Buy cheap ESO gold to gain the new game play experience

Unknowingly, the Elder Scrolls Online has been launched for almost a month. In the first month of ESO, there are praises, complaints and hard working. Here, there is a summary to the past and an advance notice to the future updates in ESO. If you want to gain a new game play experience, ESO-Gold will offer the cheapest Elder Scrolls Online gold to you.

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What happens in ESO in the past month?
In the real world, there are still so many variations. So are ESO. No one can address all bugs before its launch. In the past month, ZOS has been working hard to find and fix these issues already, and they have successfully fixed many quest blockers, especially in zone, NPC guild, and main story quests.

At present, the first update has been launched on PTS for a week. Update 1 contains not only Craglorn, the first Adventure Zone, but also many tweaks and bug fixes.
As for the first Adventure Zone, Craglorn is created for groups of Veteran Rank characters, and 12-player Trials for Veteran Rank characters feature completion time leadboards.

Besides, there is a Death recap to help players find out the reason why they are defeated. Death recap will tell you who killed you, and what ability they were using.
In Cyrodii, players who fight in a lower population can get more Alliance Points.
In addition, there are some tweaks in animation, combat ability, class ability and content bugs.

What content may be added in the next month?
Except for fixing bugs and balance tweaks, there is a plan to update in 2014. Most obviously, two new Veteran Dungeons, Crypt of Hearts and City of Ash, may be added in the game. Besides, grouped players can see each other even when they are not in the same phase. Besides, there may be some tweaks in Spellcrafting, Horse Racing, Crafting System, NPC facial animations, and the improved looking for Group system etc.

Given the continuous improvement of the ESO content, players should buy ESO gold to gain the new game play experience. You can get the cheap elder scrolls online gold at ESO-Gold.

Relied on trail mix to succeed in becoming Emperor in The Elder Scrolls Online

If it’s good to be the king, then being Emperor must be a pretty nice gig, too. The Elder Scrolls Online’s first player-emperor goes by the name “Morkulth.” He has his own battle cry and a horse named Moonbeam. In a new interview at the official ESO website, Morkulth says he relied on his guildmates, early access to the game, and a lot of trail mix to make it to the top.

eso guides

Reaching the rank of Emperor in ESO reflects success in specific PvP alliance war campaign events. Players who top the leaderboard for each campaign ascend to the fictional throne and get a full skill tree that lasts the life of the character. Now, these skills lines are a big deal in ESO, as the way they morph and change has a tremendous impact on how the game feels and the kinds of challenges players can overcome. If I could imagine an imperial gift in ESO, this might be it. And I’m sure Morkulth gets some bragging rights as well, even as the high elf sorcerer was full of praise for those who helped him achieve this.

“It was a little nerve-wracking, to be honest,” Morkulth tells developer Zenimax Online Media. “I was not expecting to be on the top of the leaderboard because I started a little behind some other members who were in the campaign. I had confidence, though, in my ability to stay to the plan I had set up for myself and follow through with my goals. It felt great to open up my mail and see a beautiful costume ready for use. I was elated that I had the support of great guilds like Entropy Rising and PRX, my trusty steed Moonbeam, and my mara partner Grimalkin. Without the combined efforts of everyone it could not have been accomplished.”

Asked how he prepared for his battle to the Ruby Throne, Morkulth tells Zenimax, “I prepared by having lots of trail mix at hand if the fight was to go into the late hours of the night and making sure I stayed rested (physically). To stay motivated, I kept my eyes on the prize.”

If you’re curious about who else has been able to reach the emperor rank since the game’s release last month, Zenimax says it is planning a series of interviews to highlight these unique players. For more on ESO, check out our review.

Improvements and Additions We’d Like to See in The Elder Scrolls Online

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.

eso guides

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.

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.

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.

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.

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?

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!

Buy cheap eso gold at very affordable rates

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ESO gold, as frequent gamers will know, is the lifeline of the entire game. It is the main currency in the game and all purchases are done through this medium. There are, however, three main functions of the gold in the game; it allows players to quest, play in the market and craft. Through these methods, players are able to buy more gold. Nevertheless, most players know that the endeavors they have to go through in order to gain gold in the game are long and tedious jobs. Failure is common in the games and many times, efforts to get hands on the currency fail drastically. As a result, players are left with very few reserves of personal gold.

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Elder Scrolls getting justice system, dyes, Thieves Guild, and more

ESO is purty

Elder Scrolls Online boss Matt Firor has posted a lengthy look at the game’s past, present, and future. He says that the development team continues to squash bugs, deal with botters, and read all of its press, both positive and negative.

He also hints at future updates, including a justice system, armor dyes, Thieves Guild and Dark Brotherhood storyline and quests, spellcrafting, additional guild functionality, new dungeon content, and more. Not much is known about the justice system as of yet, but it involves the ability to steal from NPCs and features consequences for being caught.

Finally, Firor says that everyone who had an active account prior to 8:00 p.m. EDT on May 1st will receive five free days of game time as a thank you for persisting through some of the launch issues.

Elder Scrolls Online AMA discusses bug fixes, housing, spellcrafting, and more

ESO

The Elder Scrolls Online’s Paul Sage, Matt Firor, Rich Lambert, Brian Wheeler, and Nick Konkle descended upon Reddit today along with a bevy of community managers to run another ask-me-anything, perfectly timed after the release of this morning’s release of ZeniMax’s plans for the game in 2014. Here are just a few of the highlights:

  • Spellcrafting will involve the rediscovering of “traditional” Elder Scrolls schools of magic, like alteration and destruction.
  • Wheeler hinted that aesthetic changes might be en route for the Imperial City.
  • There are no current plans for smaller scale PvP zones or dueling.
  • Grouping, werewolf, quest achievement, and PvP vampire issues are being worked on. SLI support arrives with Craglorn.
  • Lambert confirmed the Thieves Guild and Dark Brotherhood will have their own skill lines.
  • There’s no time-frame for player housing right now. “We want to do it right,” Community Manager Jessica Folsom said. Guar mounts are also planned sans timeline.
  • Aside from weekly stability patches and “after the dust settles,” the team still plans content updates every four to six weeks.

The complete AMA is on Reddit for your review.

5 Improvements and Additions We’d Like to See

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.

eso
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.

eso
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.

eso
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.

eso
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?

eso
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.