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)

Post your ideas here! *Innovations*

Heroman84
Heroman84
Rules: 1. Do not post complaints about glitches or bugs! Yes, the game has bugs, but this is a discussion for additions to the existing system, not hot fixes. 2. Be curious. Don't shoot someone's idea down just because you think it's stupid, or you don't like it. If you must criticize, be constructive. 3. Be specific. If you really want to see you idea become reality be specific about how you want it implemented, not just what. THINK: what do I want? What purpose does it have? How does it affect the system already in place? How should it be implemented?

Also, have fun. Share this forum with other ESP buddies, and hopefully ZM will soon catch wind of this discussion and we'll see changes.
  • dtm_samuraib16_ESO
    dtm_samuraib16_ESO
    ✭✭✭✭
    Well:
    1) Split up PvP servers from PvE servers.
    2) Bring back the ACTUAL TES, with the whole magicka lines etc.
    Make the PvE server ACTUALLY TES, basically.

    But that's wishful thinking, I'm afraid.
    Earthdawn Game Master Role Play Quotes by me:
    "If it looks like a bear, if it feels like a bear, smells and tastes like a bear, then be VERY aware, it could be something ENTIRELY different..."
    "Be careful what you wish for, you might get plenty of it..."
  • Heroman84
    Heroman84
    Since I opened the discussion I think I will also start us off...

    Passive champion ability: Reforge (Lord 120 CP)
    What: Opens up an option on the crafting tables to Reforge an item.
    How it works: Select from an item in your inventory at the appropriate crafting table. Select the new material you would like to Reforge the item as. Option: choose a new known trait to forge into the equipment. Reforged equipment has the the trait and level of the materials used, but any improvement items used on the item will be lost (the item will need to go through the improvement process as the Reforged item). Reforge can be done at any crafting table after unlocking the passive.
    Purpose: 1. To scale set equipment to a new level, allowing dropped sets to be scaled to any level without losing the set bonus provided. 2. To craft in a new trait to the equipment.

    Edit: feature should be unlocked after completing all research for a crafting skill line instead of being linked to the champion system; and then only available at crafting tables for which all research has been completed for (Blacksmithing/Clothier/Woodworking). And should accompany a new title "Master Crafter"
    Edited by Heroman84 on May 25, 2016 8:02PM
  • Robbmrp
    Robbmrp
    ✭✭✭✭✭
    I like the idea of "Reforging" and it should only apply to dropped items. Crafted items can be remade easily enough in the desired trait. Then it would be acceptable to lose out on the tempers for improvement as people could change the trait on their dropped items.

    I would also like to be able to customize armor by adding in other items to it. For example, spikes, chains, buckles and studs could be added and moved around with a "slider" style update so we could position them where we like on each piece.
    NA Server - Kildair
  • Heroman84
    Heroman84
    Bring back the ACTUAL TES, with the whole magicka lines etc. Make the PvE server ACTUALLY TES, basically.

    Could you be more specific? I'm a vet player to the TES series, but I'm still not sure what you mean.
  • Heroman84
    Heroman84
    Robbmrp wrote: »
    I like the idea of "Reforging" and it should only apply to dropped items. Crafted items can be remade easily enough in the desired trait. Then it would be acceptable to lose out on the tempers for improvement as people could change the trait on their dropped items.

    Right. The purpose is to Reforge dropped sets, but it shouldn't be limited to just dropped sets - too much coding involved, and that would allow ZM to start to bring gear that cannot be reforged. Player intelligence alone should suffice regarding which items they choose to Reforge. Like you have pointed out, no one is going to Reforge gear that they crafted themselves. It would be an utter waste. I don't think preventative measures needed to be coded in.
  • Lynx7386
    Lynx7386
    ✭✭✭✭✭
    ✭✭✭✭✭
    Polearms and crossbows
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • MissBizz
    MissBizz
    ✭✭✭✭✭
    ✭✭✭✭✭
    I would love to see dungeons scale to a different number of groups. This was shown by DLC world bosses (tougher according to how many players are there) and IC (mobs would respawn faster with more players around).

    This way when you've got a couple friends around you can do a dungeon, and it would still be challenging. Good example of practical use is on guild dungeon night. Sometimes you end up with 2 too many folks, and rather than getting folks to use the group finder tool, allow them to join the other groups. This would be very helpful especially if that night the guild is focusing on helping new players.
    Lone Wolf HelpFor the solo players who know, sometimes you just need a hand.PC | NA | AD-DC-EP | Discord
  • dtm_samuraib16_ESO
    dtm_samuraib16_ESO
    ✭✭✭✭
    Heroman84 wrote: »
    Bring back the ACTUAL TES, with the whole magicka lines etc. Make the PvE server ACTUALLY TES, basically.

    Could you be more specific? I'm a vet player to the TES series, but I'm still not sure what you mean.
    Be more specific, gods...
    For starters, where are the numerous Daedra shrines we grew to know in TES3, but began to vanish from there on.

    Pffft, there's so much, I do not even WHERE to begin... :(
    Earthdawn Game Master Role Play Quotes by me:
    "If it looks like a bear, if it feels like a bear, smells and tastes like a bear, then be VERY aware, it could be something ENTIRELY different..."
    "Be careful what you wish for, you might get plenty of it..."
  • ChrispyRambo
    ChrispyRambo
    ✭✭✭
    Weapon coloring.
  • Kendaric
    Kendaric
    ✭✭✭✭✭
    ✭✭
    1) Magic skill lines (alternative for staves)

    These would basically be the TES schools of magic equivalents and function similiar to how weapons functions now, i.e. 5 actives, 5 passives, no ultimate. The goal is to allow players to create mages that actually feel like mages.

    2) Expanded weapon skill lines (new weapon types)

    Polearms, single weapon (no offhand) and crossbow come to mind.
      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
    • ParaNostram
      ParaNostram
      ✭✭✭✭✭
      ✭✭
      Full vampire skill line, rework the passives so they're all useful incorporating the Life Stealer buff, make the existing skills useful, and add 3 more skills.
      "Your mistake is you begged for your life, not for mercy. I will show you there are many fates worse than death."

      Para Nostram
      Bosmer Sorceress
      Witch of Evermore

      "Death is a privilege that can be denied by it's learned scholars."
      Order of the Black Worm
    • Heroman84
      Heroman84
      Heroman84 wrote: »
      Bring back the ACTUAL TES, with the whole magicka lines etc. Make the PvE server ACTUALLY TES, basically.

      Could you be more specific? I'm a vet player to the TES series, but I'm still not sure what you mean.
      Be more specific, gods...
      For starters, where are the numerous Daedra shrines we grew to know in TES3, but began to vanish from there on.

      Pffft, there's so much, I do not even WHERE to begin... :(

      These areas look like they are coming when with the vvardenfell expansion. There was a data dump earlier this month that seems to suggest it's on its way. But yeah, none of the areas currently accessibly in ESO appear in TES3, except for Mournhold and Ebonheart, which I suppose must have been relocated from their location in ESO to where they eventually are placed in TES3
    • Gidorick
      Gidorick
      ✭✭✭✭✭
      ✭✭✭✭✭
      Ideas? You want Ideas? Okay... here we go...
      Gidorick wrote: »
      Through some discussion on other threads there have been some desires regarding the darkness of ESO’s game world that has come to light. (pun intended).

      TL/DR

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

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

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

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

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

      Radiant Night Vision

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

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

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

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

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

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

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

      Nighteye<Magelight<Almalexia’s Enchanted Lantern<Torches

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

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

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

      Thoughts?

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

      Want more crazy ideas? Check out my Concept Repository!
    • HeroOfNone
      HeroOfNone
      ✭✭✭✭✭
      You said "Innovations", so I'll dredge up some of my larger game breaking ideas

      Companion Mercenaries for Adventure Zones (Craglorn)

      I liked the idea of mercenaries back in beta, just not in PVP. I would prefer to hire one to help me fight in some tough areas where getting a full group might be difficult. Craglorn might be a good example, a group recommended area where few people enter and getting a delve done solo is hard for anyone not experienced on the game. Now I don't think hiring a mercenary should just involve gold either, but options to parlay with intimidate, persuasion, or use carrying skills should give a chance to reduce a cost to low or to zero, but equal chance to raise the price if you gamble too high and insult them. The system would be simple, giving you a companion for X hours to go and complete stuff in only that zone. If it works out well it could possibly be adapted to other zones and more interaction dialogs can pop up, like any other TES/Fallout game.

      This may also allow Craglorn to be up scaled to max level and be challenging to V16's again, or to add in other group based zones.

      tattered armor (durability)

      We already have durability, but it might look nice if armor that gets damaged slowly starts to show its wear until it's falling off the player. It's a small touch though that would require probably too much work.

      Also maybe make armor with low durability return less materials and then make the items we pick up off the ground or off certain mobs have low durability? That way you can farm mats, but have to pay a repair bill to get a full return of material.

      Cinematic executes on bosses

      I suggested it before, but with the introduction of the assassination animations in Dark Brotherhood I would love to see some specialized kill animations on a dungeon's final boss. It could be a solo animation based on the last person to get a hit, highest dps, highest healer, or random (stable at the start of the dungeon) to give a sort of contest to group members. If non is chosen, a group animation of alive characters killing the boss would take over.





      Any how just a few today, enjoy. I doubt any will be easy to impliment or do for at least several months.
      Herfi Driderkitty of the Aldmeri Dominion
      Find me on : Twitch | Youtube | Twitter | Reddit
    • Gidorick
      Gidorick
      ✭✭✭✭✭
      ✭✭✭✭✭
      Gidorick wrote: »
      OK… so… this is pretty much impossible now with buy to play but I wrote this a few weeks back and was still mulling over the details. Since I don’t feel much like putting any more effort into it I figured I would just post it and have at it.

      There are many that feel ESO is sorely missing underwater environments. However, this is part of a much larger issue of how ESO handles large bodies of water and how players interact with that water. Below is an overview for a Water Overhaul suggestion that will add quite a bit of needed depth to ESO…. Pun completely intended. :wink:

      There are Four main components of the below water overhaul:
      1: Surface Tessellation Variations
      3: Buoyancy & Drag
      2: Underwater Environments
      4: Water Combat

      Surface Tessellation Variations

      The surface of the bodies of water in ESO is quite beautiful but the lack of variation makes water seem quite boring. Mostly, the surface of water should act as it does in many other MMOs and produce bow waves as a player or NPC moves through the water and concentric ripple waves when a player jumps in and out of the water.

      Additionally, large bodies of water (lakes and oceans that the player can swim through) should have waves of varying intensity depending on the weather. If there is a storm above, there should be a disturbance below. It would also be nice if the more tumultuous the water, the slower a player is able to swim over the waves.

      Buoyancy & Drag:

      Currently, boats and ships sit like buildings and do not have the feeling of being in the water. Ships should rock and sway with the water. Smaller boats should react when a player jumps into them by momentarily oscillating up and down. Adding buoyancy to watercraft would go a long way in creating believable and compelling ships and boats in ESO.

      Additionally, Horses should be able to swim in water but that might be more a mount issue than it is a water issue.

      Each armor piece could have a new value of Drag value added to each armor piece. Heavy armor pieces would have a higher Drag than light armor. The Drag values of each piece of armor could add up to the Total Drag, which determines a player’s base swimming speed. Using this system would allow players to shed armor and swim faster. A player who is going to spend a considerable amount of time in the water may want to simply go without any armor whatsoever to minimize their Total Drag.

      Underwater Environments

      An often requested feature for ESO is the ability to swim underwater. Underwater environments have been prominent in both MMOs and TES games, so the exclusion from the game seems like a gross oversight. Once the mechanics of underwater swimming are added to ESO, the various underwater environments around Tamriel could be added over time. Not every single swimmable body of water needs to have a fully realized underwater environment as soon as the system is released.

      Obviously, every race but the Argonians should have a breath meter when underwater. Special potions, enchantments and skills could increase the length of the breath meter and could even provide water-breathing much in the same way as other Elder Scrolls games.

      Underwater environments should offer Material Farming, Treasure Chests, Entrances and Enemies.

      New materials should be added for
      • Chitin and Morag Tong Motifs
      • Water based Enchantments (including water breathing)
      • Water based potions (including water breathing)
      • Water based provisioning (Slaughterfish stew)

      Treasure Chests should be a prominent part of underwater exploration. Both visible and buried treasures with maps should be included. They could be found in shipwrecks, hidden in reefs, or just out in the open. This doesn’t mean that treasure chests should be the only means of item discovery. There could also be wardrobes, desks, dressers, boxes, and barrels from shipwrecks along the ocean floor.

      Entrances to underwater caves and delves could lead players to waterlogged dungeons and pirate hideouts, leading to new quests and storylines.

      Just as on land, there should be water-based enemies for the player to battle. Slaughterfish schools should approach and attack the player, just as they do now, but they should be a visible swarm that the player can attack. Of course, the battle would be futile and the swarm would be a never-ending onslaught, but it would be fun for a player to see how long they can survive! There could even be a leaderboard for the number of Slaughterfish killed.

      A few enemies should be able to follow the player into and out of the water, such as Land Dreughs and Crocodiles.

      Pets shouldn’t swim underwater with the player but should act the same way they currently do when a player goes swimming.

      Each zone should have a water based Area Boss with an achievement for killing all water-bosses. In fact, the underwater achievements should treat the underwater areas as their own “zone” so the player must travel the breadth of Tamriel to complete all tasks and retrieve achievements.

      Water Combat

      While I believe water combat is needed I don’t think the combat should be as fully realized as it is on land. Combat should be more difficult in the water and should have the following issues/limitations:
      • Hot-bar skills shouldn’t be available while in the water, with the exception of the AquaBorn skill tree (proposed below)
      • Attack speed is reduced 50% while in the water

      All players should have access to the AquaBorn world-skill tree. All players should be able to swim atop and below the water. Since Argonians have an advantage, because they can breathe underwater, they should have a disadvantage that all other players do not have, a defense de-buff while in the water.

      AquaBorn :wink:Skill Tree

      ULTIMATE:
      Amphibious Assault: The ability to select an enemy on the shore and launch from the water to attack the enemy.
      -Amphibious Sneak: Attacks from the water are always undetected
      -Amphibious Impact: Knocks the enemy down when attacked

      ACTIVE:
      Water Dash: A fast sprint through the water. (Stamina draw)
      -Dash Attack: Dash causes damage to those in the way
      -Quick Dash: Dash is 50% faster
      Aqua Rush: 50% Increased attack speed for 10 seconds (Stamina draw)
      -Rush Attack: 25% Increased Damage for 10 seconds
      -Extended Rush: Additional 5 seconds of increased attack speed
      Current Pulse: An attack that creates a forward pulse current, damaging the target (Magica Draw)
      -Undertow Pulse: Draws the target to the player
      -Pulse Drown: A 50% breath reduction on target
      Flowing Salvation: A bubble that encompasses the player, restores breath %100 and heals player 50% (Magica Draw)
      -Salvation Pop: Pulse that damages enemies in a specific radius surrounding the player
      -Salvation Burst: Pulse knocks back and temporarily stuns enemies in a specific radius surrounding the player.

      PASSIVE:
      Surface Stroke
      - 50% faster surface swimming speed
      - 25% faster surface swimming speed
      Sub-Surface Stroke
      - 50% faster underwater swimming speed
      - 25% faster underwater swimming speed
      Aqua Attack
      - 25% faster attack speed while in water
      - 25% faster attack speed while in water
      Deep Breath (Argonians do not have this available since they do not have a breath meter)
      - 25% longer breath holding
      - 25% longer breath holding
      Iron Scales (An Argonian ONLY skill)
      - 25% decrease to the defense debuff
      - 50% decreate to the defense debuff

      Adding underwater environments and combat could literally add worlds of play to ESO. Players could spend hours treasure hunting or simply exploring. No matter what the system or how robust the environments, underwater exploration are a must for the future of ESO.

      Thoughts?

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

      Want more crazy ideas? Check out my Concept Repository!
    • Gidorick
      Gidorick
      ✭✭✭✭✭
      ✭✭✭✭✭
      Gidorick wrote: »
      Here's a quick one.

      When the weather is bad we should see the fog that we see now and possibly even MORE fog. When the weather is good, we should see much less fog, possibly even no fog. The maximum amount of fog relief be attached to a slider in the graphics menu and the amount of fog relief could be based on the percentage of that slider.

      Allow those of us who are able to support no fog, experience no fog.
      Fw2JquJ.jpg?1

      I have more Fog/No Fog screenshots here:
      http://i.imgur.com/RAasVtQ.jpg?1

      Please note, I have seen NO noticeable FPS drop since installing SweetFX.

      I decided to take some comparison shots of inside a dungeon:
      ZQYKHRS.jpg?1


      Thoughts?
      What ESO really needs is an Auction Horse.
      That's right... Horse.
      Click HERE to discuss.

      Want more crazy ideas? Check out my Concept Repository!
    • Gidorick
      Gidorick
      ✭✭✭✭✭
      ✭✭✭✭✭
      Gidorick wrote: »
      ESO is easily one of the most beautiful games I’ve ever played. The aesthetics of Tamriel are spot on and ZOS has created a world that I want to spend my time in. I have yet to visit all the corner of all the lands of the zones that have been opened in Tamriel. Many of the decisions that were made regarding the design of the world couldn’t have been better, many seem curious, others seem outright wrong. Following is a list of enhancements that would remedy some of environmental quirks.

      Contents:
      • Dynamic Weather Enhancements
      • Night Enhancements
      • Day/Night Length Adjustment
      • Following the Calendar
      • The Main Problem

      TL/DNR: Synchronized Dynamic Weather that increases view distance by receding fog in nice weather. Darker, more dangerous, more immersive nights. Change day and night to 10 hour days so that 1 Tamriel year can equal 5 Earth months. Implement holidays so holiday items can be added to the Crown Store to pay for this, and other, updates.

      Dynamic Weather Enhancements

      The weather in Tamriel is wonderful. I equally love to experience storms and bright sunny days. There are, however, a few issues.
      1. Synchronization of Weather: The weather for one player really should be the weather for all players in the zone. Gone should be the days of playing in a group and one member is experiencing a thunderstorm and another is experiencing a bright and sunny day. Having this simple enhancement would open the game up for some game-changing mechanics such as…
      2. Time and Weather Dependent Fog: While fog in Tamriel seemed to serve as a means to compensate for technical limitations, I have had my eyes opened by the ESO Launcher/SweetFX programs. Having no fog in the world changes the scope and feel of ESO’s Tamriel in an amazingly positive way. Alik’r desert without fog is gorgeous.

        However, not having fog has allowed me to appreciate the fog as a tool for creating environmental tone. Fog really needs to be used to enhance ESO, not just blur out the distance.
        • If it is a sunny and bright day, the world should have very little/very distant fog or no fog at all
        • If it is storming and raining, the world should have heavier/dense fog.
        • Night storms should produce denser fog than day storms.
        • If a storm arose during the night, the fog should remain through dawn, creating foggy mornings.
        • Overcast shouldn’t necessarily produce fog, but it should be possible.
        • A fog slider should be added for players to increase the maximum distance the fog will retreat. This will allow players who experience performance hits to decrease the fog distance to improve performance. For these players, the closest fog distance will be the same as all other players but, as the fog recedes, their fog would recede more slowly than those that have their fog distance set to maximum.
        XAGjJ1u.jpg?1
      I made an independent thread about this HERE.

      Night Enhancements
      To be honest, I had planned to have a section for Day Enhancements but I truly feel the day environments are just about perfect in Tamriel. The appearance of the sun, the movement of the shadows, and the skybox are all wonderfully designed and constructed. There is nothing I could imagine that would make the days of Tamriel better than they are. Well, except for fog removal, as mentioned above.

      Opposed to day, night in Tamriel actually leaves quite a bit to be desired. There are a few enhancements that should be made to make the night play significantly different than the day in Tamriel.
      • Darker nights: First and foremost, Tamriel needs darker nights, depending on the cloud cover.
        • The current night brightness should be the setting for bright nights with clear sparkling skies.
        • The darkest the night should be a stormy night with completely covered skies.
        • Darkness should vary naturally from the brightness night to the darkest night, dependent on cloud cover.
        k06c3c4.jpg

        While it would make sense for the brightness of the night to be effected by the phases of Masser and Secunda, I think it would be too much to ask to have both weather and moon-phase to impact the brightness of the night.
      • More dangerous night wilderness: To go along with darker nights, each and every citizen of Tamriel should experience more dangerous nights. Certain beasts, such as wolves, should be more abundant at night and there should be some night-specific creatures such as ghosts. This could be a way to introduce zone wide (or at least area wide) creatures.

        Imagine a ghost that appears at night on the shores of Greenshade, we don’t know where, but legend has the ghost walking along the shore. The player can attack the ghost and kill it every night if they wish but then there are books and clues along the shore that gives the player clues as to what happened to the ghost and how to go about laying its soul to rest.
      • Towns shut down at night: With the justice system, it would amazing to have NPCs that go home and go to bed. Players, if they so desire, could break into homes and burgle homes and merchant carts throughout the night. To make up for the lack of NPCs in town there could be a heavier guard presence at night. There should be a couple of 24 hour merchants available, such as the Bartender, Outlaw Den’s merchants, Traveling Merchants, and Guild Merchants.

        There was a thread that included these types of concepts from @Neizir that can be found HERE.
      • Two moon reflection: The fact that there is only one moon reflecting on the surface of the water when there are two moons seems like a gross oversight in the environmental design of ESO, especially considering the careful attention paid to the majority of the rest of the environment.
        UHc9oZW.jpg?1
        I made an independent thread about this HERE.

      Day/Night Length Adjustment

      The total amount of time it should take for one day/night cycle on Nirn should 10 of our hours. this would mean every Earth-day=2.4 Nirn-days. More on why later.

      While the difference in length between the day and the night in ESO isn’t exactly unrealistic, ESO includes mechanics for Werewolf and Vampires that could involve more interesting night elements and, when considering the above suggestions for night enhancements, night should offer a completely different level of gameplay.

      There are two options of enhancing the day/night cycle.
      • Equal Day/Night Lengths: Adjust the length of day and night to be the same length of time, giving equal time for creatures of the day and creatures of the night. This would offer an even “fair for everyone” approach to the length of the day and night.
      • Variable Day/Night Lengths: Dynamically adjust the length of the day and night to change over time. At one point the day is longer, then the day and night equals out, then the night is longer than the day. This would also be “fair for everyone” but over a long period of time.

      I personally prefer the Variable Day/Night length concept as it would make it so players that have bonuses at night would have a period of time that they have an advantage and a period of time they have a disadvantage. Using this concept, the maximum difference between day and night should be 2 hours. This would allow the maximum different of a 10 hour day to be 4 hours day/ 6 hours night on one end and 6 hours day/4 hours night on the other.

      Following the Calendar

      Using a 10 hour Tamrielic day we arrive at a 365 day Tamriel year clocking in at just about 5 months. If this were the case, in 10 years we would have 24 Tamriel years pass. This isn’t an unrealistic amount of time to have passed in an MMO’s ‘lifespan’. If ESO turns out to be wildly successful and lasts for 20 years, only 48 years would have passed on Tamriel. Being that ESO takes place in 2E 582 and Tiber Septim wasn’t born until 2E 828, there are over 250 years of the Faction War that can be fought. If each of those years takes 5 months we have 104 earth years before “lore” becomes an issue. Lol.
      o5HFrya.jpg

      Within each 5 month year we would see a complete day/night cycle, taking approximately 5 weeks to shift between a Solstice and an Equinox.
      • Summer Solstice (6 hours day/4 hours night)
      • Fall Equinox (5 hours day/5 hours night)
      • Winter Solstice (4 hours day/6 hours night)
      • Spring Equinox (5 hours day/5 hours night)

      ZOS could decide to have every nirn-day shift in length just a tiny bit (about 1.43 minutes) to be as realistic as possible, or just have the day-light extend/constrict by 24 minutes every week. Either way, the end result would be the same: a variable, dynamic day/night cycle.

      Additionally, we could finally have exact day/month of each Tamrielic day in ESO. We could know that the current day is Middas, Second Seed the 14th. Why would THIS be helpful? Well, aside from guild event scheduling and the creation of ESO clocks, it would allow ZOS to incorporate the Tamrelic holidays that so many players are longing for, but in a realistic way that has absolutely no adherence to the Gregorian calendar.

      For the 10 hours that is Morning Star the 12th, the people of the Alik’r Desert could offer prayers to Stendaar. Shops could be closed in observance of the holiday and NPCs could be seen praying at the temple and all Redguard players could get a buff on that day.

      For the 10 hours that is Frostfall the 13th, also known as the Witches Festival, the Mage’s Guild could offer a ½ off sale, as is tradition. Also, as is tradition, the night of Frostfall the 13th should be filled with an unusual amount of summoned creatures.

      Certain festivals could last longer than the day they are on. Just as in our world, people in Tamriel like to Celebrate their favorite holidays for more than just the one day. They could celebrate a holiday an entire week (about 3 days) or even a whole month (about 12 days)! Festivals could be regionalized and they could include sales, contests, and player items could all be part of the festivities. If a player misses their favorite holiday, that’s ok… it’s coming back around in 5 months.

      The Main Problem
      The main issue with all of these enhancements is quite simply how to pay for the man-hours it would take to make these enhancements? These enhancements would have to lead directly to items that could be purchasable in the Crown Store such as Torch Bundles, Lanterns, and Lantern Oil.
      ohnCZVY.jpg?1

      By following the Calendar, ZOS would open up multiple monthly events that could have their own specific Crown Store items. These items could be offered for the one specific month that houses the holiday and not be offered again until the holiday comes around again. These holiday items could be added to regularly and would offer a ‘limited time offer’ dynamic to the Crown Store.

      The only aspect of this suggestion that couldn’t be directly monetized is the Dynamic Weather Enhancements. I couldn't come up with a Crown Store item that would be beneficial to the player in different weather conditions as weather is a purely aesthetic mechanic and has no direct impact on gameplay.

      Making these changes to ESO would dramatically increase immersion of each and every play session.

      Thoughts?


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

      Want more crazy ideas? Check out my Concept Repository!
    • Gidorick
      Gidorick
      ✭✭✭✭✭
      ✭✭✭✭✭
      Gidorick wrote: »
      This is actually a tweaked and expanded excerpt from a larger post of mine, Environment & Weather Systems Overhaul Concept, but I feel these particular suggestions should be implemented ASAP to help create a more sustainable future for ESO. As much as I want content, holiday events really are an expected part of MMOs and ESO should be no different.

      TL/DR
      ESO should have the length of it's day adjusted, along with a dynamic day/night cycle and should implement a calendar, which should be observed in-game.

      Day/Night Length Adjustment

      The total amount of time it should take for one day/night cycle on Nirn should be 10 Earth-hours. This would mean every Earth-day=2.4 Nirn-days. More on why later.

      While the difference in length between the day and the night in ESO isn’t exactly unrealistic, ESO includes mechanics for Werewolf and Vampires that could involve more interesting night elements and should offer a completely different level of gameplay at night.

      There are two options of enhancing the day/night cycle.
      • Equal Day/Night Lengths: Adjust the length of day and night to be the same length of time, giving equal time for creatures of the day and creatures of the night. This would offer an even “fair for everyone” approach to the length of the day and night.
      • Variable Day/Night Lengths: Dynamically adjust the length of the day and night to change over time. At one point the day is longer, then the day and night equals out, then the night is longer than the day. This would also be “fair for everyone” but over a long period of time.

      I personally prefer the Variable Day/Night length concept as it would make it so players that have bonuses at night would have a period of time that they have an advantage and a period of time they have a disadvantage. Using this concept, the maximum difference between day and night should be 2 hours. This would allow the maximum difference of a 10 hour day to be 4 hours day/ 6 hours night on one end and 6 hours day/4 hours night on the other.

      Within each 5 month year we would see a complete day/night cycle, taking approximately 5 weeks to shift between a Solstice and an Equinox.
      • Summer Solstice (6 hours day/4 hours night)
      • Fall Equinox (5 hours day/5 hours night)
      • Winter Solstice (4 hours day/6 hours night)
      • Spring Equinox (5 hours day/5 hours night)

      ZOS could decide to have every nirn-day shift in length just a tiny bit (about 1.43 minutes) to be as realistic as possible, or just have the day-light extend/constrict by 24 minutes every week. Either way, the end result would be the same: a variable, dynamic day/night cycle.

      Following the Calendar and Holiday Events

      Using a 10 hour Tamrielic day we arrive at a 365 day Tamriel year clocking in at just about 5 months. If this were the case, in 10 years we would have 24 Tamriel years pass. This isn’t an unrealistic amount of time to have passed in an MMO’s ‘lifespan’. If ESO turns out to be wildly successful and lasts for 20 years, only 48 years would have passed on Tamriel. Being that ESO takes place in 2E 582 and Tiber Septim wasn’t born until 2E 828, there are over 250 years of the Faction War that can be fought. If each of those years takes 5 months we have 104 earth years before “lore” becomes an issue. Lol.
      o5HFrya.jpg

      Most importantly though, we could finally have exact day/month of each Tamrielic day in ESO. We could know that the current day is Middas, Second Seed the 14th. Why would THIS be helpful? Well, aside from guild event scheduling and the creation of ESO clocks, it would allow ZOS to incorporate the Tamrelic holidays that so many players are longing for, but in a realistic way that has absolutely no adherence to the Gregorian calendar.

      For the 10 hours that is Morning Star the 12th, the people of the Alik’r Desert could offer prayers to Stendaar. Shops could be closed in observance of the holiday and NPCs could be seen praying at the temple and all Redguard players could get a buff on that day.

      For the 10 hours that is Frostfall the 13th, also known as the Witches Festival, the Mage’s Guild could offer a ½ off sale, as is tradition. Also, as is tradition, the night of Frostfall the 13th should be filled with an unusual amount of mobs and daedric creatures.

      Certain festivals could last longer than the day they are on. Just as in our world, people in Tamriel like to Celebrate their favorite holidays for more than just the one day. They could celebrate a holiday an entire week (about 3 days) or even a whole month (about 12 days)! Festivals could be regionalized and they could include sales, contests, and player items and could all be part of the festivities, both in-game and in the Crown Store. If a player misses their favorite holiday, that’s ok… it’s coming back around in 5 months.

      Additionally, Having holidays observed in Nirn could open up the possibility for a little bit of real-world Crown-Store-only holiday observance. While holiday specific items (such as new-life festival items) should be relegated to Tamrielic holidays which, if the above is implemented, would be offered multiple times a year, certain Crown Store sales and limited time events could be offered in observance of Earth holidays.
      • A Halloween costume event where certain polymorphs are on sale.
      • A Christmas "Feast" where all food items are on sale.
      • A Valentines day observation where Rings-of-Mara are on sale.
      • New Years celebration where Crown Store respecs are on sale.
      • A Summer "Vacation" where XP-pots are on sale.
      These holidays wouldn't be observed in-game in any way, shape, or form. They would, however, encourage Crown Store sales. When a Tamrielic Holiday actually synchs up with the Earth-equivalent holiday, ooh man... we should be in for a treat!

      Like if The Witches Festival (Frostfall 13th) happens to occur during October 31st, talk about a celebration! New Costumes in the Crown Store, old costumes on sale, sales from a host of in-game merchants, not just the Mages Guild. Increased hauntings could include ghost versions of wild-life that could be hunted for ectoplasm. We could have increased Werewolf and Zombie activity across the board, and from every single dark anchor, Mephala could send her spider-kin in wave after wave of spider-Daedra and spiders ending in a holiday event where players receive a special spider-themed weapon or armor piece from the Dark Anchor's chest. Lastly, for these special synching Holiday Events, super-exclusive items could be available in the crown store, such as a bone-fire Senche-tiger mount. These items would ONLY be available when the Nirn Holiday syncs with the Earth Holiday, not only adding to their exclusivity but also, to their price. :wink:

      Thoughts?

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

      Want more crazy ideas? Check out my Concept Repository!
    • Gidorick
      Gidorick
      ✭✭✭✭✭
      ✭✭✭✭✭
      Gidorick wrote: »
      Quick one... ZOS should release a crown store pack that just makes ESO more violent and visceral. :naughty:

      ESO Brutality Pack (2000 Crowns)
      • More blood
      • Longer lasting blood coverage on characters
      • Flesh rending and bone crushing sound effects
      • Gruesome death animations (runs at real-time)
        • Bodies getting chopped in half at the waist
        • Torsos getting vertically cleaved
        • Arms and legs getting hacked off
        • Heads rolling
      And my personal favorite....
      • The ability to collect body parts from fallen PVP enemies, complete with their names.
        • Fingers from Men (Breton, Nord, Redguard, Imperial)
        • Ears from Mer (Aldmer, Dunmer, Bosmer)
        • Teeth from Orcs
        • Tails from Beasts (Argonian & Khajiit)

      The body parts would have NO use in game whatsoever. They would just be a trophy of your accomplishments. They should stack in the inventory by race and when a player looks at the stack, the name of the...er... unfortunate adventurers would be able to be read. And no, they shouldn't be bound. :wink:

      Oh and the fatalities shouldn't have any slowing down or special camera angels. They should... happen and maybe not even every time.

      Any ideas of what you would like to see added to the Brutality Pack?

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

      Want more crazy ideas? Check out my Concept Repository!
    • Gidorick
      Gidorick
      ✭✭✭✭✭
      ✭✭✭✭✭
      Gidorick wrote: »
      Here is a pretty simple concept I'm surprised hasn't been put forth before, or at least not that my search found. :wink:

      ZOS should scatter Tamriel with dungeons that have been wrenched from Mundus and provide players with randomized dungeons. By randomized, I mean random layouts, lengths, atmospheres, loot, mobs... everything random. ZOS would have to create a set of rules to guide the build of each dungeon, of course, but this sort of mechanic is hardly new or revolutionary.

      These dungeons could be indicated by their glowing doors, floating rocks outside the entrances, or any number of weird environmental, visual, and auditory effects. These dungeons could be different by zone, completely random, or could even include an in-game mechanic that could let players wield the power of oblivion to decide and choose the variables within the dungeon.

      2y2U3j8.jpg?1

      These Oblivion Oubliettes could be single player delves or could be multiplayer dungeons if a player is grouped and their difficulty could be scaled depending on whether or not the player is in a group and the leader's level.

      To turn this into a money making system (because ZOS does need to make money... and they have to make it from the Crown Store) ZOS could institute a cool-down for accessing Oblivion Oubliettes. Perhaps one free access per 24 hours. Then ZOS could sell "Oubliette Keys" in the Crown Store. A pack of 5 for 250 crowns.

      If you don't like that access idea, feel free to offer an alternative profit generation concept for the Oblivion Oubliettes! The more ideas the better!

      So, that's about it. Randomized dungeons... infinite replayability.

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

      Want more crazy ideas? Check out my Concept Repository!
    • Gidorick
      Gidorick
      ✭✭✭✭✭
      ✭✭✭✭✭
      Gidorick wrote: »
      Inns in the Elder Scrolls have always served a simple purpose. Players would visit inns to get a room for the night and to complete quests. In ESO, Inns serve even less purpose. This doesn’t have to be the case.

      TL/DR
      ZOS should add social Inn mechanics, advanced Inn usage features, mini-games and idle entertainment to the Inns across Tamriel.

      Topics:
      • Social Centers
      • Inn Mechanics
      • Inn games
      • Barfights

      Social Centers
      Inns should be seen as the social hubs in the world of Tamriel. When a player wants to find another player to group with or a guild to apply to, they should immediately travel to their local Inn or tavern. To facilitate this there needs to be a few features added to Inns. First and foremost are Tavern Boards.
      • Isolated Chat Channel: Whether it is text or voice chat, Inns and Taverns should have communication channels that are isolated from Zone chat. This would draw players into the Inns and Taverns to see what is currently going on. Zone Chat should be available within the Inn or Tavern but players should default to the Inn/Tavern chat when they enter the space. (thanks @spacemonkey !)
      • Tavern boards
        There could be three main functions of Tavern boards:
        • Guild Recruitment: Guilds should be able to post to local boards to advertise their guild. On the posting the guild leader can describe the purpose of their guild and add whatever information they deem pertinent to the recruitment. This posting lasts for a certain number of days which is chosen by the poster and paid for upfront.
        • Player Writs: These are items which players are searching for and are looking for the help of another player to either craft gear or gather material. This should likely be a set-form posting so players cannot use it as a means to try to sell their own items. Players complete the writ at the board and once the writ is complete, the posting disappears. The player posting the writ must put the gold upfront for the writ.
        • Calls to Adventure: Players seeking another adventurer can post on the writ board of their desire for a companion on their adventure. Players choose which quest they are seeking help on from their journal, and what kind of help they are seeking. Players can then PM the player who posted the Call to Adventure to group up with them. There is no payment to the player answering the post within the post itself but players could work that out amongst themselves if that is how they wish to handle this mechanic. An in-game clock and calendar would be helpful for this specific mechanic. Calls to Adventure are removed from the board when the player logs out of their character.
        Tavern boards are localized so a guild or player advertising on one board is only advertising on that board and no other. Players and guilds must pay the Inn to post on their board and can post on multiple boards if they wish, but those postings are in no way linked to one another.
      • Finding Friends
        Players should be encouraged to find friends and group while in Inns and Taverns. This could be as simple as offering a bonus (XP or otherwise) for any group that forms within a tavern for as long as they are grouped.

        While this mechanic could appear to be abused by groups who form regularly by allowing them to simply meet up at an Inn and group there to gain the bonus. I do not think, however, this should be discouraged as it gets those players in the habit of going to Inns and Taverns for groups, which they may do at another time to find a fresh group.

      Inn Mechanics
      In addition to the social mechanics Inns should include a few regular mechanics to make the Inns themselves much more immersive and involving.
      • Renting a Room: ZOS should allow players to rent rooms at any Inn for a small amount of gold (100 Gold seems reasonable). In this room, players are able to access the bed and log-out of their characters to receive a buff. This concept is discussed further in my Expanded Rested Bonus Concept.
      • Supply Writs: Each Inn and Tavern need supplies to keep them going strong. Players can obtain the supply writs from the Inn Board and deliver them to the bartender or cook (depending on the writ). Writs could request supplies or fully cooked food and brewed drinks.
      • Jobs at the Inn: Players could take odd jobs at the Inn that would allow them to earn a little bit of gold, compete on leaderboards and perhaps even earn some exclusive rewards. Some of these jobs could level with the players provisioning level. The higher the level of the player, the more challenging the minigame and the greater the rewards.
        • Waiting Tables: Speaking to the barkeep could open a minigame allowing players the opportunity to wait tables for the tavern or inn for a set period of time.
        • Barkeep & Cook: These two minigames could be a sort of ingredient choosing minigame for provisioning recipes.
        • Bouncer: This minigame could involve players knocking out drunks if they cause any trouble in the Tavern or Inn.

      There could also be other jobs in the Tavern or Inn such as menial tasks like clearing out rats in basements (a TES classic!), ejecting deadbeats from the rooms, and playing music in the bar. Many of these jobs could involve branches of different Speechcraft skills (as mentioned in my Advanced Speechcraft Expansion Concept).

      Inn Games
      Along with working for the Inn there could be a selection of games in the Inn for players to play. Ideally there would be at least one game that is unique to each race and the three games of the alliance could be prevalent throughout the appropriate zones with a few of the other games being tossed in here and there. A few ideas could be:
      • Five Claw Card games
      • Variations of Chess
      • Dice Games
      • Knives (like darts)
      • Arm Wrestling
      • Drinking Games
      • Coin Games
      • Variation of Dominos
      • Variations of five finger filet


      Barfights
      Many players wish to visit taverns to flex their muscles and make a mess of the place, and ESO could allow this to happen. To encourage this ZOS would have to include an unarmed skill line and barfights could automatically access this skill line and could limit players to only this skill line. Two separate activities could involve the same mechanics with a slight variation. Bar Fights and Basement Brawls
      • Bar Fights: These fights take place in the tavern itself against NPCs. If the player continues to fight for too long the city guard will be called and appropriate actions will be taken. This threshold could vary from tavern to tavern.
      • Basement Brawls: Underground fight clubs where one on one with other players and NPCs. No law involved, bets rolling high.

      Players would not die from bar fights and would just black out for a moment if they are knocked out. They could also increase, or decrease, their chances of victory by drinking and raising their defenses. If a player drinks too much, however, they’ll lose too much coordination and have a greater chance of failure. This mechanic would work in direct conjunction with my Narcotic Addiction Mechanic concept.

      Conclusion
      With these mechanics Taverns and Inns would become a social hub for players and a place player could go to relax and have fun alone or with their friends. These mechanics would be best accompanied by the ability to interact and sit in chairs. Not all of these ideas would have to be in every bar

      So what do you think? Ideas that could be added? Any of this too much?
      What ESO really needs is an Auction Horse.
      That's right... Horse.
      Click HERE to discuss.

      Want more crazy ideas? Check out my Concept Repository!
    • Gidorick
      Gidorick
      ✭✭✭✭✭
      ✭✭✭✭✭
      Gidorick wrote: »
      Speechcraft is one of the many alluring aspects of the Elder Scrolls universe and ESO has a glimmer of this skill in the form of the Intimidate and Persuasive Will guild skills. These two skills being separated into guild skill lines would make it so that Speachcraft isn’t a skill unto itself, but a set of skills that are spread across multiple Guild skill lines. The Undaunted Skill lines show us that it is not necessary for a Guild skill line to include a Speechcraft skill, so it is not imperative that every Guild skill line include another Speechcraft skill. It’s with this understanding that I formulated this concept.

      TL/DR:
      Additional Speechcraft options other than Intimidate and Persuade would generate more gameplay and result in some crown store purchases.

      Topics:
      • Speechcraft Expansion Concept
      • Additional Speechcraft Skills
      • Crown Store
      • Quest Inclusion

      Speechcraft Expansion Concept:
      ZOS should add 3 additional levels (totaling 4 levels) to both the Intimidate and Persuasive Will skills to open up the possibility of future NPC interactions. Each level should give the player a +20% chance of persuading or intimidating the NPC with the skill topping out at 80% chance.

      The immediate use for this could play into some mercantile interactions where a player either bullies or sweet-talks a merchant into giving them better prices.
      • Fail at persuade and the price goes up.
      • Fail at Intimidate and the merchant refuses to do business with you for a set amount of time.
      • The player could then be allowed to persuade or intimidate the merchant into doing business with them. If the player is successful, the prices are set at the original price.
        • Fail at persuade and the merchant is locked from any further interaction for a period of time.
        • Fail at Intimidate and the merchant attacks/shoves the player once, but doesn’t pursue a fight.
        • If the player retaliates and attacks the merchant, the merchant should cower and block all damage while the player gains a bounty and heat, as described in my INDAC thread.
      This shouldn’t have any impact on any of the current quests, which would only require one point (20% chance) to successfully persuade NPCs. Future quests could require a greater skill in one of the Speechcraft abilities to convince NPCs and wouldn’t rely on the percentage chance. Instead the response options would simply require a certain Speechcraft skill level to be reached before the option is available.

      This could be an interesting mechanic for future quests with certain NPCs not being able to be easily intimidated but easily persuaded, or visa-versa.

      Another use for these Speechcraft skills could allow players to get out of a jam when they are being pursued by a guard or NPC.

      Additional Speechcraft Skills:
      Speechcraft mechanics could be expanded as the game develops and evolves. These are the additional types of speech in Speechcraft that could be added to a future guild as a skill. Please note, this would involve adding more guilds, as I discuss in my The Guilds Act: A Discussion thread. Each of these skills would be a 4 level skill that would have an accompanying potion
      • Haggling: A Merchat's Guild skill
        • Allows players the ability to suggest a lower price for their purchase or a higher price for the items they are selling. The higher the skill, the better the deal.
        • This skill could also be required to have access to the Barter option in Guild Stores, and to be able to use the Auction Horse. Perhaps the skill would even the regulate cooldown between Auction Horse uses. Auction Horse thread HERE. :wink:
      • Fence: A Thieve's Guild skill
        • Give the player the option to try to sell stolen items directly to any merchant. The higher the skill, the better the chance of success.
        • An unsuccessful Fence would result in the transaction being canceled and the guards being called.
      • Allure: A Prostitute Guild skill
        • Gives the player the passive skill to get a percentage off of the asking price from specific merchants. The higher the skill, the more likely a merchant is to give you a deal. This chance would roll every time a merchant is visited.
        • This could require an additional attribute set to be added to NPCs: sexual orientation. A male Khajiit merchant might be attracted to male Orcs and if you are playing a male Orc and have the Allure skill, you just happen to get a percentage off of that specific merchant’s wares and are paid better for your items. The orientation would never be explicitly known to players and this could be used for a future update where players would be allowed to woo, court, and marry an NPC.
      • Bribery: A Dark Brotherhood skill
        • Allows Players a chance to bribe the Guard or NPC that catches them in a nefarious act.
        • Allows players in good legal standing to try to pay any guard to ignore them for a set period of time. During this time, the player could act without being “noticed”. The higher the skill level the greater the chance of a successful bribery price and the longer the anonymity duration. Failure results in increased heat but not a bounty.
      Crown Store:
      To justify this change, ZOS could add a few new potions to the game and appropriate potion packs and items to the Crown Store. Below I am listing the items and effects, but I am not going to list the effect percentages or durations. I have done that before and it seems a little pointless to do so in the concept stage.
      • Potion of Fortify Speech: Increase any Speechcraft Skill
      • Ring of Articulation: Fortifies Persuasion
      • Ring of Imposing Presence: Fortifies Intimidate
      • Ring of Silver Tongue: Fortifies Haggling
      • Ring of Charisma: Fortifies Allure
      • Ring of Extortion: Fortifies Bribery

      Quest Inclusion:
      All of these skills could play a part in future quest designs. Different characters could fall prey to different Speachcraft skills. There could even be clues in conversation as to what skill the NPC would be susceptible.
      • If the NPC seems unsure, they can be persuaded
      • If the NPC seems nervous, they can be intimidated
      • If the NPC seems attracted to the player, they can be allured
      • If the NPC speaks of coin, they can be bribed
      All four choices should be available whenever an NPC can be susceptible to Speechcraft. The Speechcraft attempt should be allowed once. If a player chooses incorrectly, the Speechcraft options should then no longer be available for that NPC during that quest.

      As stated before, another mechanic which could be used instead or in conjunction would be that the specific Speechcraft option for a particular NPC simply isn’t available unless a player has attained a certain Speechcraft Skill.

      There could also be a 3 level passive skill in another guild that removes one of the incorrect options per level, or lessens the required Speechcraft level for a conversation choice to be activated… but that, is for another thread. :wink:

      What are your thoughts? Would you like more Speechcrafting skills? Are there other Speechcraft Skills that you think should be added to ESO?

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

      Want more crazy ideas? Check out my Concept Repository!
    • Gidorick
      Gidorick
      ✭✭✭✭✭
      ✭✭✭✭✭
      Gidorick wrote: »
      Here’s an easy one:

      While I 100% agree that some NPCs shouldn’t be able to be killed, such as merchants and quest givers, they shouldn’t just stare blankly if a player swings at them with an axe or pokes at them with a sword. Add the cowering animation to these NPCs so that they coil back in fear as we swing our weapons toward them. Maybe even add a mechanic to where if we swing at them a few times in a row they call for help, which causes us to get a little bounty and some heat.

      Just because they’re invulnerable doesn’t mean they have to be oblivious.

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

      Want more crazy ideas? Check out my Concept Repository!
    • Gidorick
      Gidorick
      ✭✭✭✭✭
      ✭✭✭✭✭
      Gidorick wrote: »
      Exhaled Breath Condensate would be a small detail that could add a lot of atmosphere…

      I didn’t realize Coldharbour was supposed to be… well… cold until I saw ice floating in the water. If they just added a puffs of breath in both third and first person when the player is in a cold zone it would really add to the atmosphere of those locals.

      Just a thought.

      I know, I know… more important things to yadda yadda yadda…

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

      Want more crazy ideas? Check out my Concept Repository!
    • Gidorick
      Gidorick
      ✭✭✭✭✭
      ✭✭✭✭✭
      Gidorick wrote: »
      I have always enjoyed the maps in ESO. I love their aesthetics. They are a great compromise between hand-drawn styled maps and over-world maps like Skyrim and Daggerfall. There are a few additions that would really make the mapping system become more alive! While there are add-ons that will do pretty much all of this, the below ideas include monetization aspects for the Crown Store.
      • Writing on Maps
      • Stamps and Seals
      • Map Reveal Mechanic
      • Cartographers
      Writing on Maps
      First and foremost is the addition of the ability to write on the maps. This would be a simple “write & erase” mechanic. Players could buy a Charcoal & Eraser item from the Crown Store that is consumable and would eventually run out and require repurchase.
      Djbq6H3.jpg?1
      This would be a straight forward write-anything-anywhere type mechanic. Players would place the cursor anywhere on the map and type whatever they wanted on their map.
      d2XcDlR.jpg?1

      Stamps and Seals
      Additionally, this could also include a stamp set that’s also purchasable in the Crown Store with separate consumable wax to create seals.
      tXmgKIE.jpg?1
      These seals could be placed and removed using different stamps and colors. Using the Charcoal & Eraser a player could add notes about the specific stamps.
      VkGvdPO.jpg?1

      Map Reveal Mechanic
      For FUTURE zones, ZOS shouldn’t automatically include an entire revealed map of the zone. Players should have to travel the area to reveal the map. This should be true of Exterior Zones, City Maps, and Dungeon Maps.
      pvw1502.png

      Crown Store
      In the Crown Store players should be able to buy for Crowns:
      • Map Packs that include a Zone map with city and dungeon maps.
      • Cartographers Eye for each zone that shows ALL points of interest in the zone. (Skyshards, Treasures, Lorebooks, Etc.)
      • Charcoal & Eraser Packs (5 sets)
      • Stamps & Wax Packs (5 sets)
      In Game Cartographers
      Each city, at least the larger cities, should have a cartographer that can offer the following for gold:
      • Revealed Zone Maps
      • Individual city maps
      • Individual dungeon maps
      • The location of Treasures/books/materials/etc in a zone
      • Individual Charcoal & Eraser sets. Each set lasts 1/2 as long as the sets included in the packs sold for Crowns.
      • Individual Stamps & Wax Sets. Each set lasts 1/2 as long as the sets included in the packs sold for Crowns.
      • Cartography Writs
      latest?cb=20120507124953

      At the Cartographer, players should be able to purchase gold purchasable items, as well as having a tab for Crown Store purchases, giving all players the freedom and flexibility to buy maps and accessories in whatever currency they wish to spend.

      Thoughts?

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

      Want more crazy ideas? Check out my Concept Repository!
    • Gidorick
      Gidorick
      ✭✭✭✭✭
      ✭✭✭✭✭
      Gidorick wrote: »
      What if ZOS removed Zone chat and added multiple focused tools for communication.

      The /trade Channel
      A trade channel could be added specifically for trading. The trade channel would ONLY be available when in “trade districts”. These trade districts exist in cities around the street vendors and in a radius around street vendors in the wilderness and near guild vendors. The trade channel could be zone wide, or perhaps even faction wide.

      Guild Posting Boards
      ZOS could also put up posting boards in Guild Halls for guild Recruitment to help focus that communication. Only guild leaders should be able to post on this board. This could be organized by using tags like PVP, Trade, PVE, RP, Casual, Hardcore, Endgame, etc.

      Bars and Inns
      Players could congregate in bars and Inns to communicate with one another socially. While players are in the bar they should accumulate XP Buffs with max buff being 10% for 2 hours of “inn-time”, which would be an extra 1% of XP for every 12 minutes that pass with player input (no AFK play here folks).

      LFG Channel/Tool
      The last tool would be, of course, a more robust LFG tool. This could be accompanied by a /LFG channel that is faction wide.

      Thoughts?
      What ESO really needs is an Auction Horse.
      That's right... Horse.
      Click HERE to discuss.

      Want more crazy ideas? Check out my Concept Repository!
    • Gidorick
      Gidorick
      ✭✭✭✭✭
      ✭✭✭✭✭
      Gidorick wrote: »
      This is a pretty simple concept. ZOS should add some links to the loading screens so that players can view the latest news, announcements, art & media, patch notes, development posts, community posts, and their lore library (once they earn it, and after they have selected a character) while the loading screen churns away.

      The menu shouldn't be intrusive so players can enjoy the art on the loading screens.
      t3y0N9X.jpg?1

      Selecting the menu should bring up the same information that can be found here:
      http://www.elderscrollsonline.com/en-us/news/category/announcements
      ZZQKebv.jpg?1

      The Lore Library, once earned, should allow players to read the various lore looks they have found
      23BlCwP.jpg?1
      86O4Vvg.jpg?1

      Once loading has completed (including the loading of textures of other characters - doing away with silhouette-men), the Uroburos will stop spinning and change to an enter command and players are given the option to enter the game at their leisure.
      jIyqEe7.jpg?1

      Player's characters shouldn't enter the game until they initiate entrance. This would help with the issue of loading into death.

      Anyway. That's about it. Give players something to do other than watch the spinning logo, twiddle their thumbs, or decide to play something else.

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

      Want more crazy ideas? Check out my Concept Repository!
    • Gidorick
      Gidorick
      ✭✭✭✭✭
      ✭✭✭✭✭
      Gidorick wrote: »
      So this is an idea and, unlike my other ideas, this one is pretty short and to the point.

      According to the lore “Notes on Racial Phylogeny and Biology

      "Generally the offspring bear the racial traits of the mother, though some traces of the father's race may also be present."

      http://www.imperial-library.info/content/notes-racial-phylogeny-and-biology

      I had an idea of how this non-genetic concept of phylogenesis could be utilized ZOS to create a mechanic for ESO that would REALLY encourage players to create and level alternate characters.

      Once a player creates and levels a male character AND a female character to a certain point, they are given the OPTION to create an offspring character. That offspring character would:
      • Have the base character model of their Mother.
      • Have a chosen mixture of the racial abilities of the Mother and the Father.
      • Be able to have a mixture of the Mother's and the Father's physical attributes.

      ZOS should allow allowed players to pick and choose their racial abilities from either Mother or Father as they go. It would, however, be easier to just take the visual appearance from the mother and the racial abilities from the father, but the mixing of the racial abilities would be an amazing way to build a character.
      knVp81Q.png?1

      Additionally, when creating the offspring, players should be given the base character model of the Mother, but be given the physical attributes of both the Mother and Father.
      • Eye Color
      • Skin Color
      • Hair Color
      • Hair Style
      • Adornments
      QprQAUY.png?1
      Bosmer Mother & Argonian Father

      The requirements to create a Progeny would be as follows:
      • A male character that is level 50
      • A female character that is level 50
      • A Progeny character slot
      mLsyUY5.png?2
      Khajiit Mother & Bosmer Father

      I could also see allowing married couples to each have the ability to create one offspring from their union. This would mean that ZOS would make crowns off of both the ring of Mara + 2 Progeny slots! To prevent abuse of this, ZOS could institute a way to "level" a marriage and require couples to be certain level before they can produce children... But that's a concept all its own for another thread. :wink:

      EJRLZgo.jpg?1
      Progeny character slots must be purchased individually in the crown store. ZOS could take the stance that mixed race offspring are infertile so that only core races can mix to create a mixed breed. Alternatively, ZOS could allow players to continue to mix their progeny characters after a few "generations" a player could have a character who has each skill from a different race. Ether would be justified. I think I would prefer that mixed races be considered infertile. This would help explain why we don't see all manners of mixed races across Tamriel.

      Thoughts?

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

      Want more crazy ideas? Check out my Concept Repository!
    • Gidorick
      Gidorick
      ✭✭✭✭✭
      ✭✭✭✭✭
      Gidorick wrote: »
      There has been a few discussions about race specific mounts in ESO. With the new direction of ESO, having race specific mounts wouldn’t make a lot of sense. However, for RP and immersion purposes, having race specific mounts is quite the boon. There is, however, a middle ground.

      Mount Specific Racial Riding Bonuses

      Core Concept
      ZOS should consider giving bonuses to players who ride their Race Specific Mount. These bonuses should be placed on top of whatever their current skills are.
      • 10% Speed Bonus
      • 20% Stamina Bonus
      These bonuses do not mean that other races shouldn’t be able to ride these mounts, they just won’t receive the racial riding bonus. This system will allow all players to ride all mounts but will give players incentives to not only create alternate characters but to use their Race Specific Mount.

      Now let's have some fun!
      Below are some suggestions for what NEW mount could be added for each race. Each Mount could be purchased in the Crown Store in various styles, just as the horses and Senche cats will soon be.
      0N1ZkZa.jpg?1
      P5QHDe4.jpg?1
      SCLl9Wl.jpg?1
      eHG9xNb.jpg?1
      zlEFTJg.jpg?1
      Sjl0ARY.jpg?1
      HAYSGtt.jpg?1
      fUZ9irm.jpg?1
      anyrpOZ.jpg?1
      uOkZBHh.jpg?1

      Thoughts?

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

      Want more crazy ideas? Check out my Concept Repository!
    • Gidorick
      Gidorick
      ✭✭✭✭✭
      ✭✭✭✭✭
      Gidorick wrote: »
      The recent change of mount skills leading to riding skills has lead me to have some notions of how Mounts could be expanded in ESO while adhering to the changes that have been made. The overall notion of this concept is to expand on the mount system we currently have to offer a more engaging and immersive experience in terms of an MMO gameplay mechanic and an aspect of an RPG.

      Overview:
      • Mount Combat
      • Additional Riding Skills
      • Mount Buffs
      • Advanced Mount AI
      • First Person Mount Riding
      • Mount Tangibility
      • Mounted Combat
      • Monetization: The Crown Store Additions
      Mount Combat
      The “Mount Combat” concept is to allow players to attack with their mount. Each mount could have different attack animations. Horses could attack with their hooves, Tigers and Guars could attack with their teeth. Attacks would be activated with a mount specific ability bar that is accessible only while mounted.
      • Mount Ability Bar
        • Attack:The mount’s standard attack. Upgradable.
        • Spur : The mount chuffs or growls or stomps. A chance of increasing its attack , defense, and fortitude. Upgradable.
        • Ram: The mount would lean back and butt up against the enemy, with a chance to knockback and stun. Upgradable.
        • Rush: This could be activated from a distance. The mount lunges toward the enemy, pouncing for the attack. Upgradable.
        • Flee: This ability could be used in and out of combat. It is a sprint in which the mount and the player are immune to attacks of any kind, allowing the player to flee from a dangerous situation. It also refills a percentage of the mount’s fortitude. Upgradable.
        • Ultimate: Each mount could have a specific ultimate. NOT directly upgradable. The effectiveness is dependent on overall level of the riding skills.
      All upgradable mount abilities would be tied to the Riding Skills, which should remain upgradable in the exact same way they are upgradable now. The abilities are not tied to experience points, skill points, or champion points. They are earned through the Riding Skill mechanic.
      • Mount Fortitude: A mount shouldn’t have life, exactly. Below the life bar there should be a fortitude meter. Once that meter runs out, the mount becomes spooked. If a mount is spooked during a fight they will throw the off and flee for their life. They should not able to be recalled until the player is out of combat.
      1000px-Shadowmere_IceBear.png

      Additional Skills
      To accommodate the Mount Ability Bar as well as add additional options to the mount skill variety, I suggest the following Skills be added to the riding skills.
      • Riding Skills: These are additional Riding Skills that are attached to the Character. These skills are attached to the Rider to highlight the skill the rider has at handling mounts. Mounts listen to a character the higher these skills and the character has a better command over their bestial companions. These would still be upgradeable once per day, per character.
        • Compulsion:Increase the Speed and Duration of the Flee Ability.
        • Fortitude: Increases the overall fortitude of the Mount.
        • Sovereignty: Upgrading this skill allows the mount to act autonomously for a longer duration, more on that later.
      • Mount Skills: These skills would be Mount Skills that are attached to the mount. These skills are attached to the mount because each mount would have different skills and abilities. These skills would be upgradeable once per day, per mount.
        • Attack: Increate the attack damage of the Attack Ability.
        • Defense: Increase the passive defense rating of the Mount.
        • Provocation: Increase both the chance and the effectiveness of the Spur Ability.
        • Determination: Increase both the chance and the effectiveness of the Ram Ability.
        • Inspiration: Increase both the distance and the effectiveness of the Rush Ability.
        • Aquestrian: One point in this skill and mounts are able to swim in the water, upgrades increase its speed in the water. (Get it? Aquestrian... hehe)
      All of these skills would be upgradable once a day for 250 gold each, just as the three skills are upgradable now. This would give players a total of 12 riding skills they can upgrade, and one character could upgrade the mount skills of all mounts each day.
      Stables.jpg

      Mount Buffs
      Each mount can be fed snacks and treats that will give them buffs on a specific trait or ability. Each treat has 3 quality variations (Bland/Tasty/Savory) of the treat that will provide a 10% buff for 40 minutes/ 15% buff for 20 minutes / 20% buff for 10 minutes.

      These buffs can be for:
      • Speed
      • Stamina
      • Attack (increases damage dealt on all 4 offensive abilities)
      • Defense
      • Fortitude
      • Aquestrian
      • Sovereignty

      These 7 buff types would be dependent on 7 types of treats for each mount. Again, each treat would have the three quality types of Bland/Tasty/Savory.

      Horse
      • Grass Bundle
      • Fistfull of Hay
      • Oat Crumble
      • Flax Seed Cookie
      • Dried Beets
      • Salt mix
      • Apple Slices
      Guar
      • Live Crickets
      • Mixed Berries
      • Mellon balls
      • Fish Guts
      • Snake tail
      • Skeever jerky
      • Mudcrab Chum
      Senche
      • Whole Squirrel
      • Skinned fox
      • Dewinged bat
      • Chicken breasts
      • Goat chop
      • Deer loin
      • Moon Sugar cane
      The two methods of obtaining these treats would be:
      • Bought individually through the Stable/Mount Trainers (individual Mount Trainers for each Mount type concept HERE)
      • Bought in bulk packs through the Crown Store

      Players would simply “Use” the treats as they would be in their inventory. If a player is mounted while using a treat it would be preferable if there were an animation of the player leaning forward, stretching out their arm, the mount looking back and taking the treat from the players hand and the player patting their mount on the head, but that wouldn’t be necessary. Just a nice little touch, if ZOS were so inclined.

      The buff would be applied to the player’s riding skill and should be viewable on the character screen and should be mount type specific so a player could have a Horse, Guar, and a Senche buff applied at the same time, but only one buff for each.

      station_provisioning.jpg

      Advanced Mount AI
      Along with the above additions, mounts should have advanced AI as described in my post: Horse auto-run AI which can be found HERE.

      The long and short of this concept is we should be able to set our mount in a direction and press the auto-run key and the mounts should avoid trees and rocks and should be able to find its way forward. Alternately, we should be able to set a marker on the map and have the mount travel to that marker by finding the closest road and following that road.

      The duration of the Advanced Mount AI should be dependent on the Sovereignty Skill. The Sovereignty skill determines how well your mount follows a rider’s directions and can act autonomously without direct interaction. The greater the skill, the longer the mount is focused and undistracted. This could be displayed by a Sovereignty meter that appears on screen when the auto-run is pressed while mounted and depletes as a player’s mount acts on its own.

      Once the meter is depleted, the mount will ‘dumb down’ and act as mounts currently do, getting caught on trees, rocks, fences, buildings, etc.

      NOTE: Although players do have the auto-run option while on foot, Sovereignty shouldn’t apply to this dismounted movement mechanic.

      79fb7f64a6eb90eb07bc36dbc68d3a.png

      First Person Mount Riding
      This one is pretty straight forward. Allow player to ride their mount while in first person. There is a post on it HERE from @mandrakethebard_ESO . Most of us that want this would be willing to PAY for the option in the Crown Store.

      c0HCDF1.jpg?1

      Mount Tangibility
      The fact that mounts dematerialize once we dismount is unfortunate. I posted a suggestion HERE regarding mounts staying around while we are off of them.

      While I would really like for my mount to walk beside me, I would be perfectly content if the mount simply ran away when players dismounted and ran up when a player wanted to ride them. While it would take a few seconds for the mount to arrive from a distance, most of us who want this feature are ok with that. To accommodate those that would NOT want this feature, it should be to toggled on and off in the settings menu. Again, if it had to be, ZOS could sell this feature in the Crown Store.

      I expand on this concept in this thread here: http://forums.elderscrollsonline.com/en/discussion/165659/tangible-mounts-advanced-concept/p1

      Mounted Combat
      Using many of these mechanics that we mentioned above players could be then given the option to partake in Mounted Combat. This is when the player uses their weapon to attack another player or NPC while staying on their mount.

      The player would use the right mouse button to look around while on their mount, functioning like a mouse freelook with limiters where the player character rotates at the hip to look around. Pressing the Weapon Draw button, players would enter mounted combat. If they let go of the right mouse button, they simply attack “forward”.

      Then the player would use the left mouse button to attack with their weapon. While on the mount players can attack using either of their weapons but maybe shouldn't have access to a full skill bar. If a player has full access to their abilities they may be dissuaded from dismounting to partake in combat. However, players must be given enough incentive to stay on their mount to make the mechanic interesting. Perhaps allowing players to only assign one or two Mounted Abilities assigned would be sufficient deterrent to encourage players to dismount for combat but would be enough to where a player can be formidable while mounted.

      Players can also choose to toggle a mount’s autonomy before entering Mounted Combat. If they do so, and they then lock onto a target, the mount will then circle the target, allowing the player to attack the target at will. The mount will instinctively know if you are using a ranged weapon or a close quarter’s weapon and will keep an appropriate distance.

      If a player toggles off Mounted Combat by sheathing their weapon and they will return to the mount riding mode.

      Skyrim-Mounted-Combat.jpg

      Monetization: The Crown Store Additions
      There are many monetization opportunities that arise through these enhancements.
      • 500C – Feed Bag: A single slot inventory item that houses all treats for mounts, no matter how many the player has. Items cannot be placed within or taken out of the feedbag. If a player has treats for their mount, it can be found in the Feedbag, otherwise, one treat type consumes one inventory space.
      • 200C – Bland Mount Treat Sampler Pack (21 Bland treats, 1 of each type for your mounts)
      • 400C – Tasty Mount Treat Sampler Pack (21 Tasty treats, 1 of each type for your mounts)
      • 600C – Savory Mount Treat Sampler Pack (21 Savory treats, 1 of each type for your mounts & one pack for each mount type)
      • 200C – Bland Treat Sampler Pack (14 Bland treats for your Mount, 2 of each type & one pack for each mount type)
      • 400C – Tasty Treat Sampler Pack (14 Tasty treats for your Mount, 2 of each type & one pack for each mount type)
      • 600C – Savory Treat Sampler Pack (14 Savory treats for your Mount, 2 of each type & one pack for each mount type)
      • 200C – Bland Treats 10 pack (10 bland treats for your Mount, one type & one pack for each mount type)
      • 400C – Tasty Treats 10 Pack (10 tasty treats for your Mount, one type & one pack for each mount type)
      • 600C – Savory Treats 10 Pack (14 savory treats for your Mount, one type & one pack for each mount type)
      • 500C – Advanced Riding Lessons. This 4 pack of Advanced Riding Lessons allows players to bypass the time and gold requirement for the next riding lesson and upgrade 1 riding skill for each lesson (includes 4 lessons).
      • 500 C – First Person Riding Pack: Enables Players to ride their Mount in first person.
      • 200C – Mount Tangibility Pack: Mounts run away and run up when dismounting and mounting.

      All of these suggestions would add a total of 25 items that could be bought from the Crown Store. 22 of which would be consumable, re-purchasable items.

      Overall, these advanced mount features would greatly increase the customizability of the mounts, increase their interactivity, increase PVE and PVE combat options, add to long term return purchase options to the crown store, add gameplay by adding mount progression, and would add to the overall variety of ESO.

      Thoughts?

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

      Want more crazy ideas? Check out my Concept Repository!
    Sign In or Register to comment.