I think OP was about how this progress is explained story- or roleplay-wise. Like, it would make sense if tasks about powering the Meridian Lens contribute to the Wall getting increasingly weakened, percent by percent. While arming two soldiers wouldn't, in principle, contribute to weakening the wall.
I think OP was about how this progress is explained story- or roleplay-wise. Like, it would make sense if tasks about powering the Meridian Lens contribute to the Wall getting increasingly weakened, percent by percent. While arming two soldiers wouldn't, in principle, contribute to weakening the wall.
Exactly this! I understand the non-RP daily reward given, I understand that ZoS just wants a controlled release to the content... my post was just that I'm struggling with connecting it to the story itself. To Skordo and Raz and all my homies.
tomofhyrule wrote: »I think OP was about how this progress is explained story- or roleplay-wise. Like, it would make sense if tasks about powering the Meridian Lens contribute to the Wall getting increasingly weakened, percent by percent. While arming two soldiers wouldn't, in principle, contribute to weakening the wall.
Exactly this! I understand the non-RP daily reward given, I understand that ZoS just wants a controlled release to the content... my post was just that I'm struggling with connecting it to the story itself. To Skordo and Raz and all my homies.
At least one of the dailies does give an explanation though. The Vitrified Souls are used to empower the Meridian Lens to be able to punch a hole in the wall when it’s powered enough.
The other dailies more deal with arming/supplying soldiers who are starting to siege on this side of the wall at the camps. But I’ll grant that it’s a bit incongruous that we hear things like “any quality will do, we just need resto staves!” when we don’t see anyone engaging in war at all. Just adding a bunch of generic fighting NPCs all along the wall may have sold that better.
When you turn in a daily quest, one of the rewards is shown as “+ writhing wall event progress”. So, I think phase 1 progress is focused on gearing the group and getting fuel for the lens.
shadyjane62 wrote: »When you turn in a daily quest, one of the rewards is shown as “+ writhing wall event progress”. So, I think phase 1 progress is focused on gearing the group and getting fuel for the lens.
Gearing the group? The stuff coming out of the boxes is only fit for deconing and it's only blue at that.
While this is a small thing, I can't help but think that the percent bars filling up that everyone is so frustrated about (and many, with good reason)- don't make sense at all anyways for this event. In the past, when we were, for example, killing dragons- the bar going up made sense because that's how many dragons we had killed. Kill a million dragons or whatever, BAM! Event done! We killed all the dragons guys! We took on the million dragon army! Like... the RP of a progress bar made sense.
I'm struggling to understand how this progress bar makes sense. Is this dremora we've slain? The wall is that much % weaker? Is it getting lower? Is this the percent of the army I've now geared? The story is lost, the progress makes no sense.
I don't mind a repetitive event, most mmo events are monotonous. But this one is particularly so with very little ability to even TRY to RP it as a community. While I like the idea of taking down a wall to access more map together, this seems really not well-thought-out. I'm confused and so much is broken and poorly done.
I sorta just want it to be over so I can get my giant bushes from the home goods vendor (though the patch notes to this point confuse me as the name mentioned is the skingrad vendor, but it says sunport.... par)
ESO_player123 wrote: »While this is a small thing, I can't help but think that the percent bars filling up that everyone is so frustrated about (and many, with good reason)- don't make sense at all anyways for this event. In the past, when we were, for example, killing dragons- the bar going up made sense because that's how many dragons we had killed. Kill a million dragons or whatever, BAM! Event done! We killed all the dragons guys! We took on the million dragon army! Like... the RP of a progress bar made sense.
I'm struggling to understand how this progress bar makes sense. Is this dremora we've slain? The wall is that much % weaker? Is it getting lower? Is this the percent of the army I've now geared? The story is lost, the progress makes no sense.
I don't mind a repetitive event, most mmo events are monotonous. But this one is particularly so with very little ability to even TRY to RP it as a community. While I like the idea of taking down a wall to access more map together, this seems really not well-thought-out. I'm confused and so much is broken and poorly done.
I sorta just want it to be over so I can get my giant bushes from the home goods vendor (though the patch notes to this point confuse me as the name mentioned is the skingrad vendor, but it says sunport.... par)
This bar represents the percentage of players contemplating completely abandoning the whole idea to bring the wall down and wanting to see what would happen if the wall stays put.
That is one of the ways to look at it ...
Writhing Wall – The Art of Doing Nothing and Calling It Progress
I’d really like to know what the point is of taking part in an event where you can’t measure, see, or even feel your contribution.
We run dailies, kill enemies, clear camps – and for what? The progress bar moves about as fast as a guar in quicksand, and nobody at ZOS seems willing to tell us how it actually works.
How much effort equals 0.1% progress?
A hundred quests? A thousand? Fifty thousand? Who knows – apparently, that’s top secret information.
So, we’re all grinding away blindly, hoping our actions might somehow matter, while the game gives us absolutely zero feedback.
It’s like shouting into a void and being told your echo is “community progress.”
If ZOS wants players to feel invested, they should at least respect us enough to show the numbers.
Right now, Writhing Wall feels less like an event and more like a placebo – something that looks active, but accomplishes nothing you can actually see.
When players can’t measure or understand their own impact, the event stops being motivating. It just becomes background noise disguised as “content.”