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What would you like to see as a major new system for ESO?

  • Blackbird_V
    Blackbird_V
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    Spell Crafting (Craftable skills with a defined ruleset that doesn't replace Class identity, instead reinforces it, eg only 1 single target dot, 1 aoe dot, etc)
    Spell crafting in a way. By that, I mean able to change your ability element damage. Lets say Radiant Oppression currently does magic damage, with spell crafting you can change it to flame damage.

    This will cost a resource to change. Imagine able to use an inferno staff and use blockade but able to change it to frost damage. Cold-Fire blockade. Or as above make radiant oppression flame damage (although that might just be overpowered with engulfing flames and everyone will use burning spellweave again).

    Idk, be cool to change elements and maybe some effects. Like instead of Radiant Glory healing you you can just change it to stamina. Although this will need to take a long time to balance. Some restrictions will need to be placed.
    Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 25 DLCs. 41 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game.
  • Gythral
    Gythral
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    Servers that work
    Activity Finder that does not cause the above to fail (every change it gets)
    Senior management that is not just out for how many more cents can I squeeze out of this this hour!
    “Be as a tower, that, firmly set,
    Shakes not its top for any blast that blows!”
    Dante Alighieri, The Divine Comedy
  • Deathlord92
    Deathlord92
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    Only thing I really want and would be happy for is the ability to morph racial passives or pick them.
    Edited by Deathlord92 on November 25, 2019 4:57PM
  • Cireous
    Cireous
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    Spell Crafting (Craftable skills with a defined ruleset that doesn't replace Class identity, instead reinforces it, eg only 1 single target dot, 1 aoe dot, etc)
    You forgot Optional Overland Difficulty Increase o:)

    I'll happily consume most everything on that list, by the way. Spell crafting is long overdue, though.
  • StShoot
    StShoot
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    I want a working game, a working server and less laggs in pvp... i dont want any new system, zos should focus to make the old things work before they release new content.

    You dont add a balcony to a house without a roof
    Edited by StShoot on November 25, 2019 6:30PM
  • Tandor
    Tandor
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    A decent trading system open to all would do it for me.
  • Katahdin
    Katahdin
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    New Guild Skill Line (Instead of Spell Crafting, think more Psijic order, selection of abilities usable by everyone)
    I want my DPS back
    Beta tester November 2013
  • JamuThatsWho
    JamuThatsWho
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    A working server.
    @JamuThatsWho - PC EU - CP2100

    Main:
    Vasiir-jo - Khajiit Magicka Necromancer, AD

    Alts:
    Sul-Mael Hlarothran - Dunmer Magicka Sorcerer, EP

    Ushaar-Ixaht - Argonian Magicka Nightblade, DC

    Rorbakh gro-Khraag - Orc Stamina Templar, AD

    Anduuroon - Altmer Magicka Warden, EP

    Travanius Braelia - Imperial Stamina Dragonknight, DC

    Daeralon - Bosmer Stamina Arcanist, AD
  • MashmalloMan
    MashmalloMan
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    Spell Crafting (Craftable skills with a defined ruleset that doesn't replace Class identity, instead reinforces it, eg only 1 single target dot, 1 aoe dot, etc)
    StShoot wrote: »
    I want a working game, a working server and less laggs in pvp... i dont want any new system, zos should focus to make the old things work before they release new content.

    You dont add a balcony to a house without a roof

    Won't happen and already sort of happening, you don't use the same Developers for every aspect of the game developement. What they need to do is hire more programmers. You still have Artists, Animators, Story and Quest Design Teams, they need to build something so I don't understand why people keep asking for them to stop making new things to fix whats broken. It's not 1 or the other.

    Plus, they have already put a large focus on technical issues seeing as we've gotten less with the most recent DLC compared to the past AND the entire year used the same theme with similar assests to streamline developement. Is it working? No, not really, a lot of what they fix ends up broken, so it's a work in progress.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • MashmalloMan
    MashmalloMan
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    Spell Crafting (Craftable skills with a defined ruleset that doesn't replace Class identity, instead reinforces it, eg only 1 single target dot, 1 aoe dot, etc)
    Spell crafting in a way. By that, I mean able to change your ability element damage. Lets say Radiant Oppression currently does magic damage, with spell crafting you can change it to flame damage.

    This will cost a resource to change. Imagine able to use an inferno staff and use blockade but able to change it to frost damage. Cold-Fire blockade. Or as above make radiant oppression flame damage (although that might just be overpowered with engulfing flames and everyone will use burning spellweave again).

    Idk, be cool to change elements and maybe some effects. Like instead of Radiant Glory healing you you can just change it to stamina. Although this will need to take a long time to balance. Some restrictions will need to be placed.

    Cool idea, I always thought that could be how a new CP system would work well. Basically to remove stat multipliers with a focus on choosing nodes that augment your active abilities instead. More like a perk system connected to trees.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Hapexamendios
    Hapexamendios
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    I’d like to see stability and in game features working.

    1. Too many people get blue screened. It’s ridiculous.

    2. Others can even login for events. Even more ridiculous.

    3. Activity finder is unstable as hell.

    4. In game chat om PS4 hasn’t worked properly for several users for months. Feedback tickets and bug reports have been submitted and nothing has been done.
  • MashmalloMan
    MashmalloMan
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    Spell Crafting (Craftable skills with a defined ruleset that doesn't replace Class identity, instead reinforces it, eg only 1 single target dot, 1 aoe dot, etc)
    ESO uses the Skyrim skill system which was a boring and unimaginative system. Actually i think skyrim may have been the most boring and bland of all the TES games. Its probably why it was the one that i played the least. I beat it and never spent another hour in it.

    This entire skill system is crap and needs to be thrown in the trash. i like 1T in general but it has major drawbacks where it doesnt really feel like you get any more powerful. Honestly a good tree system with good branches has always been the best system. Devs got lazy and started giving us these dumbed down preschool systems because they are easier to balance and maintain i guess.Or maybe the attract more players who dont have two brain cells to rub together to make a multiple choice decision. Who knows.

    Everything in ESO feels samey samey when it comes to combat skills, gear skills, guild skills, and class skills. To do end game content, they have made it so basically only 1 or two builds per class are considered viable and thats in quarters they didnt screw up a class with a rebalance.

    As i said i like the 1T for zone use and doing stuff with others, but the solution to everyone being the same level also means we are all identical twins in different clothes and it makes "leveling" and combat pretty boring. There is a better solution. the TES style of gameplay is fine for solo games, but in MMOs, its like running on a treadmill.

    Yeah, it's horizontal progression vs vertical progression, there are pros and cons. The only veritcal progression we had was CP or more powerful sets released over time and it's been a year which accounts for a huge power creep. Since CP was put on hold there is little to no vertical progression.

    The alternative is to increase the level cap every once in awhile, like every chapter release. Most mmos do this, but ESO wants to avoid that because they like the idea of "play as you want" which you can agree or disagree with, but it is unique to ESO in that sets released 5 years ago are still relevant today. People still use Hundings Rage, etc. I think a fair middle ground would be to increase the level from 160 cp to 170 cp, but offer an upgrade crafting system where the mats need to be obtained through end game content, different amounts through Vet Dungeons, Trials, Arena's, events, etc. Kind of like transmute crystals.... now that I type that, thats exactly what currency they could use.

    Something needs to be done about this though. There has got to be over 100 sets and they add more and more conditions so they can make the same set in different ways, but many of the older sets just need to be updated. I still think there is a lot more they can do currently, but eventually they will run out of ideas at the rate they're going. The most recent batch of sets was actually well made, at least imo and they have updated 5-10 different sets every patch or 2 this year which is really nice.

    Redesigning the skill trees I just can't see happening. I can only see them working within the systems they have in place.

    That being said, I really think Spell Crafting could work to their current systems advantage. Kind of like a 5 skill, 1 ult skill tree except each slot is dedicated to 1 "type" of ability, based on the things you use to create it, similar to the current Glyph crafting system, ZOS just has to come up with predefined abilities that behave in different ways, different elements, different costs. I think people think of spell crafting as limitless, but that wouldn't be the case. Based on 3-4 levels, you get a specific number of outcomes. ZOS has a resevoir of effects to work with that could easily fill this gap.

    It's basically taking something like the Psijic Order and saying, this slot is a spammable, go out and find the base rune, choose the element rune, the range rune, the auxillary effect rune and based on those 4 things, the cost of the ability will be defined (they just set up standards so this is easy if they stick to them). There is a billion different ways I can see a better combat system for ESO, but I don't think it will ever happen the way you're wishing it could. They will stay safe within their 5 passives, 5 abilities, 1 ultimate, 10 level system. By the time a new system could be done in its place, they would be creating the next new game at that point. At least in my opinion, but ESO has a lot more life left in.
    Edited by MashmalloMan on November 26, 2019 3:09AM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • buttaface
    buttaface
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    Two things,

    1. a basic, random (no premades allowed) 4v4 PvP arena on simple maps with no sidegames involved. Pure deathmatch. Would ease players into PvP without all the sidegamey baggage of IC, Battlegrounds and Cyrodiil. I believe this would be a huge boost to pvp play generally, and that this game is this old without this simple GW1 type of functionality is puzzling.

    2. A complete rework and massive streamlining of Cyrodiil towards better performance. This would involve lots of cutting and simplifying that people will gripe about until they are able to do AvA without all the crashes and lag.

    There is plenty to do in ESO for years and years and for those very few people who have done it all to the point of boredom and being thirsty for new content, maybe it's time to move on. That's what I did with many games over the years after exhausting the content. At some point, you have simply played the whole game, and if it isn't interesting any more, that's not the devs' or anyone's fault, time for a new game.

    ESO is not in any condition to introduce any "big new things" or systems at the moment, it simply is not.
  • BRogueNZ
    BRogueNZ
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    too late, they can't even manage what is in the game, its just a waiting game now the time is getting close
  • 5cript
    5cript
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    Spell Crafting (Craftable skills with a defined ruleset that doesn't replace Class identity, instead reinforces it, eg only 1 single target dot, 1 aoe dot, etc)
    They standardized the spells!
    This smells like spell crafting preparations to me!

    I like to be optimistic sometimes. :p
  • Cireous
    Cireous
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    Spell Crafting (Craftable skills with a defined ruleset that doesn't replace Class identity, instead reinforces it, eg only 1 single target dot, 1 aoe dot, etc)
    5cript wrote: »
    They standardized the spells!
    This smells like spell crafting preparations to me!
    I think it's happening.
    But I say this every year ...and believe it to.
    please send help

  • tomofhyrule
    tomofhyrule
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    New Weapon Skill Line (Hybrid skill line works for mag/sta 1h + magic, Spear skill line, etc)
    I just started, so I'm still in the 'oh boy, new Elder Scrolls' phase, but I don't like PvP stuff and I'm too nervous to start dungeons, so... there's still a lot I could still do.

    However, if they popped in a spear line? Yes please.

    I played around with spears back in Morrowind, but that was just for funsies and ages ago. I've actually missed spears fro the last few games, and then Zelda BotW made spears awesome again. I hope that if they don't include a spear line here, that TES6 at least is considering it.
  • 5cript
    5cript
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    Spell Crafting (Craftable skills with a defined ruleset that doesn't replace Class identity, instead reinforces it, eg only 1 single target dot, 1 aoe dot, etc)
    Wait I think I have to revise my answer.

    Imagine what lag it would cause (in Cyro) for the server to handle sheer infinite amounts of effects and combos caused by spellcrafting.
    They'd probably code it in a way that breaks everything XD. Sorry ZOS, but the pessimism is justified.
    Edited by 5cript on November 26, 2019 4:51AM
  • Narvuntien
    Narvuntien
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    Graphics/Animation Overhaul (Update to the current engine)
    I want a serious Ux update, inventory management is serious work, sets aren't even stored together in your inventory. I want ways to customise how I organise stuff in my inventory, ways to know what I have on other characters multiple ways of sorting.

    A way to quick swap between sets, its a pain in the arse if you want to swap over that I often do PVE content in Impen because I am to lazy to swap.

    Finally my vote, holy hell the expansion content is so much more beautiful and immersive than the base game I"d love an update of the base game to the level of the expansion content.
  • JinMori
    JinMori
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    I think before they start worrying about this they should actually fix the game.
  • kinguardian
    kinguardian
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    I cant really choose because I like more then 1 of your options.

    What I really would like and I have said this several times, is new quests in old areas. Every area is so big there is more then enough room for a new head quest with a few side quest. And I so so wish this for the dark brotherhood and thieves guild.

    I really wish they would do this instead of spending a year on something tottally new add to what is already there.

    And yes extra ultimate slot would be great actually.
  • Runefang
    Runefang
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    New Weapon Skill Line (Hybrid skill line works for mag/sta 1h + magic, Spear skill line, etc)
    More than anything I want more trial content which is as good as MoL. All the skill lines and balancing etc is a waste without content to go use it in.
  • MartiniDaniels
    MartiniDaniels
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    New Weapon Skill Line (Hybrid skill line works for mag/sta 1h + magic, Spear skill line, etc)
    We need viable dps hybrids, both PVP and PVE. Elder scrolls essence was always about fighter/mage who hits hard both with weapons and with spells.
  • Nemesis7884
    Nemesis7884
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    new skill lines, weapons, classes - always great because it enhances all the existing content by allowing you to experience it a different way...

    But what i'd really like to see is more different type of game activities and side activities such as gw2 has them... just more things to do outside of dungeons, pvp and story
  • Anhedonie
    Anhedonie
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    Improve Existing Combat Systems (New active ability slot, new resource mechanic, passive ability slot, Spears for 1H and 2H, Crossbows for Bows, Melee weapon for Destro Staves, Justice System, CP Overhaul, etc)
    I would prefer obliteration of that garbage CP system and reworking it into something more sensible and less harmful for the health of the game.
    Profanity filter is a crime against the freedom of speech. Also gags.
  • Grianasteri
    Grianasteri
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    New Weapon Skill Line (Hybrid skill line works for mag/sta 1h + magic, Spear skill line, etc)
    If we look at the past 5 years of ESO, many new systems were released that pushed ESO to be better than it was before, a more complete package. The past year has clearly been a year of change and reinforcing the base game for ZOS, but because of this, we have seen very little in terms of mixing up how the game is played. While I mostly agree with the direction ZOS is taking this year because these changes needed to be done for the future health of the game..

    The future doesn’t look entirely interesting without any new system on the horizon and the DLCs lacking more than they have in the past. Dragonhold, the most recent zone DLC has no Arena or mini-trial, typically the time we would see Ability-Altering Weapons.

    Notable Improvements in order of release (IMO):
    • Craglorn: End game overland zone (dead)
    • Imperial City DLC 1: Only DLC focused on pvp (now free for all)
    • Orsinium DLC 2: Maelstrom Arena (only solo End Game content to date)
    • Justice System + Champion Points introduced with Vet Ranks (Update 6)
    • Thieves Guild DLC 3: New zone, new skill line w/ special Thieving quests, Trial MOL
    • Dark Brotherhood DLC 4: New zone, new skill line w/ special Dark Brotherhood quests, Champion Points replace Vet Ranks
    • One Tamriel: Dueling introduced, Weapon Ultimates, level scaling and alliance overworld open for all. (Update 12)
    • Homestead: Housing (Update 13)
    • Morrowind Chapter: New class + Battlegrounds (now free for all)
    • Outfit System: Can use any styles learned account wide as a costume with dyable parts (Update 17)
    • Summerset Chapter: New active ability skill line + jewelry crafting.
    • Elsweyr Chapter: New class + Dragons.
    • Dragonhold: Nothing. More zone overland content.

    I highlighted DLC 1-4 because they brought in many major improvements, we don’t currently expect from our DLC. Following the introduction of Chapter releases, we started to expect a mini trial OR an arena from Zone DLC. This year, Dragonhold didn’t bring any of these new features that we’ve come to expect making it the most disappointing DLC for many of the player base.

    So I made a poll for some of the most notable improvements I've seen people request. Since "Other" would be too broad and get mostly selected as everyone has a unique opinion, choose 1 of the broader selection options and feel free to explain what you would want to see within that system. Please think about what would sell you on playing ESO beyond 2020 or what would make you purchase the newest chapter. What would get you excited for ESO's future? How can ZOS inovate and make ESO bigger and better than it was before. I understand people get excited for more Trials, Zone exploration, Dungeons, Story quests, stability and bug fixes, etc. Those are not new systems, there things we have come to expect.

    Difficult to choose between "New weapon skill line" and "Improved existing combat system" categories, because both seem to contain the essence of what I want to see as a priority.

    In short, Magica requires a new weapon skill line ASAP.

    Stamina has:
    1) 2H
    2) Duel wield
    3) Sword&Shield
    4) Bow

    Within each of these stamina also gets to choose between swords, axes, maces, daggers, bows. 4 skill lines, with 5 weapons to choose from.

    Magica has:
    1) Restoration Staff
    2) Destruction Staff

    Within these only Destruction Staff gets variation, with flame, shock, frost options. So 2 skill lines, with one of them able to choose between 3 "Weapons" types. But its important to note that its still just a staff in all cases and really can we even count Restoration staff? It could be argued only ONE dps weapon skill line for magica exists.

    It can be argued that stam also gets Fighters guild and Undaunted, but equally we can argue Magica has Mages guild and Psijic, so the comparison and the clear and unequivocal disparity, is regarding the actual weapon skill lines.

    Magica needs a new weapon skill line. Not a hybrid line for stam as well, a dedicated new magica based weapon skill line.

    The new magica weapon skill line should essentially be similar to duel wield, in that one can use two "weapons", each with different status procs possible (just like sword, axe, mace, daggar). Within magic/fantasy lore, there are 3 other easily identifiable "weapons" besides staffs that we already have.

    Hands (effectively no weapon)
    Tomes (spell books, scrolls and tablets - its actually possible to have the skill line be Tomes, with books, scrolls, tablets, hands forming the separate "weapons" within it)
    Wands (yes, think Harry Potter)

    Personally wands can take a hike, I hate Harry Potter. But I know some do like them. Tomes is the route I think they should take, as mentioned above this could involve different weapon types in books, scrolls, tablets, hands, similar to sword, axe, mace, dagger, but perhaps with flame, shock, status effects.

    This is so long overdue, and clearly there is sizeable support for such an idea, however it may be implemented, given the percentages seen in the poll results. Zos really should start to take note of the things the player base want. Other games have entire systems dedicated to ideas being raised, thought through and pitched to the dev teams, with some really good ideas being implemented into the games as a direct result.
    .

    Edited by Grianasteri on November 26, 2019 10:00AM
  • TheShadowScout
    TheShadowScout
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    New Weapon Skill Line (Hybrid skill line works for mag/sta 1h + magic, Spear skill line, etc)
    Stamina has:
    1) 2H
    2) Duel wield
    3) Sword&Shield
    4) Bow

    Within each of these stamina also gets to choose between swords, axes, maces, daggers, bows. 4 skill lines, with 5 weapons to choose from.

    Magica has:
    1) Restoration Staff
    2) Destruction Staff

    Within these only Destruction Staff gets variation, with flame, shock, frost options. So 2 skill lines, with one of them able to choose between 3 "Weapons" types. But its important to note that its still just a staff in all cases and really can we even count Restoration staff? It could be argued only ONE dps weapon skill line for magica exists.
    Personally I always counted it as...
    Warriors have:
    1) Two-Hand
    2) Sword&Shield

    Rogues have:
    1) Dual wield
    2) Bow

    Mages have:
    1) Restoration Staff
    2) Destruction Staff

    ...which makes it look a little more balanced.
    It can be argued that stam also gets Fighters guild and Undaunted, but equally we can argue Magica has Mages guild and Psijic, so the comparison and the clear and unequivocal disparity, is regarding the actual weapon skill lines.
    Undaunted definitely is a "half-half" skill line, and NOT stamina.
    It can also be argued that magica gets way more from the class skills - as is should be, mages should have a wider selection of skills, and warriors or rogues be more dependent on their weapons. Duh.

    Despite all that...
    ...new weapon lines would -really- spice things up, give more options, and make the game better for everyone!
    But I keep saying that for quite a while now: https://forums.elderscrollsonline.com/en/discussion/371862/additional-weapon-skill-ideas-mk-ii/p1 ;)
    (And I am talking about THREE new magica skill lines there, Four if you count the hybrid one as well. AND more weapon options for all of them)
  • Wifeaggro13
    Wifeaggro13
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    Graphics/Animation Overhaul (Update to the current engine)
    If we look at the past 5 years of ESO, many new systems were released that pushed ESO to be better than it was before, a more complete package. The past year has clearly been a year of change and reinforcing the base game for ZOS, but because of this, we have seen very little in terms of mixing up how the game is played. While I mostly agree with the direction ZOS is taking this year because these changes needed to be done for the future health of the game..

    The future doesn’t look entirely interesting without any new system on the horizon and the DLCs lacking more than they have in the past. Dragonhold, the most recent zone DLC has no Arena or mini-trial, typically the time we would see Ability-Altering Weapons.

    Notable Improvements in order of release (IMO):
    • Craglorn: End game overland zone (dead)
    • Imperial City DLC 1: Only DLC focused on pvp (now free for all)
    • Orsinium DLC 2: Maelstrom Arena (only solo End Game content to date)
    • Justice System + Champion Points introduced with Vet Ranks (Update 6)
    • Thieves Guild DLC 3: New zone, new skill line w/ special Thieving quests, Trial MOL
    • Dark Brotherhood DLC 4: New zone, new skill line w/ special Dark Brotherhood quests, Champion Points replace Vet Ranks
    • One Tamriel: Dueling introduced, Weapon Ultimates, level scaling and alliance overworld open for all. (Update 12)
    • Homestead: Housing (Update 13)
    • Morrowind Chapter: New class + Battlegrounds (now free for all)
    • Outfit System: Can use any styles learned account wide as a costume with dyable parts (Update 17)
    • Summerset Chapter: New active ability skill line + jewelry crafting.
    • Elsweyr Chapter: New class + Dragons.
    • Dragonhold: Nothing. More zone overland content.

    I highlighted DLC 1-4 because they brought in many major improvements, we don’t currently expect from our DLC. Following the introduction of Chapter releases, we started to expect a mini trial OR an arena from Zone DLC. This year, Dragonhold didn’t bring any of these new features that we’ve come to expect making it the most disappointing DLC for many of the player base.

    So I made a poll for some of the most notable improvements I've seen people request. Since "Other" would be too broad and get mostly selected as everyone has a unique opinion, choose 1 of the broader selection options and feel free to explain what you would want to see within that system. Please think about what would sell you on playing ESO beyond 2020 or what would make you purchase the newest chapter. What would get you excited for ESO's future? How can ZOS inovate and make ESO bigger and better than it was before. I understand people get excited for more Trials, Zone exploration, Dungeons, Story quests, stability and bug fixes, etc. Those are not new systems, there things we have come to expect.

    They have gone so far down the rabbit hole with Matt's online rpg vision their really would have to be a complete NGE for this game . Unfortunately their is nothing in the future that will come out to challenge Zos to make their game better and emergent so they will likely sit back and spew regurgitated dlcs at you. It took them near 4 years to start adding classes to a 4 class mmo lol. I dont think you will get any ground breaking new systems before this thing goes complete F2P and rides the Money train off to the graveyard
  • MashmalloMan
    MashmalloMan
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    Spell Crafting (Craftable skills with a defined ruleset that doesn't replace Class identity, instead reinforces it, eg only 1 single target dot, 1 aoe dot, etc)
    5cript wrote: »
    Wait I think I have to revise my answer.

    Imagine what lag it would cause (in Cyro) for the server to handle sheer infinite amounts of effects and combos caused by spellcrafting.
    They'd probably code it in a way that breaks everything XD. Sorry ZOS, but the pessimism is justified.

    It wouldn't be infinite, as I mentioned in another comment spell crafting =/= infinite spells.

    Presets and rules need to be established.

    Imagine a system like this for a second, 5 levels to a craftable spell, similar, but more advanced than the way Enchanting works presently, except instead of finding nodes with materials, you find words of power (kinda like Skyrim) throughout the existing world and rewarded through the new Chapter quests. Unlocking the words adds it to spell book where you can choose from these different options.

    1. Base: Chooses what slot it takes in the skill tree, 6 slots, 1 single target damage, 1 aoe damage, 1 aoe support/defensive, 1 single target support/defensive, 1 self targeted and lastly 1 ultimate.

    2. Choose element, there is currently poison, disease, physical, magic, flame, frost, shock, and oblivion. Selection decides the resource type.

    3. Effect, dot, heal self, upfront damage, cc, etc.

    4. Effect, dot, heal self, upfront damage, cc, etc. Doubling up on the same effect can have aditional effect instead of simply 2X.

    5. Range. Melee would have slightly more power than Ranged, if choosing Range + hard CC, range = 22m max instead of 28m. AOE + melee = 6-7m radius, AOE + ranged = 4-5m radius.

    Based on all those choices, the cost either goes up or down. They already know the cost standards they want for different abilities highlighted within the past 2-3 patches so the cost is easy to come up with for this system. Anything stam based gets the 15% cost reduction. If something is melee, the power increases to make it a little better than a ranged equivilant. CC effect = higher cost. Etc.

    So going back to my Enchanting example, Enchanting presently only has 3 levels, but the idea I'm presenting is you can have 1 word of power, do different things based on the previous choices, exactly the same way Enchanting works. Each Glygh is designed and balanced by ZOS, they're is not infinite glyghs, but there is a great deal of combinations.

    All ZOS would have to do is change effects for the elements for example. They have existing assets for everything that can be modified in easily.
    Edited by MashmalloMan on November 26, 2019 10:34PM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Jeremy
    Jeremy
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    If we look at the past 5 years of ESO, many new systems were released that pushed ESO to be better than it was before, a more complete package. The past year has clearly been a year of change and reinforcing the base game for ZOS, but because of this, we have seen very little in terms of mixing up how the game is played. While I mostly agree with the direction ZOS is taking this year because these changes needed to be done for the future health of the game..

    The future doesn’t look entirely interesting without any new system on the horizon and the DLCs lacking more than they have in the past. Dragonhold, the most recent zone DLC has no Arena or mini-trial, typically the time we would see Ability-Altering Weapons.

    Notable Improvements in order of release (IMO):
    • Craglorn: End game overland zone (dead)
    • Imperial City DLC 1: Only DLC focused on pvp (now free for all)
    • Orsinium DLC 2: Maelstrom Arena (only solo End Game content to date)
    • Justice System + Champion Points introduced with Vet Ranks (Update 6)
    • Thieves Guild DLC 3: New zone, new skill line w/ special Thieving quests, Trial MOL
    • Dark Brotherhood DLC 4: New zone, new skill line w/ special Dark Brotherhood quests, Champion Points replace Vet Ranks
    • One Tamriel: Dueling introduced, Weapon Ultimates, level scaling and alliance overworld open for all. (Update 12)
    • Homestead: Housing (Update 13)
    • Morrowind Chapter: New class + Battlegrounds (now free for all)
    • Outfit System: Can use any styles learned account wide as a costume with dyable parts (Update 17)
    • Summerset Chapter: New active ability skill line + jewelry crafting.
    • Elsweyr Chapter: New class + Dragons.
    • Dragonhold: Nothing. More zone overland content.

    I highlighted DLC 1-4 because they brought in many major improvements, we don’t currently expect from our DLC. Following the introduction of Chapter releases, we started to expect a mini trial OR an arena from Zone DLC. This year, Dragonhold didn’t bring any of these new features that we’ve come to expect making it the most disappointing DLC for many of the player base.

    So I made a poll for some of the most notable improvements I've seen people request. Since "Other" would be too broad and get mostly selected as everyone has a unique opinion, choose 1 of the broader selection options and feel free to explain what you would want to see within that system. Please think about what would sell you on playing ESO beyond 2020 or what would make you purchase the newest chapter. What would get you excited for ESO's future? How can ZOS inovate and make ESO bigger and better than it was before. I understand people get excited for more Trials, Zone exploration, Dungeons, Story quests, stability and bug fixes, etc. Those are not new systems, there things we have come to expect.

    The new CP system is going to be key. If they nail that then the game will be in good shape long-term. If they drop the ball and make a mess of it, things may get dicey.

    Aside from that, I'd like to see a new NPC system put in place where players can recuit/level/gear AI-controlled allies (similar to what SWTOR does)
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