If you could changeimplement anything in the game?

Post » Thu Feb 20, 2014 9:18 pm

bank bank bank bank bank bank bank bank bank

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le GraiN
 
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Post » Thu Feb 20, 2014 11:15 am

I'd love to see randomly generated quests from the NPC guilds, like clearing a dungeon of undead or daedra for the FG or to reclaim a stolen book from a rogue member for the MG.

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Steve Fallon
 
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Post » Thu Feb 20, 2014 12:10 pm

Controller support for the PC.

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Tanika O'Connell
 
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Post » Thu Feb 20, 2014 2:11 pm

More spells

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Matt Fletcher
 
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Post » Thu Feb 20, 2014 12:43 pm

There is/was a show as offline option in the friend tab. Not sure if it carries over to the guild tab though.

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Elisha KIng
 
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Post » Thu Feb 20, 2014 2:41 pm

Sandbox + full physics engine with data retention.

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Hayley O'Gara
 
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Post » Thu Feb 20, 2014 6:32 pm

Implement the brilliant Guild Wars 2 crafting material storage system.

  • The current storage system caps at a microscopic 100 shared bank and backpack slots even after buying all of the upgrades.
  • There are many, many hundreds of crafting materials across multiple tiers that simply cannot be stored under the existing lackluster inventory system.
  • Enchanting alone fills the shared bank with countless aspect/potency/essence runestones and glyphs.
  • Forget about mastering more than two crafting professions on your account for simple inventory reasons.
  • Small time crafters who just make stuff for themselves have no problems, but serious crafters are severely punished for storage.
  • You cannot send mail to your alts.
  • Guild banks require 10 players (not characters) and only have 1000 slots for all players in the guild combined. Say goodbye to that small, intimate crafting guild.
  • Ohhh, a butterfly! I could use those Insect Parts! Wait, I forgot--it's not worth the precious slot. Skip it. In fact, skip all exploration for crafting mats.

Just take the spectacular Guild Wars 2 crafting material bank system, easily GW2's most innovative feature, and use it as is. Copy the shared bank code you already have in place and apply it. Increase the slot sizes to 999 of each item. Win.

  • Zero impact on non crafters.
  • Less stress on the login servers as players won't have to play the swap-to-alts game constantly to get at their muled crafting mats.
  • Boost exploration in the game by allowing everybody to grab that butterfly or plant without thinking "What do I have to destroy to make room for this fun item?"
  • Watch TESO's crafting system be hailed by serious crafters everywhere as the finest on the market.
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Melis Hristina
 
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Post » Thu Feb 20, 2014 8:50 am

I really want a costume option. There is nothing worse than being forced to wear some goofy armor on a character. I think the armor models are one of the weakest parts of TESO.

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Rudy Paint fingers
 
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Post » Thu Feb 20, 2014 12:24 pm

More storage for crafting mats and...Player Housing.

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Jesus Duran
 
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Post » Thu Feb 20, 2014 11:11 am

The disguises we get while questing made me happy. Hope to see more of those.

This and this, so much^

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Eibe Novy
 
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Post » Thu Feb 20, 2014 8:23 pm

Spear weapons. Preferably both 1h and 2h versions.

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kristy dunn
 
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Post » Thu Feb 20, 2014 5:13 pm

One or 2 more ranks in the guild structure and multiple tabs on the guild bank (with individual grantable access levels)

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Tiffany Carter
 
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Post » Thu Feb 20, 2014 8:17 am

pure sandbox. I like the game the way it is too though.

Oh, also auction house.

also also houses.

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Dan Scott
 
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Post » Thu Feb 20, 2014 10:25 pm

I'd love to see the original spell schools like destruction / alteration / mysticism / ect as skill lines.

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Emmie Cate
 
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Post » Thu Feb 20, 2014 10:02 pm

I would remove the @username requirement and allow people to join guilds on a character to character basis, rather than on an account basis.

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Bethany Short
 
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Post » Thu Feb 20, 2014 11:21 am

I would improve the NPC AI...

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Cheville Thompson
 
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Post » Thu Feb 20, 2014 11:48 am

Nah he is from another agency.

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sam smith
 
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Post » Thu Feb 20, 2014 10:14 am

Depends.

If there aren't enough skill points for a single character to get them all (except for other profession and both vampire and werewolf simultaneously) then I'd change that. Without it I won't buy ESO. Waiting for clarification on this one.

Otherwise it would be healing.

It may be 80% functional but it's the most mindless implementation of healing I've ever seen. Almost entirely aoes and the few single target heals auto-target. What they've done is create a healing system perfect for bots, multi-box healers and maybe players who have to heal because their team doesn't have someone who actually wants to do it. But massive yawn for people doing it by preference.

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Chloe Lou
 
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Post » Thu Feb 20, 2014 11:33 pm

Bigger world with no invisible walls, so when you swim east off the island you end up west on the island or get eaten by a giant fish.

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Marguerite Dabrin
 
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Post » Thu Feb 20, 2014 5:01 pm

I would implement a daily comp in where every one that logs on that day has the chance to win a letter like the one that got you to where you are, then i would rig it so i won every day coz that copter ride with those fine chicks and good food and drink sounds like a trip i would like to do again and again and again.......lol

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Stephanie Nieves
 
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Post » Thu Feb 20, 2014 8:58 am

If it's the ability to change something already in game then I'm getting rid of the classes and replacing them with an Ultima Online/Single Player Elder Scrolls hybrid skill system. Something like you can pick any skills you want, but your total skill amount can only be 500 (so 10 maxed out skills if they max out at 50) or something like that. Still keep abilities tied to skills. Still keep racial skills, guild skills etc. and add the ability to pick a daedra/divine to follow with a skill set attached to them.

If it's the ability to add something to the game, then I'm going with the ability to pick a daedra/divine to follow with a skill set attached to that choice.

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RObert loVes MOmmy
 
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Post » Thu Feb 20, 2014 11:07 am

This and more of moving in this direction.

Doesn't have to be full collision with physics and locational damage - just move in that direction instead of the AoE spam fest the combat is now. Uggh ... MMO combat is so bad.

Less themepark with cycled daily quests - more ability to carve a reason for existing out of what I can dig into rather than shoved down my throat.

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x a million...
 
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Post » Thu Feb 20, 2014 9:33 am

Greater variety in Cyrodiil Keeps. Balance is good and all, but requiring different strategies to besiege different types of keeps (like in Planetside 2) would do a lot to keep PvP interesting in the long haul.

I want to see towers, corridors, underground tunnels, retractable bridges, magical barriers, etc. Heck, I'd even be thoroughly entertained if they had a keep where one of the flags was hidden in a maze where the walls move every so often.

There's just so much they could do with the keeps. Don't get me wrong, they're still fun, but there's a lot of missed potential.

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saxon
 
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Post » Thu Feb 20, 2014 6:26 pm

To have compromise with those complaining against exclusive content of Imperial Races and pre-orders:

1.) Imperial Races are unlockable at end content or after you finish one story line of your selected alliance. Like PoE (an F2P MMO), who can release A FREE RACE once you are near in finishing one act.

2.) Race defection available at level 50. Since you are basically getting quest from other factions at level 50 (level 50++/level 50+ feature) might as well add this content.

My personal concern:

1.) Change AI of those who are teaming up in casting fire arrow and oil. Make them more in sync rather than the fire archer hitting like turtle.

2.) Targeting allies in healing. For reliable healing.

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El Goose
 
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Post » Thu Feb 20, 2014 8:26 pm

I would like to be able to create an Altmer with black hair, like I could

in the past TES games. I always had Elrond-like Altmer sorcerers,

with black hair. ESO only allows white, brown and blonde types

of hair for the Altmer :(

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Jessica Raven
 
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