Guess what, without this "toxic"players there will be no theorycrafting around, more then half content creators will vanish and there will be even less info about this mmo on the market. Check your pr
pickup/equip items), but items bought from other players couldn't be resold, or could only be resold after a long cooldown (30 days or more) to prevent item flipping.
Why would ZOS want to change a system which creates interesting game play and something to do beside just killing mobs or other players?- And it isn't even hard to get into a trading guild - it took m
I am a diehard fan of player housing. I've been playing MMO's in particularly since the late 90's, and my earliest (Ultima Online and Star Wars Galaxies) where two of the immersion giants. This post
The purpose of this post is to share my vision of ESO's housing system with all of you. My goal was to come up with a system that follows ESO's internal logic, fits the game's atmosphere and lore, pro
I am frustrated with the capacity limit on collectibles and craftable furnishing items. Player housing is expensive, having bought dozens of collectibles over the years (mounts, pets and even the new