Apologies in advance for this is gonna be a very long post. So long in fact that I’ll have to split into several messages because I exceeded the length limit by something like 27K characters.
I started, stopped and resumed writing it several times through more than a year. First it was a way to bid the game farewell when I ceased playing. Then it was a response to the communication shift as the game turned to its Seasons model. Since the Devs promised they would pay more attention to player feedback, I saw this as an opportunity to list what was still missing for ESO to become a “complete” ES game by looking for systems that existed in past Elder Scrolls games and that have yet to be implemented here. Now and considering the dire situation in which ZOS seems to be, posting this is more of an attempt to show how there is still room for growth in ESO.
So here comes a very long list of suggestions, wishes and unreasonable fantasies I gathered to enhance (at least in my opinion) ESO in its future. I tried to order it in a way that would make sense and would make it easier to read, but it’s still very “bullet-pointy”. Furthermore, as English isn’t my mother tongue, some phrasing might be weird or erroneous, for which I apologize as well.
Revamping older zones
It’s been mentioned that older game zones would be revised and improved, at least by receiving new textures and some newer models, beginning with the starting zones.
This is an opportunity to add
new places where it makes sense. For example, in the Rift, the unused empty space between Arcwind Point and Angarvunde could be filled with Autumnwatch, possibly in the form of a group dungeon or trial. One could even add an entire new Blackreach section, and several new places giving access to it. For example, we could explore the Elven (Ayleid or Falmer?) ruin under Greenwall. Similarly, Arcwind Point might be enriched with a small old Nordic tower and with the Varlais Cavern. Mount Trolhetta could gain a new small cave with Bromm’s Pass. Another entrance could be gained by adding the Crystaldrift Cave just South of Jenedusil’s Claw. A small section of the Jerrall Mountains could contain the Darklight Tower, yielding access to a great Dwemer lift in Rkund, and possibly even parts of the Serpent’s Trail.
We could also explore the Sandstone Caverns under Kvatch (of which we might already have a glimpse through the collapsed wall in the Erstwhile Sanctuary) and meet the Sunken One.
Specifically in Vvardenfell, I'd like to see some questline for the Bal Molagmer, leading to daily theft quests. A variety of player houses could be added there, including an Ashlander yurt, an ancestral tomb, a Vvardenfell-styled Dwemer ruin, a Kwama mine, a Velothi stronghold and a Velothi tower. The Dwemer ruin of Arkngthand could be made accessible, possibly as a group dungeon.
In Artaeum, a player house could be added inside the Ceporah Tower, using its peculiar architectural style. Crafting surveys should also be added to Summerset, where they are missing.
Revisiting older zones would also give an opportunity to add
new creatures and plants to those zones. It could be mounts, pets, bugs or other passive creatures from the Crown Store whose presence would make sense in said zones from a lore perspective. It could also be new or returning foes (giving an opportunity for new trophies, leads and so on).
For example, in Vvardenfell, Kollops would yield Powdered Mother of Pearl and ancestral tombs would host Bonewalkers and Bonelords, while the Clockwork City would feature hulking Fabricants and the Clockwork Dreughs mentioned in Vivec's sermons. Skyrim would have trollkins and snow wolves able to cast ice-based elemental magic through their bites, and also “shrieking winds” created by Lamae Beolfag (I imagine them being some kind of vampiric version of ice wraiths or air atronachs). The Rift could also gain some new unique Rosewood Trees models in the Smokefrost Peaks area (which could then be turned into player house furnishings). Spiddal sticks, Harrada and Bloodgrass could grow in the Deadlands. Hackgwings could venture into Shadowfen, Cyrodiil would have boars, pumas, mountain lions and Minotaurs, while Craglorn, the Reach and the vicinity of the Crypt of Hearts would have wormmouths, fanged gouti, floaters and rays, Orsinium would host Orc-rats, Wereboars would roam the Glenumbran countryside, Hippogryphs and Cockatrices would gallop and fly in Valenwood, Nymphs, Medusae, Sphynxes and Centaurs would rarely be seen in mysterious places, wights would haunt Ayleid ruins and Dwarven ballistae, drone-flies and turtles would welcome travelers at Dwemer doorsteps. Faerie fire atronachs and shadow atronachs could also appear, and one could even add new types of atronachs, like “Ice-fire” or “frostburn” atronachs near Sunspire.
Adding such new creatures would also allow to add more
gender variations to humanoid creatures : female giants, imps, ogres and minotaurs, male spriggans, nereids, lamiae, perthans, shrikes, winged twilights and wispfathers, for example.
While reworking the zones, one also could include a reference here and there to the Betrayal of the Second Era tabletop game.
Seasonal variations
Such a zone-by-zone reworking could be an opportunity to introduce seasonal variations that would make sense for the considered zones. In High Rock, for example, one would get the marked variations one would expect in a european tempered climate. In Alik’r, one could get one week of rain followed by ephemeral fields of flowers and inundated wadi. In Pellitine, one could get “Moonsoons”, during which heavy rain occurs, and some creatures like Nereids venture away from their usual rivers. It could lead to zonewise seasonal “events”, like new random encounters, or increased chance at finding specific loot or harvesting seasonal plants. One could even introduce seasonal repeatable quests, like “harvest this rare plant while it flourishes”. They would come with their specific achievements and rewards.
One could even imagine in-game events triggering
off-season variations in a zone, like a potent ice dragon or an incursion of a frost-monarch triggering winter in the midst of the summer, or a powerful Maormer vampire sorcerer triggering heavy downpours in the midst of a dry season. Such off-season events could last until the threat is defeated by the players.
Standardizing game zones
Here I propose to go further in the reworking and ensure each zone ticks a number of boxes, so they are brought on par with the newer ones. This is also probably the most boring and list-y part of this thread.
Every zone (maybe even every subzone) should have at least one player house. Starting islands could get one zero-trait set crafting workshop, one delve, one world boss, one public dungeon, one world event zone, crafting surveys of each type, an outlaw den, and maybe even one group dungeon or group delve. All larger zones should have two public dungeons (or, more ambitiously, each subzone could get one). In each public dungeon, mobs would randomly drop both collectible fragments and motif pages. The outlaw dens should also always contain a more or less hidden eidetic memory book, as was the case in the base game.
Eyeveya, Artaeum, Stirk, Dranil Kir, Norg-Tzel, Grayhome, Tideholm, the Earth Forge, the Mzark cavern, the Five Fingers Dance, Grayhaven, the Maelstrom Arena and Fargrave could also be expanded to receive a similar treatment and get treasure maps, ensuring that
each zone or subzone would have at least one location of every type. The Rictus Islands could also be added to the game so as to give each alliance the same number of zones, delves, and so on.
As with the locations,
achievements could likewise be standardized. There should be achievements for finding all wayshrines and using all Ayleid wells (and the latter should appear on map). Each zone should have at least one roaming, unleashed world boss for each of its subzones. Defeating them all would of course yield an achievement. Every zone could also have its « museum quest », asking us to explore the whole zone to find various lost items and bring them back somewhere to be exposed. There should be a well-guarded luxurious lockbox somewhere in a restricted access area in each zone, awarding a master burglar achievement. Pets (and mounts?) should be made… well… petable everywhere, and each zone should have its own pet-them-all-achievement. There should also be some bounty hunter achievement everywhere, asking you to find and kill some named enemies hidden in the wilds. A « leap of faith » achievement would require you to survive a jump off some remarkable, highly elevated point in every zone or subzone. A book series achievement would require you to find and read a series of books specific to each zone. There should be a random encounter chain (like the adoring fan or Choixth) achievement in every zone. Other random encounters and deeds could be also tied to their own achievements : helping beggars, defeating bandits attacking traveling merchants, buying local beverages or suspicious food from roadside merchants, accepting or refusing a local priest’s blessing and so on. Some specific quests or questline could also award achievements, and maybe even collectibles. For example, completing the Sapling quest or the Restoring the Order questline in Stonefalls could award an Ashreed hat cosmetic collectible.
Also, and most importantly, M’aiq should be allowed to travel everywhere.
Thanks to such new achievements, players could unlock access to the dyes that are currently dye-stamps only (for example, the hundred-pumpkin orange).
Every zone should have, like Orsinium and the Clockwork City, a chef asking for help and rewarding the player with special,
local provisioning recipes.
Newer
containers like jewelry boxes (and older ones like heavy crates) should be made available everywhere. Also, newer
harvestable nodes like apothecary satchels or giant clams could be added more rarely, in places where it’d make sense. Containers obtained by fishing should be boosted with a bunch of zone-specific items like recipes, furnishing plans, pieces of furniture, motifs and style items, …
All the
base-game dungeons should have both a I and a II version. This addition could possibly allow the Undaunted to give each type of foe its own monster mask set and style, as some don’t have one yet (fire or stone atronachs, welwas, sea sloads, wispmothers, …). Older dungeons could be also slightly expanded to be more on par with newer ones : hard modes for all bosses, more achievements, hidden routes, optional bosses… Such a reworking could also give each dungeon its own undaunted weapon sets, making use of the undaunted styles that are periodically available in the crown store but are otherwise never used nor obtainable in game (except for their opal versions). If one wants to go even further, the item sets dropping from I and II versions of the same dungeon could also be distinguished.
Each zone would also receive new
antiquities, ensuring each one has leads dropping from all possible sources, including :
- reading bookshelves or book heaps
- reading a bottled note
- harvesting resource nodes
- fishing holes
- fished containers
- filetting fish
- passive creatures (deers, insects, …)
- random containers
- chests
- treasure maps
- jewelry boxes
- safeboxes
- pickpocketing or stealing from corpses
- random mobs
- mobs from specific locations (delves, dungeons, …)
- specific mobs (bloodknights, miregaunts, …) or mobs of a specific type (goblins, automatons, …)
- daily quest rewards
- specific bosses
- world events
- random encounters (for example, bandits attacking a merchant, invocation rituals going awry, vampires about to feed, …)
- general or specific merchants
- bonus item obtained while unearthing other antiquities
- non-random specific locations (interacting with a specific item in the world, witnessing a specific event, talking to a specific NPC, …)
Furthermore, each zone would also have at least one antiquity of each type : mythic item, « museum antiquity » (like the tapestry in Blackwood), old map, piece of furniture, motif, style page, collectible (mount, pet, emote, memento, tattoo, …). One could even expand the antiquities types to include recipes, furnishing plans, dyes or even eidetic memory books.
Antiquities could also be added to Blackreach, and to PvP zones, while new skills could offer a temporary and limited protection from other players while excavating. One could even consider adding dig sites to dungeons, delves, trials, quest locations, outlaw refuges and other specific locations. Members of the team that won in a battleground might even be authorized to stay there for a limited time in search of an Antiquity, or to gain access to a special set crafting station.
Such a large expansion of Antiquities numbers would also make room for adding the various missing “ancestral” racial motifs to the game.
Furthermore, each zone could get a full set of daily
repeatable quests leading to new achievements and rewards. More precisely, each zone would receive the following daily repeatable quests :
- a delve quest
- a world boss quest
- a world event quest
- another quest leading to revisit one of the zone story location like the ones in Murkmire or the Reach
- a material gathering quest like the ones in Clockwork city
- a hunting quest like the ones in Vvardenfell
- a fishing quest
- a crafting quest, targeting specifically the special workshops from the zone, possibly awarding a furnishing writ targeting furnishing plans
- an antiquity excavation quest
- a thief quest requiring to do some illegal business
- an assassination quest
- a « tavern game » quest (for example Tales of Tributes or any other new game introduced into ESO in the future (Strife, drinking games, ...))
Each of these would lead to a number of new rewards, motif pages, furnishing plans (some of which could be structural), antiquity leads and so on.
In addition to those zone-bound quests, the main
factions of the game could get new dailies sending to other zones, introducing new cross-DLC content. The Undaunted, the Mage and Warrior Guilds would thus get new dailies sending the player to starting islands and DLC zones, in order to accomplish objectives in one of their Delves, Public Dungeons and World Events. The Psijic Order could send you in various other zones to investigate magical anomalies. The Thieves Guild and the Dark Brotherhood would have new tasks sending you in starting or DLC zones. The Dragonguard could have new quests sending to Craglorn, Skyrim, the Reach, Blackwood, the Telvanni Peninsula or even Apocrypha in search for ancient draconic knowledge. Even the Antiquarians could send you in various zones to recover antiquities, either from special hidden chests or by excavating them from unusual zones (for example : interior of delves, dungeons, …).
Progressing in the ranks of those factions could also unlock access to more services in the faction hub (for example new merchants, better prices, portal seeds allowing to teleport back to the hub quickly, …)
New
craftable sets should also be introduced to the base-game zones in order for each of them to have three unique special crafting workshops, instead of having them repeat across alliances. All the aforementioned factions would also have a special set craftable in their main hub (Warriors, Mages and Dragonguards already have one or two), available to those who progressed enough in their ranks. Earning specific achievements in arenas or trials would also unlock the possibility to craft new sets from the workshops at their entrance. As a quality-of-life upgrade, all those set workshops would be made feature-complete, with provisioning, alchemy and outfit stations.
As with antiquities, a bunch of
motifs could be added to the game, so that in any zone, one could get motif pages and style items from all possible sources, including:
- treasure chests
- antiquity
- bonus item while unearthing antiquities
- public dungeon mobs
- world event rewards
- daily delve quest rewards
- daily world boss quest rewards
- daily world event reward
- other daily quests rewards
- pickpocketing from citizens
- looting Thieves troves
- looting lockboxes
- fished containers
- bottled notes
- bought from merchants
New motifs could include criminal factions or Daedric sects plaguing the zone (e. g. red rooks, supernal dreamers), knightly or religious orders (e. g. knights of the Flame, Ash'Abah, Benevolence of Mara, Beldama wyrd,…), specific local communities (Silverhoof Horsemen, Wood Orcs, …), monster races (imps, ogres, giants, riekr, …), Daedra (Banekins, …), specific materials (adamantium, mithril, troll fur, wamasu scales, ironwood, aetherium, coral, madness ore, …) and so on. Bandits and other enemies encountered in the zones could also wear and display such new styles, making each zone more unique and thematically coherent.
The diversity of sources for recipes and
furnishing plans should likewise be generalized across the game zones. This would also allow the introduction of furnishing plans for jewelry boxes and structural furnishing in older zones, as well as plans for the currently crown-locked Imperial furniture. To this list, one could also add the constellation stones that are also locked in the Crown Store. Their plans, or the furnishing themselves, could be acquired at some new Astromancer merchant or questgiver in Craglorn, for example.