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.
AlexanderDeLarge wrote: »Shut it down and release The Elder Scrolls 76 on the same engine as the other games with moddable, self-hosted servers.
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.
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?

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.
Now this is very interesting https://en.uesp.net/wiki/Lore:Proposal:_Schools_of_MagicBrenticus12 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 also true many places in ESO, downside it that you can not farm these areas anymore. I say AD has loads of these changesThe 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.
AcadianPaladin wrote: »
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.
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.
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.
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.
AD regions has lots of this, not so common in others, I say AD has better quests than the other factions.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.
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.
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.
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.
