Hello friends! Below are my ideas for a rejuvenated and streamlined vision of eso to bring it the glory and success it deserves. Eso has a wonderful amount of content and many great systems but there are some base systems that need a lot of work and some things they just haven't thought of. So ole Rungar got your back here to make ESO great in ways that you might not of thought of.
New streamlined advancement system
This is a performance based system to improve performance in general, simplify advancement and provide a more strategic system than the current cp system.
The ideas behind this system are as follows:
1) Minimize server calculations.
2) Transform standard choice calculations to base stats.
3) Simplfy the system and start it at the beginning.
4) Provide more depth and functionality than the current system with a focus on skill and slot unlocks.
Heres how we do it.
We get rid of level 1-50 and allow characters to gain experience through the extra advancement system from the very beginning. We will also modify this system to what I call ACP which will give points for getting achievements in the game. Every experience point you’ll ever gain on your character will be shunted into its own achievement called Wisdom which also yields achievement points.
Instead of levels then we have milestones instead which unlocks everything you need for your character and account. The experience required to unlock your characters skills and abilities doesn’t actually change but you will be treated as level 50 (power wise) right from the get go and all enemies will be the same so no need for scaling or anything like that. This simplifies the system and lets your character get benefit for completing achievements from the very start. Stat wise you will start the game as a lv 50 character and can deploy all your points as you feel necessary from the start. You still need the skyshards, mages guild, weapon skills etc.
Various Milestones
1) Line Skill unlocks – Moving toward a "choose your own class" system like other elder scrolls games, you could choose your skill lines as you see fit from the beginning of the game though you are still stuck with your first choice. Rather than the standard classes the game would offer a number of popular templates to choose from or you can choose the three you like best.
2) Health , stamina, majicka- these base stats you get at certain intervals as you gain ACP and these flat increases replace many of the standard cp calculations and passive bonuses. Since everyone basically takes the same ones they will be standardized to reduce calculation load. Just gain an APC milestone and you get the increases for free. This replaces most stat bonuses and reductions you would of gotten in the cp. Many standard choices everyone takes such as damage reductions can be converted to base stats.
3) Food and Drink: This lets you use a second food item and is a variable way for players to increase their stats further while removing more unneeded calculations form the system. The higher your ACP the stronger recipes you can use (color wise) and the more effective they will be. This gives players some choice as there are lots of food and drink recipes to choose from. You can also decide which one is primary and secondary. This replaces more base stats and regeneration based cps.
4) Light and heavy attacks slot improvement:
Light and heavy attacks become skill slots and you can change these skill slots out for different ones you find in the world or create with the scribing system. Both go on the gcd with all other skills. Initial Light attacks retain the free cost and are weaker attacks, while heavy attacks keep a casting time/wind up and restore attributes though these can be switched out for certain actual skills if you so choose and have reached the proper milestone. Through the ACP system at certain milestones you can upgrade these slots with new abilities which will include new functionality such as passives, buffs and conditionals. Some will retain the original functioning ( free cost/stat regeneration) and others will totally different and might have costs associated with them. They still work with every weapon but can be further enhanced as you gain ACP at certain milestones.
5) More functional slots with a simplified skillbar.
At a certain ACP the functionality of slots will open up instead of barswap. This includes the a sixth skill utility slot, a revolving slot you can put multiple skills in, an escalating slot that grows in power based on certain conditions, and added functionality to the potion slot and extra functionality from specializations and light and heavy attack slots. Each slot will have impact and count for something and not just be busywork to generate dps with excessive and unnecessary apm. With this system weapon swap isnt needed but is still retained in a slower format in the potion wheel to switch out builds in combat but not for dps purposes but for strategy purposes.
6) Specializations:
this is a simplified format of the cp system that is visual and has impact. Its based on damage types so if you want to be a fire wizard.. be that. Players know what they want to be. The current cp system is too much choice with no real choices since everyone choose the same stuff based on role. This type of system makes you make a real choice and rewards you not with background stats but things you can see and use like visuals and slot functionality.
At certain ACP milestones you get to choose a specialization and this is upgradable from novice to expert to master. You can also get a second specialization. You can choose to master one and minor in another or be expert in both but you cant master both. You get these upgrade choices at certain acp milestones. It’s up to you on how to progress these.
Every damage type in the game is represented as is armor type, buffing, healing, crowd control and other signature specializations for different class types. These are template based with 3 levels of power so if you choose to specialize in “fire” you get everything that goes with that based on what level of mastery you attain/choose. Specialization makes any skills better in the theme they are specialized in. It has impact.
7) Non combat related upgrades: At certain intervals you can choose a non combat upgrade and you get these for the life of your character without diminishing returns. i.e you can collect them all as you gain acp if you keep working at it. This includes everything that wouldnt be considered a combat advantage and can be selected in any order you choose.
This simplifies the system, reduces calculations and creates an advanced form of paper rock scissors for pvp. Since a fire specialty might be weak to ice, poison not too effective vs healing specialty etc. This ensures that there is no dominant build. There will always be a weakness to exploit.
The goal is that player upgrades do not result in just more and more complex server side calculations to make so we focus on specialty skill unlocks, opening new slots/ functionality and basic stats. These are things that won’t impact pvp negatively since the global cooldown is obeyed and many unnecessary calculations are shunted to base stats. The overall same player power will be derived from this but without all the bloat and more functionality and strategy. This is a more streamlined approach that accomplishes what the current system does and also appears attainable and functional for new players since it’s a single system they can work on from day 1.
See further posts for a more detailed explanation of each milestone
Edited by Rungar on May 16, 2025 9:27AM