How to make ESO feel more like an Elder Scrolls game?

  • Syldras
    Syldras
    ✭✭✭✭✭
    ✭✭✭✭✭
    Eirinin wrote: »
    The biggest thing is "resolution" of a quest's goals and issues, for me. For example, if I kill the bad guys from a town, the town would no longer be on fire and filled with bad guys from that point on. It's weird to completely save an area, only to gallop past weeks later and it's still flaming and full of corpses, enemies, etc. Some MMOs do this. So since I've finished the quest for XYZ village, it looks repaired and good to me. You, who haven't yet finished the quest, see mayhem and carnage in XYZ village.

    You actually have that in some areas like Velyn Harbor (Malabal Tor), where the town is under attack when you arrive, but after the quest is finished, it's a normal city with merchants and all that. Not sure why they haven't done that in every case.
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • PurplePlatypus
    PurplePlatypus
    ✭✭✭
    1. Remove storage chest limit
    2. Remove crown store
    3. Remove PvP
    4. Remove primitive "always hit" mechanics
    5. Do guards mortal and not all of them are mages (like now, it's pathetic)
    6. Hire good composer (music in ESO is one of the weakest parts of the game)
    6. Remove online and do it as standalone client :sweat_smile:
  • QuebraRegra
    QuebraRegra
    ✭✭✭✭✭
    Shut it down and release The Elder Scrolls 76 on the same engine as the other games with moddable, self-hosted servers.

    LOL, now yer talking ;)
  • Vevvev
    Vevvev
    ✭✭✭✭✭
    ✭✭✭✭✭
    Faulgor wrote: »
    One thing I've noticed from the very beginning is that in the TES single player games, you actually venture out into the wilderness. There's a clear sense of exploration when leaving civilization behind to go into a dungeon or an unknown part of the map.

    In ESO, I never had that feeling. For one, wherever you go, there's already someone there. That just comes with multiplayer, I guess. But the maps are also so dense, that every place feels civilized through and through. Traveling across the whole continent also is done with the click of a button that there is never any tension when going somewhere far out. The deepest dungeons feel just as far away from your door as your mailbox.

    I'm not entirely sure how to approach a solution to this. I think what I'd like to see is something like an actual adventure zone that disables fast travel. No wayshrines. The further you go, the more dangerous things should become - yes, the lacking difficulty in overland zones contributes to this problem. A daedric realm might be a good place for something like this.

    Oh, and spellcrafting. Especially for non-combat spells like waterwalking.

    That's actually a good point you brought up, and it's made even worse by ZOS taking down the dense vegetation in the single player games. Western Skyrim around Labyrinthian is very heavily forested for instance and you can't see far, yet in ESO the trees are spread out and you have no trouble seeing for miles. Solitude is always visible in that zone unless you go behind a mountain, but then you're close to the edge of the zone and can't go farther without entering a new area.
    Edited by Vevvev on February 8, 2021 10:05PM
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • ArchMikem
    ArchMikem
    ✭✭✭✭✭
    ✭✭✭✭✭
    The only thing that would make me go "wow this is a great single player game", or just make me enjoy myself more are larger, more detailed zones with larger, more dense player hubs. When I play I want to get lost in the world I'm in, and not take just twenty minutes to learn where everything is.

    CP2,100 Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Iccotak
    Iccotak
    ✭✭✭✭✭
    ✭✭✭✭
    Syldras wrote: »
    Iccotak wrote: »
    This was evident when the first images of the game came out and what we saw basically looked like WoW. Extremely exaggerated caricature art style, huge shoulders, tab target combat, etc. everything about it was not the Elder Scrolls franchise people had become familiar with in TES III-V.

    Do you have pictures of that?

    dqWMIXO.png

    You can find more here
    https://en.m.uesp.net/wiki/Online:Screenshots

    https://www.reddit.com/r/elderscrollsonline/comments/9azq17/eso_daggerfall_alpha_vs_now/
    Edited by Iccotak on February 8, 2021 10:32PM
  • Syldras
    Syldras
    ✭✭✭✭✭
    ✭✭✭✭✭
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • Iccotak
    Iccotak
    ✭✭✭✭✭
    ✭✭✭✭
    Vevvev wrote: »
    Faulgor wrote: »
    One thing I've noticed from the very beginning is that in the TES single player games, you actually venture out into the wilderness. There's a clear sense of exploration when leaving civilization behind to go into a dungeon or an unknown part of the map.

    In ESO, I never had that feeling. For one, wherever you go, there's already someone there. That just comes with multiplayer, I guess. But the maps are also so dense, that every place feels civilized through and through. Traveling across the whole continent also is done with the click of a button that there is never any tension when going somewhere far out. The deepest dungeons feel just as far away from your door as your mailbox.

    I'm not entirely sure how to approach a solution to this. I think what I'd like to see is something like an actual adventure zone that disables fast travel. No wayshrines. The further you go, the more dangerous things should become - yes, the lacking difficulty in overland zones contributes to this problem. A daedric realm might be a good place for something like this.

    Oh, and spellcrafting. Especially for non-combat spells like waterwalking.

    That's actually a good point you brought up, and it's made even worse by ZOS taking down the dense vegetation in the single player games. Western Skyrim around Labyrinthian is very heavily forested for instance and you can't see far, yet in ESO the trees are spread out and you have no trouble seeing for miles. Solitude is always visible in that zone unless you go behind a mountain, but then you're close to the edge of the zone and can't go farther without entering a new area.

    I very much agree that Overland has a lack of trees and vegetation in too many places.

    Murkmire didn’t have that problem

    In terms of environment I’d like to see an increase in vegetation as well as atmospheric effects while exploring.
    (Like the dungeons, places like Falkreath and Selene’s Web actually FEEL like forests.)

    The game moving to better hardware may be opportunity for this.
    Edited by Iccotak on February 8, 2021 10:40PM
  • kirgeo
    kirgeo
    ✭✭✭
    As long as the environment feels like it fits an Elder Scroll universe, It is an Elder Scrolls game in my opinion.
    They could have an RTS game about Tiber Septim becoming the emperor and it would be an Elder Scrolls game to me.

    The companion system is nice as it lowers the bar for people to get into more content, not all content has to cater to everyone.

    The year long story gimmick feels a bit stretched out. Markarth feels better than Greymoor which i think is the weakest chapter till now.Stronger independent story for each Q2 & Q4 DLC would make it better.

    Maybe change the restrictions on the class system (not sure how exactly).
    Spellcrafting similar to one mentioned in Quakecon 2014.
  • zaria
    zaria
    ✭✭✭✭✭
    ✭✭✭✭✭
    Mindcr0w wrote: »
    I'd like to see more of the "traditional" schools of magicka added as unlockable skill lines. Illusion, Alteration, etc.

    I'm aware that every spell in the game would technically belong under one of the schools, but I still want dedicated skill lines.

    Traditional schools of magic didn't exist in this period of TES lore however given that it was developed right before the 3rd era by the Mage's Guild to standardize magic for learning. Infact you can find Gabrielle's notes on a potential "school" system for magic.

    Like you said, every spell in the game can be fit into some school of magic and every school is represented. Illusion, Mysticism, Alteration, Destruction, Restoration, Conjuration are all represented in the various skill lines.
    Now this is very interesting https://en.uesp.net/wiki/Lore:Proposal:_Schools_of_Magic
    Kind of how we moved from steam to IC engines and an 10x performance boost for small engines.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • zaria
    zaria
    ✭✭✭✭✭
    ✭✭✭✭✭
    Eirinin wrote: »
    The biggest thing is "resolution" of a quest's goals and issues, for me. For example, if I kill the bad guys from a town, the town would no longer be on fire and filled with bad guys from that point on. It's weird to completely save an area, only to gallop past weeks later and it's still flaming and full of corpses, enemies, etc. Some MMOs do this. So since I've finished the quest for XYZ village, it looks repaired and good to me. You, who haven't yet finished the quest, see mayhem and carnage in XYZ village.
    Now this is also true many places in ESO, downside it that you can not farm these areas anymore. I say AD has loads of these changes
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • WiseSky
    WiseSky
    ✭✭✭✭✭
    ✭✭

    For example, I'd love to see horses remain when you dismount until you unsummon them but that would create multiplayer problems in crowded areas so I 'get' why that is not a good idea for ESO.

    I role play that I can only summon my mount at the location I dismounted. If it's a non magical mount.

    Each mount has special way to summon it.

    For example, I am currently playing Grathwood Rp style for the first time. And I roleplaye that the stable master had a mount for me, if I caught a rare fish for him. So he gave me the MossHeart indrik and I only summon it, from its "Magical moss forest plane" by saying an incantation and touching some moss on rock or tree near by. Since it's mounting animation is its popping into existence from who knows where.
  • DarkWombat
    DarkWombat
    ✭✭✭✭
    The answer is simple, more empty wilderness. MMO DEVs these days like to cram everything into every area.
  • Iccotak
    Iccotak
    ✭✭✭✭✭
    ✭✭✭✭
    A few ideas of mine and adding on to what others have said

    Free Camera
    I’d like an option for free camera in dialogue. No cut away to a close up, just walk up and talk and letting the player adjust the camera position in mid-dialogue. The seamless transition in and out of dialogue, with no extreme close up of the NPC, was marvelous and really added a sense of immersion.

    I use NT Camera Add-on to achieve this in ESO.

    Character Choice Matters
    There could be more instances where my alliance, race, class, and skills affect dialogue and choices.

    Example #1: let’s say I run into a person that needs healing and asked me to retrieve items to heal them.

    I should have multiple avenues in handling the problem depending on my unlocked skills and items.
    Whether I happen to have a specific potion on me or could make it with alchemy, or a have certain skills unlocked as a Templar or on the restoration staff skill line.

    Example #2: Implement more instances in future zones where my alliance choice matters outside of PvP.
    Like three Alliance camps or forts throughout the region (DC, AD, EP) and their friendliness & aggro is dependent on my alliance choice. (No immortal guards)
    Along with this have an alliance specific quest line.

    You could add a persuasion choice that basically says you’re not looking to make trouble. Or brings up what you did for Tamriel if you’ve done certain quests.

    Magic Schools
    We know that some places of ESO are exploring what we know as the traditional schools of magic.
    https://en.m.uesp.net/wiki/Lore:Proposal:_Schools_of_Magic

    Whether through a new staff, “1Hand + Rune” skill line, or Spellcrafting (don’t hold your breath) I think ESO could benefit greatly from exploring Alteration, Mysticism, Thaumaturgy, and/or illusion.

    Vegetation
    Overland has a lack of trees and vegetation in too many places. I’d like to see an increase in vegetation for forested regions.

    I definitely felt this in Morthal and the Rift, where trees were way too sparse that made it feel barren. While Dungeons like Falkreath and Selene’s Web actually FEEL like forests.
    (Although Morthal isn’t exactly a forest the amount of trees were way too few in comparison to the single player game.)

    Hopefully with the game moving to better hardware - they could make future forests feel like a forest.

    Murkmire didn’t have that problem though tbf.
    We’ll have to see what Blackwood looks like.

    Weather Effects
    Or rather more environmental effects like the wind passing through the snowy tundra.
    a layer of Fog in the swamps of Morthal or mist in a dungeon.
    Heavier snowfall, Blizzards, for northern reaches.
    While places like center Black Marsh have a season of very heavy rain and a heavy mist which follows.

    So a more dynamic weather and atmosphere system.

    Water Overhaul
    Waves, Tides, and going underwater.
    Add Water breathing potions and give Argonians the water breathing passive.

    Have areas that can be explored underwater. Implement swimming underwater into some delves. Adds a sense of exploration.

    Maybe one day we’ll actually do something with ships but that’s for another time.

    Combat
    Implement a hierarchy for enemies in Overland and Delves.
    For those that played Skyrim or other titles you may remember how certain enemies were more of a threat than others.
    There was a difference between a standard Forsworn enemy and a Briarheart. The Briarhearts were very dangerous and when you saw one you knew you were in trouble.

    Same case for bandits. There’s a difference between a Bandit and a Bandit Chief or Highwayman. Has more health, armor, damage, and abilities.

    A Bear or a Sabertooth tiger was more dangerous than a Bandit. Then there were Trolls, which were very dangerous.

    A Pyromancer is more dangerous than a Fire Mage.

    A Draugr Deathlord is more of a threat than a normal Draugr.

    You get the idea. Implement a hierarchy of Ranked enemies.
    The higher the rank, the harder they are and the more they can do.

    Example: Necromancers
    - A low rank necromancer could summon one or two undead and have a couple of single target abilities.
    - A high rank necromancer could summon multiple undead at a time and even a bone colossus.

    Schedules and Random Encounters
    Someone mentioned implementing a schedule for NPCs. Which is a good idea as that makes townsfolk more life like.

    I’d like to see random encounters or something that’s as close to it as we can get.

    Like things in the wild that wonder more and interact with other NPCs. There are ALOT of stationary animals that just sit in one place and don’t really interact.
    Imagine if a wolf sees a fox and they chase after it. Or a small herd of deer traveling together.

    This admittedly would be very complicated to pull off.
  • etchedpixels
    etchedpixels
    ✭✭✭✭✭
    Already feels like an elder scrolls game to me - including unfortunately the bad bits like quests that bugs out and when you look it up are unfixed since 2014,

    The only thing I miss is mammoths falling from the sky.
    Too many toons not enough time
  • cmetzger93
    cmetzger93
    ✭✭✭✭✭
    I would love to see the ability to use one handed weapon with or without a spell in the other hand and dual wield spells. Spellcrafting of course with staple spells like water walking, muffle etc
  • WiseSky
    WiseSky
    ✭✭✭✭✭
    ✭✭
    Iccotak wrote: »

    Vegetation
    Overland has a lack of trees and vegetation in too many places. I’d like to see an increase in vegetation for forested regions.

    Weather Effects
    Or rather more environmental effects like the wind passing through the snowy tundra.
    a layer of Fog in the swamps of Morthal or mist in a dungeon.
    Heavier snowfall, Blizzards, for northern reaches.
    While places like center Black Marsh have a season of very heavy rain and a heavy mist which follows.

    I would love to have heavy Blizzard ! it's on my wish list for a long time

    As is really heavy rain.
  • bluelights400
    bluelights400
    ✭✭✭
    I typically to add in quests, I may use a sword without any abilities, or a staff. Or use my templat ball of light ability and fight in first person.
    i love borzois!!!!!!!!!!!!!!!!!
  • ealdwin
    ealdwin
    ✭✭✭✭✭
    Iccotak wrote: »
    Character Choice Matters
    There could be more instances where my alliance, race, class, and skills affect dialogue and choices.
    ....
    Example #2: Implement more instances in future zones where my alliance choice matters outside of PvP.

    Honestly, even if it was just more different dialogue based on our choice of alliance I'd be happy.

    For instance, throughout the Greymoor questline, the vestige will be referred to as an "emissary of Jorunn", which is fine... if you're EP.

    But on my DC main, it kept breaking my ability to immerse myself in the quest.

    Why? Because it didn't acknowledge the choices that I had made for my character. It wouldn't even been too much for ZOS to have just changed any instance of supposed allegiance to Jorunn on non-EP characters to simply being "friend of Lyris" or something similar. Something that respected the fact that my character was a member of the Covenant and allied to High King Emeric. Even a bit of dialogue at the end with Svana encouraging opening up conversations with the Covenant for at least trade purposes would have been nice. Again, something that referenced the choices made when creating my character.

    Just those small things that recognizes player choice would go a long way in enhancing the "Elder Scrolls"-iness of ESO.
    Edited by ealdwin on February 9, 2021 4:30AM
  • Iccotak
    Iccotak
    ✭✭✭✭✭
    ✭✭✭✭
    ealdwin wrote: »
    Iccotak wrote: »
    Character Choice Matters
    There could be more instances where my alliance, race, class, and skills affect dialogue and choices.
    ....
    Example #2: Implement more instances in future zones where my alliance choice matters outside of PvP.

    Honestly, even if it was just more different dialogue based on our choice of alliance I'd be happy.

    Definitely how I felt for AD and DC regions.

    The fact that my alliance choice never really came up in Orsinium or Elsweyr was rather un-immersive.
  • Lugaldu
    Lugaldu
    ✭✭✭✭✭
    ✭✭✭✭
    One thing that I would like to see, but which was also in previous parts mainly implemented through mods, is the requirement for realistic needs such as sleep, food and appropriate clothing. My hero has to be awake all the time and he doesn't even take any damage. And then people run around half-naked in the snow - they should get a reduction on life energy, a cold damage.
  • Vanya
    Vanya
    ✭✭✭✭✭
    ESO feels more Elder Scrolls than any other game before for sure.Oddly how mortals cannot spot all the little details and gorgeousness. ESO has been perfected,polished,improved,remastered,expanded and tis an on- ongoing process we we speak.

    It strikes me harder than Lyr's Great-Ax how mortals complain or manage to find major flaws in overall immersion of feeling,world desgin, world INTERACTION and peerless freedom of choice.

    The soundtrack is flawless,from moment you begin your tutorial and onwards. Every single place,zone,town,major city or point of interest feels unique and intriguing,captivating and engaging. It would require several bookshelves in Shalizor's Library to fill everything up to explain how magical ESO is.

    Megaserver tech gives one massive sense of scale. It feel alive no matter where you go there are other players, massive amount of npcs can be interacted with. Every single one o them is voice -acted. There is lore mention on every single corner.

    Armor,wepons,monster/foe design,racial ,Very deep character customization gives one ability to create and shape their character however they love.

    FEEL is already there. its all waiting for thee,pause,stop pay attention to Npcs,read in game-lore books,do not rush, use First person view. You will be shocked how many you have missed. Do not use fast travel that often or mount. RP with others.

    Sadly, Nostalgia runs potent in quite a number of players even to the point of mentioning TES4 Oblivion or Sykrim is unfair and severely outdated to compare. ESO has it all what any other previous ES had and was inspired by exactly these games including Morrowind to create super version that is eternally expanding *open up the Elder Scroll* I was in Solitude and outskirts at Frozen coast , All that Flora,Fauna,sounds,audio score,distant harrowstorm,npcs,other players,little details,best story-line every in any MMO ,even most simple o quests seem like a mini adventure. By Arkay's beard, the pleasure and inspiration is endless

    Exactly why it feels ES so much is because its so un-restricted and lore-accurate, all these locations,places,ruins,creatures,entities,voice acting is top-notch as well btw and pretty much entire Tamriel so far, I am overwhelemed really, I do not understand certain souls, they have to accept previous ES games are relics now.

    ESO is future and will be a shame to ask for more , Better question would be what does not feel Elder scrolls,They captured Nirin and beyond masterfully. ESO is one of very rares games that got greater by each passing year. Everything they add,from costumes,housing,new zones, story-line,skins,in combat super cute pets,mounts, I forgot to say how combat works to make it even more ESO They followed approach from before with any class having ability to use any weapon,line, manual blocking dodging all that adds to realism.

    Tis actually very frightening more you play the more you get an insight how extraordinary complex and rich just about anything i, you can spend hours and hours exploring and observing talking to nps,or reading books.

    I have noticed also how players approach in a different manner too, you will never get most of the game if you rush it through content like a mountain ram. I am not sure what applies more than freedom of ESO i finished my tutorial on Sorcerer Altmer yesterday and greeted by beautiul view at mountains,forest was snowing i just took a path. Visuals are so impressive. I am more impressed than Western Skyrim and BLACKREACH is UNBELIEVABLY well done that place is so huge and atmosphere is hardly matched by anything, I was mind blew away .........

    I will end it here. I am just so struck , I am about to hit 500 hours approx of playing feels I almost never even started.
  • zaria
    zaria
    ✭✭✭✭✭
    ✭✭✭✭✭
    Syldras wrote: »
    Eirinin wrote: »
    The biggest thing is "resolution" of a quest's goals and issues, for me. For example, if I kill the bad guys from a town, the town would no longer be on fire and filled with bad guys from that point on. It's weird to completely save an area, only to gallop past weeks later and it's still flaming and full of corpses, enemies, etc. Some MMOs do this. So since I've finished the quest for XYZ village, it looks repaired and good to me. You, who haven't yet finished the quest, see mayhem and carnage in XYZ village.

    You actually have that in some areas like Velyn Harbor (Malabal Tor), where the town is under attack when you arrive, but after the quest is finished, it's a normal city with merchants and all that. Not sure why they haven't done that in every case.
    AD regions has lots of this, not so common in others, I say AD has better quests than the other factions.
    It take extra work to do and after the town is liberated its pretty useless outside of stealing, Velyn Harbor is kind of an mini hub and nice however.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • WiseSky
    WiseSky
    ✭✭✭✭✭
    ✭✭
    Faulgor wrote: »
    One thing I've noticed from the very beginning is that in the TES single player games, you actually venture out into the wilderness. There's a clear sense of exploration when leaving civilization behind to go into a dungeon or an unknown part of the map.

    In ESO, I never had that feeling. For one, wherever you go, there's already someone there. That just comes with multiplayer, I guess. But the maps are also so dense, that every place feels civilized through and through. Traveling across the whole continent also is done with the click of a button that there is never any tension when going somewhere far out. The deepest dungeons feel just as far away from your door as your mailbox.

    I'm not entirely sure how to approach a solution to this. I think what I'd like to see is something like an actual adventure zone that disables fast travel. No wayshrines. The further you go, the more dangerous things should become - yes, the lacking difficulty in overland zones contributes to this problem. A daedric realm might be a good place for something like this.

    Oh, and spellcrafting. Especially for non-combat spells like waterwalking.

    Have you tried not to fast travel?
  • Rungar
    Rungar
    ✭✭✭✭✭
    There is one other thing that can be done.

    when you open a book have it auto-read to you while you go about your business with a computer generated voice.

    most dont have patience to read the books but converting them to audiobooks so you can listen to them while continuing your adventure would be neat. Computer generated voices are pretty decent these days so having a narrator for these things in multiple voices is likely not a big project.
  • Ryuvain
    Ryuvain
    ✭✭✭✭✭
    Tbh, I've been missing the past games a lot. Having immersive werewolf/vampire interaction, no classes (not limited in skills I mean), finding and learning spells, better combat, more exploration, better ai, immersive mounts you find/buy, perks to choose how you play.

    This game should really drop the unoriginal mmo staples that are pretty obsolete like classes, summon from nowhere mounts, all projectiles always hit and are homing, etc.

    All just my opinion. Maybe I should reinstall one of the older games again.
    That one khajiit obsessed with werewolf behemoth and vampire lord. Lady Thorn is bae, dont @ me.
    Werewolf behemoth=vampire lord>blood scion>werewolf>vampire.
  • Lugaldu
    Lugaldu
    ✭✭✭✭✭
    ✭✭✭✭
    Rungar wrote: »
    most dont have patience to read the books but converting them to audiobooks so you can listen to them while continuing your adventure would be neat.

    Thats really sad. But the people who don't have patience for reading probably don't have time to listen to the content either. There seem to be enough people who even click away the dialogues, which they have never heard before.

  • Rungar
    Rungar
    ✭✭✭✭✭
    Lugaldu wrote: »
    Rungar wrote: »
    most dont have patience to read the books but converting them to audiobooks so you can listen to them while continuing your adventure would be neat.

    Thats really sad. But the people who don't have patience for reading probably don't have time to listen to the content either. There seem to be enough people who even click away the dialogues, which they have never heard before.

    Thats why it plays while you go about your business. You don't need to put any time into it. Just open the book. Sometimes you just need to meet people half way to get them interested.

    There are also a number of neat ways to carry it out. There could be a scholarly companion, or some activatable item , they could have a book que so they play one after another as you open them. There could be all kinds of passive fun with it.
    Edited by Rungar on February 9, 2021 12:00PM
  • Lugaldu
    Lugaldu
    ✭✭✭✭✭
    ✭✭✭✭
    Yes, it would be perfect if the new companions take on such a task.

    Edited by Lugaldu on February 9, 2021 12:31PM
  • Iccotak
    Iccotak
    ✭✭✭✭✭
    ✭✭✭✭
    I’d also like to see more original units and some less re-skinning of existing enemies.

    Like bring the Skyrim Frostbite spider
    SR-creature-Frostbite_Spider.jpg

    Don’t just do a skin of the existing spider units like we see here
    https://erichall.artstation.com/projects/gJZrkE
Sign In or Register to comment.