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If you could redo ESO how would have it?

  • Nemesis7884
    Nemesis7884
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    first thing id do is take it out of the hands of zos and give it to a dev who knows what they are doing...
  • TheBonesXXX
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    All great answers and replies so far.

    Id make mobs and players scale mathematically in the same fashion.
  • scorpius2k1
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    I'd make it less cash grabby. Profit motive is driving gaming into the dirt lately, like buying the game isn't enough for these greedy execs it's ridiculous.

    This.

    When I first started, the actual game felt so focused on the adventure, story, and lore. Imho, over time though, the monetization systems in place slowly, but completely foreshadow the entire game and make it feel lackluster to the point you feel it's being forced down your throat. A company has to make money from their product, absolutely, it's just how it is executed that drives the game into good or bad directions.

    Then there are so many areas to improve QOL, fix bugs, and constant performance issues piled on top of that. You pretty much have to accept and just adapt how things are, otherwise ESO is not enjoyable as it could, and should be.
    Edited by scorpius2k1 on August 25, 2019 3:51PM
    🌎 PC/NA
    🐧 Linux (Arch)
    🧑‍💻 ESO Addon Dev
    ⚔️ Stamplar | Magplar | Stamcro | Magsorc | Magcro Healer
  • logarifmik
    logarifmik
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    First of all, no swap bars mechanic!
    Instead, regular MMO skillbar with 4-10 skills depending on the character level.

    Second, no Stamina/Magicka dichotomy.
    Stamina is used for running, jumping, light and heavy attacking and some combat skills. If Stamina is low, cost of skills is increased. For purely combat skills instead of Magicka and Stamina another separate power source is used, like Focus or something. All skills could cost all these three power sources at the same time. Like, Twin Slashes costs X Focus and Y Stamina, or DK's Lava Whip costs X Magicka, Y Focus and Z Stamina, or Sorcerer's Summon Familiar X Magicka and Y Focus miss till summoned creature is alive. Stamina cost is small enough to make the whole thing playable without allowing to stupidly spam skills. It kinda works like limiter for a player, which force him to think before act. Anyway, current system I find annoying and blunt as hell.
    Edited by logarifmik on August 25, 2019 3:51PM
    EU PC: @logarifmik | Languages: Русский, English
    Dimitri Frernis | Breton Sorcerer | Damage Dealer | Daggerfall Covenant
    Scales-of-Ice | Argonian Warden | Tank / Healer | Daggerfall Covenant
  • Elsonso
    Elsonso
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    One megaserver for all geographies, but with more regional access points...decentralized, but tightly coupled. Probably too expensive for an MMO game, but it certainly would help resolve the internet portion of the lag. It would contribute to the server portion of the lag, though, if not done right.

    I would have invested in "seamless" zone transitions, similar to what is done with WoW, so that it was possible to transition from zone to zone without a loading screen. In general, I would have worked to reduce loading screens across the board, including entering and leaving buildings.

    I would have ditched the classes and gone with the character generation class templates instead. Skills would be freely available across all characters, regardless of the starting template. To balance that, because this is not a single player game, I would simply make it so that heavily investing in one skill line makes it harder to invest in some of the other skill lines.

    I would have also made this a stamina + magicka game from the start, rather than a magicka game. Stamina skills would have been built-in from Day 1, rather than being morphs.

    From a development perspective, I would have insisted on better control of the final product. Too many regressions and mistakes make it out the door. Something there is amiss and it probably dates back to decisions made early on. Or, decisions not made.

    There is more, but that is enough for now...
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • Wifeaggro13
    Wifeaggro13
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    Personally I always wanted an Elder Scrolls, online. Not what we have now, Id scrap the classes, trials, battlegrounds, instanced zones, and terrible separate pve from pvp silliness.

    Id also can mega servers, classic PvP and PvE servers are more than appropriate.

    All the best features from Morrowind, Oblivion, and Skyrim would be in the game. To include their superior combat systems, current combat system isnt as good as the original, tab target/assist will always be inferior to free aim.

    Id expand housing to be more like Asherons Call and ArcheAge, their housing systems were better.

    Essentially, this would have been Elder Scrolls, online and any Elder Scrolls continuation would have been update compatible for better features.

    This game is a medicore single player game and a below average MMO. Eq 2 did this style much better and it released in 2004. The only ground breaking here was combat and that has been ruined by homogenized
  • jainiadral
    jainiadral
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    Balance PvE and PvP separately, restore AOE damage
    Cut grind for skill lines in half and/or make guild rep grinds account-based
    Scrap guild trader system in favor of a universal trading system (AH)
    Add integrated minimap
    Add gold<->crown official exchange
    Make horse training and achievements account-based
    Remove cast times from all skills
    Add voluntary vet overland instance
    Edited by jainiadral on August 25, 2019 4:49PM
  • Megatto
    Megatto
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    Vanos444 wrote: »
    I would go for...
    * Classless based system
    * Flying
    * inspect ppl gear
    * Bikini/Revealing armor and clothes
    * Spear weapon skill line
    * UE4
    * Cutscenes
    * Unique race personality and animation ( similar to wow and FFXIV)
    * In game rare mounts ( not cash shop )
    * wPvP on the current zone ( not just cyrodiil)( similar to wow)

    This. This is what would make ESO the best MMO on the planet. If only ZO$ had done this. And no Megaserver BS. They should've made shards and named them after Daedric Princes and the Divines! Take notes, ZO$! You can still make this right. Make a new game if you have to!
    Remove loot boxes or riot
  • max_only
    max_only
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    Yikes this thread.

    I’d give eso a third axis from the start. They limited themselves by having everything on x and y.

    I’d also have people known by character not by account name. I hate that my account name is in game. I want to put people on my healer’s friends list but be a loner on my other characters. It’s impossible to set the boundaries I’m used to with the way it is currently. I end up marking myself offline half the time.

    I’d also return it to subscription only if it cut down on crown store. Crown store is a necessary evil when the game only requires one initial buy in.

    I’d change some animations and some textures too.

    I’d revert some of the recent “balance” changes.
    Vanos444 wrote: »
    I would go for...
    * Classless based system
    * Flying
    * inspect ppl gear
    * Bikini/Revealing armor and clothes

    * Spear weapon skill line
    * UE4
    * Cutscenes
    * Unique race personality and animation ( similar to wow and FFXIV)
    * In game rare mounts ( not cash shop )
    * wPvP on the current zone ( not just cyrodiil)( similar to wow)

    Dear god no.
    Cutscenes and racial animations yes.
    Edited by max_only on August 25, 2019 6:23PM
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • theyancey
    theyancey
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    I would make it mandatory at lvl 50 to choose whether your character will be PvP or PvE. No switching back.
  • wenchmore420b14_ESO
    wenchmore420b14_ESO
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    Less "Crown Store" and "Cash Grabby Stuff".
    more storylines and fill in "empty areas", i.e. Balmora in Vvardenfell.

    DO AWAY WITH MULTI BIDDING!

    Those are the things that come to mind first.
    My 2 drakes.....
    Huzzah!
    Drakon Koryn~Oryndill, Rogue~Mage,- CP ~Doesn't matter any more
    NA / PC Beta Member since Nov 2013
    GM~Conclave-of-Shadows, EP Social Guild, ~Proud member of: The Wandering Merchants, Phoenix Rising, Imperial Trade Union & Celestials of Nirn
    Sister Guilds with: Coroner's Report, Children of Skyrim, Sunshine Daydream, Tamriel Fisheries, Knights Arcanum and more
    "Not All Who Wander are Lost"
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    “When the people that can make the company more successful are sales and marketing people, they end up running the companies. The product people get driven out of the decision making forums, and the companies forget what it means to make great products.”

    _Steve Jobs (The Lost Interview)
  • Drdeath20
    Drdeath20
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    The only change I would make are with the classes:
    Templar - Specialize in Healing.
    Sorcerer - Specialize in Destruction Magicka.
    Dragonknight - Tanking.
    Nightblade - Stealth.
    Necromancer - Evil Magicka.
    Warden - Jack of all trades, master of none. Would heal some but not as much as a Templar. Would not do as much damage as a Sorcerer, or drangonkinght.

    Dissagree completely. I hate gimmicks and being locked into that.

    Templar- crit dot class

    Sorcerer- the higher its opponents health the more damage it does class

    Dragon knight - the dot class thats LAs and HAs do more damage

    Nightblade - the crit direct damage class

    Warden - stronger all around skills no real modifiers

    Necromaner - passive execute on all abilities. The lower your opponents health gets the more damaging your abilities become.

    These themes are much more fair and strong/unique in their own ways. Stealth or tanky should not be a class but a way 1 plays this game. Use similar themes for tanking and healing that way there less defacto class/roles and more flavor
    Edited by Drdeath20 on August 25, 2019 5:35PM
  • Nerftheforums
    Nerftheforums
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    No lag in cyro, no proc sets and no cast time on ultimates.
  • Jayman1000
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    Overland would be a much more dangerous place, with roaming bosses that you had to avoid or kill to survive. Nights would be dark like IRL and strong vampires would ambush you in dark back alleys for example when you when to the outlaw refuge. Also the outlaw refuge entrance would not be sewer grate in the middle of the city with a giant outlaw symbol painting on it; but an inconspicuously looking secret wall in an inconspicuously looking house.

    If you got caught by guards you would have to pay large fine or be thrown to jail (and actually go through the process to break free a la Skyrim). While in jail you could talk to secret outlaw contacts starting thieves/dark brotherhood quests. And pickpocketing should give much higher yield: higher stakes, greater rewards.

    Edited by Jayman1000 on August 25, 2019 6:03PM
  • Micah_Bayer
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    Personally I always wanted an Elder Scrolls, online. Not what we have now, Id scrap the classes, trials, battlegrounds, instanced zones, and terrible separate pve from pvp silliness.

    Id also can mega servers, classic PvP and PvE servers are more than appropriate.

    All the best features from Morrowind, Oblivion, and Skyrim would be in the game. To include their superior combat systems, current combat system isnt as good as the original, tab target/assist will always be inferior to free aim.

    Id expand housing to be more like Asherons Call and ArcheAge, their housing systems were better.

    Essentially, this would have been Elder Scrolls, online and any Elder Scrolls continuation would have been update compatible for better features.

    No cast times
  • Elsonso
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    Heh. ZOS is never going to use Unreal Engine for a game like Elder Scrolls Online. :smile: Thank Uncle Sheo, too.
    Edited by Elsonso on August 25, 2019 6:27PM
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • Rohamad_Ali
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    skyrim with friends . Player made cities and open world housing . More focus on crafters and best equipment from difficult to craft items . Player included justice system .
  • Drdeath20
    Drdeath20
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    Nighttime that can be dark and scary

    Crafting that takes skill and more discipline

    Overworld that is much more challenging

    More easter eggs

    Pvp guild wars and more reasons to take or defend non strategic locations

    Weather that plays more of a factor

    A 4th difficulty to dungeons and trials. Normal, vet, vet hm and vet hm +. Maybe a dungeon/trial where every boss has its own hm.
  • nafensoriel
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    Vanos444 wrote: »
    I would go for...
    * Classless based system
    * Flying
    * inspect ppl gear
    * Bikini/Revealing armor and clothes
    * Spear weapon skill line
    * UE4
    * Cutscenes
    * Unique race personality and animation ( similar to wow and FFXIV)
    * In game rare mounts ( not cash shop )
    * wPvP on the current zone ( not just cyrodiil)( similar to wow)

    Bahahahahahaha UE4... BAHAHAHAHAHAHA
    So many people suck this engines dongle like it gives ambrosia. It's a pretty version of unity...

  • Jeremy
    Jeremy
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    Personally I always wanted an Elder Scrolls, online. Not what we have now, Id scrap the classes, trials, battlegrounds, instanced zones, and terrible separate pve from pvp silliness.

    Id also can mega servers, classic PvP and PvE servers are more than appropriate.

    All the best features from Morrowind, Oblivion, and Skyrim would be in the game. To include their superior combat systems, current combat system isnt as good as the original, tab target/assist will always be inferior to free aim.

    Id expand housing to be more like Asherons Call and ArcheAge, their housing systems were better.

    Essentially, this would have been Elder Scrolls, online and any Elder Scrolls continuation would have been update compatible for better features.

    My main gripe is the lack of Veteran Zones to quest and explore in. If they would add that, I'd be largely content with the game. Sure - there are things I would like to see change. But that's my main complaint currently. Well, that and the performance issues in zergodil. Though I could easily live without Zergodil. Not being able to have more fun while exploring and questing is a more serious issue for me.
    Edited by Jeremy on August 25, 2019 7:59PM
  • Mettaricana
    Mettaricana
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    Ditch all classes add in skills and spells you learn as you go or seek then out.

    Set it far in the future of es universe that way current lore couldn't hold everything back.

    Races wouldn't have much impact, I'd drop the stamina and magicka scaling.

    World would be more oblivion and skyrim like free roam less flashy chaos going on. More sandbox adventure less bs.

    If i would have classes it would just be base skill starting points not defining choices like dark souls.

    Bosses and enemies wouldn't be immune to terraim effects etc.

    Id scrap the entire stack and burn holy trinity and stick to the play how you want. Wanna be a sword and shield weilding dps with spells on the sode go for it, wanna be a dw mage that can cut down foes and call down the heavens sure, be a healing warrior paladin knight sure.

    Make dungeons 1-6 man amd have multiple paths bosses and ways to kill bosses
  • TheBonesXXX
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    Thank you all for the replies so far.
  • MLGProPlayer
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    I'd remake it using a modern engine (something like UE4). I'd make the zones bigger and less crammed.
    Edited by MLGProPlayer on August 26, 2019 2:40AM
  • hamgatan
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    I'd demonetize the content, but return to mandatory paid subscriptions (albeit slightly cheaper than they are). There are major reasons for this

    1. the community was far far better and less toxic when it wasn't F2P. you could see the shift.. when we were in Beta 2 and 3 zone chat was cancerous. it was like stonefalls zone chat is now. The second we went early access the level of maturity and friendliness was there from the onset of the game. It remained right up until the F2P hammer swung, and then the toxicity returned.

    2. hypothetically lets say we still had a million players, if we went to say a full $9.99 a month subscription base, there's an immediate ten million a month in ZOS's pocket. Yes some people will kick a stink and leave which will be expected, but theres a larger proportion who are existing ESO Plus who will pay less now ongoing. really rough numbers here, but;

    lets say 25% kicked up a stink and decided they didn't want to pay a sub, there's still 7.5 mill a month to work with. of that 7 mill i would hire a team of possibly a dozen devs working on bugfixes (80K pcm for that team), and a further two dozen working on new content (160k pcm) DLC's, etc , then you have your specialists working on things like Lore, visual designers, middle management, internal legal personnel, copyrighters etc.. lets say another Mill a month for staffing costs there. Wages is always the biggest part of any business expenditure so lets cap it at 2 Mill a month. That would cover 300 employees specifically on the ESO project at lets say roughly 80K a year salary (average/mean, obviously salary would be scaled differently at diff levels). Also I'd want to see in that team, at least 4 permanent GM's per MegaServer cluster, 6hrs a day shift (lets say team of 20 globally inc relief staff). A global announce/welcome as well when you sign in to say 'Hi welcome, your GM online is currently ZOS-InsertEpicNameHere'.

    At this point i would remove the Crown Store. yes its cancerous monetization based on FOMO that doesn't need to be there. DLC's would be paid for in the monthly sub (Chapters can also have their dev costs offset on the cost of the Chapter). That leaves only cosmetics and P2W items. The content itself i propose a shift in the way its developed.

    Reskinned mounts, costumes etc.. outsource the business (Zeni already outsourced customer support to Ireland so this shouldn't be a strange concept). These are fairly simple tasks that don't have to be done internally (or on American wages for that matter), Allocate maybe another quarter mill a month for this (and that's being generous) on basis of KPI targets associated with content production. I would suggest also that an internal editor be developed to allow the community to easily develop their own skins, mounts etc (kind of like how old FPS's would come with their own level editors, like UT). Obviously you can't let people apply those in game - but what if it was a call for submissions in each calendar month? Community developed (but ZOS reviewed and posted) vanity items, that would essentially be... free? Crown store goes, and it gets replaced with that's essentially a heavily moderated Deviantart for ESO.

    Or rather than selling premium content through the crown store, introduce them as incentives for actual completion. Finish vMA? You get a Mount. Finish the Psijic Skill line (before the age of 50..), you get a mount!, Finish top of the leaderboard in PvP, get Emp and get a special Mount! He gets a mount, she gets a mount.. you all get a mount! Incentivise actually playing the game rather than creating FOMO. There is actually now value in the monthly sub..

    This still leaves us with 4.25 million monthly in the kitty..

    3. Then, we get onto the actual Infrastructure. THREE Megaserver Farms. Keep US, Keep EU, but add AsiaPac to the mix, centralised in Singapore. Now this is going to be very very ballpark - none of us actually know whats in ZOS's DC's but im guessing the actual infrastructure is clustered propietary Unix of some form.. Hypothetically though, if you have 750k players worldwide (lets spread them evenly between each 'MegaServer') - 250K a pop. And you want to support lets say 35% of those as concurrent connections.. so 87.5K at a time. These numbers are ballpark (just going off the last time i bought similar gear)

    Backbone - 100gbps - 20K pcm
    Redundant Backbone - 100gbps - 20K pcm (SD-WAN backchannel for global Server Sync/backup)
    Rackspace in Colocation DC (Climate Control / UPS Included) - $3000 pcm

    16 x Cisco UCS Chassis loaded with 4 x B200 or similar blades - $4 Million (Dual Xeon's/512GB RAM per blade/SSD x 64)
    2 x APC 45RU Netshelter Racks - $5000
    4 x Fabric Interconnects - $120K
    1 x Core Switch (9600 Series Chassis or similar) - $250K
    1 x EMC VNX FC SAN Array (5300 or similar, SAS) per location - 1.5 Million
    1 x Decent Firewall (Fortigate or similar) - $200K
    1 x Centralised EMC Avamar Array in Baltimore for Backup of all - $2 Million

    OK so running all that up (not including Software/Maintenance i.e. Solaris support) - $20,225,000 in capital equipment costs outright. Since leasing seems to be the norm, lets say 5% rate over a 36 month term, this is $589,895 a month in capital operating costs + 43K for DC colo and links. TOTAL - $632,895 pcm. Haven't factored in any load balancers/WAN acceleration but that still shouldn't make a huge dent.

    Now that still leaves 3.6 Million a month (43 Mill a year EBITDA) in Zeni's pockets to do with as they please. Fund up other projects, pay shareholders massive returns, or fund more intellectual property theft legal cases.. If that's not enough for the capacity, scale it up some more. Even replicating that infrastructure twice over there's still 3 mill in the kitty.

    And this is all before we get started on how to change the actual game...
    Edited by hamgatan on August 26, 2019 12:32PM
    PC / NA - 1900 CP

    PvE Tanks
    L50 Imperial DK (US/DC) "Rampant Rabbit"
    L50 Nord Necro (US/DC) "Skeletons In The Closet"
    L50 Nord Arcanist (US/EP) "Now Thats a Huge Witch"

    PvE Healers
    L50 Argonian MagPlar (US/EP) "Smothers-With-Pillows"
    L50 Breton MagWarden (US/EP) "Drunk-The-Koolaid"
    L50 Altmer MagBlade (US/AD) "Never Goanna Heal You Up"

    PvE DPS
    L50 PvE DPS Khajit MagDK (US/EP) "Snowflake Crusher"
    L50 Dunmer Stam Arcanist PvE DPS (US/EP) "Sends-The-Trout"
    L50 Altmer MagSorc PvE DPS (US/DC) "Acirrum" - The vMA/vvH Potatoaky Sorc
    L50 Breton StamCro PvE DPS (US/DC) "Ivanna Fakakakis"
    L50 PvE DPS Argonian StamPlar (US/EP) "The Rusty Argonian Spade"
    L50 PvE DPS Khajit StamPlar (US/EP) "Critteh Kitteh"
    L50 Dunmer MagDK PvE DPS (US/DC) "Deep Fried Bin Chicken"

    Bank Skanks
    L20 Redguard StamBlade PvP Tank (US/AD) "Sneak Dogg"
    L40 Orc StamDen PvE DPS (US/EP) "Fugly Betty"

    PvP DPS
    L50 Orc StamSorc PvE DPS (US/AD) "Fraggle Proc"


    Xbox One / NA - 360 CP
    L50 Altmer MagBlade (US/AD) "Cork Soaking"
    L10 Argonian Templar (US/EP) "Makes-Me-Moist"
    L10 Argonian MagDK (US/EP) "<Forced-Name-Change>"
    L27 Altmer MagSorc (US/EP) "Sorcie McSorcface"

    |GM - The Bin Chicken Alliance | Aussie Dragon Slayers | Aedra | The Skooma Emporium | The Bus | The Bounty Hunters Guild |
  • karekiz
    karekiz
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    Redesign weapons to reflect player options:

    Two handers can't Light Attack anymore <Only HA> but gain dmg bonus to compensate. They focus solely on AoE. Abilites are cheap but have the AoE penalty built in. Great for races w/o sustain passives. <Orcs for example would be ideal>

    Dual wield can't Heavy attack, deal small dmg but on high Single Target <No AoE>, lack sustain, but are kings of Single Target burst/dps. They greatly benefit from being a race the focuses on Sustain passives. <Redguards would be ideal class>

    Crossbow is added to game. Its the ranged two hander style <Lack of LA weaving/AoE Focus>
    Bow is the Duel wield style

    Similar w/ lightning / Flame

    One of the big issues with each and every race change for DPS is that simply. If you can sustain, pick highest DPS, if you can't then you pick a sustain race to compensate. When everyone can sustain, then the issue boils down to why have a sustain race at all? This allows for more choice when designing roles. In a fight with more AoE as an Orc? Yes use the dmg benefit, but for single target swapping, you might want a sustain set to offset yourself.

    Players are free to mix and match different styles if they want or double stack either.

    Tank/Heal/DPS trees for each class.

    Removal of Normal mode for trials. This is to force players to not essentially afk their way to whatever is listed. You want Reli as stam? Have to clear Cloudrest first. To Clear cloudrest you need to do a min DPS, guess you need a set. Similar for Craglorn. There is a distinct lack of progression in this game. Perfected is the right path, but still not enough imo.
    Edited by karekiz on August 26, 2019 5:51AM
  • corpseblade
    corpseblade
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    Separate and balance pve and pvp on their own servers. (This megaserver crap ain't getting the job done.)

    Add a RP server with lore friendly names.

    Run class and racial changes through a lore master. Stop destroying lore by changing racial passives.

    Stop freaking rebalancing the skills, classes, passives etc. all the time. Not fun.

    Stop homogenizing the classes and races. Might as well give us just one to play.
  • Rake
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    With no lag.
  • Michae
    Michae
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    Single player ;)
    "I bear the cruel weight of certainty. Total, absolute, relentless certainty. People rarely comprehend the luxury of doubt... the freedom that comes with indecision. I envy you."
    Sotha Sil

    @Michae PC/EU
  • Minyassa
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    I would:
    --Get rid of PvP and make it a separate game, except for dueling, which I would move to private instances.
    --Make digitigrade Khajiit models where appropriate.
    --Make horses conformed properly.
    --Add a few flying mounts because why not.
    --Add underwater swimming, with underwater questing zones and storylines.
    --Change overland to reflect player accomplishments in a larger scope, including getting rid of the Bloodthorn vines and moving dolmens, maybe to a separate instance so people could still do them for quests and grinding.
    --Provide a really expensive human-looking skin for vampires that goes away temporarily while they are in combat.
    --Expand housing permissions so that those with decorator permission can also place items.
    --Get rid of gender-specific cosmetics by making all skin choices and all accessory choices available to male and female toons.
    --Add a toggle to allow players to opt out of involuntary emotes.
    --Create an invisible wall around utility NPCs and stations that combat pets can't go through but players can.

    Edited by Minyassa on August 26, 2019 6:41AM
  • sindalstar
    sindalstar
    ✭✭✭
    More or less nothing.
    Because it would ultimately upset some portion of the playerbase and stop being ESO.

    Performance is a redundant suggestion.

    Perhaps the only thing is change is marry the weapon and class skill lines slightly. As long as those are separate they will always feel like "skills that aren't part of your class but you have to use".

    Weapon skills that act different bedyaee your a holy archer instead of a dark archer makes sense to me.

    I like having a class. I like having stuff no one else can do. Full sandbox skills just means a best will be mathed out and become the ironic expected build despite the game telling you to build however you want.
    Edited by sindalstar on August 26, 2019 7:50AM
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