Maintenance for the week of December 22:
• NA megaservers for maintenance – December 22, 4:00AM EST (9:00 UTC) - 8:00AM EST (13:00 UTC)
• EU megaservers for maintenance – December 22, 4:00AM EST (9:00 UTC) - 8:00AM EST (13:00 UTC)

What feature would you like to see added in the future?

jumapel29
jumapel29
Soul Shriven
Over the past few days I've had some extra time off work to play so, instead of focusing on my daily tasks and catching up with last 2 chapters worth of quests I've had time to go through my account and characters, sort them out and think about things I would like to see added in the future (not all of these ideas are mine, I went through many similar threads and got either popular ones or ones I want aswell). These are all coming from someone who spend the last 15 years focused mostly on MMO's, RPG's and Open World games and also someone who is a casual (meaning I do a bit of everything without rushing, focusing on meta and pushing any leaderboards)

First set of features I'd like to present are weapons/weapon skill lines:
  1. Spear/Halberd (perhaps spear being 1H and Halberd 2H?)
  2. Unarmed (even if it's weak and sort of a meme skill line, it would be interesting to see in the world)
  3. Flail (now this one I haven't seen in Tamriel but I don't see why it wouldn't exist)
  4. Crossbow skill line (more damage and armor penetration but slower than bows)
  5. One handed + magic skill line (this one I've seen requested a lot)

Other side skill lines I would like to see:
  • - Fishing skill line (hopefully with a big revamp to the fishing system)
  • - Clockwork Engineering (A profession similar to WoW's Engineering) - This could also be a class focused on bombs, traps, dwemer minions, etc.

Next set of things are classes, this is kind of a tough one to make up since you want something unique that also fits the world:
  1. Hunter/Beastmaster class (1 spec could be focused on stealth, another in traps and another in taming and controlling animals you find in the world)
  2. Monk class (there is multiple monks in game so it would make sense lore wise + could be released with previously mentioned unarmed skill line)
  3. Spellweaver (probably most requested one I've seen and I get it, people want more "hand" magic)

World features:
  1. Rare Weathers (something like weather in Fallout games. Rainbows, Ice storm, ash storm, desert storm, acid rain? Now, I understand to actually enjoy this, weather has to be on the server
    side so everyone can see it at the same time, so it would be nice for weather to be overhauled)
  2. Player Owned shops (either in the world similar to guild traders or in their houses)
  3. PROPER Guild Halls (Guild owns it, not necessarily the guild master, even tho they decide who can mess with it and who can't like private homes. Would need 1200 furniture slots at least and it would have to be the size of recent big houses at minimum)
  4. Guild achievements (This would unlock special furniture to put in the Guild Hall mentioned above)
  5. God/Daedric shrines (This could work like mundus stones so it gives useful buffs+debuffs or simply as a cosmetic RP thing where it says under your buffs who you're worshiping atm)
  6. Roguelike or Endless dungeons (Would be cool to see but I'm not sure if this could work, it pretty much failed in WoW but it works in FFXIV so... ¯\_(ツ)_/¯ )
  7. Interesting rare NPC's who sell consumables (kinda like Noggenfogger elixir vendor in wow, but make it more rare to find, for those who don't know the elixir vendor sells, well, elixirs which
    can make you tiny, make you a skeleton or give you slow fall for 20 sec, I think it would bring a bit of excitement to exploration)
  8. Jail (like in other TES games, would be funny to see a bunch of players getting jailed for not paying the guards, again nothing big but could add a bit to the world)
  9. Ability to Pet domestic animals in towns and cities (I've heard this is already in the game but I haven't seen it?)
  10. Mounts can swim (but they rapidly lose stamina and when it hits 0 you auto dismount, like please ZOS, I can't tell you how many times I dismounted in a random little puddle when traveling)
  11. Playable instruments (And I mean every key on your keyboard is a note and you press it, or at bare minimum let us choose the song we want when playing instruments how they are now)
  12. Cyrodill/Imperial City story mode (even if you remove most rewards from it, it would be nice to finish quests on opposing faction sides of the map)
Character features:
  1. Diving, swimming (I think it would add a bit to the world, imagine swimming in a random lake and finding a chest at the bottom or making a future dungeon/trial entrance in an underwater cave)
  2. Cloaks/Capes/Backpacks (not much to say here except I WANT CAPES)
  3. More Pet skins (like the grey bear for wardens)

Housing features:
  1. Weather change machine (this would require weather revamp mentioned before)
  2. Increase/decrease furniture size
  3. More furniture slots
  4. Farm houses where you can gather mats (not sure how that would work, would have to be very limited aswell, but sounds like it would be nice to have)

Companion Features:
!HELMS FOR COMPANIONS! (I've seen this debated many times and there isn't a single good reason for this not to be a thing)
  1. Companion inventory (They can carry their own equipment)
  2. Romance (since companions aren't major lore characters I don't see why this couldn't be a thing)
  3. Polymorphical Companion (big slime companion who can't equip armor or weapons until he takes on one of your polymorphs, no voice lines, no rapport, no quests. Would be nice to have a
    bodyguard typea companion who doesn't try to rip me apart every time I catch a butterfly)
  4. Account wide progress (once you unlock the companion they are instantly leveled and rapported to your strongest one

Account features:
  1. More character slots (like 40 at least)
  2. Character select screen background (ability to choose any of previous backgrounds for each character, kind of like Lost Ark Wallpaper system but for each character)

2 somewhat controversial features that I believe could possibly be done right but would require a BIG world upgrade are:
-Flying mounts (I don't think this will ever be in ESO even though it would be nice to have)
-Boat/ship mounts (This could possibly be a part of a future chapter where you have the whole sea as the new zone filled with lots of smaller islands to explore?)

I'm very interested in all your thoughts on these, why you think they could or couldn't work and if there's any ideas of how to implement some of them so they fit the World, RP and gameplay at the same time?

Before you say "They should focus on existing problems before creating new ones" I agree, but I'm someone who aspires to be a world designer so I'm just interested in ideas that could bring the world up, and I think it's a fun topic to talk about. And also I'm a bit filled with copium some of these will be added...








  • Faulgor
    Faulgor
    ✭✭✭✭✭
    ✭✭✭✭✭
    • Spellcrafting
    • Overland difficulty scaling

    I know I'm a broken record, but what can I do. At least I'm consistent.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • merpins
    merpins
    ✭✭✭✭✭
    ✭✭✭
    Same as the last guy.

    1. Spell Crafting
    2. Vet Overland

    And for good measure, I'll also mention what my preference for another class would be; some kind of martial class. The last 3 classes released were based on magic casters. Arcanist is like a Warlock, Necromancer is... A necromancer... And Warden was somewhere between a Ranger that has a pet and an Ice Mage. The only """Martial""" class we have is Nightblade, and even that has a heavy emphasis on magic skills. Magic skills can be good~! But all class themes are heavily weighted in that direction when there are many other ways a character can be in such a fantasy universe. Templar is a paladin, Nightblade is a rogue but with some magic, Sorcerer is a SORCERER, Dragon Knight is a fire mage and not really a knight.

    A Barbarian or a Monk would be nice. Barbarian moreso in my opinion as it would incapsulate the Ebonheart Pact's cover character, that nord with the horned helmet and axe.

    I'd obviously like a new class like this after 1 and 2.
  • DreamyLu
    DreamyLu
    ✭✭✭✭✭
    As said many times, so sorry for the repeat, I would like that - at least the most used - addons are integrated as part of the game content and fully under ZOS responsibility. That's my top priority wish.
    I'm out of my mind, feel free to leave a message... PC/NA
  • Muizer
    Muizer
    ✭✭✭✭✭
    Starting to think ESO needs an explicit range modifier for damage. Across all abilities, damage should increase the closer one is to the enemy. This is about gameplay balance, not (pseudo) physics. Especially in PVE (boss mechanics) being within short range comes with being subject to more damage abilities and mechanics and having shorter time to counter (sometimes none at all). Taking that risk should be rewarded with dealing more damage.
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • LukosCreyden
    LukosCreyden
    ✭✭✭✭✭
    ✭✭
    Hm. Ability skins. Call THIS spellcrafting if you like, but let me make Warden look somewhat thematically cohesive.

    Gardening in housing. I could write an essay about how this could work, but it'd be another cool thing for housing.

    Struggling to find a new class to call home.Please send help.
  • Vrienda
    Vrienda
    ✭✭✭✭✭
    A true roleplay server.

    Megaservers are a plague on the MMO industry and I hate that they're catching on more and more. It removes any ability to form communities in the open world and where roleplay is concerned it's basically stillborn. What little RP I've seen out in the open world has been foreign language and it was back in 2014 before people realised it non-guild RP was unsustainable due to the "megaserver" assigning everyone to different 'phases' (Servers you can't choose). Cross-server grouping tools like WoW has are a much more elegant solution.
    Desperate for Roleplaying servers to bring open world non-organised RP to Elder Scrolls Online. Please ZOS.
  • Mayrael
    Mayrael
    ✭✭✭✭✭
    ✭✭✭✭✭
    1. Vet Overland.
    2. Surveys overhaul.
    I'm done with this game because of ZOS pushing us into Vengeance, because they don't know how to fix Cyrodiil.
  • Kendaric
    Kendaric
    ✭✭✭✭✭
    ✭✭
    1. Spell crafting

    2. Better companion customization, i.e. hair/facial hair hats/helmets, adornments

    3. Better/more support for RP, e.g. a true RP-server or a RP-phase/instance

    4. An option to turn off certain visuals, e.g. the block indicator or the green glow after dodging
      PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!. Outfit slots not being accountwide is ridiculous given their price. PC EU/PC NA roleplayer and solo PvE quester
    • colossalvoids
      colossalvoids
      ✭✭✭✭✭
      ✭✭✭✭✭
      Things I'd mark as necessary would be different difficulty tiers for overland and/or questing, at the very least main story to not be a joke.

      Second one would be more weapon lines, eso seems really restricted in this category and not fulfilling enough with different archetypes present in elder scrolls games. Spell-crafting is always a good call here.

      Game's reward structure needs hard look at, but that's a complex topic also so I'd leave it as that.
      Edited by colossalvoids on April 14, 2023 9:30AM
    • jumapel29
      jumapel29
      Soul Shriven
      - Spell-crafting seems to be the most popular request it seems, and while after some research it does seem like a great feature I would absolutely love to see, wouldn't it be an absolute nightmare to balance alongside everything else? I also found out it was supposed to be a feature in 2014 but it got scrapped. The way they showed it, it seems they have most stuff ready for it to be implemented.

      I don't remember anything like that being in any other MMO (correct me if I'm wrong) so I can definitely see it as a huge selling point for the game, something that could bring ESO back on the map, if implemented right of course.


      - Vet Overworld, absolutely agree, don't see any reasons not to have it as an option, could bring some people together. It's been 5 years since I needed help with a world boss and couldn't just solo it or since someone else asked me for help with it and it actually sparked a conversation which usually ended in +1 person on my friends list.

      - RP server or even just an official chat channel for it, I remember around 2018 seeing lots of random RP or big RP events all around the world, would be nice to see some of that back, ESO is in my opinion one of the best when it comes to RPG part of an MMORPG, so it's a bit sad seeing it not used as much


    • Credible_Joe
      Credible_Joe
      ✭✭✭✭✭
      I've been in the vet overland thread the past few weeks, and it can be very divisive. Some people lobby hard against it, decrying a split in player base as an unacceptable detriment to their game experience.

      I can kind of see that a sudden drop in perceived player population can be disheartening, but other than keeping players penned together for trade & group finding, I don't see the benefit of keeping overland at a single baseline difficulty for everyone. There's only so much endgame content, and every chapter release feels hollow since we know before going in that victory isn't just assured, it'll be easy. And every failure point in the story is scripted and arbitrary.

      Regardless, I don't think an entirely separated veteran overland is the best solution. I think having two extremes in difficulty is in a lot of ways worse than an unfailable baseline.

      In the overland feedback thread, I posted a suggestion, which I'll repost here. I think it's a suitable compromise that can give everyone the level of difficulty that they're most comfortable playing at.

      Forum Post: https://forums.elderscrollsonline.com/en/discussion/comment/7821595/#Comment_7821595
      We've heard it before. Overland is too easy. Sucks the drama out of the narrative when you can't appreciate the stakes.

      Here's how I would approach an opt-in Champion Overland. No separate instance, instead an immersive compromise. I present for your consideration:

      The Serpent's Entropy
      • A Champion Point constellation of The Serpent reverse to the Thief, Mage, and Warrior
        • No equippable star slots; all Entropy is passive and stacks
        • Stars only apply to overland content and public dungeons. Group dungeons, trials, world bosses, and group / solo arenas are unaffected.
        • The three lower stars are nested trees that represent the guardians being consumed, the head is the Serpent itself.
      • Like the current Guardians, the Serpent tree has a root that unlocks more entropy stars.
        • Reverse to the current guardians, we start at the top and go down
        • Initial star: Lonely Champion
          • Fight your battles alone. While in combat, other players outside your group cannot be seen or interacted with, and they cannot see or interact with you or the monsters you're fighting. While other players are in combat, you cannot see or interact with them or the monsters they're fighting.
          • Syncs & isolates monsters to the client. A partial instance; we'd still see players adventuring, but in combat everyone else (not grouped with you) fades away.
          • Group leader's Serpent points take priority
      • The rest of the stars have miscellaneous effects that buff monsters and / or debuff yourself. In no particular order:
        • Increase opponent health / armor
        • NPCs can crit
        • disable combat cues; Shorter NPC telegraphs & quicker attack patterns
        • Monster aggro chains; if an NPC starts combat with you, after a moment they alert nearby NPCs outside of your own aggro range. They, in turn, can alert others with a smaller radius, ramping down until the alert peters out or you finish win / disengage. Encourages finishing fights quickly before the action alerts the whole gang / nest / haunt and brings every mob in the dungeon onto you.
        • Player does less damage
        • Lower player's equipment quality (for instance, if you have gold equipment, reduce it to purple, etc)
        • Lower player's equipment level
        • Players can only revive at wayshrines / blue flames (dungeon entrances)
        • Increase armor degradation on death
        • Gold multiplier (like the tel var multiplier) that resets on death / guard fine, and starts lower than default gold rate
        • Quality multiplier, same as above. Increases quality of loot as you adventure, resets on death, starts lower than default.
        • E T C

      With the above system, any player would be able to ramp up difficulty as much as they want without affecting anyone else. They could make overland as hard as a solo arena, or harder. It could push the envelope on theorycrafting, finding builds that can tackle content on full entropy.

      Most importantly, in my opinion, it would make the narrative much more engaging. It's hard to take NPCs' awe and admiration seriously when you can stand still and light attack the Big Bad to death. In fact, it just feels patronizing at that point. A shame-- overall I enjoy the stories and lore each chapter & DLC adds to the IP.

      Thanks for reading. Please be kind, and remember, this is a pipe dream. I have zero expectation for ZOS to implement this exactly as I've written. The core message is zos, pls consider making overland & solo content more difficult & engaging.

      In a nutshell, a roguelike-esque meta difficulty progression system that not only makes base content more challenging, but keeps you in the same zone as everyone else while isolating combat to yourself and your group. You would still be able to interact with everyone, recruit help, trade, etcetera, but you'd be able to make the content as challenging as you want it to be without affecting anyone else.

      I think this would be much simpler and easier to implement. I'm no dev, but I would imagine taking NPCs off the server and putting their burden on the client could potentially improve overall performance. There's already code in place to hide or show NPCs conditionally; just look at any quest NPC that's in one spot at one quest phase and another at the next. For separate people on the same quest at different phases, they're talking to either one, but can only see and interact with the specific quest phase version that's enabled, specifically for them.

      Anyways, that's my two cents. Just wanted to throw this in here before the overland thread migrates over entirely.
      Edited by Credible_Joe on April 14, 2023 7:24PM
      Thank you for coming to my T E D talk
    • Freelancer_ESO
      Freelancer_ESO
      ✭✭✭✭✭
      Muizer wrote: »
      Starting to think ESO needs an explicit range modifier for damage. Across all abilities, damage should increase the closer one is to the enemy. This is about gameplay balance, not (pseudo) physics. Especially in PVE (boss mechanics) being within short range comes with being subject to more damage abilities and mechanics and having shorter time to counter (sometimes none at all). Taking that risk should be rewarded with dealing more damage.

      If I recall correctly, the melee weapons already do a bit more damaged than the ranged weapons.

      Frequently, in boss fights with groups one doesn't get to use a character's full range because from a healing and buffing perspective clumping players tends to work better.
    • NotaDaedraWorshipper
      NotaDaedraWorshipper
      ✭✭✭✭✭
      ✭✭✭✭✭
      jumapel29 wrote: »
      [*] Roguelike or Endless dungeons (Would be cool to see but I'm not sure if this could work, it pretty much failed in WoW but it works in FFXIV so... ¯\_(ツ)_/¯ )

      We are getting that this year.
      [Lie] Of course! I don't even worship Daedra!
    • Necrotech_Master
      Necrotech_Master
      ✭✭✭✭✭
      ✭✭✭✭✭
      companions are pretty much account wide as is

      level, skill lines, and gear are already account wide

      rapport is not, but it doesnt need to be, it does nothing for you unless you want to unlock the keepsake


      warden is basically the beastmaster class, they have an entire skill line devoted to animal themed attacks


      the animal petting/interaction exists but is fairly limited right now, theres 6 of them in high isle right now, and you can pet the fledgling gryphons in coral aerie dungeon


      most of the other suggestions i dont necessarily see the point within the framework of the game, not possible within the framework of the game (capes for one)
      plays PC/NA
      handle @Necrotech_Master
      active player since april 2014

      i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

      feel free to stop by and use the facilities
    • OldStygian
      OldStygian
      ✭✭✭✭
      Difficult solo and story mode difficulties on all what are currently group dungeons
    • Quethrosar
      Quethrosar
      ✭✭✭✭
      Replay some dungeon quests would be useful.

      Stop nerfing stuff. If you introduce something that's your problem, not ours.

      Let fancy mounts be purchased instead of gambling

      Companion hair styles

      In game searchable market.

      Time. Make seasons change. Make terrain change.
    Sign In or Register to comment.