Website had a chance to speak with The Elder Scrolls Online’s Lead Gameplay Designer Nick Konkle, and he shared some interesting bits of information, some of which hadn’t necessarily been discussed in great detail previously.

First of all, in regards to mounts, Konkle explained in detail how leveling up will work. Players will be able to add points to their horse as it levels, choosing whether they want to create a horse that can carry a lot of loot, run extremely fast, or run for a long time, or a combination of all of those:

“One “new” system we have is the ability to ‘feed’ your mount once every twenty-four hours. There are three different items you can feed your mount, either Oats, Apples or Wheat. Depending on which of the three you feed the mount, it will gain in either bag space, speed or stamina. These gains are permanent and cumulative. Basically it is the equivalent of leveling up your mount. They can be leveled up to level fifty, and depending on how high of quality they were when you started, they’ll naturally have differing levels of attributes at the end.”

Konkle also talked about crafting. We already knew items could be crafted and have additives thrown into the mix to make the result unique from someone else’s recipe, but Konkle gave a little more detail on how it would work, and what the limits will be:

“Our crafting system is very much exploration based. We have five tradeskills: Weaponsmithing, Armorsmithing, Rune Crafting, Alchemy and Enchanting. It uses a material system that you’ll probably be familiar with from playing Skyrim or Oblivion. When you find additives for the first time, their bonuses or attributes will just show up as ?s in the item description. As you use them, you’ll learn what they do, what they add to your recipes. For example, to create a long sword, you’ll need two materials: a metal obviously, and then something for the grip like a leather. If two people just use the same iron and leather, with no additives, they’ll both get exactly the same long sword. Changing the metal, to steel for example, will create a higher level long sword. Now when things start getting different is when you start adding in the additives. Each thing you craft has three additive slots. So after you put in your iron and leather in the materials slot, you pick from your gathered components for three additives. And you can add multiple ‘pieces’ of each one in each slot. So for example in the first slot you add some ‘coal’, you can add any various amount of coal, ten for example. Then in the 2nd slot you add a whetstone and in the final slot you add some rabbit guts.

“There are a set number of recipes in the world, I can’t give a number, but it is a LOT. So while the outcome isn’t randomized, it’s all predetermined, you can ‘over additive’ it. Basically what I mean is it is possible to not be efficient with the recipe. You could make the above recipe and come out with a long sword that has extra durability and is “extra sharp” doing extra damage. But you could run into someone else who made the exact same sword without using the rabbit guts. It’s the same recipe; they were just more efficient than you. You used extra components which didn’t accomplish anything. It’s going to be a community driven experience to find those recipes and find the most efficient versions of each. I expect we’ll see a lot of crafting driven forum discussion.”


Konkle also said, as we’ve heard before, that both crafted and looted endgame items will be viable, at least when looking at the base weapon. “Looted items can still be ‘improved’ and enchanted by the crafters. Crafters will always be very busy and in demand.”

Konkle was then asked about guilds and what ESO might be doing to improve upon the system. Konkle gave a very detailed and thorough explanation:

“Well, at the base level, everything you’ve come to expect from a guild system will be here: different chat channels, etc. We actually have three different things which I feel sets us a bit apart and improves on the system in general.

“First up, you can be in up to five guilds at the same time. Given the nature of most social networking, and let’s be honest, guilds in a lot of ways are a lot like social networking sites like Facebook and Twitter, we wanted a way for you to interact with different groups of people at different times, etc. So for example, you can be in one guild with your coworkers, another with friends and family, a third that you were a member of in another game, etc. This way you can still be connected to all of these people without lumping them all into one big group, much like assigning people to circles on Google+ or groups on Facebook. And you can naturally have different responsibilities in each, lead one, be an officer in another and just regular member in others.

“Secondly there’s the guild bank. While the bank itself isn’t a new function, when you integrate that with the ability to be in five guilds at once, it takes on a bit of more meaning. It has all of the functions you’ve come to expect like different access levels and such, and maybe some new ideas.

“Finally we have what we’re calling the Guild Store. It functions a lot like an auction house or automated self-merchant system. It is a way for guilds to distribute goods to its members without just dumping it into the bank as a free-for-all. You don’t have to worry about that one guy coming along and taking it all to sell for gold. If you spent twenty hours out farming this one item for the crafters in the guild and you just want straight cost for it, this is a way for you to automatically throw it up for others to come and get as they need it without you needing to catch them while their online or go back and forth with in-game mails, etc. We also foresee people forming a sort of market guild, a Costco guild or whatever if you like, where people all join up to buy and sell from each other. Or a group of crafters gets together and forms a guild where they can offer anything you may need as far as crafted items go, you join, do your shopping and then drop back out or whatever.”

Konkle also explained that there is relaly no difference between the PC/Mac, Xbox One, and PlayStation 4 versions of the game, other than being on separate servers:

“There really isn’t any difference at all except each is on their own server. It’s the same game across the board. They’re just separated. The PC players will play on their server, the Xbox One players on theirs and the PS4 players on their own. It’ll be the exact same game, just separate servers.”


We’ve heard briefly about “becoming emperor” in PvP, but haven’t been told a whole lot of details about how this will work yet. While it still isn’t explained precisely, Konkle did give a little more information on how it works:

“You become the emperor if you are the highest scoring member of your alliance, and scoring is determined by a number of factors such as if you were on successful assaults, were you healing well, kills, damage, whatever. So if you’re the highest scoring member of your alliance AND your alliance controls ALL of the keeps around the Imperial City… Which is extremely difficult because you have to hold both of the other alliances’ home keeps, so you’re GOING to get ganged up on. But if you can manage to do it as an alliance, the highest scoring member of that alliance becomes the Emperor. As the Emperor you get a variety of bonuses, including a skill that only the Emperor has which makes him extremely super powerful. Chances are if someone DOES become an Emperor, he won’t stay Emperor for long. It’s highly in the other alliances best interest to get together and end his reign.”

Lastly, Konkle gave a little information on how the Alliance versus alliance system will work:

“Well, first and foremost is the metagame system we just talked about, the Emperor system, which is going to be a great encouragement to get out there and PVP. But more than that, it was about taking a great three faction system and bringing it into the modern times. The technology is here now to do a lot more with it. Massive battles are already happening in the beta. The keeps and sieging system is definitely updated. There are a lot more types of siege weapons. Every wall in a keep is destructible. You’re not limited to just knocking down the gate and everyone forced to funnel in that way. You can knock down every single wall if you want to. Now on the flip side, once you take the keep, you’ll have to rebuild those walls. Whatever damage you do taking it, you have to fix once it’s yours. No magical repairs once it changes hands.”

Stay tuned to Elder Scrolls Off the Record for all the latest information on Elder Scrolls Online.

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Brian covers gaming news for the Quest Gaming Network. You can follow him on Twitter at silentfury007, where he also occasionally rambles about music.

5 Responses to “Konkle Reveals More ESO Gameplay Details” Subscribe

  1. PC Gamer August 6, 2013 at 4:52 pm #

    Hey OTR,
    What are the chances that the community can effect the chances that they can make this game go cross platform play? I’m a PC gamer thru and thru in that I enjoy dumping loads of money on having the best graphics, however, I’ll have to play this game on the XBox One so I can play with the majority of RL friends. Needless to say, I’m a bit upset at how this Final Fantasy 14 ARR is going to be an MMO and will have cross platform play enabled and ESO will not.

    • Deftknight August 7, 2013 at 4:40 am #

      The reason ZOS gave for not having cross-platform support is regarding PvP. Someone playing with keyboard + mouse will be able to react much faster than someone with a gamepad – creating an unfair advantage. So until that is solved I don’t expect ESO will go cross-platform.

  2. Mike August 6, 2013 at 6:38 pm #

    Interesting. Care to elaborate on the rather conspicuous switch between Provisioner and Rune-crafting?

  3. Solthas August 13, 2013 at 6:29 pm #

    An easy solution for that cross-platform play issue would be to break it up kind of like they have with cross-regional play.

    Have servers specific to each platform, for those that do not want to be fair in competition, and have a general central server for those that don’t care. The Megaserver technology would ensure that individual populations remain consistent, and people are able to play together if they wish to.

  4. We know August 15, 2013 at 3:28 am #

    Family guild? Old new guilds? What they smoke?

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