Feature Article

The Elder Scrolls Online: 5 Improvements and Additions We'd Like to See

Preparing for adventure.

by

The Elder Scrolls Online didn't quite live up to our hopes, displaying occasional flashes of brilliance with its sweeping vistas and intricate quests, only to disappoint with its inability to marry narrative ambition with a massively multiplayer framework. But as with any MMOG, the game you experience on release date won't be the same game you play a few months down the line. So with that in mind, GameSpot editors Kevin VanOrd and Shaun McInnis spent some time conjuring up a wish list of features they'd like to see added or improved in the coming months.

Kevin: Large-Scale Dynamic Events

Is there anything sadder than The Elder Scrolls Online’s dark anchors? Just a half-dozen players can turn these ever-so-slightly-dynamic events into a race to see who can get in even a single shot before each daedric attacker falls in battle. These meager occurrences are laughable shadows of Rift’s rifts and Defiance’s arkfalls, and offer no incentives to group with others, or even to participate at all.

What if dark anchors caused as much drama as this screenshot actually implies?

Were Zenimax Online Studios to increase the scope of these events, dark anchors could give rise to exciting and unpredictable battles. If anchors were left alone long enough, tougher and more impressive enemies could spawn in, perhaps going so far as to roam the surrounding region in packs and attack nearby encampments or even entire cities. Not only would such dynamic events give players a reason to band together, but they would give ESO the touch of capriciousness it so desperately needs, and hopefully offer unique loot that encouraged adventurers to participate.

Shaun: A Reason to Get Off the Beaten Path

One thing I really like about Elder Scrolls Online is the world itself. It's a sprawling, diverse, often gorgeous collection of outdoor terrain and bustling villages. But the more time I spend traipsing along the trails that link the cities of Tamriel, the more I long for an incentive to go exploring.

Surely there must be better reasons to take a tour of Tamriel.

Sure, you can find new quests and the occasional treasure chest by getting off the beaten path, but the world feels static, and lacks those serendipitous discoveries of previous Elder Scrolls games. It's little things like the use of environmental storytelling. Think of when you would wander into a small shack in Skyrim, a building having nothing at all to do with a quest, only to find a dead body and the remains of a business deal gone sour. Maybe there was a note, maybe there wasn't. But it was a fun--if slightly grim--opportunity to imagine your own story.

It's stuff like that I miss, those random little discoveries--the loot sitting at the bottom of a lake, the troll with a suicide note under a bridge--that drive home the fact that this is a lived-in world. As is, Elder Scrolls Online really only comes to life when you're on a quest. It's all that time in between I'd like to see become more interesting.

Kevin: Group-Friendly Questing

The Elder Scrolls Online’s biggest issue--and it’s a doozy--is how its single-player storytelling and multiplayer structure are constantly at odds. Should you and a groupmate be at different stages within a set of missions, or if your groupmate has already concluded that particularly story, you may not be able to adventure together. Giving players the opportunity to join teammates even when they are in a different story layer would help rectify that issue, and would be no more damaging to the game’s sense of immersion than its current reluctance to let players remain together.

What a lovely group of adventurers! Too bad The Elder Scrolls Online tries so hard to split them up. And that needs to change.

Even better, why not allow groupmates to tackle decisions together? The oft-maligned Star Wars: The Old Republic actually did a creditable job of letting players make choices as a unit. A similar system in ESO wouldn’t just keep grouping from being such a hassle--it would encourage people to come together.

Shaun: Greater Incentives to Craft

I write this as my level 11 Dragonknight sits on the verge of level 12, and in all the hours I've spent getting there I've never once felt an urge to try out the crafting system. The quests are so generous in doling out useful equipment that I feel no need to spend time pursuing a career in amateur blacksmithing, and the skill tree is so flexible that I show up in battle without the slightest urge to buff myself with potions or food. Crafting in ESO might be a wonderful, robust system for all I know. But with over 50 quests under my belt, I just haven't felt any need to see what it's about.

What a lovely sword you crafted. Who will you sell it to once you've outgrown it?

Granted, my relative ignorance of crafting is something I can very easily remedy by, you know, crafting. But at the same time, I can't help but feel like this portion of the game feels somehow disconnected from the rest of it, tucked away into a dusty corner with only the occasional vague gesture letting you know it's there. Sure, that beats the hell out of having a terrible crafting system shoved down your throat, but I just wonder what the development team can do to give players a little more encouragement to try it out. An auction house would be a great way for master blacksmiths and alchemists to sell their wares, while guilds would be able to better make a name for themselves if all their members could create armor and shields stamped with custom guild insignias. Hopefully that would bring crafting in from the periphery of the game and make the whole thing feel more cohesive.

Kevin: Meaningful Day/Night Cycle

Is it night? Is it morning? On cloudy days, you might not even be able to tell. In offline Elder Scrolls games, we’re used to seeing citizens go through their daily lives, setting up shop during the day and packing up and heading home when the work day is done. Of course, The Elder Scrolls Online does not allow you to speed up time by resting in a bed, so having vendor access around the clock is important. But what if nighttime vendors sold different items during the day? What if there were different monsters, or those monsters behaved differently depending on the time of day? What if you could only accomplish some quests during the night? What if night were actually… dark?

Is it day? It it night? Is it going to rain? Why are there butterflies and torchbugs next to each other?

Few MMOGs go out of their way to make nighttime all that different from daytime, but the Elder Scrolls series has always given significance to time’s passage. Not only would the variable NPC behavior make the game feel more alive, but time-based elements could give Tamriel an air of the unexpected.

Of course, our wishlist extends beyond these five possibilities, and yours may be even longer. What would you like to see in The Elder Scrolls Online? Share your ideas in the comments below!

Discussion

111 comments
ddextra
ddextra

I'm sure you guys got everything else covered

ddextra
ddextra

more hair styles what happen to the dreads??? more faces and player housing..... and you guys should take that morph thing to another level .

I should be able to change anything spell or attack

chumbakarumba
chumbakarumba

1.  You complain that people race to finish a Dark Anchor, and then suggest adding a dynamic that would encourage that exact behavior. And detail how the surrounding game environment would be punished for not destroying a Dark Anchor in a timely fashion. No, the Dark Anchors do not need to scale or become tougher with more people or with a higher level character. Anyone that suggests this has never played an MMO. Because in an MMO  there will be an asshat that will come along, spawn a much tougher baddie than the zone is capable of handling and then port out. 

2.  The materials, chests, lore books, and skyshards are enough suggestion to remove oneself from the beaten path. I have come across countless encampments that are abandoned and wondered what took place here. Often times the lorebook or scrap of paper will lead you to a local dungeon and you might find the remains and wonder if maybe you read their journal earlier. You can also wonder if maybe the artist that left their easel and paints behind is now the human sacrifice to Molag Bal at the nearby Dark Anchor.

3.  I somewhat agree with this point, but it's not as bad as you make it out to be. Mostly it's the decision of the group to not back up and redo the quest with the PUG player that replaced the Tank that had a real life emergency. Or it's the group not wanting to wait while the new Tank completes the earlier requirements of the quest. Under no circumstances though should someone who joined the quest late be allowed to reap the benefits of that quest because that would be game breaking. And anyone who would suggest otherwise has never played an MMO, because in an MMO you will have a group of asshats that will do a quest to a certain point and then "hold it open" while their friend asshats come in and reap the rewards. (*cough* DDO *cough*)

4. The most important thing in critiquing a thing... is you know doing the thing. I can't begin to critique what it's like traveling to the Moon, but I can certainly critique what it's like to start a farming community in Timor Leste. 

5. There is a lot they could do with time and the weather. That's pretty much obvious. This one feels like it was thrown together to satisfy a Jonah Jameson: "Gimme 5 topics, Parker, and make em good!"

I'll give you some food for thought, I'll try to be brief, here are a few things I would like to see:

1. Let me play for Molag Bal.  I want to protect the Dark Anchors

2.  Through crafting:
•  Allow players to unbind and attune an item to another player.
•  Allow players to research sets in order to craft "lesser sets". (Transfer the Healers Habit set from robes (10% bonus to healing) to full plate mail with a reduced effect (5% bonus to healing))
• Allow players to attach trophies or fetishes to their weapons/armor to provide additional damage/protection.


3. Provide unlocking quests, arcing quests with consequence, and quests with new dynamics:
Borrowing from one of the oldest MMO's, Asheron's Call. There are quests in that game that were months in the making.
• Doing a level 15 quest rewards you a trophy that was used to start another quest. 
• Another quest revolved around searching for lore, reading it and making a decision to damn or save an NPC. Your choice flagged your character for access to future quests.
• Give us a complex guild group quest, again borrowing from AC, two groups are running separate dungeons, they need to kill bosses and pull levers for the other group in order for the two groups to advance through the dungeon. 

coppersloane
coppersloane

Ah, yes. Time to address the list. For the record, I'm currently level 21 in the game.


SHAUN: A Reason to Get Off the Beaten Path. 

"But the more time I spend traipsing along the trails that link the cities of Tamriel, the more I long for an incentive to go exploring. Sure, you can find new quests and the occasional treasure chest by getting off the beaten path, but the world feels static, and lacks those serendipitous discoveries of previous Elder Scrolls games."

My experience has been the complete opposite. On the contrary, I've actually had to make a point to avoid exploring too much or I'd never get anything done. "new quests and the occasional treasure chest" are not all that's out there for the player. The player will find resources: wood, runes, ore, and plants scattered all throughout the environment, in excess. If you're not picking these things up, you're avoiding a HUGE CHUNK of the game. I fail to understand why you'd willfully do that. Why would you just walk by that glistening iron ore jutting out from the hillside when you readily have the ability to mine it? Also, there are several caves, mines, and forested areas on each zone map that contain quests (and skill shards). You will not be directed to these via other quests. You have to find them. They contain their own drama, options in the dialogue tree to 'Intimidate' using that skill, and conclusions with quest rewards.


As for the world feeling static, again, my experience has been the opposite. I guess you haven't run into the guy who appeared out of nowhere when I was on horseback, asking for my attention. When I addressed him, he revealed himself to be a beggar, trying to get some coin out of me with a sob story. I was given two choices: give him the coin or refuse. When I refused, he expressed his disappointment and I got experience points for it. Fancy that; a reward for being a bit of a bastard. Also, the dark elf assassins who jumped me out of nowhere while I was selling items to merchants certainly aren't a static experience. 

SHAUN: Greater Incentives to Craft.

"I write this as my level 11 Dragonknight sits on the verge of level 12, and in all the hours I've spent getting there I've never once felt an urge to try out the crafting system."

You willfully handicapped yourself. Most ESO players know that quest equipment is best 'deconstructed' in the crafting system to yield a faster rate of crafting experience. You can also use these quest items to 'research' traits and bonuses which, after the research period has ended, become yours to apply to equipment you create. I've used weapons, armor, potions, and enchants I've crafted all by myself, all the way through level 21, and I don't see myself stopping. My damage output as a Nightblade regularly tops my groupmates' in PvE and PvP. Sincerely speaking, you've willfully skipped out on a huge portion of the game that breaks new ground in several ways. Not a good thing to do if you're a games journalist, is it?




The things I'd like to see in ESO going forward (lucky for me, Zenimax recently announced these things will be added in the near future): 

1) Better guild customization and established presence. Guild crests, tabards, banners, et al. 

2) PvP bonuses to alliances with a population handicap. 

3) Armor dyeing. 

4) More bag space (You know, for those resources.) 

5) Grouping system tweaks. 

6) Incentive to repeat dungeon crawls.



C.


vadagar1
vadagar1

i agree with 1


2!!! makes no sense ..!! did u play the game? I did and I keep finding these unexpected quests in huts, in caves and even around that huge tree...etc, clearly u failed to explore


next patch will fix 3 happy now


I'm really enjoying the crafting system except for enchanting, it just takes way too much runes and glyphs to level up and it only shines in high levels, again clearly u did not use it, the crafted stuff is THE best in the game ...


5!!! you did play Morrowind OB and skyrim....!!?? no difference in cycles whatsoever ... I see nitpicking honestly

my list would make more sense cause I'm actually playing the game and i'm involved with a really funny and friendly guild, hell 2 of them exchanged numbers and we talk on whatsup :P we are 20 members but close knit which makes the game 100 times better


1- more polished combat

2- more lands to explore (yes I wana see the summerset isles plz :P) 

3- inter-player emots like hugs and kisses and handshakes and cheers ...etc


 

SpLiTMaN
SpLiTMaN

i feel theres only one thing wrong with this game and its the combat they need to fix it! im no expert  but i mean how hard is it really to just copy past skyrims combat in the ESO while keeping the quick skills...is it that hard its all i want...true elder scrolls combat!

PCsama
PCsama

Elders Scrolls 6 "PLEASE" ..Mr. VanOrd you said everything i would say about this game i per-order it since 13/Dec/2013, i thought i'm going to play this game for the free month offer within 60$ cause i love and HUGE FAN of Elder Scrolls series and i am not an MMO player, but during the installation i SHOCKED about that i won't play the free month until i "confirm the subscription method" meaning i should sing to a another paid month to play the free one \___/

LuzerGS
LuzerGS

Auction house please. - *Flame Shield - Initiated*.

cyberwookie72
cyberwookie72

I've watched a few you tube videos, and there doesn't seem to be very many people running around the game world, like you would expect to see from a newly released MMO?

Mommas_b_o_y
Mommas_b_o_y

some of these ideas have merit, but as far as crafting needing better incentive he's couldn't be more wrong. you can craft all the way up to legendary gear. you couldn't ask for more of an incentive. If you think your gear is good enough wait until the vet dungeons. tough doesn't begin to describe them. the hardest dungeon in wow doesn't come even close to fg. anyway best mmo ever made.

lim30041982
lim30041982

What i know is ESO cs is suck , i just buy ESO yesterday and it should come with 30 days of game time . But when im trying to log in  it say i dont have active game time and forced me to manage subcriptions plans.


I dont have a credit card and when my game time is end im planning to use physical game time card (which i dont have right now) . So basically i just buying a plastic piece of shit and really regret it. I have contact the support but still don get a reply.


I dont know if i still can refund my game or sell it in ebay , damnnn

Shiftfallout
Shiftfallout

The game is dead jim... its dead!  Or more realistically speaking, its going to keep losing its subs and be forced into a free to play model. This was one of the worst designed mmorpgs I have played in a long time, and I bought the CE. A shame really.

SmawRpg
SmawRpg

1. More Dynamic Group Events: I have had some challenging epic world boss battles and anchor battles. When there isn't a large group and you are slightly underlevel, these are fun. Much better than Rifts or GW2's pub quests. I want to see Zone events like Rift did. PLEASE ZENIMAX!?


2. I don't see the problem here Kevin? venture off the beaten path? Thats the one thing you do in this game is explore.... the quests are discovered by exploring every inch of the land. Not all quests appear on your map either, I have found plenty of "sabataged wagons" "Blood trails into trap doors" etc. quests just by waltzing into random abandoned cabins as you said...this also isn't single player game, there are limits.


3. I agree its not quite group friendly, but I have enjoyed playing and questing with my girlfriend more than Wow, Rift, LOTRO, or any of those because its immersive and the questing isn't as grindy as the other games listed.


4. Meaningful day/night cylce.. I could think of a few minor things they coudl do with this that would be really cool, but those can be added at any point. New Night only questing, new traits for vamps at night (do they have this?), etc.  I can always tell when its night or day in game...that isn't a real issue is it?


5. the crafting is cool, but I can't speak for endgame crafting yet... Also, why should crafting give you the BEST gear.. nobody would do PvE content they would just grind crafting, wow the excitement.

Truth_Hurts_U
Truth_Hurts_U

Crafting really does suck in the game. You can get PVP armor that's better then crafted. I'm Maxed crafting on Metal, Wood and Cloth/Leather. Yet there is no appeal to any of the sets you can make.

They said that crafting would be the best gear... Well, that was a total lie.

jamenta8
jamenta8

Just another hit piece by Gamespot for TESO. Your credibility is no longer valid.  I'm going to start linking to other game review websites.  This is like some kind of vendetta ...

Shehi
Shehi

@chumbakarumba Its nice mixing ideas from other games such as The Witcher, but what Kevin proposed there regarding the zone events is what we have in Rift MMO - which works just fine. I agree with idea of introducing new zone-wide events, but please not anchors. :)

xvinci
xvinci

@PCsama  No, you can cancel instantly and not get billed.. still a f*ed up move by Zenimax

Shehi
Shehi

@LuzerGS Although it is legitimate request, it is quite hard to implement it, as we know it from other MMOs. ESO's megaserver (aka cloud) technology doesn't easily allow that: everything in big-scale will take time to implement and scale. So give it a time.

BurningUp99
BurningUp99

@LuzerGS   They clearly said that they didn't put in a global AH on purpose.  

bfeinberg
bfeinberg

@LuzerGS No flame shield needed. It is a legitimate request based on your actual experience with the game. I am a member of two trade guilds, so I probably wouldn't need it, but I do agree the lack of one doesn't really serve any purpose when you can just join a guild to get around it.

bfeinberg
bfeinberg

@cyberwookie72 I actually just took a picture and counted 20 people all crowded around the banker. One thing to remember is that the way the server works is there are endless phases to keep the zones from becoming too crowded, so you will never see everyone at once no matter if they are all standing in the same spot. I will try to upload it if I can figure out how.


Here:


http://static.gamespot.com/uploads/original/134/1347145/2523144-eso+picture.jpg


Assuming that works. I put it on my Gamestop profile.

Abanaa
Abanaa

@Mommas_b_o_y  At lower lvl's there's no need to craft. The game is too easy at lower lvl's. The point he made there is valid.

Mommas_b_o_y
Mommas_b_o_y

@Shiftfallout  haha, that's funny it just keeps getting more people. everywhere i go I see people. the game is a revolution

bfeinberg
bfeinberg

@Shiftfallout You are speculating. You have no facts about the subscriber amount. No one outside of Zenimax and Bethesda does. Yes, I am sure the initial amount will drop - all MMOs do after the first month. It might even eventually go free to play since that seems to be a trend of all MMOs as well now. But to say it is dead, not by a longshot.


"Worst designed MMO" is an opinion. Sure, that opinion apparently is held by plenty of people, but there are also a lot of people that really don't agree with you. 

bfeinberg
bfeinberg

@Truth_Hurts_U Truth_Hurts, at least try to be honest. I can craft a set of gear that is better than anything else I can get at level 24. In fact, what other games allow you to craft legendary gear? As long as you have the components, you can craft a legendary item, then on top of that, add a trait, and then on top of that, add a enchantment. Then on top of that, you can actually craft a set item if you craft at special workbenches across the land.


Now I don't know about PVP, because I don't PVP, so maybe the PVP gear is better, but I doubt it would be better until you start talking about level 50 gear.

Shiftfallout
Shiftfallout

@jamenta8 You do realize that the game OBJECTIVELY sucks right? Not even counting the bugs, theres literally NO point to questing in a group, it doesnt do multiplayer well...it doesnt do single player well... it is a lesson is mediocrity. 

bfeinberg
bfeinberg

@jamenta8 Just curious, but TESO is currently the #1 game on Gamespot according to their front page which is based off of people clicking on TESO related links and performing TESO related searches, so why wouldn't they want to provide stories that are the most popular. Thanks by the way, since you clicked on a TESO article, you helped it remain #1.

Shehi
Shehi

@Abanaa @Mommas_b_o_yWrong! At lower levels the reason to craft is to prepare for higher levels. Crafting takes time, especially upgrade items [green-to-blue, blue-to-purple upgraders] are hard to come buy. Its great incentive to start early, to be prepared.

Shiftfallout
Shiftfallout

@SmawRpg @ShiftfalloutI dont have one, rather its hard to pinpoint anyone in particular...you have UO, EQ, WoW (vanilla)... All great games. Currently one of the better designed ones was a Realm Reborn, and you can see this with the growing sub count rather than the usual loss thats had after 1-2 months.

Truth_Hurts_U
Truth_Hurts_U

@bfeinberg Your bad at finding PVE gear then. Because PVE sets are better then the ones you can craft.


In fact at 24 there is no way you can craft a set. Because it takes 3 traits to learn per item. Each item takes 4 hours first trait, 8 next, 12 the following. So that is a day per piece of item. If you have a skill point you can do 2 per day. That's if you even got the gear to learn.

In total to do a 5 piece set with a 3 trait requirement. You would need 3 days to learn it.

Unless you are horrible at leveling in this game... You could be in your 30's by the time you learned 3 traits for a set.

I'm at the point that 1 trait takes over 15 days to learn. It's going to months before I get all traits per item learned for the best set bonuses.

SmawRpg
SmawRpg

@Shiftfallout @jamenta8  I don't understand I feel there will be ESO protests on the street soon. You guys get so passionate about shunning this game to oblivion! badumchee


bfeinberg
bfeinberg

@SmawRpg @Shiftfallout One more thing about ARR. The quests completely suck. They are almost all of the type of go here and kill 10 mobs, go here and collect 10 things, over and over and over again. That is one thing that is refreshing about ESO - the quests are more quality over quantity.

bfeinberg
bfeinberg

@SmawRpg @Shiftfallout I have a level 42 character in A Realm Reborn (and two level 50 crafting characters) and both my wife and I quit because we got stuck trying to kill Garuda. Talk about bad game design - tying the main story to progression gates that if you can't get past the game is pretty much over. Also, you can't grind and level up any further to beat the boss because the dungeon's are limited to two levels higher than their intended target. That is another bad design decision. Because of those two decisions, they lost two paying customers.


I will give ARR one thing though, the crafting was excellent. Phased nodes only for yourself. BRILLIANT! That was the first MMO I had seen that had done that.

SmawRpg
SmawRpg

@Shiftfallout @SmawRpg  Again though its preferences, RR did not hold my attention and was boring to me. I prefer this game. 


The dungeons in this game are much more fun and can't wait for Trials, which I feel will be more action backed and less skill spamming than other mmos. I love healing because i have to run around and actually turn my mouse to another character to heal them, instead of just standing there casting heals on a character's face in the corner and moving out of fire every once in a while.  


I switch my 5 skills up so often to level different ones its like I am playing a different class all the time.  In RR i was a Maruauder/Warrior, all I could do is tank, I could switch a weapon and de-level and grind fates but no thanks). Here I can Heal or Dps as a sorcerer just by switching a weapon and remain my level. but this is all just my perspective, we all have things we look for in games.

Shiftfallout
Shiftfallout

@SmawRpg @Shiftfallout Thats "after" you played that game for that long, but remember theres no any one class you just level up till the end. What you are missing though is that regardless of if you felt its been done before, the design is SOLID. Its paced well between group and solo content, the dungeons are actually Unique, bosses actually require strategy and synergy between party members, the scope of the world is much bigger visually with more hand crafted content, you have alternative forms of play to break up the mode of play (housing is a good example, crafting is a mini game of sorts). Theres actually things to spend money on outside of bag space and mounts.

Its certainly not cookie cutter in that you can be any class with its own level and one also can mix skills between classes. The player is not limited by 5 skill slots either, which is a strange mechanic that also hurt Guild Wars 2 in terms of play style. RR actually had better character rigs and animation as well, you could see emotion on a characters face...good luck finding that in ESO.

Its not preferences really, the game is BADLY designed and I come from a background in game design as well as environment and character art. Just look at how they chose to paste textures on the bodies of the NPCs/players as opposed to having them exist as its own mesh. What we see with ESO is a lot of mistakes from a studio that hasnt made a mmorpg before, it wants to be a single player game while also being a multiplayer game and does neither well or with much depth. The art quality is from a generation or two back. The scope is small, one city is just a handful of huts. I mean for a $200 million dollar game, it makes you wonder where the money went. My money is on the server technology and the voice acting, everything else got second hand treatment.

SmawRpg
SmawRpg

@Shiftfallout @SmawRpg  I played Realm Reborn to 50 and have more fun playing ESO. RR fealt just like WoW, Tab Target, click skills in the same order you usually would. not much interchangablility. You still had cookie cutter classes, even with the weapon switching.  The combat was slow and boring and more endurance test than twitch combat. Again these are opinions and speak nothing to either game being poorly designed.. These are just Preferences.

bfeinberg
bfeinberg

@Truth_Hurts_U Maybe I am confused on how sets work, but I am talking about the sets of 3 and 5 items that give you a special buff if you are wearing that number of pieces of that set. You don't have to know every trait to be able to craft those.


It sounds like you are talking about something different.

Truth_Hurts_U
Truth_Hurts_U

Wrong, you have to learn each trait for each armor piece you craft for the set.

Top set is 8 trait requirement. 8 x 5 = 40 traits to learn for 5 pieces of armor/weapon.

Even with 3 skill points it will take you well over 1 month to learn a full set.

bublover1
bublover1

@SmawRpg  Nobody said it was difficult :)  Just grindy... there are A LOT of possible combinations and the particular rune you want may be very tricky to find.

bublover1
bublover1

@Truth_Hurts_U The amount of time necessary for trait research only increases if you do it on the same item over and over again (first trait on a light armour helm, second trait on a same type of helm again, etc). If you rotate the items (first research on a helm, second research on boots, third research on belt, and so on), it will only take the smallest amount of time for each of them. The research for a full set will only take a few days.

bfeinberg
bfeinberg

@Truth_Hurts_U @bfeinberg That is true, but I play slow so already have several traits unlocked per each piece of gear (I also put a point in allowing to research multiple items at once).


I will give you that enchanting and actually alchemy are a pain in the ass since you are pretty much having to guess at the components. I do like crafting Armor and clothihng though and you can make a lot of money selling the raw components just to the store. (400 gold per stack of refined material).

Truth_Hurts_U
Truth_Hurts_U

@SmawRpg The only good thing is the leveling isn't grindy. Unless you do enchanting... Then it totally sucks. 

bublover1
bublover1

@Shiftfallout  Actually, the point is that MOST of the people like you, who LOVE to bash the game on all the possible mediums, have only seen it in videos on YouTube. That's not passion, it's trolling.
I personally haven't played another MMO in my life, so I don't give a flying fuck if ESO is better or worse than the others. This game feels like a natural continuation of the Elder Scrolls series, the developers listen to their customers, and it can only get better from here on (and if anyone expected at launch a bug-free software of this magnitude, they have no fucking idea how software development works).

Shiftfallout
Shiftfallout

@SmawRpg @Shiftfallout@jamenta8So someone has an opinion or a stance on a game after playing it and that translates to physical protest? Passion just means people care about something, whether it has to do with a franchise, the genre itself, the time or money they put into it. Sometimes products are so poor that it will result on mockery of its own due to obvious properties surrounding it... lol kind of like the Shake  Weight.

The Elder Scrolls Online More Info

First Release on Apr 04, 2014
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  • Macintosh
  • + 2 more
  • PlayStation 4
  • Xbox One
The Elder Scrolls Online will be the first Elder Scrolls game to allow gamers to explore the Elder Scrolls world with others.