Many of us through polls, discussions, comments and even social media may talk about what is vs what could’ve been.
I wanted to take a stab at what I envisioned after playing ESO for a few years from the start having also played Morrowind, Oblivion, Skyrim and other games alike.
Visuals: I wouldn’t change anything in the base design. I would tighten up some artwork and offer additional option of what to show and hide.
-flaps
-head
-shoulders
Races:
-No changes to what’s available
-I would’ve kept a strict Oblivion racial passive
Classes:
-I would not have classes at all.
-I would establish the trinity in a pure sense without restrictions.
Combat:
-Absolutely no skills like now
-I would have abilities which are more of enhanced versions of Oblivion and Skyrim
-These would be weapon specific and offhand
-In order to incorporate the server type MMO, these would still keep the “button” or “bar” feel
-There would not be stamina and magicka types but instead weapon that use durability, soul gems, and enchantments
-Off hand would be more of the Oblivion type that was played as Skyrim
-PvP:
So this would be entirely different.....
While Cyrodil would exist, everything wouldn’t be in a campaign. Cyrodil would be an area that allows PvP however it would be a PvE zone with quests and objectives just like the other zones.
The difference is it would be more accessible for siege and other combat types. We would not have a campaign queue, at all.
They way it would work is Players would “play the game” all online with the choice of “solo/Co-op” or “Live”
To explain further....
Solo/Co-Op means a persistent world where players only see themselves or those within their selected Co-Op instance up to let’s say 1500 members or so
Live is just a server like other MMO server based games
What’s important is the Co/Op would or may allow some user based settings because everyone isn’t open to PvE and or PvE in some or all cases (this would even mean a full PvP or PvE experience)
-There would be an actual Crime/Punishment/Jail iteration but not any enforcer system. This would be NPC enforced logic
Crafting:
-O K first off the motif stuff would be GONE!
-As a crafter you would have access to any and all style seen in the game immediately through an apprenticeship concept.
-As a crafter material gathering would not align as X materials falls under y levels. Any material could be used for any level but access to a material and the level of a crafted item would relate to refinement quality and quantity.
Apprenticeship would mean that as you make items, you can choose to move to another city and or town to research additional styles. These cities and town would replace motif pages and books entirely. There would be a reputation unlock that can be a mixed progression from quests, crafting, gold which means that any can progress and unlock these not just one and not some of this and more of that.
-There would not be any traits
-There would be jewelry
-There would not be sets, however the constellations or what we call CP system would instead be aligned under crafting as passives.
-enchanting would drastically change. While i would keep the gathering aspect, enchanting would be under wood working, BS and Cloth
Jewelry would replace the enchanting crafting as it makes more sense that gathering tunes, stones and precious items work towards jewelry while enchanting makes more sense for constellations with soul gems.
-Provisioning
Revitalize so that a recipe is a recipe and the benefits are scaled vs set and limited to a level
Mounts:
There would be mounts in the wild that fall under a taming concept. This would mix with crafting and housing so that once tamed, the mount can get stronger using housing if you hire a stable NPC.
The mounts would be available to sale to other characters and eggs, infants, etc would come from dungeons, trials or quests so as to allow you to sale or raise the mount.
*It still would instantly cast cause that’s QoL, sorry RPers.
Lastly housing:
-As mentioned above housing would be very different. It would have a strong purpose to actual gameplay.
Housing would work in two ways
1. But existing location seen in the world (like today) but different.
2. Buy a plot of land in a number of housing zones (see reference to Dark Age of Camelot housing communities)
In scenario 1, depending on what and where, determine what you can do
In scenario 2 ......
Craft house like Skyrim (add multiple templates by room) with a choice of 100 different foundation options that mix and match (allows for OMG what is this or....OMG that’s awesome)
The housing features would contain
-Stables for holding and raising up mounts (your own - account based)
-Crafting where you would either be the crafter or you’d hire BS, WW, Jeweler and Provisioner, etc (account based )
-Storage in the basic understanding
-Full access banker, merchant, Bard
-Training (not a target dummy but actual training....think of hired NPCs)
Guilds:
-These would be completely different entirely.
Instead of 5 guilds, you’d have access to 25 Co-Ops or server types
This means instead of trying to find ppl to do X and or Y, there would be options to chat in the Co-Op via filters set by the admin and assistant admins.
Lastly.....No cash shops at all.....
DLC is either sold
Or
Subscribed for access
No NA and EU server it’s actually a mega server via live or Co-Op (sorry just make the decision or form a large co-op)
Edited by NewBlacksmurf on January 31, 2018 8:10PM -PC (PTS)/Xbox One: NewBlacksmurf
~<{[50]}>~ looks better than *501
If this was how ESO was made, would you be more drawn to play it? 127 votes