Maintenance for the week of September 15:
• PC/Mac: NA and EU megaservers for patch maintenance – September 15, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – September 16, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – September 16, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
We will be performing maintenance for patch 11.2.0 on the PTS on Monday at 8:00AM EDT (12:00 UTC).

Role Player's suggestions

  • Keylara
    Keylara
    I'm adding my two cents to this by first of all saying that I agree with pretty much all of the above.

    There are many locations in the game which could be very easily made accessible to RPer's if the devs added an extra phase or something like that. I understand that the game is meant to be played as an MMO, but imagine if we -could- actually have a phase of say, Wayrest without NPC's, without locks on the doors and the likes.

    Might be a bit of a stretch, but... Man. I'd love it.
    Ashayi Terinith/Saliah - Redguard Apprentice at the Mages Guild, Student of Magic.
    Dame Dinara R'athil - Dunmer Knight of the Barony of Elnwick.
  • Dromede
    Dromede
    ✭✭✭✭
    I wish I could go back to the palace where wedding in TG DLC was happening - that's huge loss that that area is secluded, especially given that my character has mended business relationship with the unfortunate bride. I have a feeing she wouldn't mind me coming to visit once in a while.
    Skye Cloude - Sorc DPS, Master Crafter. Main, the bestest
    Lae Lenne - Templar Healer Trial grade.
    Dromede - Stamina Nightblade, she's a newb and doesn't know what she's doing
    V'oghatta - Stamplar pretending to be a tank
    Ulville Thonvella - aspiring Fire Mage, be careful around her fire sticks!
    Dromedaris - lost and not found. Named after a shoe, what else can you expect from her? A proper tank in her wildest dreams
    Swims-Naked - too pretty to grind, too silly to quest.
    Sun Flair - Dunmer Templar that can't spell for life. To bad she's too broke to afford a name change... Well, at least she's pretty...
  • Taruha
    Taruha
    ✭✭✭
    Dromede wrote: »
    I wish I could go back to the palace where wedding in TG DLC was happening - that's huge loss that that area is secluded, especially given that my character has mended business relationship with the unfortunate bride. I have a feeing she wouldn't mind me coming to visit once in a while.

    Agreed! Big shame indeed :(
    _-PC-_
    -=Edelina EP EU Sorc=-
    -=Nelaren Mosswind DC EU Stamina Nightblade=-
    -=Laura Desario DC EU Dragonknight=-
    -=Marni Bleakwood AD EU Stamina Templar=-
    -=Jealine Murow DC EU Magica Nightblade=-
    http://www.op-cast.com (Give us a listen if you're into RP and ESO lore!)
  • bloodenragedb14_ESO
    bloodenragedb14_ESO
    ✭✭✭✭✭
    Taruha wrote: »
    Sentinel wrote: »
    I might be a roleplayer, but I heartily disagree with negating the value of trespassing after the quest is over. Completing the quests do not provide a reason why the character would be permitted to be on the private grounds, at least not at the moment. It takes more of a toll to connection to the game world when players can suddenly stop having to pay attention to the rules of a location only after a non-related quest is completed.

    Consider this however: within most areas deemed for trespassing, there are other people doing work. Perhaps they have a job to transport goods to the docks, or a contract under the local leader. Perhaps they carry their permits to roam these grounds on their person, fit for the taking from a lively thief looking to find another way to blend in. Or rather maybe more legitimate businessmen and women could obtain a permit from the employer/owner through the bank in some form of a quest?

    Who knows? Adding in more objectives to the game to solve in game problems might do wonders.

    This suggestion was made to make more space available for RPers to access with office space, events space and perhaps until the player housing comes along even let people find a home in the massive areas that are locked off :)
    What you need to understand with RP is that a lot of RP that happens in areas and locked off areas in the game are in fact somewhere else 'In characterly' ^^ Seeing as we have no access to player housing and we don't know to how great variety and usefulness player housing will be. It would be amazing to see some areas being unlocked and made empty so that the RP
    community can stretch their RP out and have more space. I agree with not removing the penalty for breaking and entering,
    but understand I am not asking to remove that aspect, I just don't like the gold bounty addition to it as it hinders RP from happening for events and such in those areas, which is such a shame!

    i would also make a arguement to allow roleplayers to flag off in cyrodiil, that flag woudl remove any chance at earning xp, gold, or loot, but flags us off for pvp, this of course cant be flagged on the go, it must be turned on at the alliance home base, and cannot be turned off unless you are back at the alliance base. this would disqualify you from using the transit

    i would love to roleplay in cyrodiil without the fear of getting ganked
  • Taruha
    Taruha
    ✭✭✭
    Taruha wrote: »
    Sentinel wrote: »
    I might be a roleplayer, but I heartily disagree with negating the value of trespassing after the quest is over. Completing the quests do not provide a reason why the character would be permitted to be on the private grounds, at least not at the moment. It takes more of a toll to connection to the game world when players can suddenly stop having to pay attention to the rules of a location only after a non-related quest is completed.

    Consider this however: within most areas deemed for trespassing, there are other people doing work. Perhaps they have a job to transport goods to the docks, or a contract under the local leader. Perhaps they carry their permits to roam these grounds on their person, fit for the taking from a lively thief looking to find another way to blend in. Or rather maybe more legitimate businessmen and women could obtain a permit from the employer/owner through the bank in some form of a quest?

    Who knows? Adding in more objectives to the game to solve in game problems might do wonders.

    This suggestion was made to make more space available for RPers to access with office space, events space and perhaps until the player housing comes along even let people find a home in the massive areas that are locked off :)
    What you need to understand with RP is that a lot of RP that happens in areas and locked off areas in the game are in fact somewhere else 'In characterly' ^^ Seeing as we have no access to player housing and we don't know to how great variety and usefulness player housing will be. It would be amazing to see some areas being unlocked and made empty so that the RP
    community can stretch their RP out and have more space. I agree with not removing the penalty for breaking and entering,
    but understand I am not asking to remove that aspect, I just don't like the gold bounty addition to it as it hinders RP from happening for events and such in those areas, which is such a shame!

    i would also make a arguement to allow roleplayers to flag off in cyrodiil, that flag woudl remove any chance at earning xp, gold, or loot, but flags us off for pvp, this of course cant be flagged on the go, it must be turned on at the alliance home base, and cannot be turned off unless you are back at the alliance base. this would disqualify you from using the transit

    i would love to roleplay in cyrodiil without the fear of getting ganked

    I'd love that as well, though we are getting PvE Cyrodiil with the next expansion. I'd love to see a way for Role Players to tag themselves for RP in general. Would make it a lot easier for people to find the RPers in the environment,
    _-PC-_
    -=Edelina EP EU Sorc=-
    -=Nelaren Mosswind DC EU Stamina Nightblade=-
    -=Laura Desario DC EU Dragonknight=-
    -=Marni Bleakwood AD EU Stamina Templar=-
    -=Jealine Murow DC EU Magica Nightblade=-
    http://www.op-cast.com (Give us a listen if you're into RP and ESO lore!)
  • Ferretstalker
    Ferretstalker
    ✭✭✭
    PvE Cyrodiil? You mean the Gold Coast?
  • Epona222
    Epona222
    ✭✭✭✭✭
    ✭✭✭✭
    Taruha wrote: »
    Taruha wrote: »
    Sentinel wrote: »
    I might be a roleplayer, but I heartily disagree with negating the value of trespassing after the quest is over. Completing the quests do not provide a reason why the character would be permitted to be on the private grounds, at least not at the moment. It takes more of a toll to connection to the game world when players can suddenly stop having to pay attention to the rules of a location only after a non-related quest is completed.

    Consider this however: within most areas deemed for trespassing, there are other people doing work. Perhaps they have a job to transport goods to the docks, or a contract under the local leader. Perhaps they carry their permits to roam these grounds on their person, fit for the taking from a lively thief looking to find another way to blend in. Or rather maybe more legitimate businessmen and women could obtain a permit from the employer/owner through the bank in some form of a quest?

    Who knows? Adding in more objectives to the game to solve in game problems might do wonders.

    This suggestion was made to make more space available for RPers to access with office space, events space and perhaps until the player housing comes along even let people find a home in the massive areas that are locked off :)
    What you need to understand with RP is that a lot of RP that happens in areas and locked off areas in the game are in fact somewhere else 'In characterly' ^^ Seeing as we have no access to player housing and we don't know to how great variety and usefulness player housing will be. It would be amazing to see some areas being unlocked and made empty so that the RP
    community can stretch their RP out and have more space. I agree with not removing the penalty for breaking and entering,
    but understand I am not asking to remove that aspect, I just don't like the gold bounty addition to it as it hinders RP from happening for events and such in those areas, which is such a shame!

    i would also make a arguement to allow roleplayers to flag off in cyrodiil, that flag woudl remove any chance at earning xp, gold, or loot, but flags us off for pvp, this of course cant be flagged on the go, it must be turned on at the alliance home base, and cannot be turned off unless you are back at the alliance base. this would disqualify you from using the transit

    i would love to roleplay in cyrodiil without the fear of getting ganked

    I'd love that as well, though we are getting PvE Cyrodiil with the next expansion. I'd love to see a way for Role Players to tag themselves for RP in general. Would make it a lot easier for people to find the RPers in the environment,

    I just want to ensure that you know what we are getting to save you disappointment - we are NOT getting any of the current PvP areas of Cyrodil in a PvE-only form. We are getting a new small zone in Cyrodil which hasn't been in game up 'til now, which is a scaled PvE zone. All the rest of Cyro that is in game at the moment will remain as it is and be PvP.
    Edited by Epona222 on May 2, 2016 1:56AM
    GM - Ghost Sea Trading Co - NA PC

    Epona was a Romano-Celtic goddess dating back to around 1800 to 2000 years before computer games were invented.
  • Taruha
    Taruha
    ✭✭✭
    PvE Cyrodiil? You mean the Gold Coast?

    Yes, I am well aware! But it is still PvE and Cyrodiil. I've had a good long look at the expansion.
    I am under no illusion where I am thinking the entirety of Cyrodiil is going PvE. We're also getting Skingrad, well atleast evidence is pointing to that. Though not with this expansion :) It is however coming out with what I suspect to be the player housing. There's a door that leads to 'Colovian Estates' in the new zone you see. I am just pleased to have a spot in Cyrodiil to RP in without the risk of getting ganked. Be it a smaller portion, it's still better than nothing. Plus! Anvil and Kvatch looks glorious!
    _-PC-_
    -=Edelina EP EU Sorc=-
    -=Nelaren Mosswind DC EU Stamina Nightblade=-
    -=Laura Desario DC EU Dragonknight=-
    -=Marni Bleakwood AD EU Stamina Templar=-
    -=Jealine Murow DC EU Magica Nightblade=-
    http://www.op-cast.com (Give us a listen if you're into RP and ESO lore!)
  • Taruha
    Taruha
    ✭✭✭
    Epona222 wrote: »
    Taruha wrote: »
    Taruha wrote: »
    Sentinel wrote: »
    I might be a roleplayer, but I heartily disagree with negating the value of trespassing after the quest is over. Completing the quests do not provide a reason why the character would be permitted to be on the private grounds, at least not at the moment. It takes more of a toll to connection to the game world when players can suddenly stop having to pay attention to the rules of a location only after a non-related quest is completed.

    Consider this however: within most areas deemed for trespassing, there are other people doing work. Perhaps they have a job to transport goods to the docks, or a contract under the local leader. Perhaps they carry their permits to roam these grounds on their person, fit for the taking from a lively thief looking to find another way to blend in. Or rather maybe more legitimate businessmen and women could obtain a permit from the employer/owner through the bank in some form of a quest?

    Who knows? Adding in more objectives to the game to solve in game problems might do wonders.

    This suggestion was made to make more space available for RPers to access with office space, events space and perhaps until the player housing comes along even let people find a home in the massive areas that are locked off :)
    What you need to understand with RP is that a lot of RP that happens in areas and locked off areas in the game are in fact somewhere else 'In characterly' ^^ Seeing as we have no access to player housing and we don't know to how great variety and usefulness player housing will be. It would be amazing to see some areas being unlocked and made empty so that the RP
    community can stretch their RP out and have more space. I agree with not removing the penalty for breaking and entering,
    but understand I am not asking to remove that aspect, I just don't like the gold bounty addition to it as it hinders RP from happening for events and such in those areas, which is such a shame!

    i would also make a arguement to allow roleplayers to flag off in cyrodiil, that flag woudl remove any chance at earning xp, gold, or loot, but flags us off for pvp, this of course cant be flagged on the go, it must be turned on at the alliance home base, and cannot be turned off unless you are back at the alliance base. this would disqualify you from using the transit

    i would love to roleplay in cyrodiil without the fear of getting ganked

    I'd love that as well, though we are getting PvE Cyrodiil with the next expansion. I'd love to see a way for Role Players to tag themselves for RP in general. Would make it a lot easier for people to find the RPers in the environment,

    I just want to ensure that you know what we are getting to save you disappointment - we are NOT getting any of the current PvP areas of Cyrodil in a PvE-only form. We are getting a new small zone in Cyrodil which hasn't been in game up 'til now, which is a scaled PvE zone. All the rest of Cyro that is in game at the moment will remain as it is and be PvP.

    I point you to my former comment :) I am aware. I am not posting here on the PTS forum for nothing. I've had a look at the new content.
    _-PC-_
    -=Edelina EP EU Sorc=-
    -=Nelaren Mosswind DC EU Stamina Nightblade=-
    -=Laura Desario DC EU Dragonknight=-
    -=Marni Bleakwood AD EU Stamina Templar=-
    -=Jealine Murow DC EU Magica Nightblade=-
    http://www.op-cast.com (Give us a listen if you're into RP and ESO lore!)
  • Taruha
    Taruha
    ✭✭✭
    I have another suggestion, as a Role Player in Tamriel as it is, it's really difficult to get immersed.
    I'll give you a good example beneath. I want to see a RP instance or server for Role Players to enter so that they
    have the option of entering it or not. As of now it's really hard for us to do public events without being trolled.
    zH7SQK7.jpg
    _-PC-_
    -=Edelina EP EU Sorc=-
    -=Nelaren Mosswind DC EU Stamina Nightblade=-
    -=Laura Desario DC EU Dragonknight=-
    -=Marni Bleakwood AD EU Stamina Templar=-
    -=Jealine Murow DC EU Magica Nightblade=-
    http://www.op-cast.com (Give us a listen if you're into RP and ESO lore!)
  • Taruha
    Taruha
    ✭✭✭
    Taruha wrote: »
    I have another suggestion, as a Role Player in Tamriel as it is, it's really difficult to get immersed.
    I'll give you a good example beneath. I want to see a RP instance or server for Role Players to enter so that they
    have the option of entering it or not. As of now it's really hard for us to do public events without being trolled.
    zH7SQK7.jpg

    For context this was supposed to be an execution.
    _-PC-_
    -=Edelina EP EU Sorc=-
    -=Nelaren Mosswind DC EU Stamina Nightblade=-
    -=Laura Desario DC EU Dragonknight=-
    -=Marni Bleakwood AD EU Stamina Templar=-
    -=Jealine Murow DC EU Magica Nightblade=-
    http://www.op-cast.com (Give us a listen if you're into RP and ESO lore!)
  • Kendaric
    Kendaric
    ✭✭✭✭✭
    ✭✭
    Yes, please create a RP instance that can be entered by flagging ourselves for RP.

    And pretty please... give us a toggle for the VFX like the shield icon, glowing feet, etc.
      PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!. Outfit slots not being accountwide is ridiculous given their price. PC EU/PC NA roleplayer and solo PvE quester
    • TheSpaceWhale
      TheSpaceWhale
      ✭✭
      Yes, please remove the new block animations or at least add a toggle. Even beyond community RP, for the general feel of combat this really hurts immersion. I want it to feel like I'm physically blocking a blow when a greatsword comes swinging down on my shield, not like a floating magic ward is. There's no point in a minimalist UI you've put so much work into if the screen is constantly cluttered with unnecessary effects. At least a UI you can turn off or use add-ons for.
    • nudel
      nudel
      ✭✭✭✭✭
      Taruha wrote: »

      |Shield Block Animation|
      The shield added to the block animation needs to go, or have a toggle to turn off the visual of it.
      Or even only have it appear in PVP
      It looks horrible and I know.. I know we're dirty RPer, but as RPers we really dislike it. It breaks immersion.
      No. This animation is a combat cue, much like heavy attacks and charging/casting abilities have cues. These are absolutely needed for people, especially new players, to understand when to block/ interrupt/ dodge. I understand where you're coming from, but this would negatively impact the game in the long run. Many more players who already have trouble figuring out when and what to react to in combat will be completely lost. ESO combat will seem arbitrary and inaccessible. Not good for the health of the game.
      EDIT: After reading some further posts in the thread, I would be okay with this if and only if it were a toggle AND the cue is toggled ON by default. Much like turning off the tutorial tips, new players would have to find it in the settings and toggling it off ensures that they at least understand the mechanic somewhat.
      Taruha wrote: »
      |Trespassing|
      This irks a lot of RPers trust me.
      My suggestion would be to, once the story related to the area is completed, remove it.
      It locks potential areas off for RP and limits the space we can use for the community.
      Take Hew's Bane, there's a gigantic section of the city locked off from us because if we get seen we keep getting bounties.
      Change this so that we may have more space to do our thing. I'd suggest making the area a different phase once the quest is completed,
      much like it was done in the past. That way players can still enjoy the thrill of not getting caught whilst doing their quest and we can enjoy
      tons of open space for RP.
      Again please no. As someone who engages in a lot of... illegal activities... in this game, this mechanic was a breath of fresh air. I actually wish they'd add more areas where trespassing means something in the base game, though I realize this is impractical due to their current layouts making actually avoiding detection impossible.
      Taruha wrote: »
      |Personalities|
      Also we'd love to see more animation variations to the Personality as well. Like a different /sit and /sitchair, that would be awesome!
      (Could use Quen's sit emote for example)
      Though keep it coming! It's a very creative and interesting way of giving RPers more emotes to use in their RP!
      Agreed. Just the other day when I was making a new alt, I fretted over the difficulty in making my character's body interesting proportionally. One of my friends remarked, "May as well get on with it. It's not like you can give him a peg leg". We then both exclaimed how amazing that would be, all the while imagining it quite impossible. Then they go and debut personalities. I really hope there will be some more less classically heroic personalities as well. I want an enfeebled walk with a cane/staff personality. I want it so bad... Also yes Quen's sit. Do want!
      Taruha wrote: »
      |Costumes|
      There's tons of new costumes, which we love! We love it to death! Though we'd also love to see more in game lootable garb,
      like was added in the beginning of the game.
      To add to this, I would love to see clothing lines be lootable. In the same way that I can steal the armor/ weapons from weapon racks, it would be really fun to steal clothing off of clothes lines. The lines exist and so does the clothing. We just need the one to be interactable and the other in its loot table. It would be a nice immersive twist to finding the clothing and give RPers a more reliable way of assembling their outfits.
      Taruha wrote: »
      |NPCs Interrupting Animations|
      There you are, all badass leaning against a wall and BAM! Guard or NPC decides that they want to wreck your animation.
      Our suggestion would be to turn off collision out of combat, as there are in some places just too many wandering guards and NPCs.]
      This one absolutely cannot happen. I know what you mean and I understand the frustration. But imagine the even greater frustration caused when a non-combat situation (being in town) turns to combat (stealing)... The collision flips from off to on and suddenly you are clipped inside your attacker and can neither flee nor attack him/her. Not a good idea.

      Edited by nudel on May 2, 2016 11:02PM
    • Taruha
      Taruha
      ✭✭✭
      nudel wrote: »
      Taruha wrote: »

      |Shield Block Animation|
      The shield added to the block animation needs to go, or have a toggle to turn off the visual of it.
      Or even only have it appear in PVP
      It looks horrible and I know.. I know we're dirty RPer, but as RPers we really dislike it. It breaks immersion.
      No. This animation is a combat cue, much like heavy attacks and charging/casting abilities have cues. These are absolutely needed for people, especially new players, to understand when to block/ interrupt/ dodge. I understand where you're coming from, but this would negatively impact the game in the long run. Many more players who already have trouble figuring out when and what to react to in combat will be completely lost. ESO combat will seem arbitrary and inaccessible. Not good for the health of the game.
      Taruha wrote: »
      |Trespassing|
      This irks a lot of RPers trust me.
      My suggestion would be to, once the story related to the area is completed, remove it.
      It locks potential areas off for RP and limits the space we can use for the community.
      Take Hew's Bane, there's a gigantic section of the city locked off from us because if we get seen we keep getting bounties.
      Change this so that we may have more space to do our thing. I'd suggest making the area a different phase once the quest is completed,
      much like it was done in the past. That way players can still enjoy the thrill of not getting caught whilst doing their quest and we can enjoy
      tons of open space for RP.
      Again please no. As someone who engages in a lot of... illegal activities... in this game, this mechanic was a breath of fresh air. I actually wish they'd add more areas where trespassing means something in the base game, though I realize this is impractical due to their current layouts making actually avoiding detection impossible.
      Taruha wrote: »
      |Personalities|
      Also we'd love to see more animation variations to the Personality as well. Like a different /sit and /sitchair, that would be awesome!
      (Could use Quen's sit emote for example)
      Though keep it coming! It's a very creative and interesting way of giving RPers more emotes to use in their RP!
      Agreed. Just the other day when I was making a new alt, I fretted over the difficulty in making my character's body interesting proportionally. One of my friends remarked, "May as well get on with it. It's not like you can give him a peg leg". We then both exclaimed how amazing that would be, all the while imagining it quite impossible. Then they go and debut personalities. I really hope there will be some more less classically heroic personalities as well. I want an enfeebled walk with a cane/staff personality. I want it so bad... Also yes Quen's sit. Do want!
      Taruha wrote: »
      |Costumes|
      There's tons of new costumes, which we love! We love it to death! Though we'd also love to see more in game lootable garb,
      like was added in the beginning of the game.
      To add to this, I would love to see clothing lines be lootable. In the same way that I can steal the armor/ weapons from weapon racks, it would be really fun to steal clothing off of clothes lines. The lines exist and so does the clothing. We just need the one to be interactable and the other in its loot table. It would be a nice immersive twist to finding the clothing and give RPers a more reliable way of assembling their outfits.
      Taruha wrote: »
      |NPCs Interrupting Animations|
      There you are, all badass leaning against a wall and BAM! Guard or NPC decides that they want to wreck your animation.
      Our suggestion would be to turn off collision out of combat, as there are in some places just too many wandering guards and NPCs.]
      This one absolutely cannot happen. I know what you mean and I understand the frustration. But imagine the even greater frustration caused when a non-combat situation (being in town) turns to combat (stealing)... The collision flips from off to on and suddenly you are clipped inside your attacker and can neither flee nor attack him/her. Not a good idea.

      I respect your opinions, but I believe you are wrong. :) All of the things mentioned would make RP a lot easier and more immersive, and have little to no effect on actual game play or combat.

      "This one absolutely cannot happen. I know what you mean and I understand the frustration. But imagine the even greater frustration caused when a non-combat situation (being in town) turns to combat (stealing)... The collision flips from off to on and suddenly you are clipped inside your attacker and can neither flee nor attack him/her. Not a good idea. "
      It can and should happen.
      First of all, there is an option to turn on/off the ability to harm innocents it could also make it so you cannot steal from them as well. Problem solved you can either be a law abiding citizen and not steal and or harm innocents or you can be a rugged thief or assassin and do as you please.
      Secondly If you make it so when you switch on ' no harming innocents' the collision could be removed and there would be no need for our emotes to be interrupted any more.

      "No. This animation is a combat cue, much like heavy attacks and charging/casting abilities have cues. These are absolutely needed for people, especially new players, to understand when to block/ interrupt/ dodge. I understand where you're coming from, but this would negatively impact the game in the long run. Many more players who already have trouble figuring out when and what to react to in combat will be completely lost. ESO combat will seem arbitrary and inaccessible. Not good for the health of the game."

      I whole heartedly disagree, there is in fact a away to tell if you are indeed blocking, and that is by opening your own eyes, and looking at your weapon. The addition of the shield animation on top of your already existing weapon is just a waste. There is already a tutorial that teaches new players how to block and how it work. There _is_ no need for it. And even if there is, there is most certainly no reason for them not to make the visual of it a toggle for you :)
      _-PC-_
      -=Edelina EP EU Sorc=-
      -=Nelaren Mosswind DC EU Stamina Nightblade=-
      -=Laura Desario DC EU Dragonknight=-
      -=Marni Bleakwood AD EU Stamina Templar=-
      -=Jealine Murow DC EU Magica Nightblade=-
      http://www.op-cast.com (Give us a listen if you're into RP and ESO lore!)
    • nudel
      nudel
      ✭✭✭✭✭
      Taruha wrote: »
      It can and should happen.
      First of all, there is an option to turn on/off the ability to harm innocents it could also make it so you cannot steal from them as well. Problem solved you can either be a law abiding citizen and not steal and or harm innocents or you can be a rugged thief or assassin and do as you please.
      Secondly If you make it so when you switch on ' no harming innocents' the collision could be removed and there would be no need for our emotes to be interrupted any more.

      Okay the justice example is not the only example where a non-combat situation can turn to combat.
      • Example A: Someone gathering nodes is technically not in combat so collision is off. Whilst gathering, they sprint through a bandit camp. As they're passing "through" the mobs, they aggro and collision turns on. The crafter is again unable to flee or fight back.
      • Example B: Someone is in a quest area in which they chose to free some trapped spirits. Post-quest the spirits are neutral, but can be attacked if the player initiates the battle. Some players choose to do this intentionally post-quest in order to grind xp/ farm materials/ farm trophy achievements. Your suggestion would be less of a problem for ranged characters in this scenario, but anyone who melees primarily will find themselves trapped within several mobs more often than not.
      • Example C: Someone finds a clear spot beside a stream and begins to fish. Other players have passed through that area and cleared it so this unsuspecting player is standing on a spawnpoint. Since he is not in combat, collision is off. Suddenly a durzog materializes on his position, clipping through the player. It aggros, putting the poor fisherman in combat and turning collision on, trapping the player inside the durzog in the process.

      This change you propose would absolutely effect combat. Collision needs to be completely off (as it was in beta) or completely on (as it is on live), not toggleable. Now if you want collision to be completely off, I'm neutral to that. By all means make your case to ZOS in that event.

      As to the latter half of your post, I edited my original post before you replied and yet you responded to my stricken comments. Why?
    • Taruha
      Taruha
      ✭✭✭
      nudel wrote: »
      Taruha wrote: »
      It can and should happen.
      First of all, there is an option to turn on/off the ability to harm innocents it could also make it so you cannot steal from them as well. Problem solved you can either be a law abiding citizen and not steal and or harm innocents or you can be a rugged thief or assassin and do as you please.
      Secondly If you make it so when you switch on ' no harming innocents' the collision could be removed and there would be no need for our emotes to be interrupted any more.

      Okay the justice example is not the only example where a non-combat situation can turn to combat.
      • Example A: Someone gathering nodes is technically not in combat so collision is off. Whilst gathering, they sprint through a bandit camp. As they're passing "through" the mobs, they aggro and collision turns on. The crafter is again unable to flee or fight back.
      • Example B: Someone is in a quest area in which they chose to free some trapped spirits. Post-quest the spirits are neutral, but can be attacked if the player initiates the battle. Some players choose to do this intentionally post-quest in order to grind xp/ farm materials/ farm trophy achievements. Your suggestion would be less of a problem for ranged characters in this scenario, but anyone who melees primarily will find themselves trapped within several mobs more often than not.
      • Example C: Someone finds a clear spot beside a stream and begins to fish. Other players have passed through that area and cleared it so this unsuspecting player is standing on a spawnpoint. Since he is not in combat, collision is off. Suddenly a durzog materializes on his position, clipping through the player. It aggros, putting the poor fisherman in combat and turning collision on, trapping the player inside the durzog in the process.

      This change you propose would absolutely effect combat. Collision needs to be completely off (as it was in beta) or completely on (as it is on live), not toggleable. Now if you want collision to be completely off, I'm neutral to that. By all means make your case to ZOS in that event.

      As to the latter half of your post, I edited my original post before you replied and yet you responded to my stricken comments. Why?

      I can see you have changed it :) I replied before you edited it out, so when I was answering to your comment, the strikken out parts were still points you were trying to make ^^
      Another solution could be to only have the no collision on in peaceful cities. Or at the very least find a way for it to not interrupt your emotes.
      _-PC-_
      -=Edelina EP EU Sorc=-
      -=Nelaren Mosswind DC EU Stamina Nightblade=-
      -=Laura Desario DC EU Dragonknight=-
      -=Marni Bleakwood AD EU Stamina Templar=-
      -=Jealine Murow DC EU Magica Nightblade=-
      http://www.op-cast.com (Give us a listen if you're into RP and ESO lore!)
    • Ajaxduo
      Ajaxduo
      ✭✭✭✭✭
      nudel wrote: »
      Taruha wrote: »

      |Shield Block Animation|
      The shield added to the block animation needs to go, or have a toggle to turn off the visual of it.
      Or even only have it appear in PVP
      It looks horrible and I know.. I know we're dirty RPer, but as RPers we really dislike it. It breaks immersion.
      No. This animation is a combat cue, much like heavy attacks and charging/casting abilities have cues. These are absolutely needed for people, especially new players, to understand when to block/ interrupt/ dodge. I understand where you're coming from, but this would negatively impact the game in the long run. Many more players who already have trouble figuring out when and what to react to in combat will be completely lost. ESO combat will seem arbitrary and inaccessible. Not good for the health of the game.
      EDIT: After reading some further posts in the thread, I would be okay with this if and only if it were a toggle AND the cue is toggled ON by default. Much like turning off the tutorial tips, new players would have to find it in the settings and toggling it off ensures that they at least understand the mechanic somewhat.
      Taruha wrote: »
      |Trespassing|
      This irks a lot of RPers trust me.
      My suggestion would be to, once the story related to the area is completed, remove it.
      It locks potential areas off for RP and limits the space we can use for the community.
      Take Hew's Bane, there's a gigantic section of the city locked off from us because if we get seen we keep getting bounties.
      Change this so that we may have more space to do our thing. I'd suggest making the area a different phase once the quest is completed,
      much like it was done in the past. That way players can still enjoy the thrill of not getting caught whilst doing their quest and we can enjoy
      tons of open space for RP.
      Again please no. As someone who engages in a lot of... illegal activities... in this game, this mechanic was a breath of fresh air. I actually wish they'd add more areas where trespassing means something in the base game, though I realize this is impractical due to their current layouts making actually avoiding detection impossible.
      Taruha wrote: »
      |Personalities|
      Also we'd love to see more animation variations to the Personality as well. Like a different /sit and /sitchair, that would be awesome!
      (Could use Quen's sit emote for example)
      Though keep it coming! It's a very creative and interesting way of giving RPers more emotes to use in their RP!
      Agreed. Just the other day when I was making a new alt, I fretted over the difficulty in making my character's body interesting proportionally. One of my friends remarked, "May as well get on with it. It's not like you can give him a peg leg". We then both exclaimed how amazing that would be, all the while imagining it quite impossible. Then they go and debut personalities. I really hope there will be some more less classically heroic personalities as well. I want an enfeebled walk with a cane/staff personality. I want it so bad... Also yes Quen's sit. Do want!
      Taruha wrote: »
      |Costumes|
      There's tons of new costumes, which we love! We love it to death! Though we'd also love to see more in game lootable garb,
      like was added in the beginning of the game.
      To add to this, I would love to see clothing lines be lootable. In the same way that I can steal the armor/ weapons from weapon racks, it would be really fun to steal clothing off of clothes lines. The lines exist and so does the clothing. We just need the one to be interactable and the other in its loot table. It would be a nice immersive twist to finding the clothing and give RPers a more reliable way of assembling their outfits.
      Taruha wrote: »
      |NPCs Interrupting Animations|
      There you are, all badass leaning against a wall and BAM! Guard or NPC decides that they want to wreck your animation.
      Our suggestion would be to turn off collision out of combat, as there are in some places just too many wandering guards and NPCs.]
      This one absolutely cannot happen. I know what you mean and I understand the frustration. But imagine the even greater frustration caused when a non-combat situation (being in town) turns to combat (stealing)... The collision flips from off to on and suddenly you are clipped inside your attacker and can neither flee nor attack him/her. Not a good idea.

      Shield Block Animation

      At the very least this should be a toggle...when someone is blocking they are holding up their weapon to protect themselves whether it is a shield, staff, etc. Even the Wailing Prison has a tutorial for blocking no? Combat tips etc also detail how this mechanic works, so the added animation should not be required. If it is to help in PvP fair enough, but still make it a toggle.

      Trespassing

      To help enlighten on this point. For example The Palace in Hew's Bane...post quest completion you cannot revisit this place at all it is completely inaccessible. Places like this after a quest is done could have a non-trespassing instance put in place with empty containers and such. It would make a lot of RPers happy, it doesn't take anything away from thieving itself as you wouldn't be able to go there. Some NPC homes should remain as trespassing sure, that makes sense.

      NPC Collision

      There must be something that could be put in place to work around NPC collision, at the moment if a NPC so much as breathes on you it cancels your emote and sometimes they even drag you along with them.
      - Having it removed would be great, as players don't have collision anyway.
      - Emoting roots the player in place so NPC's cannot force you to move.
      - NPC's suddenly become vastly more intelligent and move around players.
      This is another reason why RP instancing is requested to have a mostly empty world where they can utilize to it's fullest and I as primarily a PvE player would have no qualms with that. Or world phasing as a whole to be honest PvE/PvP/RP. Why not? (inb4lag).

      The point is everyone should have their cake and eat it, maybe it's time for RPers to get some ( ͡° ͜ʖ ͡°)
      - - -
      GM of Verum Aeternus, PC EU
      - - -
    • Hluill
      Hluill
      ✭✭✭
      I enjoy a lot of the OP's suggestions. Not sure how workable some of them are, but they seem relelvant. I particularly like the personalities and costumes ideas. I would probably invest in some costumes if I could dye them.

      My biggest hang up with RPing is there is no accompaning text with the emotes. I type /sit and there is text, in /say "Hluill sits".

      People wave and bow to me all the time, but I miss it because it is not in my field of view.

      Age of Conan was the only other MMO I have played that had no text with its emotes. It literally was a show-stopper for me.
      Black-handed Hluill and his daughter Leyek of House Numaril.
    • nudel
      nudel
      ✭✭✭✭✭
      Ajaxduo wrote: »
      - NPC's suddenly become vastly more intelligent and move around players.
      This would actually be an ideal solution, but likely impractical. For this to happen, someone would have to make multiple navmeshes with multiple routes to accommodate all the possible arrangements of players obstructing the space. They would have to repeat this process for every single location where the non-combat NPCs move around, which as you might imagine is a lot of places. On top of all that, they'd have to have some system which could scan the player configuration in a space and then dynamically swap the navmesh to suit it. A lot of work and if it were even possible in the first place, all those extra calculations would probably cause a fair bit of lag.

      Well that or some really enterprising programmer needs to figure out a more advanced form of AI pathing that doesn't involve navmeshes. Someday...

      Ajaxduo wrote: »
      - Emoting roots the player in place so NPC's cannot force you to move.
      Maybe, but having an obstruction not marked on the navmesh will leave an NPC completely lost as to what to do next, walled off by a player and walking in place against said player like a derp. Might throw your roleplaying session off a bit being used as a human treadmill :p
    • Ajaxduo
      Ajaxduo
      ✭✭✭✭✭
      nudel wrote: »
      Ajaxduo wrote: »
      - NPC's suddenly become vastly more intelligent and move around players.
      This would actually be an ideal solution, but likely impractical. For this to happen, someone would have to make multiple navmeshes with multiple routes to accommodate all the possible arrangements of players obstructing the space. They would have to repeat this process for every single location where the non-combat NPCs move around, which as you might imagine is a lot of places. On top of all that, they'd have to have some system which could scan the player configuration in a space and then dynamically swap the navmesh to suit it. A lot of work and if it were even possible in the first place, all those extra calculations would probably cause a fair bit of lag.

      Well that or some really enterprising programmer needs to figure out a more advanced form of AI pathing that doesn't involve navmeshes. Someday...

      Ajaxduo wrote: »
      - Emoting roots the player in place so NPC's cannot force you to move.
      Maybe, but having an obstruction not marked on the navmesh will leave an NPC completely lost as to what to do next, walled off by a player and walking in place against said player like a derp. Might throw your roleplaying session off a bit being used as a human treadmill :p

      Actually I can give you an example, if you have an assistant you can spawn him/her in front of a patrolling guard or any NPC and they collide thus the guard moves around the assistant and continues on their set path. So this in theory could apply to players to. Also being a treadmill sounds like a good way to train my athletics skill ;D
      - - -
      GM of Verum Aeternus, PC EU
      - - -
    • Ryuuki
      Ryuuki
      ✭✭
      One example I'm dying for to see changed is Blackrock Village, which remains under Covenant occupation even after you fend off their invasion. Why can't we return to Blackrock Village just as we can return to Minstral?
    • Taruha
      Taruha
      ✭✭✭
      No reply? I'd love to see the animation for the block have a toggle :(
      _-PC-_
      -=Edelina EP EU Sorc=-
      -=Nelaren Mosswind DC EU Stamina Nightblade=-
      -=Laura Desario DC EU Dragonknight=-
      -=Marni Bleakwood AD EU Stamina Templar=-
      -=Jealine Murow DC EU Magica Nightblade=-
      http://www.op-cast.com (Give us a listen if you're into RP and ESO lore!)
    • Epona222
      Epona222
      ✭✭✭✭✭
      ✭✭✭✭
      I think the idea, before the game was released, was that you'd be able to flag yourself in a preference questionnaire as being interested in various in-game activities, one of which was RP - so that you'd be more likely to be placed in an instance with other RPers. I don't think the aim was ever to shunt RPers off to their own instance, which would be pretty bloomin' awful as far as I am concerned.

      Some of the screenshots showing nasty stuff that was said to RPers? Same thing happens to me because my character is female. I'm not even RPing though. Although it might seem nice to sequester yourself off on an RP server somewhere, that doesn't mean there won't be morons that can log on there.
      GM - Ghost Sea Trading Co - NA PC

      Epona was a Romano-Celtic goddess dating back to around 1800 to 2000 years before computer games were invented.
    • Jade1986
      Jade1986
      ✭✭✭✭✭
      ✭✭✭
      Agree with everything you said, and would like to add.

      Events. This game needs in game lore friendly events. As it stands right now this game is suffering from variety. You either quest, raid, or pvp. There is no housing, there are no events, there are no mini games. These things are essential to a good mmorpg.
    • Taruha
      Taruha
      ✭✭✭
      laced wrote: »
      Agree with everything you said, and would like to add.

      Events. This game needs in game lore friendly events. As it stands right now this game is suffering from variety. You either quest, raid, or pvp. There is no housing, there are no events, there are no mini games. These things are essential to a good mmorpg.

      Yees! I'd love to see world events! Would be lovely ^^
      Edited by Taruha on May 9, 2016 12:10AM
      _-PC-_
      -=Edelina EP EU Sorc=-
      -=Nelaren Mosswind DC EU Stamina Nightblade=-
      -=Laura Desario DC EU Dragonknight=-
      -=Marni Bleakwood AD EU Stamina Templar=-
      -=Jealine Murow DC EU Magica Nightblade=-
      http://www.op-cast.com (Give us a listen if you're into RP and ESO lore!)
    • Feynn
      Feynn
      ✭✭✭
      Taruha wrote: »
      I have another suggestion, as a Role Player in Tamriel as it is, it's really difficult to get immersed.
      I'll give you a good example beneath. I want to see a RP instance or server for Role Players to enter so that they
      have the option of entering it or not. As of now it's really hard for us to do public events without being trolled.

      I don't think this is necessary, really. In fact, I wouldn't really want an RP-only server. What I do want, however, is an "invisignore" function. Right now you can put trolls in your ignore list: you won't see what they post in chat, but you will still see what they do. If ignoring people worked as "invisignore", you wouldn't be able to see their characters at all.
      Join us on Stormhaven RP! The largest TESO roleplay community of the Daggerfall Covenant, EU Megaserver.
    • Feynn
      Feynn
      ✭✭✭
      Speaking of suggestions from roleplayers, actually, I should have remembered to post this video a long time ago. A shout out to @TheHumanFloyd ! :smile:


      https://www.youtube.com/watch?v=FIzZQ3u3qS4
      Join us on Stormhaven RP! The largest TESO roleplay community of the Daggerfall Covenant, EU Megaserver.
    • Taisynn
      Taisynn
      ✭✭✭✭✭
      Feynn wrote: »
      Taruha wrote: »
      I have another suggestion, as a Role Player in Tamriel as it is, it's really difficult to get immersed.
      I'll give you a good example beneath. I want to see a RP instance or server for Role Players to enter so that they
      have the option of entering it or not. As of now it's really hard for us to do public events without being trolled.

      I don't think this is necessary, really. In fact, I wouldn't really want an RP-only server. What I do want, however, is an "invisignore" function. Right now you can put trolls in your ignore list: you won't see what they post in chat, but you will still see what they do. If ignoring people worked as "invisignore", you wouldn't be able to see their characters at all.

      They could put in a function like Second Life where blocked people float around as a lil' cloud. In the Firestorm viewer, they are little red fart clouds that are hysterical.

      But for immersions sake, they can be little balls of white mist.
      PC - @Taisynn - NA - CP 268
      Shizuko url=https://docs.google.com/document/d/1CvZa0PPdzAfUv9h_rd8J2vwc1B4NnZGkPL_n4WfgYfs/edit?usp=sharing"]RP Profile[/url - Bosmer - LVL50 - Nightblade 50 Provisioning, 50 Woodworking, 50 Clothing, 50 Alchemy Ebonhart Pact
      Nev'e - Bosmer - LVL 18 - Templar 50 Enchanting Ebonhart Pact

      Proud Member of the Guilds:
      Rusty Old Dragons (Trade) | Children of Skyrim (RP/EP) | Goldleaf Acquisitions (RP/EP)
      Spicy Economics (Trade) | The Jackals (RP/EP)
    • Saoirse_Siobhan
      Saoirse_Siobhan
      ✭✭✭✭✭
      Sentinel wrote: »
      I might be a roleplayer, but I heartily disagree with negating the value of trespassing after the quest is over. Completing the quests do not provide a reason why the character would be permitted to be on the private grounds, at least not at the moment. It takes more of a toll to connection to the game world when players can suddenly stop having to pay attention to the rules of a location only after a non-related quest is completed.

      Consider this however: within most areas deemed for trespassing, there are other people doing work. Perhaps they have a job to transport goods to the docks, or a contract under the local leader. Perhaps they carry their permits to roam these grounds on their person, fit for the taking from a lively thief looking to find another way to blend in. Or rather maybe more legitimate businessmen and women could obtain a permit from the employer/owner through the bank in some form of a quest?

      Who knows? Adding in more objectives to the game to solve in game problems might do wonders.

      This is an awesome suggestion! I also disagree with negating the value of trespassing, but am also disappointed about not being able to explore the areas fully without constantly worrying about someone seeing you.
      PC/EU DC
    Sign In or Register to comment.