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Feedback from a Developer

  • thorwyn
    thorwyn
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    Did you really just say this when the solution is as simple as locking the skills once your in battlegrounds or dungeons?
    It's not rocket science.

    So no changing between trash fight and boss fight setups anymore? That's what you suggest? Sounds like a cool feature bro. Keep it up, you're on a roll!
    How long have you been playing ESO?
    And if the dam breaks open many years too soon
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    And if your head explodes with dark forebodings too
    I'll see you on the dark side of the moon
  • vestahls
    vestahls
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    Amunari wrote: »
    vestahls wrote: »
    How long have you been playing ESO, op?

    I have to say, your changes sound a lot like WoW. They're not particularly good. Why have just one guild, for example? No sense at all. Likewise there's literally no point in renaming guild stores to auction houses. Nobody is auctioning i.e. bidding on anything, it's first-come-first-serve so it's a store.
    By the way, every guild is able to trade internally, and traders are just there for external trade, I don't really understand that suggestion.

    And sure the CP system should (and will be) replaced, but those masteries sound lamer than the base classes. No way a templar would be downgraded to a monk or a chef. Nightblades have nothing to do with rangers, nightblades are thieves and/or assassins. And for Sorc Mage and Wizard sounds like exactly the same thing. And you didn't offer anything for Necros.
    Also, what's your problem with the housing system? If you don't want small houses, don't buy them. Having the default be something huge would probably not mesh well with console. And we already have guild halls...

    Idk, but to me as a player, a lot of your changes just don't make sense and just sound like WoW carriovers with little sense of what ESO is actually like.

    MultipleGuild Systems
    Having multiple guilds removes the players dedication to that guild, and at the very least splits their attention. This first has an impact on the guilds cohesion which directly impacts retention rates and players "social" loyalties. Multiple guild systems have never done anything to benefit the community in any significant way and are largely responsible for the "who cares i can get another guild" type of attitude which helps breed toxicity into the game.

    In the end you end up with a more toxic atmosphere, and being massively loyal to one guild, and using the others. You could get far more quality out of one guild doing all things then you would out of many doing many.

    Citation needed.

    As was mentioned before, you'd need to greatly increase the guild store capacity because lots of people are in 3 or 4 trading guilds and all of them are to capacity for sales. And usually it's the guilds kicking people for not meeting the monthly sales requirements, not people quitting guilds willy nilly (just my impression, as I don't have access to ZOS's data, but in my years in this game this is what it looks like: guilds do regular cleaning and people quit not that often, and only once the guild is pretty clearly dead).

    Give me one example of a player being "toxic" because they have the opportunity to move guilds, I'll wait. Because I've seen a lot of "toxic" behaviour in this game, and none of it had anything to do with guilds.

    There should be nothing stopping you from being dedicated to a guild, building a "community", if that's what you need. There should also be nothing stopping you from joining a guild, selling your stuff, then leaving when you no longer need it. People do that. It's ok.

    Also, people can be in one or two trade guilds to sell their things, in one other guild for housing or crafting, in one other guild for PVE or PVP, in one guild dedicated RP guild, etc.

    Maybe having just one guild works in games where there's multiple servers, each focused on either PVE, PVP, RP, etc. But in ESO with the megaserver working as it does, multiple guilds are harmless as well as necessary.
    Guild Store Names
    Think about this. People come into ESO with an idea, a standard set by games like world of warcraft. Eso is not Wow, but the industry is massively influenced by wow, and people "expect" specific things. The trade system may or may not be better then wow but when multiple people tell me "trade system was hard to understand at first" and a designer is telling you "that could be fixed by familiarizing concepts from eso to the industry standard" You may want to give it some thought.

    What does it hurt you its named Auction house? It does not, and it benefits the new players massively at freeing up confusion and giving them a hint "hey, the buttons are not named so well but your in the right place for buying/selling". Im not advocating for any changes out side of GUI related changes, really.

    The general understanding, which is not unfounded, is that people come to ESO mostly from Skyrim or other TES games. I'd hazard to say that a large portion of ESO players have actually never touched an MMO before. Personally, I had only passingly heard of WoW before I came here. Maybe ZOS's surveys show differently,, but you would notice this argumentation if you followed the discussions on the forums as well as in streams. It's understood and accepted that a big portion of ESO's playerbase are not MMO people, though to what degree they are a majority is unknown. However, it is clear that ZOS is looking to make changes aimed at traditionally-non-MMO players in ESO (check the recent APM debacle), which suggests they know it's necessary.

    And if you're really a designer, please show your certification. Otherwise, I don't really see why I should just accept what you say as being more meaningful than other players' experience and expectations. Maybe the devs will agree with you, but you didn't send this to the devs, you posted it on the forum which is visited by the players and maybe, occasionally, the devs grace the forum with their presence.

    Sorry but "auction house" just makes no sense, and "guild store" does make sense. Unless you really want to implement bidding between players, which sounds like a waste of time.

    If you wanted to improve the guild store, there's loads of improvements (currently serviced via the AwesomeGuildStore mod and similar), but re-naming it to something misleading would be a waste of the dev team's time.

    Btw no, it did not take me a particularly long time to get how the guild store worked.
    Mastery Idea/System
    It does not have to be the above named classes. There are many many classes in the dnd pyramid, it was just an example of some class concepts people might like to see in eso.

    Indeed, more refinement to the classes would be cool, but I'd rather see it from the original TES games, not from DnD (granted they will invariably follow a lot of similar lines, as the original TES creators were big DnD RPG fans, but there's been good classes all the way since Arena, there's no reason to not carry them over here).

    But I would suggest you get to know the ESO classes a bit more before you make suggestions for them, as I get the impression you don't really have a firm grasp of what the classes are like here. They're not as clean cut as "templar=healer" and "dragonknight=brawler".

    But there needs to be stronger class identity, for sure.
    Housing
    Small houses like the "inn rooms" are really bad, there is no room and it makes me claustrophobic. It almost seems like a grab at money. The houses should sell themselves, and the dev team should not get cheated out of that money (buy taking alternative ways to buy a house). The housing system could be cleaned up a lot. For example just putting the houses into three sections (small, medium, large) and putting a small variance of size (10x10 block to 12x120 blocks) would clean it up a lot.

    Im not advocating for huge-small houses. I am just advocating that the small houses are more then luxury coffins.

    Like I said, if they make you feel claustrophobic, just... don't get them. I like them, personally, a lot of people do.

    It's not for the playerbase to tell ZOS how to monetise their business, but you have to consider a lot of other stuff about housing, such as the console limitations which cascade their limitations onto PC, as well as certain houses being available only temporarily and for exorbitant sums of real money, etc. Maybe ZOS is selling them for cheap, or maybe they're more money-savvy than you give them credit for. Again, I don't know, as we're not informed on their finances.
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    simple as
  • FakeFox
    FakeFox
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    Your suggested changes are all about replacing game systems entirely, this is not improvement but sideways development. Usually I would recommend you to play another game, instead of wanting to change ESO into another game. But since you claim to be a game developer, I suggest making your own game, instead of wanting to change ESO into another game. ;)
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  • Amunari
    Amunari
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    Danikat wrote: »
    Everything already in the game was designed, created and implemented by developers, even if it's true that you are also a developer why should your opinions outweigh theirs? What makes your ideas better than the ones they've already used?

    This has already been answered.
    Danikat wrote: »
    For me - someone who came to ESO with limited previous MMO experience which did not include WoW - the current name is much clearer

    This was already addressed. What you as an individual have does not influence what the industry standard is. The mass majority of people that will come to ESO will have experience in wow, or wow 2 (aka guild wars 2) which was developed largely by the same developers (most of the gw guys worked at blizzard at some point).

    So the point remains, that "auction house" has more credibility then "guild store", however more important to the point it will do nothing significant to the current player base to make this change, and it is utter insanity to really arguing such a small thing that will have such significant impact on people coming here.
    Danikat wrote: »
    I'm completely the opposite, I much prefer the multi-guild system because it allows me to join different guilds for different purposes instead of having to pick just 1 guild and then seek other ways to find players for other content.

    I get it, you want to be in more guilds, but understand my position on this. Good game design consists of three key elements. Psychology (how to influence your thinking), Emotion(your emotional attachment), and mechanical operation(code/design).

    when it comes to multi-guild systems there is really no significant "Attachment" (emotional) application to multiguild systems over singular. As a designer i am against the system because it removes this very important aspect and negatively impacts retention rates, and social interaction in a whole.

    However, that is to say that i am not against the idea of "adding on another layer" something i have not seen people really do. In theory the multi-guild system could be amazing with another layer, which is why i advocate for looking into some way to encourage guild loyalty, and interaction.
    Danikat wrote: »
    Firstly the free inn rooms are designed to be a 'demo' of the housing system.
    I dont care how you market this. ITS CRAP. LITERALLY, CRAP.

    as i said "luxury coffin" is as accurate as it will get and i will never agree that those coffins are "good" for the game, if anything they give a REALLY bad impression of housing and the amazing aspect of them in eso.

    Danikat wrote: »
    But I'd be very wary of calling for a minimum size to houses or claiming that offering more large houses will automatically lead to more income when anyone who has spent any time in the housing section of this forum or discussing housing with interested ESO players will know there's a constant request for new releases to include more small and medium sized houses and not just the large manors ZOS tends to prefer.

    im actually advocating for a higher start point and a more gradual less noticeable transition between small and large houses (n this case large would be manors) to make the experience more fluid. I think the houses should sell themselves because of asthetic and creative design potential, not purely on the size of the house.


    Finally it's not possible for ZOS to match crown store prices to gold-to-crown prices because those are set by players so there is no definitive price.

    This is a fair point, however the values can easily be adjusted in some database somewhere.
  • Tigerseye
    Tigerseye
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    Amunari wrote: »

    - Warden gains "Druid" and "Bard" Masteries

    Um, why?

    Why would you add Bard to the Warden class?

    It has nothing, at all, to do with it.

    Druid has nothing to do with it, either, but Bard has even less.

    A Bard is a poet, or singer - it has nothing to do with being a Warden, which is far more akin to Hunter (in WoW), or Ranger (in GW2).

    Why not just make Druid and Bard classes, separately?

    It's almost like you don't really know what a Warden is, but you want the other two classes (or hear other people do), so you just want to sling them in with Warden.

    You're not even alone.

    They already did that ridiculous mixing of classes, with the totally incongruous ice mage (Winter's Embrace) tank line and it was a horrible, horrible mistake.

    Please don't try to add to that mistake, by adding two other partial classes, or "masteries", that have no business being in the Warden class.

    Warden, in this game, is already severely lacking, as it is.

    There are so many other priorities, like allowing us to tame/obtain animals other than a bear, or even just skins of other animals to place over the bear and yet, you completely ignore all that and just try to, awkwardly, force Bard and Druid into the class instead?

    Sorry, but that makes zero sense.

    Housing
    Ok guys, big serious annoyance here. The houses you call inns, i can only term as "luxury coffins". They need to go. Houses should start at the size of "lunar hall" (non-expanded) and work up from there. Seriously, your dropping the ball on this and it has huge income earning potential.

    No, I'm sorry (again!), but you're way off here, too.

    I like my inn rooms.

    The bigger ones, especially, would be better with a higher item allowance, but the smaller ones are doable as they are.

    Have a look on the housing forum - a lot of us have put effort into decorating them:

    https://forums.elderscrollsonline.com/en/discussion/484703/30-slot-challenge-show-off-your-inns/p1

    Again, with respect, you don't know what you are talking about.

    You have clearly come here, looked around very briefly and decided you know what is wrong and what would be better, when you simply don't (yet) understand how things work, at all.

    If you did, you would know that the very big, cavernous Manor/Notable houses are the main issue, here, as they have a woefully low housing slot allowance and ZOS have said, repeatedly, that they can't/won't increase it:

    https://forums.elderscrollsonline.com/en/discussion/512076/february-2020-furnishing-limit-status-update#latest

    So, the very last thing we need is houses starting at large and going up from there, with only 700 slots, at most.

    Not to mention that I just made a little Deli, in Daggerfall and according to your "feedback", that would be gone, too:

    gqIiz5g.png

    Please at least do some cursory research, here on the forum, before commenting in such a formal way, in future.

    First and foremost, a dev should know to listen to players and to show they know what they are talking about, when they give feedback.

    I agree they should put more time, effort and resources into housing (I would like a housing DLC) and I also think they should allow the guild leader, or someone else they agree to, to set their home as the guild hall and that the guild hall should then be easily accessed via a button on the guild home page.

    However, that is probably about all we can agree on, here.

    Once you have played for longer and/or done some more research, we will probably agree on a lot more, though. :smile:


    Edited by Tigerseye on April 20, 2020 11:55AM
  • Amunari
    Amunari
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    Warden is actually in the area of a druid in traditional dnd, and yes ranger also.

    The point here was not to assign those specializations to those classes, it could literally be anything, even ranger if you want it to be. I think you are getting wrapped up to much in the specifics. A by-product of "skimming" through idea's, which generally is not a good idea for the forums.


    Also,

    You putting cakes on a table does validate the horrible impressions that are given by the luxury coffin.
  • Juhasow
    Juhasow
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    Amunari wrote: »
    Olauron wrote: »
    Do you understand that not every guild in ESO is trading guild? Or PVP guild? Or whatever guild?

    That does not mean that other guilds should not have trading options.
    Olauron wrote: »
    Looks like you are talking about WOW people. You see, there is no auction in TES games. There are guilds. Guild concept is very familiar for TES players, auction house is not.

    It does not matter. What matters is tes. Tes does not set the industry standards. Mean while Many, many games have ben influenced by wow which means many, many more games have players familiar with industry standards.

    I am not saying ESO/TES should change the trade system, i am saying that the text on the button you click in game, and the sign next to that shop should be labeled in a manner which the familiar aspects with the rest of the industry are in harmony to clear up obvious confusion so many are having.

    Its text and buttons graphics we are talking about, and its insane to not give this serious consideration. It is literally a few minutes of work to fix a massive state of confusion.

    Umm wow fact that guild stores are not called auction houses is causing "massive state of confusion" now ? In game developer ? For real ? It's more confusing then guild vendor names tbh.
  • zvavi
    zvavi
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    Amunari wrote: »
    Finally it's not possible for ZOS to match crown store prices to gold-to-crown prices because those are set by players so there is no definitive price.

    This is a fair point, however the values can easily be adjusted in some database somewhere.
    Was this one aimed at me? If so, it ain't about adjusting, crown prices on consoles can reach 100g per crown low, and on PC EU, as high as 400+ when a dlc comes out.thats a difference of over 300%, adjusting is impossible.


    PS: you didn't answer my question, do you want me to keep my "explain why your ideas are just bad" explanations or did you have enough?
  • Tigerseye
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    Amunari wrote: »
    Warden is actually in the area of a druid in traditional dnd, and yes ranger also.

    What on earth does "in the area" even mean?

    Is ice mage also "in the area"?

    If not, please can you tell ZOS that?

    The point here was not to assign those specializations to those classes, it could literally be anything, even ranger if you want it to be. I think you are getting wrapped up to much in the specifics. A by-product of "skimming" through idea's, which generally is not a good idea for the forums.

    No, the point is, the specific suggestions you chose to make were an horrendous idea, in my opinion.

    Clear enough for you?

    Also,

    You putting cakes on a table does validate the horrible impressions that are given by the luxury coffin.


    I don't even know what that means?

    I made a deli.

    The deli has cakes in it (amongst other things).

    The cakes were rewards, from the recent event.

    Delis do tend to have food in them, you know.

    I look forward to seeing all your amazing creations, with your 700 slots (with ESO+) in all your giant houses. :lol:

    You know, I was feeling a bit bad about being blunt about your (somewhat understandable, as you are new) ignorance.

    Not anymore, though, so thanks for that.

    ...and good luck with being a dev, you'll need it with your "I'm always right" attitude.
    Edited by Tigerseye on April 20, 2020 12:27PM
  • Olauron
    Olauron
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    Amunari wrote: »
    Olauron wrote: »
    Do you understand that not every guild in ESO is trading guild? Or PVP guild? Or whatever guild?

    That does not mean that other guilds should not have trading options.
    Other guilds have trading options. That doesn't mean that other guilds bother to keep it as significant part of activity. If I want to sell something I go to the specialized trading guild. If I want to speak and with real-life friends I have another guild.
    Amunari wrote: »
    Olauron wrote: »
    Looks like you are talking about WOW people. You see, there is no auction in TES games. There are guilds. Guild concept is very familiar for TES players, auction house is not.

    It does not matter. What matters is tes. Tes does not set the industry standards. Mean while Many, many games have ben influenced by wow which means many, many more games have players familiar with industry standards.

    I am not saying ESO/TES should change the trade system, i am saying that the text on the button you click in game, and the sign next to that shop should be labeled in a manner which the familiar aspects with the rest of the industry are in harmony to clear up obvious confusion so many are having.

    Its text and buttons graphics we are talking about, and its insane to not give this serious consideration. It is literally a few minutes of work to fix a massive state of confusion.

    The thing is nobody cares about 'industry standards' (from WOW, lol). We came from TES single-player games and we want it our way. Do you know that developers of this game already said that they are not calling it MMO, they are calling it Elder Scrolls Online?
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  • Charon_on_Vacation
    Charon_on_Vacation
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    since this is going down the drain and op is furiously trying to dig his own grave, can we all just agree that this thread should die and leave it alone?
    nothing good will come of it.
  • zvavi
    zvavi
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    Tigerseye wrote: »

    ...and good luck with being a dev, you'll need it with your "I'm always right" attitude.

    Bit off topic, but it seems like zos developers are similar to him in that regard sometimes...
  • Tigerseye
    Tigerseye
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    zvavi wrote: »
    Tigerseye wrote: »

    ...and good luck with being a dev, you'll need it with your "I'm always right" attitude.

    Bit off topic, but it seems like zos developers are similar to him in that regard sometimes...

    Some of them, maybe...

    ...and not just ZOS devs, either.

    A child plays game and (understandably) gets an idea, from that, for their future career.

    They then become a dev (or think they have) and seem to think dev is spelt GOD.

    They may grow out of it, eventually, but in the meantime, we're expected to put up with anything they say/do.

    When the changes happened at WoW, during WOD, it was pretty obvious that some of the lunatics had been allowed to take over the Blizzard asylum. :lol:

    Hasn't been the same since, from what I hear.
  • AinSoph
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    Also,

    You putting cakes on a table does validate the horrible impressions that are given by the luxury coffin.

    "How dare you do something realistic in a VIDEO GAME?! Make those cakes float 6 ft above the ground right now!!!"
  • bmnoble
    bmnoble
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    Amunari wrote: »
    Greetings.
    I am here to provide my feedback on Elder Scrolls online and some changes that i think it should get and the direction the game should go in. This post will be rather long so i will present the changes in bullet point format to keep it simple for the development team.


    Progression System
    - Remove Champion Point System.
    - In its place add a new "specializations" to each class. For example, Warden has a specialization called "Animal Companions".
    - These new "specializations" will be called "masteries". Masteries will function like the current specializations do in ESO, however, With the condition of gaining "Mastery points" after level 50, and mastery specializations will only accept mastery points.
    - Each Mastery specialization will have about 25 skill points (something similar to now), and the over-all mastery point collection process will cap at 50, effectively making your max level 100. (50 base level, + 50 mastery points).
    - Additional Mastery sections may be added over time with future content updates.
    - Masteries will be designed in a way to bridge the "Class Rainbow". Think of classes as being colors (Red, blue, green) and the traditional dnd classs concepts (wizard, druid, palading, etc) as the hues of colors (ie dark blue vs light blue). In this way we can expand the building of lose class design with out actually adding a significant amount of work to ESO (though this will consume a portion of development resources)
    -
    - Some idea's for classes for new "specializations" we will call "masteries" are as follows:

    - Warden gains "Druid" and "Bard" Masteries
    - Sorcerer gains "Mage" and "Wizard" Masteries
    - Dragon Knight gains "Barbarian" and "Warrior" masteries
    - Templar gains "Monk" and "Brew Master" Masteries
    - Nightblade gains "Ranger" and "Marauder"

    Trade
    As a new player learning how the trade system works in ESO is complicated, but i feel a lot of this problem is really down to a few simple changes to the system. I had to be hand held through the process but this is largely because of the way it is being presented and not the system itself.
    - Rename "guild store" to "Guild Auction House" so that players know more intuitively where to trade.
    - Rename the banner tool tips (the signs near the building) and icons on map to "Bank and Auction house"
    - Change the "buy" "sell" "list" buttons in the guild star (auction house) to text based buttons marked as such (buy, sell, etc) as the current icons tends to "blend the sections" in to much to stand out enough to catch attention to know they are actually buttons. This will make it far more clear the intent of the buttons.

    I would like to say i believe that enabling every guild to trade in some capacity, for example internally, would be a good move for the game. The traders should be there specifically to allow external guild trade, but i am not hard-stuck on this change and believe the above changes are enough for the game (though this change would really improve the game).


    Multi-Guild System
    I have never been a fan of this system in any game. It largely invalidates guilds and i would out right and unconditionally remove it, however, it is "weaved" into eso, for example trading is largely built around it as if you could not have multiple guilds then everyone would be forced into a trade guild effectively invalidating the guild system.
    This being said i think the game should look at adding on a second large to the guild system to help empower guilds for their specific goal and purpose. some changes to this would be
    - Remove the options for secondary guild focus, this focus's the guild on a single purpose.
    - Consolidate Trials and Dungeons into one option marked "pve".
    - Creation of a guild related talent tree or skill system to empower the second large guild system in some way. For example, trading with out a trader for trade guilds (at the max talent level), or bonus Alliance points for a pvp guild.

    Housing
    Ok guys, big serious annoyance here. The houses you call inns, i can only term as "luxury coffins". They need to go. Houses should start at the size of "lunar hall" (non-expanded) and work up from there. Seriously, your dropping the ball on this and it has huge income earning potential.
    - Shift a larger amount of resources to development of houses, and systems to support them (See QoL for more info).
    - Rework the prices of houses so they they convert Gold rates to crowns accurately. For example, A house of 2000 crowns costs 400,000 gold, but you can buy it for 80,000. This means crowns is massively more effective to "sell" for gold, then buy the house in gold. This effectively means an income lost for the studio. Balance these rates so they are equal.
    -
    PvP


    Battlegrounds
    - Experience should no longer be granted based on kills, captures, etc. I have seen many people afking in pvp for this specific reason (ie farming experience) with absolutely no care for win/loss or the over all "pvp experience".
    - Ending Win experience should now be increased by 80%, and loss by 50% of their current values (to off set the loss of above experience).
    - All battlegrounds should be shifted to 3 man content.
    - Gear has to significant an impact on BGS and should be changed, see "gear changes" below.

    Rated Battlegrounds
    - Now marked as "rated battlegrounds" in the activity screen (where you queue dungeons, pvp etc)
    - Rated battlegrounds enable "group ques".
    - Rated Battlegrounds will now grant you rank on a ladder and should be set up in a way that it has a cap (so the top players can keep inflating the ranking system by constant game play).
    - Resets every season

    Cyrodiil

    Siege Weapon Reworks
    - Siege variations (dominion, fire, ice, etc) removed.
    - Siege have undergone a massive rework resulting in specific uses for each siege type and are as follows
    - Ballista's are designed to fire quickly, have direct (forward) attacks, and moderate rate of fire (2 seconds) and moderate damage (10,000 per hit)
    - Trebuchet's are now the only siege that damages walls, and are now designed for slow (3 second including gcd) rate of fire and high damage (25,000) per hit with no turning options.
    - Catapults are now designed to be anti-siege damaging weapons the only one dealing damage to other siege weapons, and are now designed with slightly higher range (+10 yards) and fast attack speed (1 second)
    - A new type of siege has been created called "siege towers" they enable players to drive the siege to the wall and a draw bridge drops to enable them to get in the keep with out having to destroy its walls.
    - Pitch will no longer drop an aoe ground effect but will damage all people with a dot in the circle upon release (this is to improve the stability / lag).
    - Battering Rams will now deal insanely high damage to doors only.
    - Rebuilding walls, doors, etc will now have a 1 minute build time.
    - Camps will now enable anyone to teleport to them with out charges, and will now last until destroyed, however, rival players may be able to destroy them by walking up and holding down the interaction key for 10 seconds (channel breaks on damage).

    -Keep Reworks
    - Keeps walls will now have 50% less health
    - Periodically a keep will become marked for "increased point gains" by a specific faction. For example a blue keep may be marked for red to take it, granting bonus alliance points of done with in a specific time frame (10 minutes)
    - Attacks on a keep will no longer be able to be tracked by add-ons
    - Map Markers for Attacks (the attack icon on map) on a keep will now update 3 minutes after a keep is attacked.

    Guild Halls
    - A new type of House is added to the game, known as guild halls. They will have their own "sections" in the gui (graphic user interface) in the game, and in the store.
    - Guild halls will have various sizes like houses, and various costs
    - Guild halls will now functionally work like houses, with the exception there there will be a limit 1 per a guild.
    - Various halls can be "activated" by a guild leader or officer to set the "active hall".

    Gear Changes
    - Champion Points level removed from gear.
    - Gear will now base its stat values on quality, and "equip" level.
    - The variance between white, and gold will be about 20% in stats.

    Quality of Life improvements
    - Character stats for Physical and Magical Penetration, Physical and Magic Resistance, and similar stats will no longer reflect integer values in the character info screen.
    - Instead all Integer values will now display as percentages.
    - On the back end of the game the current conversion rate is around 700 points to 1% (about 680). This rate will be used to convert the current character info screen and all gear in game to reflect percentages. As a result players will now see +3% physical resistance on gear instead of +2000 physical resistance, and in the character screen will now see the total percentage gained from all sources.
    - Skills will now reflect the above change by presenting percentages instead of integer values.

    Class Balance
    Ability Resistance Stacking
    - Various Types of Resistances given will no longer overlap.
    - This means that players cannot stack multiple abilities to gain insanely high damage reduction. Some exceptions may apply to this, like the abilities in sword and shield being able to be stacked with other abilities. This is kept in an effort to improve build diversity but not greatly impact the current tanking performance.
    Absorption Effects
    - Various types of Absorb effects will no longer overlap
    In an effort to help improve the variance some abilities will need to be redesigned to give validity over others. For example mage bubble will return magicka at higher values, where as sorcerer self bubble (wind) will have larger absorption.


    Sorcerer
    - Encase Removed
    - Added new spell "Crystal Shower" a spell that rains down crystals on the target every second for 3 seconds, dealing damage each shard.
    - morph 1: Removes the magicka cost, adds a 8 second cool down and causes each shard to deal 800 damage but generate 1200 magicka.
    - morph 2: Now drops a single large shard after 3 seconds that deals significantly more damage. Increases cost of Crystal shower.
    - Rune prison now (instantly) stuns the target for 3 seconds and deals damage over its duration
    - morph 1: Deals more damage over time
    - morph 2: stun increased to 5 seconds

    Warden
    - Fetcher infection will now cause all enemies with in 20 yards of the target to gain the damage of time effect.

    Weapon Balance
    Light and heavy attacks have been redesigned.
    - Weapons will now naively be counted as either a light or heavy attack. Light attacks will have only a GCC cool down but heavy attacks will have a 2 second cool down and will functionally work like current light attacks (having the charge mechanic removed)
    - One handed weapons, Duel Weild, Bows will count as light attacks.
    - Staffs and two handed weapons, Shield and sword will count as heavy attacks, and will generate smaller amounts of resources
    - Heavy attacks will deal significantly more damage per a click then light attacks and will generate more resource
    - Light Weapon damage increased by 28%
    - Heavy weapon damage increased by 42%

    Blocks
    Blocking will now consume Magicka when having a staff equipped and will display a sort of "magic shield" Around the caster.

    Consumables
    - The cool down for all resource potions or consumables that grant instant class resource is increased to 1 minute 15 seconds.



    Gotta be honest, didn't find a single point in the whole OP post that I agreed with, much prefer what we have now to what you have suggested.

    I will say I think the CP system needs a rework but that is it.
  • Amunari
    Amunari
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    Juhasow wrote: »
    Amunari wrote: »
    Olauron wrote: »
    Do you understand that not every guild in ESO is trading guild? Or PVP guild? Or whatever guild?

    That does not mean that other guilds should not have trading options.
    Olauron wrote: »
    Looks like you are talking about WOW people. You see, there is no auction in TES games. There are guilds. Guild concept is very familiar for TES players, auction house is not.

    It does not matter. What matters is tes. Tes does not set the industry standards. Mean while Many, many games have ben influenced by wow which means many, many more games have players familiar with industry standards.

    I am not saying ESO/TES should change the trade system, i am saying that the text on the button you click in game, and the sign next to that shop should be labeled in a manner which the familiar aspects with the rest of the industry are in harmony to clear up obvious confusion so many are having.

    Its text and buttons graphics we are talking about, and its insane to not give this serious consideration. It is literally a few minutes of work to fix a massive state of confusion.

    Umm wow fact that guild stores are not called auction houses is causing "massive state of confusion" now ? In game developer ? For real ? It's more confusing then guild vendor names tbh.


    I am in one of the better trade guilds at the moment and many people in this guild and my role play guilds have told me "its really confusing at first and takes time to get use to".

    So yes, it is causing confusion.
  • Amunari
    Amunari
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    Olauron wrote: »
    The thing is nobody cares about 'industry standards' (from WOW, lol). We came from TES single-player games and we want it our way. Do you know that developers of this game already said that they are not calling it MMO, they are calling it Elder Scrolls Online?


    They can call it a frog or unicorn if they want, it does not change it from what it is. And you lol'ing at wow, which has set records and likely was part of the inspiration of this game is an sign of out right disrespect for something that was and will always be far, far more successful then this game.

    Do you know why? Because the developers there use their heads, an dont name auction houses in games "guild stores".
    Its a hard sting, but its true, and until the developers of this game understand that they will always struggle to be something.
  • redgreensunset
    redgreensunset
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    Amunari wrote: »

    Guild Store Names
    Think about this. People come into ESO with an idea, a standard set by games like world of warcraft. Eso is not Wow, but the industry is massively influenced by wow, and people "expect" specific things. The trade system may or may not be better then wow but when multiple people tell me "trade system was hard to understand at first" and a designer is telling you "that could be fixed by familiarizing concepts from eso to the industry standard" You may want to give it some thought.

    What does it hurt you its named Auction house? It does not, and it benefits the new players massively at freeing up confusion and giving them a hint "hey, the buttons are not named so well but your in the right place for buying/selling". Im not advocating for any changes out side of GUI related changes, really.

    Argument: WoW does it so everyone else should be forced to do it. And it hurts literally no one that they're called guild stores either and yet.
    Amunari wrote: »

    Mastery Idea/System
    It does not have to be the above named classes. There are many many classes in the dnd pyramid, it was just an example of some class concepts people might like to see in eso.
    These would drive away a large portion of the playerbase by fundamentally changing what a class is and how it works. Doing that tends to be a less than brilliant idea and I don't know of a single MMO that did that and didn't take a huge blow to the playerbase. Some recovered from it, others didn't. Personally I'd rather not a game do it unless all the classes were seriously broken. Which, contrary to many people screaming in here, they're not.

    Amunari wrote: »

    Housing
    Small houses like the "inn rooms" are really bad, there is no room and it makes me claustrophobic. It almost seems like a grab at money. The houses should sell themselves, and the dev team should not get cheated out of that money (buy taking alternative ways to buy a house). The housing system could be cleaned up a lot. For example just putting the houses into three sections (small, medium, large) and putting a small variance of size (10x10 block to 12x120 blocks) would clean it up a lot.

    Im not advocating for huge-small houses. I am just advocating that the small houses are more then luxury coffins.

    And here is the prime example of you presenting your own likes and dislikes (small rooms makes you feel claustrophobic) as some higher truth because developer I guess. You're completely out of touch with the housing community in this game, even more so than this game's actual dev staff, and that's saying something.
    Further go read up why houses like Hall of the Lunar Champion isn't viable as a minimum, but really a maximum for what this game can handle in size.


    The fact that you call inn rooms, inn rooms!, for 'money grabs' is just downright hilarious. Those rooms a 3k gold. That is if you're so lazy that you can't be bothered to get them for free via gameplay of course.

    Money grab? My great aunt Minnie.
  • Amunari
    Amunari
    ✭✭✭
    Edited by Tigerseye on April 20, 2020 5:17AM


    How is it you have editing privs?
    Am i missing the button?
  • JinMori
    JinMori
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    What's the point of removing things just to add back other things? At worse you lose, at best you gain something and you lose something, and in general you gain nothing.

    This cp needs to go thing should just stop, improvement ok, removal, no. Change the things surrounding cp, not cp itself, because that's not where the problem is.
    Edited by JinMori on April 20, 2020 12:49PM
  • Olauron
    Olauron
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    Amunari wrote: »
    Olauron wrote: »
    The thing is nobody cares about 'industry standards' (from WOW, lol). We came from TES single-player games and we want it our way. Do you know that developers of this game already said that they are not calling it MMO, they are calling it Elder Scrolls Online?


    They can call it a frog or unicorn if they want, it does not change it from what it is. And you lol'ing at wow, which has set records and likely was part of the inspiration of this game is an sign of out right disrespect for something that was and will always be far, far more successful then this game.

    Do you know why? Because the developers there use their heads, an dont name auction houses in games "guild stores".
    Its a hard sting, but its true, and until the developers of this game understand that they will always struggle to be something.

    I am lol'ing at WOW because all the developers that tried creating a 'WOW killer' by copying its features failed. Elder Scrolls brand has its own industry standards, you know.
    The Three Storm Sharks, episode 8 released on january the 8th.
    One mer to rule them all,
    one mer to find them,
    One mer to bring them all
    and in the darkness bind them.
  • JKorr
    JKorr
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    Amunari wrote: »
    I'd also like to add to the list the following changes


    - Players can now only be part of one guild at a time.
    - i felt like this was largely invalidating the other guilds and their immersive content

    Dungeons
    - Abilities iwll not be marked as "Damage, Tank, or Heals" in the tool tip.
    - Queuing a specific role for dungeons will now require players to have a set number of abilities corresponding to their role type, so that someone who is queueing as a healer will actually be required to heal.
    - During high demand hours when dungeon queues hit a specific wait time, there will now obtain a bonus reward (5000 gold, and a bonus item) for players filling needed roles.
    - Dungeons and battlegrounds will now all be 3 man content.

    You do realize that your "immersive" content would basically ruin the game for myself and others, right? Or are you advocating playing Swap A Guild every day? You would restrict me to one guild. So I have to join a trading guild to sell items, get only 30 slots, and have to stay in that guild until my items sell. So if In the meantime I want to run skyshards with my friends in another guild, I'm crap out of luck. If I want to run skyshards with a new alt with my social guild, I can't be in the guild that does pledges. If I doing skyshards or pledges, I can't be in my trading guild to sell items......

    Or you're trying to force guild to be all things to all their members, so the guild that focuses on trading is going to have to find people to lead boss and skyshard runs, or do pledges, trials, battlegrounds and pvp. I'm sure that pvp group will be happy to spend a lot of time and effort to get and hold a trader on a regular basis. That effort of making sure the bid is covered with farming items to raffle/auction to get the gold and all the work the gm and officers put into that won't take any time at all away from doing pvp, right? That, to me, would do more to dilute/invalidate their "immersive" content, than allowing a player to belong to more than one guild.
  • Mancombe_Nosehair
    Mancombe_Nosehair
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    And people wonder why Zos ignores people's ideas on the forum.
  • vestahls
    vestahls
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    Amunari wrote: »
    Edited by Tigerseye on April 20, 2020 5:17AM
    How is it you have editing privs?
    Am i missing the button?

    This should've been said from the beginning, brah, but...

    Lurk more.
    “He is even worse than a n'wah. He is - may Vivec forgive me for uttering this word - a Hlaalu.”
    luv Abnur
    luv Rigurt
    luv Stibbons

    'ate Ayrenn
    'ate Razum-dar
    'ate Khamira

    simple as
  • JKorr
    JKorr
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    ✭✭✭
    Amunari wrote: »
    Edited by Tigerseye on April 20, 2020 5:17AM


    How is it you have editing privs?
    Am i missing the button?

    Yes, you are missing the button. When you want to edit, reload/refresh the screen. You'll see a little gear st the top of your post, near the post number. Click on it. Now you can edit your posts, too.

    Have fun.
    Edited by JKorr on April 20, 2020 1:02PM
  • TequilaFire
    TequilaFire
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    OK you put some work into this.
    But a lot of your facts are wrong for example rams already only damage front doors and not walls in Cyrodiil and if anything their damage is too high already as you can take the FD down faster than defense can react.
    Welcome to the forums and your first post.
    Edited by TequilaFire on April 20, 2020 1:14PM
  • Amunari
    Amunari
    ✭✭✭
    Argument: WoW does it so everyone else should be forced to do it. And it hurts literally no one that they're called guild stores either and yet.


    This is not the argument. The argument is "Everyone is use to it, so you should at least consider changing some text to clear up the MASSIVE FAIL of design".

    Any intelligence UX designer will tell you "if there is lots of people not understanding it, there is a problem that needs to be fixed".


    I am lol'ing at WOW because all the developers that tried creating a 'WOW killer' by copying its features failed. Elder Scrolls brand has its own industry standards, you know.

    All?
    ESO is a wow clone. Guild wars 2, is a wow clone. Rift was highly successful until its team tanked it to Pay to win concepts. Btw, rift created "aoe looting" as a industry standard, one that was COPIED BY WOW.

    You may want to back up from your insanely absurd position that wow in any way shape or form is "bad". It has had Massively more success this this game, and will always be the case. you can hate on that all you want, but its a truth you will never be able to change


    You do realize that your "immersive" content would basically ruin the game for myself and others, right? Or are you advocating playing Swap A Guild every day?


    Did you even read what i said?
    Multi-Guild System
    I have never been a fan of this system in any game. It largely invalidates guilds and i would out right and unconditionally remove it, however, it is "weaved" into eso, for example trading is largely built around it as if you could not have multiple guilds then everyone would be forced into a trade guild effectively invalidating the guild system.
    This being said i think the game should look at adding on a second large to the guild system to help empower guilds for their specific goal and purpose. some changes to this would be
    - Remove the options for secondary guild focus, this focus's the guild on a single purpose.
    - Consolidate Trials and Dungeons into one option marked "pve".
    - Creation of a guild related talent tree or skill system to empower the second large guild system in some way. For example, trading with out a trader for trade guilds (at the max talent level), or bonus Alliance points for a pvp guild.

    I said "It is my opinion that it should not exist and i would remove it from the game". I never said "eso should get that" Instead i said, it should get "Another layer" to help validate loyalty to guilds"

    if your gona post on the forums spent more then 10 seconds reading a post and putting "omg, thats so bad!" not even reading the entire time". It makes you look ignorant.
  • Juhasow
    Juhasow
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    ✭✭✭✭✭
    Amunari wrote: »
    Juhasow wrote: »
    Amunari wrote: »
    Olauron wrote: »
    Do you understand that not every guild in ESO is trading guild? Or PVP guild? Or whatever guild?

    That does not mean that other guilds should not have trading options.
    Olauron wrote: »
    Looks like you are talking about WOW people. You see, there is no auction in TES games. There are guilds. Guild concept is very familiar for TES players, auction house is not.

    It does not matter. What matters is tes. Tes does not set the industry standards. Mean while Many, many games have ben influenced by wow which means many, many more games have players familiar with industry standards.

    I am not saying ESO/TES should change the trade system, i am saying that the text on the button you click in game, and the sign next to that shop should be labeled in a manner which the familiar aspects with the rest of the industry are in harmony to clear up obvious confusion so many are having.

    Its text and buttons graphics we are talking about, and its insane to not give this serious consideration. It is literally a few minutes of work to fix a massive state of confusion.

    Umm wow fact that guild stores are not called auction houses is causing "massive state of confusion" now ? In game developer ? For real ? It's more confusing then guild vendor names tbh.


    I am in one of the better trade guilds at the moment and many people in this guild and my role play guilds have told me "its really confusing at first and takes time to get use to".

    So yes, it is causing confusion.

    I am on the other hand in one of the best trading guilds and many people told me "it's not confusing at all it takes 2 minutes to understand". Also I explained it to many people and it always was pretty quick. if by confusing You mean 2 minutes that it takes to understand what term "guild vendor" means then I am affaraid of You learning other more intricate mechanics that ESO have. Btw I am also certain You made up that piece with lot of people telling You that understanding the name "guild vendor" is really confusing and takes time to get use to. I would rather say they were talking about understanding whole trading system and there is a huge difference between both.
  • x48rph
    x48rph
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    We don't need yet another major change/overhaul/whatever you want call it to the way things work in a 6+ year old game. Sorry, but I already feel like I'm a beta tester every time I log in lately, no need to make it worse.
  • Amunari
    Amunari
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    OK you put some work into this.
    But a lot of your facts are wrong for example rams already only damage front doors and not walls in Cyrodiil and if anything their damage is too high already as you can take the FD down faster than defense can react.
    Welcome to the forums and your first post.

    Iv seen them break the doors fast, but i was unsure if they damaged anything else (specifically players). I am ok with them having lower life rates, btw the way but keeps themselves should not be the primary defense, they players and their strategy should.

    In cyrodiil the concept of defense only takes place when two massive parties are at the same keep, there is no incentive to scout, or sit around in preparation for defense, and i think there should be this element of realism in the game in an effort to stop them "purple vs yellow" nonsense. keeps being taken quickly will enable yellow to go on the offensive, forcing the groups to break up and a 3 way to happen. the more elite players (like our guild) have taken keeps with just 12 people, while large groups run around but it would be far more effective to send lots of micro-groups to take keeps. The alter systems stop that and enable/empower "zerging".

    It should be a valid tactic, it just should not be the only one, and the easiest way to fix that is to take away its power, in this case vs the over all objective. A smaller, lighter group will empower that form of game play, forcing others to run multiple groups, and forcing the factions to defend their own area (especially if bonus rewards are involved).
This discussion has been closed.