After playing TES IV many times through I feel like the version of Cyrodiil we get is a bit of a hot mess and a botched lore job by the development team. Here are some small examples I have found.
1. The Jerall Mountains in no way resemble the Jeralls I remember from Oblivion. They look like an alpine hills rather than mountain passes around the loftly Jerrals. Plus Bruma no longer sits on a steep cliff. I think the mountain topography could make for some rather strategic play (not all battles have fair and even topography.) and the players should adapt to the change in terrain.
2. The Great Forest is not all that great. The trees are a lot smaller, and less densely populated. Again this looks more like a pasture and less like a forest.
3. The Niben River is far too shallow and narrow. How are large ships ever supposed to get to the waterfront district when the river is unable to navigate by a large vessel.
4. The bridge crossing the Niben would not allow for large ships to pass through, and it is far too narrow. (see also point number 3.)
5. There should be only one bridge into the Imperial City, and that should be from western bank.
6. The imperial city is rotated to accommodate three bridges into the city, and then where lore wise the city somehow un-rotates to accommodate one bridge in the later stories?
These are fairly big issues with the design for Cyrodiil that ZOS has done, That I have a particular issue with. My question is should ZOS redesign Cyrodiil to make it more immersive via lore friendly changes? And if not, why?
Edited by Vanthras79 on 3 December 2017 17:00 Norion Germain - Telvanni Wizard, Covenant Battle Mage, Mage's Guild Magister, Resident of Daggerfall Overlook, Lord of Tel Galen, Psijic Monk, Antiquarian, Breton Scholar, and Traveler.
Should The Devs Correct Cyordiil's Topography in ESO? 46 votes