night time, always storming, foggy and lighting. Maybe these dynamic environment systems have effects on players (STAM drain, ARMOR reduction, etc) Could have elements of Oblivion mixed in using different textures on similar geometry. Maybe ruin some of the cities. Or statues replaced with images of creatures and Dadrea. You get it, it’s a demented version of each zone.

      Game Play: These are just some “off-the-top-of-my-head” examples of how to rework the zones. My first gut instinct is to make each zone an instant for 4-12 players that would play longer than a instant Delve. Like 4 player Dungeons, these could be unlocked in a certain order but could be redone at any time. Maybe even with a weekly or daily zone. I would eliminate the Public Dungeons and the 4 man Delves.

      Dark Anchors: These are replaced with Dadric Towers (or something more clever). These are large structures that have to be shut down by fighting through waves of creatures and bosses then using 5-8 “Tower Stones” that have been collected throughout the zone.

      Liberate Each City: Each city must be cleared and a boss must be defeated to liberate the city. Each liberated City reduces the amount of Waves of creatures, bosses and Tower Stones the players need to close the Dadric Towers.

      Dungeons: Each dungeon has a boss that protects 1-2 “Tower Stones” that are used to destroy the Dadric Towers.

      World Bosses: These world bosses drop some sort of buff that will help players close the Dadric Towers

      Roaming War Parties: Groups of creatures roam the landside, guarding city entrances, dungeon entrances. These might be randomly spread around the map, changing each instant.

      The Zone is cleared when all the Dadric Towers have been destroyed. I could see these zones taking 2-3 hours to complete. Thats clearing several cities, finding Tower Stones and closing each Dadric Tower.

      Again this is just a “off the top of my head” idea for game play. I could be that each zone has a unique way of clearing it.
      Edited by m0riarty23 on July 21, 2016 7:46PM
    11. m0riarty23
      m0riarty23
      ✭✭
      Farming App

      A smart-phone app that would allow you to play a farming simulation that would be tied to your character. And this might be interesting to be added to the housing update.

      Game play: After progressing your house to a certain level, you are able to purchase farming fields. At that point you would download a smart-phone app that would take over the simulation. This could be played as a mobile game.

      The player would have to plow, plant and harvest crops. They would have to buy and build fences, raise farm animals, breed and deliver stock to markets. They would have to hire, field hands, pay them a wage. They could also update buildings, expand fields, equipment, and hire specialty workers. And they would have to work against the harsh environments and random events that might make it difficult to maintain a successful farm.

      All the supplies and money earned from the farming app would be deposited in storage sheds behind the player's housing, and could be accessed by the characters.

    12. _Chaos
      _Chaos
      ✭✭✭✭✭
      Dyride wrote: »
      Basic Combat changes:
      • Mount while in combat but start with low stamina. Because healers are people too (See following video from 0:24 til 2 min mark).
      https://www.youtube.com/watch?v=p4fgeBKRTb8&feature=youtu.be&t=24s

      This.
      'Chaos
    13. tinythinker
      tinythinker
      ✭✭✭✭✭
      ✭✭✭✭✭
      This is still active?

      OK, I'm curious how much effort/what new coding mechanics would be necessary for:

      - areas of dungeons and delves with deep darkness (i.e. can't really see anything), where players could use a torch/lantern or light spell, and where a boss could use some effect like a gush of wind or magical evocation to turn off those player-based light sources, leaving the only the glimpses of the room/enemies caught in the flash of spells.

      - an area with large floating/moving rocks that could be knocked around/destroyed by a boss during a boss fight while players hopped to and from different rocks

      - turning Cloud Ruler Temple, located of of Bruma in Cyrodiil, into a 3-team, 6 players per team trial where each groups has a unique path but where they paths intersect from time to time where PvP is possible to slow down your rivals by killing them and sending them back to one of a few respawn points found on each path

      Any or all would be cool to hear about from the dev perspective. Thanks for reading.
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    14. m0riarty23
      m0riarty23
      ✭✭
      Treasure and Experience Jewelery: I’m always hearing on the forums that there are players who feel that certain delves/dungeons/challenges are too easy, some even claiming they can solo content designed for groups.

      The Treasure and Experience Jewelery will help with this. They act almost as anti-armor sets. Each piece of jewelry worn, will cause a negative effect to the player (ie. slower mag/stam recovery, armor reduction, decrease in potion effectiveness) BUT will increase the drop rate of loot and increase experience gained. This will increase the challenge for those players, and make them feel like there is less of a need to grind dungeons over and over.

    15. Conquistador
      Conquistador
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      Sounds like a cop out to me. Also, semi-lol to the armchair developer, but really, just do your jobs and no one will be mad.
    16. Forestd16b14_ESO
      Forestd16b14_ESO
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      ✭✭
      1. Why do you refuse to get rid of animation canceling ?
      2. Why do you hate tanks so much and heavy armor users ?
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