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Writhing Wall: Phase 2 - What Could Have Been

Gabriel_H
Gabriel_H
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The Writhing Wall event (Phase 1) was imo having done many community events in multiple MMOs over (yikes) several decades ... fine. It was a perfectly reasonable "Supply for the upcoming war" event, even considering the various bugs and rendering issues. Good job, ZOS.

Phase 2 however, the "Assault Phase" is, well, erm, not very assaulty. In fact it's just Phase 1, with a re-label. There is nothing all that different and no real sense of urgency. It's flat and dull, and given the length of P1 and what will be the length of P2, alongside having the Witches Festival at the same time (dear god what were you thinking?) regular players are barely engaging. No one I know is running 24 quests a day anymore, with most running 3 - 6, and at least from what I and others have seen there are less players in Solstice.

So, by way of feedback. I present to you, ZOS, what could have been:

Stirk Island:

Firstly, lets address Stirk Island. A good way to engage with non-season passers with what is happening in the world. Kudos. Smart move. Change nothing. Keep the existing 24 quests and let people pop in and out as they wish.

Solstice:

Moving on to the Solstice camp, where players have paid for something more, and no siege camps alone do not cut it, there should be, well, more. Lets take the 4 daily quest groups.

1) Siege Camps: Keep as is with the 6 quests. Like that more camps become active at the same time. I have some critiques of the camps but nothing a lower player cap in instances wouldn't mostly solve. 100 players vs 1 boss is meh, 12 players on the other hand, now that's a better fight.

2) Crafting Dailies: The supply is over. We have the men. We have the weapons. Now time for the more perishable goods and needed ones. Instead of keeping the Woodworking, Blacksmithing, and Clothier quests, they should all have been moved over to the consumable crafts. i.e. 2 quests each for provisioning, enchanting, and potions - it makes more logical sense.

3) Supplies from mobs: Ditch it. Supply is over. Time to fight.

4) Gather souls. Ditch it. Supply is over. Big laser go brrrrrrr.

So, what to do instead of 3) & 4). Well, how about something more "assault like" and something that showcases what the game has. So a whole bunch of quests, with a daily limit of 12, thereby keeping the current 24 limit. Everything I am about to suggest is already in-game in terms of the mechanics of it, and while some recoding and re-skinning would be needed, it is in effect things that are already present.

Steal the x, y z: The Worm Cult are putting up a building, maybe a mirror to reflect the brrrrrrrr, we need you hardy adventurer to go and scout out without them knowing. At the various places where road meets wall, the Worm Cult could have some NPCs and a lockbox, surrounded by both static and patrolling guards. The player is constantly flagged with "kill on sight" by the guards, just like city guards when you have a big bounty. The guards would be invulnerable, just like city guards. And they one-shot any player (bit more nasty than city guards). Some guards would patrol with lanterns that break stealth, just like in Abah's Watch/Clockwork City. The goal is to sneak past the guards, and steal some plans from a lockbox.

Kill the architect: Same as above, but a Dark Brotherhood take on it. Sharpen your Blades of Woe.

Help the fighters: A roaming WB has appeared somewhere in Solstice (like in West Weald - Minotaur or the Havocrel in Deadlands) and the Stirk fighters are in dire need of a tank, healer or DD. Specific mechanics for these roaming bosses with NPCs playing the other roles. So a tank quest would have some NPC DDs and an NPC healer. If the boss isn't taunted they kill the NPCs and the quest fails. Similar setups for the DD and Healer quests. For non-DD bosses make them invulnerable to player damage so people can't cheese them. Heck you could even level the rewards based on the number of NPCs who survive the encounter.

Fighters/Mages Guild: You could have representatives of the Fighters and Mages guild who give quests to go kill incursion bosses in various delves (FG) or public dungeons (MG), with part of the reward being FG/MG experience. Admittedly this would be a hard one to pull off as you'd have part of the delves or PDs taken over by the Worm Cult and who knows if you could do that ... (yes, little bit of sarcasm from me)

Now for some consequences: Every time a quest is failed, the wall gets repaired a little bit. Now you have incentive and urgency.

After Phase 3, you could just revert the Solstice Camp back to the Stirk Island quests. Giving your players a proper once in a lifetime experience. If you missed it, you can still get the rewards, but sadly you missed the fun. It happens. Some thoughts for you, ZOS, for next time!

Edit: This post is based on a passing comment I made to some friends the other night. I've put about 5 minutes of creative thought into it. Just saying.
Edited by Gabriel_H on 6 November 2025 07:41
  • katanagirl1
    katanagirl1
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    These are good ideas, but I think failing quests and having the wall repaired by the Worm Cult at this point would be demoralizing for players, after having put this much time into two versions of basically the same quests. It would be putting another obstacle in the way of progress, which we desperately need. Just look at the tweaking of the percentages so far and how that has upset everyone.

    I have a character that can do the sneak and assassinate quests, hopefully most players do as well. The description of this sounds like it might be hard for a character that does not have TG or DB.

    The FG/MG quests could specifically send you to one of the delves or public dungeons that have been taken over to kill the Field Marshall prior to Phase 3, which would tie in that part of the event that is not connected in any way. Not sure if they could change it afterward, though. Could it be handled by a separate instance?
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