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Top 5 Ways The Elder Scrolls Online Could Vasty Improve Its Gameplay

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  • BigBraggBigBragg Newbie CommonPosts: 1
    Before any wishful thinking and changes, Zenimax Online needs to get performance and stability under control. Game content doesn't matter if it cannot be played.
  • paul43paul43 Member UncommonPosts: 196
    I would change the crafting system. The problem with the current one is that you have to wait weeks/months just to do basic crafting, and there's nothing you can do about it playwise.

    Wait 3-12 months so you can craft the exact same stuff as everyone else. Stuff sells at bare minimum.

    The only way this system works is that the game asks for crafted goods through writs/master crafting.

    I would change it to a recipe system. Not abandon complety what is there today, but build upon it.

    Recipes could also be researched, but for 3 days not 30 lol.

    The benefit of the recipe system is that you'll have more loot in the game and not everyone can craft the same items.

    Also too much of the economy is based on doing stupid !"#¤% most of the time, like writs, or logging in different chars... It's ridicilus.. The economy should be based on doing adventures, killing big bosses etc.
  • SovrathSovrath Member LegendaryPosts: 28,375
    paul43 said:
    I would change the crafting system. The problem with the current one is that you have to wait weeks/months just to do basic crafting, and there's nothing you can do about it playwise.

    Wait 3-12 months so you can craft the exact same stuff as everyone else. Stuff sells at bare minimum.

    The only way this system works is that the game asks for crafted goods through writs/master crafting.

    I would change it to a recipe system. Not abandon complety what is there today, but build upon it.

    Recipes could also be researched, but for 3 days not 30 lol.

    The benefit of the recipe system is that you'll have more loot in the game and not everyone can craft the same items.

    Also too much of the economy is based on doing stupid !"#¤% most of the time, like writs, or logging in different chars... It's ridicilus.. The economy should be based on doing adventures, killing big bosses etc.
    I don't think that's true?

    I usually hate crafting in these games and this is one of the few games where you can craft usable stuff out of the gate. When I do play I craft my own gear and it's fine.
    ysquare21YashaX
  • sakersaker Member UncommonPosts: 1,275
    I only recently discovered the other Elder Scrolls games simply because I'd found the online game to be so under-whelming. The stand-alone games I've been playing (recent steam sale) are great!, a real pity the online game lacks the "soul" of those.
  • chakoozchakooz Newbie CommonPosts: 1
    Add collectable mounts. Enough people pay for eso plus im tired of hearing that its because the game isnt sub based. It would make all content across the game more meaningful as they could be rewards for all kinds of things. As a collector farming for housing items or skins isnt as cool as mount farming in other mmos.
  • ysquare21ysquare21 Member UncommonPosts: 28
    There are collectable mounts in ESO.
  • ApridiseApridise Member UncommonPosts: 36
    After maxing out several characters over the past several years and even maxing all the crafting except jewelry I been on a break for sometime. I like that they have added new classes but I just can't go through the same quests anymore. I do wish it was easier to group for raids as well.
  • RoinRoin Member RarePosts: 3,384
    edited August 3
    The combat. I can tolerate most of the other things in ESO, but the combat. A real turn off for me as I don't find myself enjoying it.
    ValdheimGregorMcgregor

    In War - Victory.
    In Peace - Vigilance.
    In Death - Sacrifice.

  • BruceYeeBruceYee Member RarePosts: 1,885
    I've thought about for years how they could improve the game and came down to just one answer which is use what already exists in the game and create something new from systems they already have.

    By now everyone should understand that they will never change the overall combat of the game or the guild auction system which are the two main gripes about ESO for two reasons...

    1. A portion of their playerbase enjoys those systems.
    2. Would require overhaul of entire game = not worth it they may as well just make a ESO2.

    Changing those systems would also put off a group of people while there is no guarantee that whatever they change those systems into will be well received either.

    I had one idea that I think would push the two things mentioned above out of sight because my idea will make make those two things above work in every players advantage.

    Here's my very simple idea to give the game some BOOM...

    Make a DLC exclusive vendor that sells the rarest of items including items previously in crown crates for a new game currency that drops alongside EVERY drop in the game and is rewarded for completing EVERY activity in the game. The new currency which I would call dubloons will drop from every mob, delve bosses, dungeon bosses, crafting writs, resource nodes etc etc.

    Add as a possible rare drop alongside the new dubloon currency a treasure chest which will be similar to the monthly log-in 3 item crown crate which will have a drop list of everything ever included in crown crates as the rare drops, houses and exclusive items created for this chest as the rarest drops and other less impressive items as the common and uncommon drops. Also in the chest will include a small amount of silver which will be to help the game economy which I will explain later.

    DLC named "Blackheart's Luck or Blackheart's Treasure" exclusive Pirate vendor named "One Eyed Gilly(brother of One Eyed Willy from Goonies ref)" can be found in a DLC only zone off the coast of Stros M'Kai in a place called "Blackheart's Retreat". There you can walk onto a ship that is overflowing with riches and go right to see the NPC Skelly you helped in Blackhearts Cove who will have rotating weekly items that can be purchased for fixed dubloon amounts. Amounts for items can be determined by people with better math skills than I. Go left and Captain One Eyed Gilly will be there with the 3 item loot "treasure chest" for a fixed dubloon amount. The drop rates for the 3 item chests can hopefully use better algorithms than the crown crates to give players the sense of winning more often.

    Silver added to every "treasure chest" could possibly boost the economy because more silver in circulation could mean the prices for player sold items will increase and add value to pretty much everything sold by guild auctioneers. I can see that some might say "If the price for everything goes up won't the extra silver in circulation not mean much?" Partially true but the prices for silver for houses purchased in the crown store will remain the same meaning everyone will be able to purchase more homes for themselves. So at the very least even if what you pay vs what you get evens out at least everyone is able to get a few new houses even newer players.

    Amount of dubloons per drop can be determined by difficulty of the content so the hardest content will have the highest drop rate for dubloons. Also would make a "jackpot" dubloon chance from EVERY drop that is unaffected by content difficulty level. Imagine just killing a random wolf in overland world content that previously didn't drop anything special then BOOM you get a dubloon jackpot and can head right over to the pirate ship and by yourself that nice furnishing,  emote or motif.

    Like the Counting Crows say in the song Mr Jones "We all want something beautiful" this game has many beautiful things in the form of houses and cosmetics, armor, mounts etc and the ability for players to earn those items by working for them in-game is long overdue IMO. People like myself who buy crown crates will ALWAYS buy crown crates as a way to support the game and I have no problem allowing those who want to work to obtain those items by in-game methods to do so if it means they stick around longer. When you think about it more people always playing means more opportunity for people to buy stuff which is a win win for everyone.
  • Sal1Sal1 Member UncommonPosts: 374
    "Aside, incidentally, from Rawl’kha and Vivec City, which have only really become meetup points and trading towns out of convenience, players typically just meet up in the wild and go from there— making the whole Elder Scrolls Online community feel like it lacks roots."

    I went to Rawl'kha and it was a social desert. Come to Vulkhel Guard on the Auridon map and see many players talking in zone chat.
  • cameltosiscameltosis Member EpicPosts: 2,527
    I've not played much of ESO as I really disliked some of their design decisions. So, my recommendations are coming from a fairly ignorant place (in terms of my knowlede of eso). I also recognise that my suggestions are not actually feasible at all, but thats not the point of thought experiments like this.

    So, my recommendations:



    1) Re-do the combat system.
    This was the main reason I quit. The combat mechanics were shallow as fuck. 6 skills, plus mouse clicks, plus dodging. That's nothing. Deciding what skill to use next was easy, there was no options at all. Every fight felt the same, the tactics were the same.

    Now, granted, all action combat games are shallow as fuck, but they are usually faster paced which improves the difficulty.

    So, I would re-do the combat mechanics. More skills available to use at any given time so that players actually have some options available to them. Make the skills more impactful, so that making a choice actually means something. More support abilities to improve interdependence and open up more tactics.



    2) Re-do the progression system
    The game launched with vertical progression. A mistake, but a mistake every other mmo has made. Then, one tamriel made most of that progression meaningless, flattening out the power curve.

    Zeni definitely had good intentions with one tamriel, but they didn't get it done right. They should have made a proper switch, away from vertical progression and fully over to horizontal progression, instead of getting stuck in the middle.



    3) Change the server structure
    I understand the purpose of mega-servers and layers, they do indeed solve a problem with the original server structures of mmos. However. Mega-servers mess with the community. To form social bonds and thus create a community, strangers need repeated contact. Thats how we get to know each other, recognise one another.

    Mega-servers directly get in the way of this process, resulting in weaker communities. It's totally Zeni's choice which way they want to go, this is pure personal preference from my point of view. I like being a part of a server community, and that's literally impossible on a mega-server.

    In addition to this, I would try to get rid of the layers / instancing of the world so that everyone is part of the same "instance", i.e. all of us living in the same virtual world. This will further enhance the probablity of a good server community forming, and also make it more massively multiplayer.


    4) Add more roles
    This is definitely where my lack of knowledge of current ESO comes in. From what I remember, there was only the trinity in ESO, but even then, mostly it was all focused on DPS. So, I'd add more roles: buffer, debuffer and CC. This would be intended to add more depth to the combat mechanics, opening up more tactics, group compositions etc.



    5) Increase group size
    I have always felt that a group of 4 is too small, especially for games built on the trinity. Assuming the content requires tank and healer, that means 50% of your players need to be playing "disliked" roles. I think groups of 6 are a better size, reducing the percentage to 33% of players needing to play disliked roles. Larger than 6 starts to become too unwieldy and difficult to organise.

    Increasing group size is also more important if (4) above is followed. No point having lots of different roles if you can't actually bring them with you!
  • IselinIselin Member LegendaryPosts: 14,301
    @cameltosis

    1. It's 12 skills not 6. You only start with 6 until you unlock weapon swapping at level 15. I never found 12 + light attack, heavy attack, dodge, block and bash (interrupt) to be too few. You can even "swap" to the same type of weapon (many tank builds do just that with 1HD + shield) and either bar can have non-weapon skills which are the majority of skills.

    2. I don't even know what that theoretical horizontal "progression" would feel like but I suspect I wouldn't like it. ESO's current system is actually much better than the reality of most MMOs because the progression is subtle but it is definitely there.

    3. I agree 100%. ESO PvP in Cyrodiil feels much better than its PvE precisely because campaigns (that last from one to several weeks) function like a traditional server. You do play with and against the same people day in and day out so a community forms organically. In the PvE megaserver it's all strangers everywhere all the time.

    4. The tanks in ESO are not like tanks in other trinity games. They don't just taunt everything and soak up damage. For one thing taunts are single target only so they also need to CC and debuffing is part of their role too. I don't usually enjoy tanking in MMOs but I do in ESO because it's much busier than usual. Healers also have some buffs that parties depend on and the DPS have a little of everything - buffs, debuffs, CC and healing as either secondary effects of their damage or primary skills. And everything is short duration. You don't mezz or root anything for more than a few seconds.

    5. Groups where everyone knows what they're doing work just fine as 4-man groups with all of the things - CC, buffs, debuffs, etc. - that have disappeared from other games very much in play. It may not be dedicated buffers or CC specialists but the functions are all there. I don't think 4 man is a problem.


    YashaXcameltosis
    “Microtransactions? In a single player role-playing game? Are you nuts?” 
    ― CD PROJEKT RED

    "... the "influencers" which is the tech name we call sell outs now..."
    __ Wizardry, 2020
  • YashaXYashaX Member EpicPosts: 2,553
    edited August 5

    I don't like the animation cancelling (by which I mean being able to cancel skill animations to proc spells faster than they should be or without an animation tell), but apart from that, combat in ESO gives you a freedom and agency I have rarely seen in other mmos.

    People that say the combat has no strategic or tactical depth quite frankly do not know what they are talking about. 

    In fact, when I play other mmos, especially with older tab targeting systems, I am immediately struck by how awful the combat is, how it makes me feel like my character can't do anything.

    At least when it comes to pvp, the movement, positioning, monitoring of resources, buffs and debuffs, timing of burst and cc, and fast pace just takes the game to another level. 


    Sensai
    ....
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