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No-CP Cyrodiil needs alliance locked server

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I don't care for CP PvP, and never will. This is not my thing.

Not having alliance lock on No-CP is an issue. We have a bunch of trolls spamming zone chat and trying to misdirect people, we have spies, troll party leaders, and we even have troll scroll runners that acknowledge they are playing for the other fraction.

Changes here will be very welcome.

A question about "Super-Khajit" Pahmar-raht

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Pahmar-raht a definition of a Super warrior I just dont get it why they haven't received more attention , this thing should kill off a Dragon all by itself literally. A potential to become an ultimate killing machine with unmatched agility,cunning,insane strength,speed ,resistance,ferocity and armed with steel or posessing arcane skills and inspiring true dread on the battle-field.

The Pahmar-raht are a giant bipedal furstock. Due to them being the strongest of furstocks, they are usually deployed as bodyguards and warriors. from Wiki-page.

I saw these things I thought at first it was comical ,but then according to the lore tis really true.

Their are giants literally towering anything in game even some monsters, yet in all their might what role do they play?

Are they very rare? Considering how badass they are, you could consider them as one Cat-Army. Makes you wonder why Khajit weren't more successful at repelling off Dragon,Euxaria's forces. These Bestial wonders should be nigh unstopable unless they are really dull

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https://elderscrolls.fandom.com/wiki/Inalzin?file=Inalzin.png
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Look at him ,his is a Fur tower ,does not even need a weapon he could snap frost troll in half and beat the living guar from ogre. Such a potential, lol at Lyris Titan bring THOSE TO FIGHT DAGON' S MINIONS!!!



void bash not showing

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I have run nVH at least 40 times and not a single void bash set dropping, i have completed every other main arena wep and most of the side sets. I have heard of others getting the set after a few tries long ago, maybe when the reach came out, but i hadn't gotten the reach before thanksgiving. There must be a bug in this, can the dev's pls look into it ?

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On the subject of PvE players in a PvP Event..

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I'm seeing a lot of posts asking for special considerations for PvE players in Cyrodiil, such as immunity, or conflict-free zones or whatever. As much as I dislike PvP for all the popular reasons, I don't think that changing the core PvP experience is really the solution.

However, there is something to be said regarding gear inequality, specifically PvP sets vs PvE sets, Gold gear vs Purple etc. that tends to make things exponentially easier for the well-equipped and well-experienced to beat up on the noobs.

So, since we already have a No CP campaign, why not just create a new campaign where all the gear, levels, stat points etc. are flattened and the exact same for everyone? For example, players are set to level 50, no champion points, no attribute points, white gear only (with no set bonuses). But any unlocked skills are still available for use.

I haven't done any math on this, so for all I know fights could take forever as everyone hits like a wet noodle, so maybe increase the gear color allowed (but still disable set bonuses) or tweak things around a bit so the Time-To-kill is still reasonable.

If everyone is on a level-playing field (as far as gear and stats), then the deciding factor simply comes down to player skill. Sure, the good PvPers will still dominate, but at least it won't be because PvE players don't have the right gear. And yes, if you want to take your uber build into PvP, you can still do that in the current campaigns. This would just be another campaign choice, like No-CP.

I mean, at the end of the day, how many people would play Counter-Strike (or whatever), if gear made a huge difference? Everyone would hate it and would be hugely unpopular. These PvP-only games are popular because the only barrier to winning is your own skill.

That said, I will undoubtedly still suck at PVP - but at least I'll know it was a somewhat fair fight and I was beaten by skill.

Introducing ⭐"CP 1.5"⭐ - An alternative suggestion to the CP 2.0 revamp

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Hi all, I'd like to suggest a different CP system - one that is somewhere between CP 1.0 and CP 2.0 :smile: Let's call this CP 1.5.

Many people have concerns that CP 2.0 feels rushed-conceived and is more contrived than the first, so it probably shouldn't be pushed to live after only a few weeks of testing. Since the new CP revamp will determine the endgame progression of ESO for years to come, I think it should be examined again, and questioned whether some things are better/worse or even necessary. ESO won't get another chance to re-envision its endgame content, so now is the time to take a look at what it's doing well, what it could do better, and how much sense it makes compared to other games' endgame progression systems.
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tl;dr version:
  1. Keep power shifted from CP more towards levelup as you did, to reduce the power gap
  2. Improve the UI to be less busy and more clear
  3. Divide 3 constellations into 9 sensible constellations again
  4. Remove linear gating requirements - the 4-slot limit is enough
  5. Re-evaluate passive bonus vs. slottable perk division, and add diminishing returns
  6. Add a loadout system, and consider impact on min-maxing
  7. Reduce CP from ridiculous 3600 to 360
  8. Consider the future of the system with regards to expandability, power creep, horizontal vs vertical progression
_____

1. The shifting of player power from cp gain towards level-gain was a good change.
This reduces the gap between 0cp and 3600cp players into a more manageable degree. The reduction of overall bonuses you can get from most CP stars (e.g. max 10% instead of max 25%) is also a good step to make the power curve less steep. However, this rebalancing of stats could have been done with the current CP system too, so it's not a recommendation for the CP tree revamp itself.

2. Performance and UI Improvements
You mentioned the strain that the CP system had on your servers due to the many calculations that were needed, so I'm not going to debate that, you know best what changes were needed for that. The CP 1.5 suggestion below will therefore use your own CP 2.0 perks only (with changes to arrangement, requirements and point distribution, etc). I didn't add my own suggestions here, or remove any of the perks (even if I think some of them won't ever be used since they need to be slotted but others will be better to slot over them in any scenario).

That said, whatever else you may or may not change, the UI needs to be better. The sub-constellations are super clunky (more below on whether they are really necessary), the background image is far too intense, the requirement lines are almost invisible (more on below whether they are really needed at all), slotted and passive stars should be more distinct (consider large circles for slottable perks - since the bar has circle slots on it - and smaller squares or something for passive bonuses).

3. Untangle the mushed-up 3 constellations into reasonable divisions
The issue with CP was never the fact that there were 9 separate constellations. The change from 9 constellations to 3 resulted in great many mixed bags, with a loss of sense and cumbersome solutions like sub-constellations within constellations. It's jumbled, busy, and not a friendly UI. The linear constellations and their complicated path is similar to Skyrim, but the actual theme of the trees makes much less sense than Skyrim. I suggest some more reasonable division, like we had in Skyrim. For example, Destruction, Restoration and Block could have dps-oriented, healing-oriented and defense-oriented constellation rather than having them in the same Blue tree. The green points I divided into Augmentation, Mercantile, and Crafting. And for Red I tried to add most things that could fall under the category of Fitness. Though of course I think the functionality and logic of an endgame progression system is more important than the looks or keeping three arbitrary colours coded or having lore-appropriate symbolism - but I just copy-pasted the Skyrim Perk symbols, lol.
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I might also be worth considering to move some perks around. In the new system most super-useful perks are all in blue, red has the second-best ones, and green is marginally useful. This will heavily favour 1 type of CP point, rather than all of them contributing equally. Having every 2nd or 3rd CP levelup do nothing to catch you up to your friends who are way ahead of you in power thanks to their piles of extra blue points isn't going to make people feel better about a bonus in merchant item sales, you know. :smiley: Below is a tentative suggestion of how to separate the mixed bag of 3 constellations into more focused trees. I tried to group perks together sensibly, and tried to add something useful for every CP point colour (so green isn't that useless). This grouping is of course just an example, I'm free to suggestions, this is just my opinion. :smile: I just think it would be better to have separate trees instead of the constellations within constellations in only three.
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It is also somewhat strange that you have DLC-specific bonuses in the core CP tree (not even somewhere separate, but in the middle of a line); Blade of Woe is not a core mechanic. GW2 also has bonuses dedicated to DLC content, but they have separate Mastery Lines for that (and frankly, you have separate DLC Skill Lines for that). It can also be a fun idea to include this in CP as horizontal progression - allowing us to do more things in more parts of the world. But if you will add DLC-specific perks into the core progression system instead of their specific Skill Lines, then please do so as a SEPARATE stand-alone perk, not built into linear requirements.

4. Reconsider whether linear progression is needed at all
It feels terrible to know that I will HAVE to take a perk I don't want, and spend 75 stars (having to wait for over 225 cp levels !!!) just to progress past it to get what I DO want. CP 1.0 didn't need such restricted linear pathing, and consider that those were all passives. Now, most CP perks need to be slotted to even activate, so the restriction of only being able to use 4 at a time should be enough to restrict our free choices, so all perks should be freely levelable without predetermined paths. Skyrim's linear system made sense because they were incredibly focused (e.g. Novice Destruction, Adept Destruction, Master Destruction) and built upon each other, while ESO's perks are more spread out.

5. Reconsider passives and must-slot perks, and add diminishing returns to prevent power gaps
The hypothetical cut-off point in performance, after which cp gains don't matter that much is far higher than advertised, due to passive perks that don't require slotting. Sure, 15% to all healing done doesn't seem like a big power move for a DD, but when every DD and Tank in a group has that in addition to the healers, and they don't require slotting, differences like that add up in group content. Let's assume that a 810CP and a maxCP player choose the same slottable perks:
The 810CP player will spend their 270 blue points, and slot: 165 Spell dmg, 10% Crit dmg, 10% ST dmg, 10% DoT dmg, and will have some CP left for passives, and choose 800 Crit rating, and 700 Pen. The maxCP player will have CP left over to spend on passives on top of that. So in addition to all the above, they get extra 1050 Pen, 150% chance to apply status effects, 100 Spell dmg, 1300 Magicka, 5% Healing taken, 5% less phys dmg taken, 5% less mag dmg taken, 15% less dmg taken from NPCs, 5% more healing done, 10% AoE healing bonus, 10% ST healing bonus, 10% HoT healing bonus. The maxCP player will then spend further 100 blue points in the 10% AoE damage slottable, and the one that explodes dying targets with status effects on them for 4000 dmg to enemies around them, so they can switch their slottables for those in high-AoE fights (the 810CP player will ofc not have enough points to unlock such options and will perform subpar to players who have unlocked those options too).

If I made a mistake in those calculations, I apologize - but straightup bonuses don't seem to be better with the 3600 CP system at all, when now there are no dimishing returns and most combat bonuses are all in blue so it takes higher overall CP to get the same bonuses we got at lower levels in CP 1.0 spread-out version.
Many of the perks mentioned above are passives, to everybody with enough CP will just have them all the time, and will add continuous bonuses over time without having to branch out or choose between them. For flat-out passive bonuses, the required CP is 2940 in total, and 'branching out' only happens after that (so for example getting 4 maxed slottable skills and maxed passives will take 980 Blue; and then branching out into the AoE setup option in addition to the ST setup will take 1080). This is of course insane. Flat-out power gains should not continue up to and over 3000cp!!! And if you insist on having a mix of actives and passives, they should at the bare minimum have diminishing returns to flatten the power curve.
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6. If you stay with the 'must slot to activate' bar system, you need to have a loadout system in the core game at the very least.
Since you switched away from passives to perks that need to be slotted, this will create huge inconvenience for most players. Honestly, most non-combat bonuses should be passives that are always enabled like they were in CP 1.0 (surely a flatout passive increase to Treasurefinding isn't overly hard for your calculations). Otherwise, people will have to have a loadout for harvesting, for treasure looting and merchant-selling which they switch constantly. Since it is free to switch these any time, the bad feeling from not having the right ones equipped will outweigh the bad feeling of having to micromanage loadouts every time - it won't be bad enough that people won't do it, but it will feel bad to have to do it (in order to be efficient). So PC players will have yet another inconvenient mandatory AddOn to manage, and console players will be left frustrated.

Not to mention to issue with freely-switchable actives. Horizontal progression isn't truly horizontal when having more CP makes players BiS in every scenario. Sure the 810cp and the 3600cp player have the same 4 maxed out ST dmg slottables, but (even ignoring the extra passive bonuses they have) the maxCP player will switch to their BiS AoE setup on the AoE boss, and the self-sustain self-heal setup on the 'you-need-to-solo-some-mob-separately' or the 'do-some-special-mechanic' boss, while the low-CP player will be stuck with their suboptimal ST loadout because they have no other options unlocked. This is the issue that happened with WoW's Soulbind and Conduit system, where the 'right way to play' (and what was expected) was to have a BiS setup on an encounter basis, which further widened skill gap. This is the reason why WoW disabled Talent switching outside of rested areas, and why they have a weekly cooldown on respeccing Soulbinds, and why you can only switch your active perks once per day. That's the same reason there is a CP respec cost: expecting people to respec for every encounter was unreasonable with diminishing returns and the respec cost; but the freely switchable slottable perks and the huge impact of having several slottables maxed out available for any situation will become a reasonable expectation, becoming yet another thing that noobs can't do that allows good players and highCPplayers to pull ahead.
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7. Reduce the number of CP from the pointlessly inflated 3600.
Before, we had 36 passives available and could dump 100 points in each (theoretically, spendable CP was of course capped at 810), and each of these points increased the % by some amount. In CP 2.0 however, most perks need 10 / 25 / 50 points to activate their stages, with some requiring 100 to even unlock their one effect. It takes a 100 points to increase fish biting speed by 25%. 50 points increase single-target dmg by 10% overall. These bloated numbers are entirely arbitrary. Just reduce CP and CP costs to a tenth, and it will be much more reasonable.

This will reduce the insane 'void' that results from having 75 - 100 - 120 points needed to unlock the next star (which would take up to 360 CP levels with nothing to show for it to get 120 points of the same colour). This will be much more friendly for new players too, because trust me 'Welcome to ESO, Grats on max level, you only have 3590 CP left to farm now, woohoo! :lol: is a terrible, terrible inflated system in any game. Consider that WoW reduced its max level from 120 to 60 to make it more reasonable, and GW2 has a max level of 80 with 351 mastery points (which they keep adding to, so that doesn't prevent them from having an expandable system for the future). You can also adjust CP XP acquisition so the speed with which people level up 1 CP is the same as the time it took to level up 10 CP in your 3600 system. But the system will seem less inflated, levelups will feel more impactful (rather than nothing for the next 100 points), and it will make point distribution (those plus minus signs, ugh) a better experience. But honestly, just let go of the 3600 number idea please.

8. Consider whether the 3 colours and 4 active perks bar is the best way to expand the game going forward.
For example if you're going to allow the slotting of 5 perks instead of 4, or allow spending of more CP into perks themselves to make them scale higher, this will increase vertical progression not horizontal one, just like when we were getting an increase in the cp cap every patch before. But if you don't do that, then any blue points we continue to earn will be useless. Ideally, combat-related bonuses should be maxed out first, then utility stuff, then roleplay npc nonsense. So performance gap should be closed earlier in the cp curve, with smaller bonuses trickling in later and just horizontal progression towards the end. In GW2 for example, the mastery system is entirely horizontal progression, and it's still very popular and continues to be expanded on, WITHOUT adding a 3month-grind-gap between 0 mastery and 351 mastery players. So while CP 2.0 with the Mage /Thief / Warrior divide and the different coloured CP points is lore-friendly I guess, doing what's best for the game is more important than hanging on to older models.
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These are just some suggestions which (in my opinion) would be more player-friendly, more sensible and would meet the goal of reduced vertical power curve. Of course, these are just initial ideas - it's certainly far from perfect, and there are other things to consider (such as revising many possibly useless traits, and balancing issues of some CP perks giving far too much power relative to others, and the speed it takes to level up to max CP). But I'm interested in hearing other people's opinions.

What do you think CP 2.0 does better? What do you think is a change for the worse compared to CP 1.0?
Do you agree with any of my 'CP 1.5' suggestions, and do you have other ideas? :smile:

Dear PVPers in IC

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I carry exactly zero telvar on me when I go walking - yes, walking - around the IC districts, but I salute your gusto. ;)

- Pie King

I want "Akaviri" continent DLC.

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Just simple request for future ESO DLC.
I want to go across the Eastern Ocean by the big ship, and explore Akaviri continent.

I know it'll be huge volume, but If ZOS build it for us, I'll pay for it 50$.

#1 Please define official appearance of lamia people of Akaviri.

#2 Please define official appearance of "Tiger Dragon".

#3 Let's become "Pirates of Tamriel Black Flag"
-> Need some battle ship PVP or PVE in Padomaic ocean.

[Feedback] Racial Passive update - Bosmer Stealth

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First of all, thanks for listening to the feedback on Hunter's Eye for the penetration and movement speed! It's also great to see Argonians got their Poison AND Disease Resistance back! I am sure our lizard friends will be happy to hear that.

But now that that is over, let's get back to giving more feedback. The title already gave it away.
Bosmer need their stealth back! It is part of their identity as a race. Detection is a pointless bonus. Item sets that grant detection effects are considered "decon trash". People who want detection so badly can already wear these sets if they want, but the Bosmer race was born as a Stealth race. Since The Elder Scrolls Arena they have always been a stealth race up until Wrathstone, which reduced the number of stealth races in ESO from 2 to 1, killing diversity instead of opening it up to more races. When I made my Bosmer Warden back in Morrowind I thought "I want to be stealthy. But I don't want to be Khajiit! So Imma take the other one and be a Bow Elf! Yeah, sneaky bow elf!" I did not race change my character to a Khajiit because I liked her just the way she was and wanted back what I had. The lore is very clear on this too. The Rite of Theft isn't called the Rite of Armed Robbery or The Rite of being a Guard. The "chameleon-like skin" might be an exaggeration but there is a kernel of truth behind that, which this game needs to acknowledge!

Please ZOS, return the Bosmer to their former glory! The racial passives are being updated again - the time is right.

EDIT: I just got onto PTS to check out the new CP system and found that "The Craft" has a star that can give you up to 3m of stealth, which is great for all the other races that want to engage with stealth, but that does not solve the core issue. The core issue is that Racial passives serve a narrative purpose. They are meant to tell players something about the race they are playing and a bonus to stealth would tell players that Bosmer are a stealthy people, which indeed they are in the lore. That's why it is appropriate for them to have a passive like that, regardless of whether they can get those 3m from anywhere else or not. And let's not forget that this is still an investment of 30CP for something that according to the lore Bosmer should have innately (after unlocking and spending 3 skill points in their racial passives). Thanks for listening to my TED talk.

Snipers on Imperial City spawn point towers

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Can you go ahead and put an end to that? Dudes just chilling in the spawn point towers hoping to snipe people lol.

february showcase

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Don't we usually get the new monthly showcase before the month drops? I might of missed it but didn't see it anywhere on forums or news, correct me if I am wrong.

Claimed Twitch-Drops not coming to the game.

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I have 6 crates claimed from twitch streams since the Gates of Oblivion reveal event but none of them have been added to my ESO account yet.
Anyone know what I should do?

Less Skill Spam?

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I've been reading on the rework of the CP system and Armor stats. I like the ideas on paper. So, it gave me some hope to hop back into ESO but one of the things holding me back is the flow of combat in the game.

So, I thought I'd make a few suggestions.

I'd like to see less ability spam and hotbar flipping in the game. Frankly, I think it clashes too much with mechanics like sneak builds and classes. It feels like there is not much payer choice within the classes themselves, as well. On top of this, hotbar switching is clunky in the grand scheme of it all. So, I thought I'd pitch some ideas to solve this.


As of now, abilities are usually designated and and spammed to fight. Spamming does not make for great combat regardless of the game. Most action MMO have players use multiple moves or combos to keep gameplay from feeling "spammy". That's not the case here. So, instead of having instant damasge abilities and no cooldowns. We introduce cooldowns on abilities but abilities are less about dealing dps and more focused on utility. You'll keep the hotbars and still have to pick abilities and morphs but it's less about doing the highest dps. Let give out a few examples.

Examples:

(Current Game)
Puncture - Thrust your weapon with disciplined precision at an enemy, dealing 777 Physical Damage and taunting them to attack you for 15 seconds. Also inflicts Major Breach on the enemy, reducing their Physical Resistance and Spell Resistance by 5948 for 15 seconds.

(Reworked)
Puncture - Thrust your weapon with disciplined precision at an enemy to weaken the enemy and taunt them for 30 seconds. Weakening them will inflict reduce their resistances making them more susceptible to bashes and knockdowns by yourself or allies. This will have a cooldown of 50 seconds and cannot be stacked.

(Current Game)
Flying Blade - Fire a secret dagger from your sleeve at an enemy, dealing 963 Physical Damage and marking them for 5 seconds. If the enemy hit is casting an ability they are interrupted, set Off Balance, and stunned for 3 seconds. While an enemy is marked, reactivating this ability on them allows you to jump to them, dealing 963 Physical Damage and grants you Major Brutality, increasing your Weapon Damage by 20% for 40 seconds.

(Reworked)
Flying Blade - Fire a secret dagger from your sleeve at an enemy, applying an effect that temporarily immobilizes the enemy for 20 seconds. If the enemy hit is casting an ability they are interrupted and stunned for 10 seconds. If they were marked, you'll immediately jump towards them to apply a knockdown for 12 seconds. This ability has a cooldown of 45 seconds.

(Current Game)
Force Shock - Focus all the elemental energies with your staff and blast an enemy for 245 Flame Damage, 245 Frost Damage, and 245 Shock Damage.

(Reworked)
Force Shock - Focus all the elemental energies with your staff and blast an enemy with Flame Damage, Frost Damage, or Shock Damage effects (dependent on the type of staff used). This will have a cooldown of 50 seconds. (Side Note: This is more of an actual spell skill that does a massive amount of damage).

With this type of combat system, combat can be more strategic and allow just about every skill to be useful and helpful in group content. That's just a rework of abilities.

On to more suggested changes. We'll buff base weapons to be more damaging to compensate for the ability reworks. Alongside this, blocking, dodging, bashes, and knockdowns will be more crucial to taking down bosses and enemy groups. Due to encounters in Vet content, possibly getting getting easier and losing the challenge it holds. Content will balanced around pattern recognition, knowing mechanics, and timing ultimate / utility skills. Vet content will remove UI that lets the player know when an enemy is stunned and AoE circles. Removing these will provide the challenging content that some vets want without relying on dps checks barring entry to those that don't have meta builds.

Nerf.Blocks.Already.

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Mb most of ppl enjoy killin 40k bunker guy standing perma blocks for eternal and using healings skills for ages, but i m not.

Using skills in block is a separate topic for conversation ( it silly ). Just imagine blocking guy who cant heal - sweet

My suggestion - make block's stamina cost after each succesful block 50- 100% higher ( evades have same mech ).

I've had enough of IC dailies!

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Please, next time you lock event tickets behind these dailies! Please let us activate a PvE mode where you cannot attack or get attacked by other players! Because this is getting annoying!

Giant boring houses

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I looked at some of Leyawiin's image in ESO. And i/m in love of this city. But stop doing 700 slots half-empty "palaces". A lot peoples whould more classic 400 or 600 slots (like in Solitude) houses. And not so giant like Alpine Gallery

Will Indrik fragments come back?

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I know there are not any berries or feathers at the moment for events, however I did think there would be an opportunity to finish off the 'evolutions' I had started. Will this ever come back? Do you think they will sell pieces for crowns or have an anniversary event?

Remove classes, make class skill lines unlockables.

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I've never come to ESO forums before, but I do really like the game. I started back in the open beta and have consistently played on-and-off since then. I enjoy 95% of ESO. I like the aspects of the game, and really love the huge change to the Champion point system. With all that said, I like the fact that a huge pillar to the foundation of Elder Scrolls as a brand was player freedom, and encouraging unique playstyles thru exploration. I believe that ESO has always missed that mark, specifically because of Player classes.

If you look at the rest of the game outside of classes, you can create truly unique builds that function however you want them to. You're free to be a medium armor assassin that uses psionic abilities and a greatsword, or a sword & board wielding vampire-hunter, or anything in between. And you can swap between the two on a whim. Hate stealth? Drop it and pick up heavy armor.

That's all great, thematic, and works within ESO. Then you jump over to player classes. You're locked into those 3 skill lines until the end of time. You don't get to specialize your character in any way when it comes to the core of who your character is.

I saw the sweeping changes that ZM made to the champion point system & armor balance, and figured now was a good time to get my idea out, although I'm sure its been suggested before.

I propose that we remove the fixed 3 skill line per class, and allow players to unlock ALL class skill lines as they play throughout the game. Instead of 3 fixed skill lines, give characters 3 skill line slots that the player can fill with whatever 3 class skill lines they want. Make them unlockable through completing world quests.

You could even keep the class choice in the beginning when you create a character. The class they choose gives the new characters their starting skills. So Nightblade would start with Shadow, Siphoning and Assassination. But say you want to be a stealth archer that uses pets. You could go to Grahtwood or Morrowind or whatever, complete a "Nature's Friend!" quest line, and at the end of it, you unlock the Animal Companion skill line.

Create a 3rd (or 4th) altar at churches that allows you to swap classes around for gold. Keeps it in line with skill points & champion points.

You could even streamline the introductory story lines. Put players back into Coldharbour on the Vestige questline. Part of becoming a Vestige makes your soul hollow and allows you to fill the void with any three "Essences" you want. Those essences being 3 skill lines. Then no matter what you add later on in the game, you don't need to worry as much about timelines because all players start in Coldharbour, get sent to their alliance, and can then choose to do whatever they want from there.

The DLC class skills could then be added to the DLC zones as well, Warden in Morrowind, Necromancer in Elsweyr, etc. Hell you could probably throw a skill line or two into the new Champion point system.

If you go with the Coldharbour start, you could make the class-swapping altar a Soul cage? I don't know.

I feel like this change is a more appropriate approach to classes in Elder Scrolls than the current one. I didn't ever have the notion to bring it up before because I felt a strong counter argument would be that the game was built around the class system. But after seeing what Zenimax was willing to shake up w/ their champion point change, I feel like there's actually a chance that it could be a possibility.

What do you guys think?

All the best,
Sandwich

The Great Vvardenfell Housing Renewal Proposal of 2E 582

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The Great Vvardenfell Housing Renewal Proposal of 2E 582


Greetings, Outlanders.

I come to you today to dicuss a dangerous, sickening and flat out scary scourge looming over Vvardenfall during these dark times. It keeps the locals up at night, children & grown mer alike cry at the very mention of it, and even Red Mountain itself seems to tremble in agony at the thought...

Am I talking about the gigantic meteorite, Baar Dau, dangling overhead, threatening to crash at any moment? Of course not. How could that possibly ever go wrong!

A deadly demigod lurking within Red Mountain itself, eager to awaken and devastate all of Morrowind in it's lust for vengeance? Psh! As if...

This world shattering threat that I'm talking about is.....LOCKED DOORS! There's an abundance of the vile creations currently preventing many of Vvardenfell's absolutely gorgeous dwellings from reaching it's potential and TRUE purpose! That purpose, being YOUR luxurious abode!

So today we try and address this plague and perhaps it'll be enough to attract the eyes of our Zenimax overlords to answer our prayers!

The entire basis of this suggestion is to make use solely of assets ALREADY in the game! Ideas that can be turned into reality with MINIMAL effort! Making use of the currently unused, wasting structures already existing in the game world, just waiting for a purpose! I'm talking, slap on a door, copy & paste an interior and VICTORY! So again, everything you are about to see in my suggestion are already in-game, made, and waiting to be loved! And there are lots of examples to show, let's dive in!

So pack your bags and saddle your guars, because first we head to one of the most iconic, and beloved cities in the entire franchise. Balmora!



Balmora Houses


Ah Balmora...Where many a TES fan's adventures truly began to take shape. Molded in it's signature Hlaalu architecture, this iconic city is perhaps one of the most recognizable in the entire franchise. Yet despite it having a place in our hearts, we are refused a place in it's! Let's take a look at some of it's beautiful, but unused homes that can change that.


Balmora Example A
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This house can be seen immediately on the right, upon entering the city from the Wayshrine's entrance. It's location a nice combination of convenience & views, being right on the Odai.


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Here you can see the entrance to it's patio/courtyard area. Could make for a perfect spot for the load-in door as well, as to include a small outdoor space for buyers.


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Another shot showing off the small tiled outdoor enclosure. Perfect for some crafting stations/storage or even an outdoor space for pets/mounts.


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The actual locked, unused door. Begging the question what could be, if it only opened up into your very own Balmora paradise.


Balmora Example B
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This house also on the Eastern side of the river, is nestled in between the alleys leading out from the main road. A nice alternative to the much more foot traffic heavy Example A at the city's entrance. It's staircase leading up to the property's courtyard.


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A shot of said archway entrance to the courtyard. Again, another perfect opportunity to give potential buyers a small outdoor space to enjoy.


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And how could they not with a view like that! A shot of the patio area just outside the door.


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The actual locked, unused door of the property. It's cold, restricting nature, mocking you.


Balmora Example C
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This unique home is the North-Eastern most accesible building inside Balmora's walls. Like Exhibit B, it's located off one of the back alleys, surrounded by a collection of trees.


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This is the unique aspect of the home that makes this one so interesting! It appears to have it's own fenced in yard! An absolutely perfect addition for homeowners to exercise that green thumb and enjoy their very own garden! You could easily see it making this home a hot seller. It more then makes up for lacking the small patio/courtyard area the other homes have.


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The locked, unused door of this beautiful home. The only thing keeping you from that gorgeous garden, the only thing keeping you from the luxurious confines within and the only thing keeping you.....FROM YOUR DREAMS!


Balmora Example D
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Perhaps my favorite exterior of the unused Balmora houses. It's located again, on the Eastern side of the city, situated right on the main road overlooking the Odai River. At the risk of sounding like a broken record, entrance to the courtyard, potentially a perfect spot for the Load-In Door.


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Shots of the homes Garden/Courtyard area. Little bit bigger then the other home's outdoor spaces, but still not overwhelming in the slightest. Plenty of room for a nice garden/fountain/etc, with a hell of a view to boot!


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The actual locked, unused door to this beauty. Not only does it frustrate you that this lock looks like it was designed for either a toddler or a fully grown Bosmer, but it frustrates you that it's the only thing preventing you from the life you deserve. You DESERVE to sit on this fantastic home's deck, sipping sujamma, watching the sun set over the Odai. But this lock disagrees, and you hate it for that.

Interiors

Now of course every beautiful exterior comes with a warm, inviting interior! Unless you're talking about some of the cold, judgy & overly blunt mistresses from Desele's House of Earthly Delights. But let's not get hung up on my Fredas nights

Now, sure they could make interiors from scratch, yes. But the whole point of this post is ease of creation, and asking for as little effort as possible! And with so many interior layouts to pick from, a simple copy & paste would do! Here's a couple of my personal favorites of the "Hlaalu" styled interiors, that I think would make perfect Player Owned Homes.

Farano's Boarding House
A nice simple, but well spaced 2 floor layout. The first floor with a good sized living room/dining area with a small pantry behind the stairwell. The second floor boasting a decent sized loft space and 2 seperate bedrooms. Perfect for the basics and a guest room and/or study.

Menaldinion's Clinic
A more open floor plan, boasting nice open areas on both floors with a seperated bedroom on the second floor. A bit smaller then most, but nice, simple and with lots of open space.

Ralaal Residence
Probably my personal favorite layout of all the Hlaalu interiors. Not too big, not too small, with a couple seperated rooms and some open areas. The first floor is a nice sized open foyer/living space with a half walled off kitchen area, on the left side, and a seperated bedroom on the right side.
The second floor is another decent sized loft space, and a really nice L shaped bedroom.
Really love this one, and would be the one I'd personally want to see. Really nice layout.

Randy Netch Inn
Another one of my favorites, and the largest of the layouts suggested here. Enters into a nice Foyer that opens up into a decent sized dining/living space on the first floor. Second floor holds 4, small but seperate bedrooms, giving you the chance to do alot of different stuff between guest rooms, S̶k̶o̶o̶m̶a̶ ̶L̶a̶b̶s̶ , studies, crafting rooms etc.

Lerano's House
A bit on the smaller side, but still a very nice, simple floorplan. Open bottom floor with plenty of room for a kitchen/dining space/living room, with a small loft and single bedroom upstairs. A nice smaller alternative to the somewhat larger existing PoH's in the Hlaalu style atm.

Now it's time to hit the road again! Get comfy in that hollowed out compartment of a frighteningly gigantic insect's back, cause this Silt Strider is headed for Vivec City!



Vivec City Houses




Surely this is just a rest stop, or we are just picking up some supplies for the rest of the trip? After all it's Vivec City! I mean Vehk himself calls this beautiful place home! Surely it isn't also plagued from the same locked doors pandemic? ....Right? WRONG.

Vivec may be one of the most iconic, powerful & mindblowing beings to ever exist, rumored to be capable of understanding & manipulating the very fabrics of reality and existence itself! But unfortunately for us, even a LIVING GOD is no match for the might of the dreaded Locked Doors!

Vivec City in all of it's glory (Seriously, it's a gorgeous, immensely detailed depiction of the city) is littered with these unused, purposeless locked doors.

Perhaps we can use some CHIM creativity of our own and undo the very fabric of reality itself write a post with some suggestions to fix this ourselves!

At the moment, Vivec City currently contains 24 locked, unused doors. TWENTY FOUR! Inside the Cantons, outside the Cantons, they're all over the place! That's not even counting the two in the Fighter's & Mage's Guilds! And each one of these locked & unused doors, like an Argonian, is absolutely revolting to look at!

Don't believe me, take a look! Here is each & every one of them! I warn you however, it's not for the faint of heart:
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Yup, that's a lot. Thankfully it's not just an abundance of disappointment and pain, but also an abundance of potential places to call home! No longer should you be restricted to that cramped room at the Inn to truly call yourself a local. Since unlike the other examples, the exteriors are just various doorways, there isn't much to discuss regarding the outsides.

So instead let's focus on the interior layouts. There aren't as many examples to pick from as say it's Hlaalu styled counterparts, but there are a few examples to examine. For example the Fighter's/Mage's Guild's both have an "OK" layout with a basic foyer and a hallway leading to a bedroom downstairs.

Obviously any layout beyond that of a small room would be an improvement over what's currently available. However really something as simple as a floorplan consisting of a decent sized living space and 2-3 seperated bedrooms/hallways would be more then enough to satisy the eager buyer wishing to call Vivec City home.

While complaining about this to you all, I've never had the courage to state these issues directly to Vivec himself. He'd probably understand though, because he also is kind of...TWO FACED! Get it?!? Because....you know.....he has..... two different colored faces?

Actually, you know what, nevermind. ON TO SADRITH MORA!



Sadrith Mora Houses



Hope you didn't mind the kind of sudden teleport over, it can make some folk a bit queesy. But if that didn't do the trick I know one thing that is sure to make you sick to your stomache...

You see, House Telvanni partakes in one of the most absolutely disgusting, immoral, and unforgivable practices in Vvardenfell's storied history.

Slavery of the lesser races? Pshhh.

The systematic cycle of blackmail, murder & political warfare? N'wah please!

I'm talking about the allowed presence of LOCKED DOORS!

Sadrith Mora, like many of Vvardenfell's locales is one of the most cherished & unique in the entire series. Yet it too has it's share of locked doors, preventing us from calling these towering feats of Telvanni Arcane brilliance home. Especially painful considering the only other alternative to live in the patented Telvanni style is forever locked away as a time exclusive home! It doesn't have as many unused buildings/doors as say Balmora or Vivec City, in fact it only has two offenders.
However much like the Telvanni's policy regarding minor mistakes made by low ranking retainers, it's two too many & they need to be eviscerated immediately!

Let's take a peak.

Sadrith Mora Example A
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This small/medium sized home is located just next to the Guild Traders & Sadrith Mora Wayshrine! Probably the most conviently located house in the entire post!

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Here we see the the locked and unused door. Don't you just wish you could tear off these locks & chains, and be granted the freedom to live how you want!
Now you know how those Khajiit slaves 40 feet away from this house feel!


Sadrith Mora Example B
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This house is admittedly remarkably similar to the first, but it is indeed a different building, located a little bit down the road. While this one may not have the convenience of the first, it's situated very close to the water's edge for a nice atmosphere.

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Yet again, the unused & locked door of the home. It looks down on you and tells you everything you'll never amount to be. Just like your hopefully soon to be Telvanni neighbors will.

Interiors

Now there isn't alot of examples to look at regarding these smaller variations of Telvanni homes. Outside of the grand, Main Manors, the smaller stonier homes, seem to adopt a variation as found in Reram's House & Nilvon's House

Reram's version has a standard circular foyer/living space, with a side room on the left, and a staircase on the right, that spirals up to a single, circular, decent sized bedroom.

Nilvon's House is similar to the layout found in Reram's House but with some slight differences. It too, opens into the circular foyer, with little variation to it aside from some pillars adorning the center of the room. But on the right side of this room, is a small hallway leading to a side room. On the left side, we have another staircase, except this one spirals downwards into a decent sized basement/bedroom.




Conclusion



I found this place to be a fitting end to our journey, because at the end of the day, you too are indeed a slave. Not perhaps in the literal sense, but a slave to the cold shackles of restricting locked doors, keeping Vvardenfell homes all over the island from reaching their true potentials!

Also..... I didn't bring enough coin with me to cover your share of the passage back to the Vivec with me. Don't look at me like that, these mages are unreasonably pricey!

But don't fret, I'm sure someone around here will help you out! Afterall, the Telvanni are known to be a kind, loving, warm and welcoming people who just love when outsiders ask for help!





Epilogue


Thank you for taking the time to listen to my rants, and hopefully, just maybe, it catches the eyes of someone upstairs! I know with the arrival of Summerset in just a few months, it makes the timing of this a bit awkward, but it's actually that arrival which has spurred me to actually finally make this post. A sort of now or never before the chapter gets forgotten. Especially with the various ESO:Morrowind motifs being cycled through the crown store as of late, I figured maybe it's not too late! Feel free to ask any questions and/or leave any concerns!

I hope you enjoyed and may your path be free of LOCKED DOORS!


NO NEW SERVERS

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The Elder Scrolls Online
@TESOnline
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Jan 28
We'll be updating all datacenter hardware to ensure we have a modern infrastructure and to support the game for many more years. This is not new/more megaservers and is unlikely to have a direct impact on performance, but will ensure that outdated hardware failures do not occur.

Twitter -

PTS Update 29 - Feedback Thread for New Item Sets

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This is the official feedback thread for the new item sets in Update 25. Please try out the new item sets and let us know what you think! Specific feedback that the team is looking for includes the following:
  • Which of the new item sets did you try out, and what did you think of them?
  • Did anything you received feel under or over-powered?
  • Would you include any of the new item sets in any of your current builds?
  • Do you have any general feedback?
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