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Cleaning up ESO one change at a time!

APGaming
APGaming
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Hello everyone, this is going to be a running forum thread in which we, the Elder Scrolls Online playerbase, clearly document our wanted fixes to inconsistencies and mistakes that have gone unfixed for a very long time. These are mostly small changes that ZOS could sprinkle into each patch to create a more well rounded and fluid game experience. A lot of this is going to address outdated systems, but some of it is in regards to new suggestions for ease of access and a cohesive game world. There is plenty more I'm sure, but this is just the list I came up with and documented over the past six months. With hope, maybe ZOS can sprinkle these into updates as we progress into the future. In no particular order (the categories are quite random), here we go!

Transportation

Remove the carts to various DLC zones that have piled up outside the alliance capitals and starter cities. Replace them with a single cart and navigator who will take you to any land connected DLC zone. At the alliance capital docks (Elden Root Boatswain could be in Haven or Southpoint, if not that, put a cart with all land and water accessible DLC zones) have a single navigator with one boat that can take players to any water accessible zones. This lessens clutter and streamlines the system making it easier for players to travel. Players should be able to use this system to travel to any DLC zone [except Clockwork City & Fargrave/Deadlands/Coldharbour for lore reasons, players can find the already existing portals in Deshaan, Malabal Tor, Stirk, and Blackwood. Perhaps add a specialty navigator who can take us to realms abroad through portals or something.] and major base game cites such as alliance capitals and zone hubs.

Add a boat in Shimmerene that will take you directly to Vulkhel Guard and back.

Add a boat in Skywatch that will take you directly to Woodhearth and back.

Add a boat in Daggerfall that will take you directly to Gonfalon Bay and back.

Add a boat at the Alinor Docks that will take you to directly to Gonfalon Bay and back.

Add a portal in Fargrave to Coldharbour. It can't be the gateway city of Oblivion if it only goes to one realm. Be sure to add a portal in the Hollow City back to Fargrave.

Add a physical door from The Reach into Bangkorai. It could literally be a cave into a mountain, a small gate, or open Dwarven Ruin with a door at the end leading to Bangkorai. Remove the carts between the two zones from the Markarth outskirts and the northeast Bangkorai gate and ensure the Bangkorai gate goes to the Reach and vice versa.

Add a gate, cave, mountain pass or something to connect Alik'r Desert and Bangkorai to each other by land. Alik'r Desert is very inaccessible.

Add a gate, cave, mountain pass or something to connect Murkmire and Blackwood to each other by land. Murkmire is very inaccessible.

Zone Names and Wayshrine Travel

Rename the "High Isle" loading screen to "High Isle and Amenos" to better represent to locations you can explore in the zone. Maybe add a sentence about Amenos in the loading screen text, but not necessary.

Rename the "Galen" loading screen to "Galen and Y'ffelon" to better represent to locations you can explore in the zone. Maybe add a sentence about Y'ffelon in the loading screen text, but not necessary.

Rename the "Blackreach" prologue zone loading screen to "Blackreach: Mzark Cavern" to better represent to locations you can explore in the zone.

Add a wayshrine to Norg-Tzel allowing us to travel back to the zone as an open space for roleplay and adventuring.

Add a wayshrine to Blackreach: Mzark Cavern, allowing us to travel back to the zone as an open space for roleplay and adventuring.

Add Blackreach: Mzark Cavern to the list of zones in the map.

Add a wayshrine to Grayhome, allowing us to travel back to the zone as an open space for roleplay and adventuring.

Add Grayhome to the list of zones in the map.

Add a wayshrine to Sword's Rest Isle, allowing us to travel back to the zone as an open space for roleplay and adventuring.

Add Sword's Rest Isle to the list of zones in the map.

Make the Eyevea Wayshrine visible somewhere on the world map for ease of travel to the zone.

Add Eyevea to the list of zones in the map.

Add a wayshrine to Stirk, allowing us to travel back to the zone as an open space for roleplay and adventuring.

Add Stirk to the list of zones in the map.

Add a wayshrine to the island of Y'ffelon in Galen and Y'ffelon, allowing us to travel back to the area as an open space for roleplay and adventuring.

Remove the city blob from Predator Mesa in Northern Elsweyr.

Remove the city blob from Nchuthnkarst in Blackreach: Greymoor Caverns

Swap the locations of Artaeum and Clockwork City on the Aurbis Ring to place the associated zone nearest to its companion chapter.

Add the entire Blackreach cavern system map to the Aurbis Ring.

Landscape Rendering Issues

In The Rift, make the landmark location that is the Throat of the World taller and more rugged, matching the scale and size present in the Western Skyrim & The Reach skyboxes. Add it to the Eastmarch skybox as well. It should be visible throughout all of Skyrim and look the same size.

Adjust the cardinal locations of Summerset and Eyevea in the High Isle and Amenos skybox to better match the physical locations of those islands. High Isle is northwest of Summerset by a fair distance, the Crystal Tower should not be southwest of Castle Navire, rather far to the southeast. Due to worldspace conflicts, the Systres Archipelago needs to be far to the west of Tamriel, make that clear in the skyboxes.

Fix the White Gold Tower in the Blackwood Skybox. Not only is it in the wrong cardinal direction, but it is also not under siege by Molag Bal as it appears in both Cyrodiil and the Imperial City.

Fix the skybox of Grand Topal Hideaway to better reflect the islet's proximity to the larger Topal Island to the west.

Fix the Crystal Tower in Summerset. It phases in and out of existence just outside of Lillandril because of render distance and it is very obvious.

The north half of the Solitude arch disappears when viewing the city from the ice fields in the north of Western Skyrim. Please make the terrain visible, it breaks immersion unfortunately.

When standing on the beautiful cliffs near Karthwatch in Western Skyrim it is possible for the whole of Solitude to disappear from existence. If there is any way to make the city visible from altitudes in which you would naturally be able to see it that would be great.

Replace the windmill at Frostmoon Farmstead in the Rift with a Nordic windmill. Why is there a Breton windmill in Eastern Skyrim?

Replace the moving trees that block the waterfall outside of Snapleg Cave in the Rift with something that isn't moving. Dead trees should not be blowing in the non-existent ground wind.

Fix the balconies of Tor Draioch in High Isle and Amenos, they despawn from the sides of the tower at a very close distance, it's immersion breaking and noticeable.

In Deshaan, the mountain west of Mournhold loses its peak when besides the Fighter's Guild and Wayshrine. Extend the render distance of this mountain so that it doesn't despawn.

Music

For the love of Mara, please change the music in Solitude to either include the Greymoor Soundtrack or completely replace the base game Nord themes in the city with Greymoor music. The city is supposed to feel creepy and cold. It throws off the whole vibe of Greymoor to investigate a vampire conspiracy in a cozy and warm capital city with comforting music.

Gameplay

Give Summerset the crafting surveys it never got and has always deserved!

Add writ boards and turn-in boxes to the capital city of all zones if the zone does not already have one. For example, DLC zones like Fargrave, Hew's Bane, Southern Elsweyr, The Reach, etc.

For general ambience and a more lively game environment, add the moving ship feature added in the High Isle chapter to other nautical zones. Only one ship will do for zones like Stonefalls and Western Skyrim, etc. where water access is only on one side. But zones like Glenumbra, Summerset, Vvardenfell, etc. should feel like islands and peninsulas that have ships as a leading mode of transportation around the world.

For general ambience and a more lively game environment, add the moving mount rider feature added in the High Isle chapter to other zones. In Stonefalls it could be a Dark Elf riding a guar around Davon's Watch, or for Stormhaven, a knight in clad armor riding a decorated war horse in Wayrest.

For general ambience and a more lively game environment, add the moving ocean waves added in the High Isle chapter to other tidal zones. It helps bring the game world together!

City Services

Add a bankers to Ebonheart.

Add an outfit station to Skywatch.

Standardize the locations of furniture vendors to the capital city of each zone. Leave the vendors that exist in non-capitals for a discovery aspect.

Formatting and Names

Rename "High Isle" in menu lists to "High Isle and Amenos". Menu lists such as antiquities, zone guide, quest journal, should be renamed. Also rename treasure maps and crafting surveys. It can be very confusing to players as to whether the point they are going after is actually on "High Isle" or not when it could be on Amenos.

Rename "Galen" in menu lists to "Galen and Y'ffelon". Menu lists such as antiquities, zone guide, quest journal, should be renamed. Also rename treasure maps and crafting surveys. It can be very confusing to players as to whether the point they are going after is actually on "Galen" or not when it could be on Y'ffelon.

Relocate trial and arena achievements from their respective DLC tabs to another location. Achievement hunters will never see a DLC 100% complete unless they are a top tier endgame raider in the current system.

Map Fixes

I'd just like to preface this section with this: the in-game map is beginning to be problematic for the cohesiveness of the worldspaces and lore. That being said, a full map overhaul is not a small change, so here are some that could improve the existing map.

Place High Isle and Amenos as well as Galen and Y'ffelon in a "Systres Archipelago" blob similar to the way Blackreach was done in the Western Skyrim and Reach zones except this blob is on the world map. The location is wrong and the scale is off. This leaves less misinformation and sells the DLCs at its actual size not some tiny island.

Add a new filter to the interactable map to hide unowned (and all) houses on the map.

Game Functions

Standardize undaunted pledge quest steps, either dungeon completion or defeating certain bosses. Consistency is key.

Allow players to hide their guild tabard in the outfit system without removing the name of the guild from their nameplate. (Individual armor pieces i.e. shoulders would be nice too)

Remove the system in which only the top 12 damage dealers get loot after defeating a boss. Many tanks, healers, and new players simply get nothing and have to deal with it.

A possible auto-repair and auto-charge feature would be nice to have for players to enable. It would only work if the item is present in inventory, of course.

Allow players to place a C.O.D. Fee on gifts so that crown sellers and buyers can be safe from scamming.

The end!

Place your suggestions down below, remember to keep it simple, so that devs can actually achieve it easily.
Edited by APGaming on December 28, 2022 7:12AM
  • TaSheen
    TaSheen
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    Hmm. We'll agree to disagree with all of that.
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • Caribou77
    Caribou77
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    Block is broken.

    Simple, good old block.

    The LT button on console.

    Squeeze it.

    Nothing happens.

  • Kingsindarkness
    Kingsindarkness
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    Nope... not a single thing I agree with...but thanks for the effort.
  • Caribou77
    Caribou77
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    But block is broken.
  • APGaming
    APGaming
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    Who could disagree with organization and changes that negatively affect nobody?

    Before you hit me with the "there's more important things to fix" these are mostly minor flip a switch changes to better organize game systems.
  • cmetzger93
    cmetzger93
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    I agree with almost all of your points that's how I know they are never going to happen unfortunately
  • Tandor
    Tandor
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    I don't personally want any of that, and wouldn't want the developers spending resources on any of it.
  • rpa
    rpa
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    Vulkhel Guard Outfit station is in The Crystal Vial and Davon's Watch at Artisan's Row. Wrothgar has writ board & turn in at Orsinium. You check the rest.
  • Tenthirty2
    Tenthirty2
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    3ngh34u6lbjz.jpg
    • "Some enjoy bringing grief to others. They remind M'aiq of mudcrabs - horrible creatures, with no redeeming qualities."
    • "When my time comes, I will smile. And that will be all." -Sir Nathain Galien
    • IGN: TenThirty2 (PC/PS: NA, PC/PS: EU)
  • FluffyBird
    FluffyBird
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    My suggestion would be too look up how much is "one", first of all.
    Second, I doubt that many people would be interested in the whole wall of minor arbitrary changes unless it's patch notes.
  • Everest_Lionheart
    Everest_Lionheart
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    Undaunted enclaves and master writ writ vendor added to all DLC capital cities.

    And speaking of undaunted, it’s way past time for a 4th quest giver. An extra key or two per day and a couple of transmutes will not break the game in any way.
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