Populating Tamriel, suggestions?

Radiate77
Radiate77
✭✭✭✭✭
As we begin to pile up systems, it is becoming more clear to me that we need to begin consolidating them for the sake of fleshing out our world. We have far too many areas of the game with no visitors, and adding traffic would help make the game feel more alive.

With Crossplay coming, this would be the perfect opportunity to fold systems into each other and disperse players throughout the world.

-When I see three filled Undaunted tents, I could see a filled Fighter’s Guild hall in every town.

-Where I see one Eyevea’s Scribing chamber, I instead could see endless Mage’s Guild visitors.

If you were in charge of improving the experience for new players, or for populating the world, what approaches would you take?
Edited by Radiate77 on March 3, 2026 9:06PM
Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
Summoner [Living Death, Grave Lord, Daedric Summoning]
Ranger [Animal Companions, Green Balance, Shadow]
Druid [Earthen Heart, Animal Companions, Stormcalling]
Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • wolfie1.0.
    wolfie1.0.
    ✭✭✭✭✭
    ✭✭✭✭
    Radiate77 wrote: »
    As we begin to pile up systems, it is becoming more clear to me that we need to begin consolidating them for the sake of fleshing out our world. We have far too many areas of the game with no visitors, and adding traffic would help make the game feel more alive.

    With Crossplay coming, this would be the perfect opportunity to fold systems into each other and disperse players throughout the world.

    -When I see three filled Undaunted tents, I could see a filled Fighter’s Guild hall in every town.

    -Where I see one Eyevea’s Scribing chamber, I instead could see endless Mage’s Guild visitors.

    If you were in charge of improving the experience for new players, or for populating the world, what approaches would you take?

    Let me log into all of my characters at the same time.
  • SpiritofESO
    SpiritofESO
    ✭✭✭✭
    Sorry, but I completely disagree with this idea of populating the world and the reason for that is I greatly enjoy the peace and quiet and solitude that I get when going through the older zones where few players are.

    If I want to see players, I will go to Grahtwood, Stormhaven, Deshaan, Vivec City, Clockwork City, Undaunted tents, etc.

    This is a very mature game at 11 years old, so I am not convinced that there is a great influx of "new players." What I generally see is a few new players, generally identified of those with very modest amounts of champion points, and MANY multiple Alts, who, upon reaching level 50 are immediately gifted with all of the main character's Champion Points.

    In fact, I believe that the "New Player Experience" has already been addressed by the Developers.

    :wink:
    Edited by SpiritofESO on March 3, 2026 10:15PM
    • ~ PS NA ~ ALDMERI DOMINION ~
      ~ "SPIRIT GOLDBLADE" WOOD ELF NIGHTBLADE ~
      ~ GRAND OVERLORD ~ FORMER EMPRESS ~
      ~
      "Adapt or Die"
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    Part of the appeal of an MMO is a shared world, when towns are not adequately populated, it takes away that appeal.

    If ESO were an Online Action Roleplaying Game, I would understand that sentiment, @SpiritofESO

    Also, if the New Player Experience is solved, where is everyone?
    Edited by Radiate77 on March 3, 2026 11:11PM
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Emeratis
    Emeratis
    ✭✭✭✭
    From my own experience and that of other players I know there is a spectrum of "I want the world populated by other players besides me" and "I would be happy if I never saw another player while I'm playing" with a lot of people falling somewhere in between. I admit I personally lean more in the I prefer to be away from town and other players camp. It's more peaceful and immersive for me and it makes it easier to snag screenshots without accidental photobombs. I even sometimes go on the pts in off season just so I can do screenshots in the more populated cities on live.

    At the same time, I get other players really want to see more players and why they do. I think both are valid, but it would be nice to see things taken into account. I know years ago people suggested a way to manually switch your megaserver phase to be more or less populated, get away from someone trolling you in overland, or even to have a dedicated rp slice of the megaserver where people could go to be in character since rpers out in the world are frequently targeted by trolls by just doing their thing. At the time ZOS's response was something along the lines of they didn't have the time and resources to invest in that and it wasn't something they felt was a high priority. I assume today it's even less so given we all know the team is busy and currently they've openly admitted they have to weigh projects they are working on against eachother and they have committed to the class overhaul. Maybe something to think about for the future though? I don't know.

    Either way, I'm not overly bothered by the current state of things. I'd prefer more space and quiet time personally, some of my friends would like to see people everywhere, but neither of us are overly fussed about the current state of the game population. I also don't want to see an effort into this at the expense of other features right now. There are things I want in game way more.
    Edited by Emeratis on March 3, 2026 11:19PM
  • wolfie1.0.
    wolfie1.0.
    ✭✭✭✭✭
    ✭✭✭✭
    Radiate77 wrote: »
    Part of the appeal of an MMO is a shared world, when towns are not adequately populated, it takes away that appeal.

    If ESO were an Online Action Roleplaying Game, I would understand that sentiment, @SpiritofESO

    Also, if the New Player Experience is solved, where is everyone?

    Moving purposefully dispersed locations into more concentrated areas wont actually address the issue you think it will address.
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    wolfie1.0. wrote: »
    Radiate77 wrote: »
    Part of the appeal of an MMO is a shared world, when towns are not adequately populated, it takes away that appeal.

    If ESO were an Online Action Roleplaying Game, I would understand that sentiment, @SpiritofESO

    Also, if the New Player Experience is solved, where is everyone?

    Moving purposefully dispersed locations into more concentrated areas wont actually address the issue you think it will address.

    My suggestion to spread 3 into 30 wouldn’t make the world feel more lived? How so?

    What would you do?
    (Other than turn your alts into bots lol)
    Edited by Radiate77 on March 3, 2026 11:25PM
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Everest_Lionheart
    Everest_Lionheart
    ✭✭✭✭✭
    I’m more worried about what happens when we get another new zone. When the majority of the population moves there it thins out the population in other zones. You have DLC areas with large scale group events and world bosses with upwards of 10mil HP, what happens when you can’t get a group to help you take them down?

    New players coming to those zones generally lack the power or knowledge to tackle those events. I’m interested to see how players handle Western Skyrim when they add it to the base game and have to tackle those WB’s and Harrowstorms with limited groups and knowledge.

    How much of the player base is going to go back there and help players complete content that is now going on 6 years old. Thankfully those group events aren’t nearly as punishing as what they have added recently, but players are in for a shock once they jump from base game to a much more challenging DLC zone with a fraction of the population it had at launch.
  • Mik195
    Mik195
    ✭✭✭✭✭
    Where are these empty areas? Every delve or quest I do has a dozen players also there. Its really not fun to have constant groups in a delve.
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    Mik195 wrote: »
    Where are these empty areas? Every delve or quest I do has a dozen players also there. Its really not fun to have constant groups in a delve.

    The idea is spreading population out to where it’s needed/wanted. Having the chance to run into other players looking to run Pledges in an Alinor Fighter’s Guild would be a perfect case and point.

    Right now, what purpose does it serve? It’s just a prop. Stopping in and grabbing a Fighter’s Guild contract (pledge) would create natural player interactions throughout dead space.

    What other areas are functionally dead space, and what could we do to bring life to them?
    Edited by Radiate77 on March 4, 2026 12:48AM
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • tomofhyrule
    tomofhyrule
    ✭✭✭✭✭
    ✭✭✭✭✭
    Radiate77 wrote: »
    Mik195 wrote: »
    Where are these empty areas? Every delve or quest I do has a dozen players also there. Its really not fun to have constant groups in a delve.

    The idea is spreading population out to where it’s needed/wanted. Having the chance to run into other players looking to run Pledges in an Alinor Fighter’s Guild would be a perfect case and point.

    Right now, what purpose does it serve? It’s just a prop. Stopping in and grabbing a Fighter’s Guild contract (pledge) would create natural player interactions throughout dead space.

    But... Fighter's Guild != Undaunted.

    Like literally, the reason that you run into people at the Undaunted Enclaves for pledges is that's which guild is doing them. The Fighter's Guild has nothing to do with dungeons and trials; their whole thing is fighting the Dolmens.

    I get what you're trying to do, but there are lore-based reasons for some things to be where they are. And besides, if your entire argument is "these 10 people are all at this one location instead of individually in these 15 locations, so we should spread them out!" that's not going to make the world look 'way more populated.'
  • ESO_player123
    ESO_player123
    ✭✭✭✭✭
    ✭✭
    Am I understanding you correctly that you want the Undaunted pledges to be given in every Fighter's Guild? I'm not sure how it would solve the population issues. I can speak only about my preferences, but if I have to choose one location out of many providing the same service, I will always choose the one closest to wayshrine (or the one I deem more convenient to run to).

    I'm sure a lot of players do the same. So, many of the guild places will still be abandoned.

    That is why I actually hate starting Mages/Fighters guild quests on a new toon. They always want me to go to a specific location instead of the one that I prefer.
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    Radiate77 wrote: »
    Mik195 wrote: »
    Where are these empty areas? Every delve or quest I do has a dozen players also there. Its really not fun to have constant groups in a delve.

    The idea is spreading population out to where it’s needed/wanted. Having the chance to run into other players looking to run Pledges in an Alinor Fighter’s Guild would be a perfect case and point.

    Right now, what purpose does it serve? It’s just a prop. Stopping in and grabbing a Fighter’s Guild contract (pledge) would create natural player interactions throughout dead space.

    But... Fighter's Guild != Undaunted.

    Like literally, the reason that you run into people at the Undaunted Enclaves for pledges is that's which guild is doing them. The Fighter's Guild has nothing to do with dungeons and trials; their whole thing is fighting the Dolmens.

    I get what you're trying to do, but there are lore-based reasons for some things to be where they are. And besides, if your entire argument is "these 10 people are all at this one location instead of individually in these 15 locations, so we should spread them out!" that's not going to make the world look 'way more populated.'

    Lore-wise, what are the Undaunted? A band of mercenaries who fight for glory and gold.

    While the Fighter’s Guild currently serve Meridia, this has not always been the case. As ZOS have stated, the timeline is moving forward.

    The Fighter’s Guild that you participate in other TES games, function IDENTICAL to the current Undaunted.

    How did this happen? What pivotal events lead to this change in direction? These are all questions that could be answered with a new questline explanation. We do not need to delete the Undaunted from existence, but it would help if we knew why the Fighter’s Guild took over their line of business.

    In concept, this change checks out.

    But this thread isn’t just about my ideas, @tomofhyrule what are yours? What would you do to improve the population of dead areas in the game.
    Edited by Radiate77 on March 4, 2026 1:49AM
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    ✭✭✭
    I actually miss seeing all those people in the Eyevea Scribing hall. I'm glad we have the option of Scribing in Cyrodiil, the Imperial City, and in our own player homes, but having all of those people in the same place was cool. Fortunately, events basically do the same thing.


    Regarding the pattern of threes in this game — I know that a lot of this game still relies on there being a counterpart for each faction, such as each faction having a Werewolf and Vampire shrine (including a second one in U49), a Harborage for the main quest, an Undaunted Enclave, a spot to turn in Master Writs, the NPC who teaches you Subclassing, and so on. Several quests direct you to these places in the zones corresponding to your character's faction, even when they have nothing to do with the Alliance War.

    Maybe it's better that there are a few concentrated points in each of the base game zones where we see more players. But on the other hand, now that the lines between base game zones and DLC zones are blurred, and One Tamriel has removed the alliance restriction of traveling anywhere anyway, it no longer makes sense to have just three specific places where you can interact with certain systems.
    PC/NA — Lone Werewolf, the EP Templar Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • SneaK
    SneaK
    ✭✭✭✭✭
    Better marketing and actual new players
    "IMO"
    Aldmeri Dominion
    1 Nightblade - 1 Templar - 7 Hybrid Mutt Abominations
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    SneaK wrote: »
    Better marketing and actual new players

    Yeah, not sure why they stopped making the Live Action trailers, they were huge for bringing excitement around the game.

    People still talk about the Knight from High Isle.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • CatalinaWineMixer2
    I think there are multiple reasons why it is an issue. Tired veteran players being number 1. Subclassing is number 2. There are others. Too many people will only play with their guilds, friends or a dischord channel.

    I do not like comparing games as they are all unique and deserve to be viewed that way (it is after all, art). If they had incentives to actually run with other people, like the mentor system in Final Fantasy, it might actually encourage a solution to some of this problem.

    Making new friends across Tamriel is good enough for only a few of us. There are far too many people who want to separate and punish new players. Or players who are not 'meta'. I am not one of those people. My Guilds and our Officers are not those kinds of people. We never will be under any circumstances either.

    As bad as it sounds, if they had a title or some kind of rewards for actually helping people (people who are not in their own guilds) it might at least slow down the trend.
    The other is that many of us are struggling to explain to brand new players everything surrounding subclass. They already don't understand their own pure class characters (which thankfully are finally being restored). Combine this with scrying, scribing, crafting, daily quests, ect we must go over with them. It's exhausting. And many of those people give up in frustration after they've seen PvP, get left alone in a dungeon or get barred from a trial.

    I run dungeons in the group finder multiple times every time I play. Usually the first thing to happen are the already tired tanks that keep getting their sustain nerfed bail due to a cp level they dont like or the dps not meeting their top 1% dps standards. Or worse, try to immediately kick them. I will always do everything in my power to help these people and prove to them that people like that are not the majority in this game. And I clear content with them. All content.

    One of the reasons I think overland is rather vacant is the fact that many ppl can now solo things like dlc world bosses. Or you see 1 or 2 people fighting a dragon and it discourages others from attempting it.

    Id like them to add some kind of world events to these zones where there are major consequences for the rest of Tamriel not jumping in to do something about it. Imagine a dolmen that increases in size and power every 2 minutes if it isnt stopped, until it reaches the point where 60 of us have to step in or no one can even enter the zone. Its just an idea. I do think the overland difficulty is definitely an improvement. Overland was so very long overdue for some updates.

    The short answer is, we have to find a way for people to have a reason to play together. All cp levels, new and old players alike. Guildies and strangers in Zone. Something for everyone.
  • Orbital78
    Orbital78
    ✭✭✭✭✭
    As for overland, events are the only real way. Beyond player organized events. Harrowstorms are pretty horrid to solo, as are many dlc things once the year died down.

    Guild leads setting up events and dev events are the only way I see. As for population in town areas, that was either a design flaw or success. Vvardenfell, Alinor, and well layed out cities are always bussling.
    Edited by Orbital78 on March 4, 2026 2:07PM
  • SgtSilock
    SgtSilock
    ✭✭✭✭
    I’m not sure how I feel about this. Questing in ESO when there are a lot of other players around can be a pretty dull experience. I’ve had plenty of days where I’ve tried to enjoy quests but ended up barely killing a single thing because other players had already cleared everything ahead of me. And let’s be honest, ESO doesn’t exactly pack its zones with enemies to begin with.
  • Orbital78
    Orbital78
    ✭✭✭✭✭
    SgtSilock wrote: »
    And let’s be honest, ESO doesn’t exactly pack its zones with enemies to begin with.

    Yes especially new zones, I don't know why vanilla zones have been left as the main good farming areas, again a design flaw. Some new zones are bugged for drops too, forcing old zones as the only option.
  • AScarlato
    AScarlato
    ✭✭✭✭✭
    Mik195 wrote: »
    Where are these empty areas? Every delve or quest I do has a dozen players also there. Its really not fun to have constant groups in a delve.

    Are you always in the newest or event related zones? Doing older content where there is no event update can feel barren for large periods of time once you leave main cities.
  • Zodiarkslayer
    Zodiarkslayer
    ✭✭✭✭✭
    In all earnesty, this is a solution searching for a problem.

    Players who want to mingle go to the well known places of mingling.

    Players that want to keep to themselves, will do exactly that.
    No Effort, No Reward?
    No Reward, No Effort!
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    In all earnesty, this is a solution searching for a problem.

    You don’t have to search hard to find the problem.
    ESO will release Zones again, and players will continue to thin out across the game.

    Would it not improve our experience to add variety, or incentive to visit areas of the game that are less traveled?

    Leads did a great job of this, but it’s not enough.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Tandor
    Tandor
    ✭✭✭✭✭
    ✭✭✭✭✭
    While I accept that it may be due to a reduced number of instances, wherever I travel throughout the open world PvE zones of Tamriel I don't see any fewer players than I have seen throughout the past 11 years. This is on both PC servers and may not be the case on console.

    Of course, individual zones may vary in popularity over time - Elden Root and Vivec City, for example. However, core zones like Vulkhel Guard and Khenarthi's Roost seem as well populated as ever.
  • LunaFlora
    LunaFlora
    ✭✭✭✭✭
    ✭✭✭✭✭
    if Fighters Guild and Mages Guild had more daily quests, such as in dlc zones, maybe their buildings would get more visits.

    The MG could get quests for dlc public dungeons.
    But what would the Fighters Guild make you do in dlc zones?
    incursions already have dailies except Atoll of Immolation portals, but those are harder to find without map symbols.


    Sadly Fighters and Mages guilds are inside buildings instead of at an outside camp like the Undaunted.
    And even if ZOS added more dailies people would still only go inside the buildings to start and finish quests.
    The Undaunted camps are in Elden Root, Mournhold, and Wayrest. Which also have guild traders and master writ merchants nearby.
    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • Malyore
    Malyore
    ✭✭✭✭✭
    I want an option to disable viewing other players.
  • MissNoir
    MissNoir
    ✭✭✭
    As long as I’ll not be able to hide the flappies and exploding mounts I’ll stay far away from all the populated places as much as I can.
    -- Please visit my houses that are listed in Home Tours under my ingame username ClanNoir (PC/EU) --
  • AllenaNightWood
    AllenaNightWood
    ✭✭✭✭
    not every town, city and village need to be populated all the time i do enjoy walking into quiet cities from time to time to enjoy the peace and quiet
  • AllenaNightWood
    AllenaNightWood
    ✭✭✭✭
    LunaFlora wrote: »
    if Fighters Guild and Mages Guild had more daily quests, such as in dlc zones, maybe their buildings would get more visits.

    The MG could get quests for dlc public dungeons.
    But what would the Fighters Guild make you do in dlc zones?
    incursions already have dailies except Atoll of Immolation portals, but those are harder to find without map symbols.


    Sadly Fighters and Mages guilds are inside buildings instead of at an outside camp like the Undaunted.
    And even if ZOS added more dailies people would still only go inside the buildings to start and finish quests.
    The Undaunted camps are in Elden Root, Mournhold, and Wayrest. Which also have guild traders and master writ merchants nearby.

    maybe places in the wilds of DLC zones called guild camps would work for this
  • Renato90085
    Renato90085
    ✭✭✭✭✭
    only new zone or event zone have full player
    This is basically a common problem with all MMOs..
  • Northwold
    Northwold
    ✭✭✭✭✭
    ✭✭
    Not sure I understand the original post which seems to be asking to group together certain functions to consolidate them in single locations, but also spread them out all over the world. Is that right?

    The way the base game major cities, in particular, function is as hubs where players can do most of the major things they need to do, and as starting points to the major quests / the setting off point for DLC content. In terms of the new player experience this has at times made the game utterly nightmarish in the major cities and close to incomprehensible (25 new quest arrows, blue arrows, whatever, and not knowing where to even begin, plus the exact same characters in two different parts of the same building doing two different things, etc). But it has made the big cities look busy -- and by design.

    If you spread that out all over the place you're making a choice to reduce the hub function of the big cities and empty them a bit in favour of sparser but more consistent player activity everywhere. Which is fine if that's what you want. But it does necessarily involve a tradeoff.

    Personally I prefer having some emptiness in the world, not least because it kind of kills the mood if you're doing some atmospheric quest and someone wanders along with a violent pink wizard hat and tassels astride a dancing Christmas llama. The cosmetics, and some of the classes with their naff Disney effects (esp Arcanist), can really ruin the experience for me.
    Edited by Northwold on March 5, 2026 2:33PM
Sign In or Register to comment.