Thank you! I strongly agree with you. I myself have written several posts like yours in the past fews months and some other users have done the same. Posts criticising ESO's writing for having become more shallow, caricature-ish or not really serious anymore are posted increasingly often in this forum. I really hope ZOS pays attention to this.
As far as the combat being engaging and players working together, I know such world events are renowned in ... GW2 I think. I don't know how it works so well in that game (as people tell me). In ESO the skill curve is great. For the record, I am an endgame player and I believe this is a good thing. Combat depth in PvE and PvP, that there continues to be a payoff for investing your time in it, is the only reason I'm still here after 9 years. But that does mean it's virtually impossible to construct something that is equally satisfying to most players from a combat point of view.FabresFour wrote: »Thank you! I strongly agree with you. I myself have written several posts like yours in the past fews months and some other users have done the same. Posts criticising ESO's writing for having become more shallow, caricature-ish or not really serious anymore are posted increasingly often in this forum. I really hope ZOS pays attention to this.
You know, what really saddens me, besides this more cartoonish version of the world, is how the company sticks to a formula and follows it for the rest of its life in all its content.
I mean, the events: The events are always in the same format—now, the Halloween event is going to offer something different for the first time, and I have to admit that it excites me a little. But I would like to see this more consistently, you know?
For example, a different 10th-anniversary event that I would find interesting: Imagine that to celebrate the 10th anniversary, Molag Bal makes a new push into Tamriel. The expansion maps somehow receive a Dark Anchor event where a truly colossal Dark Anchor (a rework of the Dark Anchor concept) appears in each of the chapter maps released so far. To defeat this Dark Anchor, players must destroy chains scattered at different points on the map (more or less like the Ithelia invasion), or as shown in the original ESO cinematic trailer. In the end, Molag Bal summons really powerful creatures that require many players to defeat—like a Flesh Atronach with the strength of a dragon. Or even a dragon that is somehow being controlled by Chaotic Creatia. A Vampire Lord that is truly powerful.
I don't know. An anniversary event, for me, would be a celebration of the original game based on the content released so far. So making this mix of things could be interesting, you know? What I mean is not necessarily this event happening, but something like it: Something different. Something new.
The events in ESO nowadays boil down to: Go to place X and do what you’ve already done 1,000 times before, just now to receive reward Y!
With the new Halloween quest and the fight against Hollowjack, something new is being proposed, and it’s MORE OR LESS in this style that I would like to see the game receive content.
barney2525 wrote: »what do people expect? I notice that pretty much most of the complainers haven't gone through the process of creating entire worlds of their own.
Players Demand new content. So Zos has to Invent brand new ideas, never before been thought of, to develop a Zone, and a culture, and a history that still meshes with what has been established, with basic stereotypes for the people they will use to populate this addition to the world, and create enemies and conflict on a full country scale in the history. THEN they have to fill in all the minor details, unique aspects that are New and never seen before, that identify this zone as being Unique from everything else that has come before.
And THEN they have to devise a story of suitably epic proportions, that will last and be competitive for the most advanced 3k+ CP characters, for several hours of game time.
And then they will have to read all the complaints about everything they did wrong.
And the worst thing that could happen, would be to create such an expansion, and have it be absolutely Great and Fun.
Because Everything they did After that would be criticized in comparison.
That said, I basically always thought the strength of Elder Scrolls games was the art design, the large open worlds, with story-telling ranking below that.
New blood among the writers and possibly the voice actors.
barney2525 wrote: »I notice that pretty much most of the complainers haven't gone through the process of creating entire worlds of their own.
Elvenheart wrote: »Sigh…I guess I’m the only player that loved the story of a forgotten Daedric prince and found the character of Ithelia to be very interesting. 😢
Elvenheart wrote: »Sigh…I guess I’m the only player that loved the story of a forgotten Daedric prince and found the character of Ithelia to be very interesting. 😢
FabresFour wrote: »For years now, the maps have been the same. They follow a formula, and you know exactly what to expect. You know the average number of quests to expect, you know how many delves and public dungeons will be there, you know how many trials, you know… everything. There’s no mystery anymore. Everything is always handed on a silver platter to the players.
I started with TES3:Morrowind, so dialogue was never a strong point I associated with TES games (Morrowind had a very old-style dialogue system with lexicon keywords, which makes for very poor storytelling), and even the most simple of ESO dialogues is more life-like than your average Morrowind NPC. But ESO does have a better dialogue system, so that is not an excuse.
This, on the other hand, I don't really agree with. They create a new map - what else are they supposed to be doing? Five delves and three public dungeons? I really doubt that would shake things up in any noticeable way. No trial? Heavens no. A group dungeon in a chapter map instead of a DLC?
Elvenheart wrote: »Sigh…I guess I’m the only player that loved the story of a forgotten Daedric prince and found the character of Ithelia to be very interesting. 😢
karthrag_inak wrote: »Khajiit suggests that when you were new in ESO many things seemed sad and dark because you were....new in the world, and weak as well.
Now you are strong, have much more familiarity with the world, much more grounding in all of the quests that you have done. To feel that same sense of potential loss would necessitate a catastrophic change, or perceived change, to the world itself.
barney2525 wrote: »And the worst thing that could happen, would be to create such an expansion, and have it be absolutely Great and Fun.
Because Everything they did After that would be criticized in comparison.
Elvenheart wrote: »Sigh…I guess I’m the only player that loved the story of a forgotten Daedric prince and found the character of Ithelia to be very interesting. 😢
Elvenheart wrote: »Sigh…I guess I’m the only player that loved the story of a forgotten Daedric prince and found the character of Ithelia to be very interesting. 😢
I don't even mind the story about a forgotten Daedric Prince, and some parts of the story were nicely written. But in my opinion they could have made so much more of it, wouldn't they have clung so much to the usual formula.
The prologue looked promising, giving us a a short look at different societies that changed from daedra worship to a new belief through lore books, leading to a big question: How might these societies have developed if this change would have not taken place? Ithelia's reappearance could have shown us exactly these worlds through quests of the main story.
Imagine travelling through a portal to a Morrowind where there's no Tribunal, where the Chimer never became Dunmer, and with maybe a completely different outcome of the Battle of Red Mountain, leading to a different demography. We could have encountered Akaviri as well as Dwemer. And they could have done the same with more portals, leading to a variety of places. It wouldn't even have been neccessary to build entirely new maps, ZOS could have just altered known places - the more familiar the players are with them the better, so we really notice the differences - and show how they might look if history had been different. There's so much they could have done with that, as there are lots of singular events that caused a huge change in Tamriel's history.
This is almost every game now as they've become distilled as dopamine stimulation apps, with most actual gameplay removed to facilitate more dopamine hits.
I hate it, yet it didn't happen for no reason.
ESO launched with challenging content designed with core MMO players in mind and ESO's Skyrim audience HATED all of it. So in response, ZOS nerfed the hell out of their own game -- repeatedly, over the course of years. They're still doing it. The stated goal: "raise the floor, lower the ceiling"
(...)
So what we're left with is a complex, convoluted game with meaningless depth. Follow the arrrow, press e, get dopamine. No different than the dude at the counter at the gas station with 20 lottery scratch cards in front of them.
This is almost every game now as they've become distilled as dopamine stimulation apps, with most actual gameplay removed to facilitate more dopamine hits.
I hate it, yet it didn't happen for no reason.
ESO launched with challenging content designed with core MMO players in mind and ESO's Skyrim audience HATED all of it. So in response, ZOS nerfed the hell out of their own game -- repeatedly, over the course of years. They're still doing it. The stated goal: "raise the floor, lower the ceiling"
(...)
So what we're left with is a complex, convoluted game with meaningless depth. Follow the arrrow, press e, get dopamine. No different than the dude at the counter at the gas station with 20 lottery scratch cards in front of them.
How has anything of this to do with decreasing writing quality? Even if the fights were harder, it wouldn't chance anything about the writing being borelingly "safe" and the whole world made to a meaningless theme park lately.
barney2525 wrote: »what do people expect? I notice that pretty much most of the complainers haven't gone through the process of creating entire worlds of their own.
Players Demand new content. So Zos has to Invent brand new ideas, never before been thought of, to develop a Zone, and a culture, and a history that still meshes with what has been established, with basic stereotypes for the people they will use to populate this addition to the world, and create enemies and conflict on a full country scale in the history. THEN they have to fill in all the minor details, unique aspects that are New and never seen before, that identify this zone as being Unique from everything else that has come before.
And THEN they have to devise a story of suitably epic proportions, that will last and be competitive for the most advanced 3k+ CP characters, for several hours of game time.
I_killed_Vivec wrote: »barney2525 wrote: »And the worst thing that could happen, would be to create such an expansion, and have it be absolutely Great and Fun.
Because Everything they did After that would be criticized in comparison.
Fast forward to the gold road and one of the first things you have to do is share a memory with Ithelia and so, without question, you activate the Echonir.
Without a moment's thought you help this dread daedric prince, who you have been told will unravel reality itself?
katanagirl1 wrote: »I did enjoy the Ithelia story, but it seemed to wrap unexpectedly, the Recollection story was an awkward tie in, it all had its moments but it seemed like the budget ran out before the story was completed. I think the writers like to shepherd the player with npc guidance that tends to take up too much time instead of letting the player figure out what to do and resolve the situation. Maybe we need more action and less dialogue.
katanagirl1 wrote: »I did enjoy the Ithelia story, but it seemed to wrap unexpectedly, the Recollection story was an awkward tie in, it all had its moments but it seemed like the budget ran out before the story was completed. I think the writers like to shepherd the player with npc guidance that tends to take up too much time instead of letting the player figure out what to do and resolve the situation. I mean we had both Beregon and the Skingrad legion lady this time. Maybe we need more action and less dialogue.
katanagirl1 wrote: »I did enjoy the Ithelia story, but it seemed to wrap unexpectedly, the Recollection story was an awkward tie in, it all had its moments but it seemed like the budget ran out before the story was completed. I think the writers like to shepherd the player with npc guidance that tends to take up too much time instead of letting the player figure out what to do and resolve the situation. I mean we had both Beregon and the Skingrad legion lady this time. Maybe we need more action and less dialogue.
ZOS stories are too "easy chair accessible". They are like watching a movie that won't progress until you press a button, then it continues on. The button is a meaningless signal to continue. The quest actions are busy work that lead to the point where the button is pressed that moves the story forward. The entire purpose of the player is to press that button.
We are zombies.