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QoL Improvements from Guild & Community Feedback (Visuals, Events, Housing)

Enkil84
Enkil84
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Hey everyone,

I wanted to share a collection of quality-of-life improvements gathered from discussions within our guild and the wider community.
These are mostly small changes, but they could significantly improve the overall gameplay experience:

Visual Clarity in Raids / Group Play
In large group content, especially raids, the amount of visual effects has become overwhelming.
* Request: Allow players to toggle specific visual effects from other players individually (e.g., buffs, skill effects, procs).
* Reason: Too many overlapping colors and animations reduce clarity and can negatively impact gameplay.

Event Rewards – Better Handling of Duplicate Items
During events, we often receive duplicate rewards (e.g., golden style pages).
* Request: Allow these items to be sold to NPC vendors for gold, instead of only destroying them.
* Reason: Destroying valuable items feels wasteful and unrewarding.

Housing Crafting – Deconstruction Option
For players who enjoy housing:
* Request: Allow crafted housing items to be deconstructed, returning a portion of the materials.
* Reason: Mistakes happen, and redesigning shouldn’t mean a total loss of resources.

Event Items – Remove Binding Restrictions
Some event rewards (especially housing items) are currently bound on pickup.
* Request: Make more of these items unbound, so they can be traded, sold, or gifted.
* Reason: This would improve player-driven economy and reduce frustration from unwanted drops.

Combat Effects – Motion Sickness Concern
The new Two-Handed Charge (Stampede) visual effect has been reported as problematic.
* Request: Add an option to disable or reduce this specific effect.
* Reason: For some players, it can cause motion sickness and discomfort.


Thanks for taking the time to read through this!
Would love to hear thoughts from others and see if these ideas resonate with the wider community.

/cheers
Enkil
  • LunaFlora
    LunaFlora
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    i agree.

    ZOS is already working on Visual Effects options:
    https://forums.elderscrollsonline.com/en/discussion/comment/8433208#Comment_8433208
    ZOS_Erin wrote: »
    As a follow up, the team has been looking into the best way to present the option for players to adjust FX intensity. We have settled on the idea that preset FX intensity options are the easiest to use from an accessibility standpoint and are also easier for the team to triage whenever issues arise in the future for individuals who choose to use these settings. Therefore, this feature will not be a slider. We are still in development on this feature and thus what FX will specifically be affected by these presets is still being discussed, so we will provide more details later on.

    https://forums.elderscrollsonline.com/en/discussion/688016/update-49-pts-week-2-summary/p1
    https://forums.elderscrollsonline.com/en/discussion/688016/update-49-pts-week-2-summary/p2
    ZOS_Jose wrote: »
    LunaFlora wrote: »
    New VFX Brightness & Intensity [Feedback]: We have seen feedback related to the overall brightness, size, and intensity of the updated skills VFX. We are working on some sliders so you can better customize your experience and adjust the brightness and intensity of how your abilities and/or other players’ abilities appear on your screen. This will not make it into Update 49, but we did want to let you know we’re working on it and will share more info when we have it.
    @ZOS_JessicaFolsom
    This sounds good, but i see you specify new vfx and updated skills, is this only for the skills part of Visual Refresh or also items i mentioned in my thread?
    https://forums.elderscrollsonline.com/en/discussion/681702/accessibility-request-a-list-of-strobing-flashing-effects-occurrences/p1

    edited to tag Jessica

    Heya Luna, nice to meet you! This is Jose Camacho, Gameplay Engineer, first post actually!

    I am responding as I'm currently investigating the in-game slider setting implementation. As it is now, the in-game slider setting reduces the transparency of any VFX sourced from either yourself, remote players, NPCs, with settings for each sourcing category individually. That means you can reduce the visibility of everyone, just other players, just NPCs, or any combination!

    As for which VFX this applies to, the slider applies to all VFX we can catch belonging in the sourcing category. For example, if the slider for your own VFX intensity is lower, then all VFX caused by you from your own abilities, mounts, etc will be lowered. We hope to include item sets in that category but more testing is needed as we investigate. The hope is to include the options for environment as well but more investigation work needs to be done.

    Really excited to bring this to you as we've seen this request over the years like with your recent post and want to make ESO a more accessible game for all!
    ZOS_Jose wrote: »
    Radiate77 wrote: »
    evLRise wrote: »
    They actually look way more in line with actual sword moves from manuscripts. Definitely not close to realistic, but way closer by comparison.

    I get that in reality two-handed swords are way lighter than you'd assume from how they're displayed in the majority of fiction. But I'd still like my 2H animations in ESO to have more oomph than the current PTS versions have.

    Since they want to modernize the game, I think it's time they think about diversifying the different weapon types in each skill line more. At the very least, get them closer to destruction staves. That should be the case for animations as well. The new animations look way too much like sword fighting, considering they will be used for maces and axes as well.

    At the same time, the devs ought to take new art in a direction that still suits the Elder Scrolls IP. And there's been so much feedback pointing out the new 2H style being at odds with that. I think the issue is that it just doesn't look grounded enough.

    We are getting an animation toggle from @ZOS_Jose and his team that will tone down effects, with a setting including multiple options.

    For those who don’t like the 2H animations, or DK ones, toning down the flashiness of the skills will leave the abilities looking more grounded and realistic. Very excited to see how it plays out.

    Hey yall, just to clarify, we are working on toning down the intensity and transparency of Visual Effects, not animations. The difference being Visual Effects are usually like the Flames or Electricity that are part of player abilities. Animation is the set choreography players will do when they activate an ability like a swipe or punch (as examples). To clarify this investigation won't be touching animations but will looking into reducing the intensity of Visual Effects in order to help players with sensitivities to bright lights, amongst other reasons. We are looking at all possible sources of those visual effects (item sets, abilities, etc) but ultimately we will have to wait and see for what the investigation brings out so we can deliver things in the hopefully best manner. Thanks for the interest everyone and we will keep yall updated!
    miaow this is my forum signature! my name is Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰

    PlayStation EU is my primary server.
    LunaFloraBlossom on PlayStation 5 and PC.
    my main character is a Bosmer Warden named Greehnhart in-game, Greenie Florahart in full.


    all characters on PS EU:
    - Luna Blossom, Bosmer Dragonknight.
    - Dotty Greehnhart, Bosmer Sorcerer.
    - Lía Greehnhart, Khajiit Nightblade.
    - Lady Greehnhart, Altmer Templar. Lady is her name and title.
    - Holly Blossom, Altmer Sorcerer.
    - Sally Jadehart, Argonian Nightblade. Like a green salamander.
    - Dorothy Pizzalover, Orc Warden. add pizzas to the game please.
    - Greehnhart, Bosmer Warden.
    - Lúcia Azurehart, imperial Necromancer. Azureblight, she has a Maarselok outfit.
    - Bunny Rubyhart, Dunmer Nightblade.
    - Wisteria Antheia, Khajiit Templar. blue hair like the wisteria.
    - Cynthia Turquesa, Breton Warden.
    - Rubyhart, Bosmer Nightblade.
    - Hestia Rubyhart, Dunmer Dragonknight.
    - Aurelia Cherryhart, Altmer Warden. Spriggan.
    - Aurora Honey, Redguard Templar. Meridian cultist.
    - Speaks-With-Blossom, Argonian Warden.
    - Lulu Nightshade, Nord Necromancer.
    - Lunetta Gleamblossom, Bosmer Arcanist. Ohmes Khajiit.
    - Dianna Hyacinth, Altmer Arcanist. Maormer, water hyacinth.

    Links to my Housing threads:
    Links to my Fashion threads:
  • Enkil84
    Enkil84
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    Many Thanks @LunaFlora for sharing. :)

    Just got another feedback.
    It was noticed that two delves from the Solstice zone seem to be missing from the daily quest rotation:
    - Panzerkaverne - Western Solstice
    - Xul-Katama - Eastern Solstice
    (sorry, I only got the german name)
    At the moment, these delves don’t appear to be included in the delve daily quests, which makes the rotation feel incomplete.

    I guess those are inplace, as we have the collect folowers / position candles quests instead.
  • Enkil84
    Enkil84
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    Additional QoL Suggestions (Based on Guild & Community Feedback)

    1. Correct Localization & Foliant Hint Texts (DE consistency)
    There are still inconsistencies in German hint texts, especially within the Foliant system.
    For example:
    Dungeon boss names are sometimes incorrect or inconsistent with their actual in-game names.
    Antiquities hints occasionally reference the wrong item tier (e.g., mentioning blue leads while the requirement and tracking clearly refer to green ones).
    Improving localization accuracy here would greatly reduce confusion and improve the overall user experience for non-English players.

    2. “Bestardium” / Compendium for Named Bosses & Elites
    A compendium-style system (working title: Bestardium) would be a fantastic long-term QoL feature.
    Idea:
    Tracks which named bosses / elite enemies a player has defeated
    Entries unlock automatically upon first kill or retroactively via achievements
    Could include location, lore snippets, and maybe drop hints
    Games that successfully use similar systems:
    V Rising (boss tracking & progression)
    Pokémon (Pokédex concept)
    Zelda (compendium-style enemy tracking)
    This would:
    Encourage exploration
    Help completionists
    Add long-term progression outside of pure gear grind

    3. Quest Log Capacity vs. Increased Daily Cap
    With Update 50 increasing the daily quest cap from 50 to 100, will the quest log capacity also be adjusted?
    Currently:
    Quest log limit: 25
    Suggestion:
    Increase quest log capacity to at least 50
    This would be especially helpful during events like the Anniversary Event, where players:
    Pre-stack daily quests
    Optimize turn-ins for rewards
    Without an increased quest log, the higher daily cap can’t be fully utilized in practice.

    These changes would significantly improve clarity, tracking, and overall player comfort without impacting game balance.
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