Top of the page, the gear icon to the right of the thread namearcadiadark wrote: »I'm not exactly sure how to edit my post
arcadiadark wrote: »In terms of motifs-
I would like Bonemold to make a comeback in this expansion styled of the many different houses within, with bonemeld getting its own catergory in order to fit the big variety of available house armor that your house would choose. Another motif I would like to see is netch leather. It has many unique styled looks that look quite exotic compared to other cultures armors and would give more variety to choose from for your character. And lastly my biggest wish is Vvardenfall glass armor. It has a very unique look and to me is one of the most unique looking armors in the elder scrolls franchise. While glass already exists, it is styled after high elven culture and I would like to see this one styled after dark elf culture. Perhaps vvadenfall glass could give another use for malachite shards.
AzraelKrieg wrote: »I think you confused clanfears with cliffracers as clanfear are in the game already

AzraelKrieg wrote: »I think you confused clanfears with cliffracers as clanfear are in the game already
Cliff racers are already in ESO as well, they just don't attack you and stay out of your way - unlike their horrendous counterparts in TES III: Morrowind.
AzraelKrieg wrote: »I think you confused clanfears with cliffracers as clanfear are in the game already
Cliff racers are already in ESO as well, they just don't attack you and stay out of your way - unlike their horrendous counterparts in TES III: Morrowind.
Haha, yes, when I saw them in ESO for the first time, I went immediately into sneak and hoped for the best, that they might not have seen me - but they are harmless in ESO.
AzraelKrieg wrote: »I think you confused clanfears with cliffracers as clanfear are in the game already
Cliff racers are already in ESO as well, they just don't attack you and stay out of your way - unlike their horrendous counterparts in TES III: Morrowind.
Haha, yes, when I saw them in ESO for the first time, I went immediately into sneak and hoped for the best, that they might not have seen me - but they are harmless in ESO.
I still remember sneaking all the way up Red Mountain to fight Dagoth Ur in order to avoid those things and save my arrows, and after being told that there was no longer a threat to Vvardenfell I ran back down the mountain without sneaking thinking everything would be safe now.
That gif is an accurate representation of what happened. Whoops.
AzraelKrieg wrote: »I think you confused clanfears with cliffracers as clanfear are in the game already
Cliff racers are already in ESO as well, they just don't attack you and stay out of your way - unlike their horrendous counterparts in TES III: Morrowind.
Haha, yes, when I saw them in ESO for the first time, I went immediately into sneak and hoped for the best, that they might not have seen me - but they are harmless in ESO.
I still remember sneaking all the way up Red Mountain to fight Dagoth Ur in order to avoid those things and save my arrows, and after being told that there was no longer a threat to Vvardenfell I ran back down the mountain without sneaking thinking everything would be safe now.
That gif is an accurate representation of what happened. Whoops.
Just that running makes it worse, because it will attract all the others on the way as well and make the swarm even bigger.
phobossion wrote: »I'd like to see all the iconic locations and an attempt to revive that "open world" feeling. As much as I love ESO and its epic questing, the quests are all very "local", i.e. you find a mark on your map, there is a quest giver nearby, you get the quest and complete it on the spot. There are very few quests that require you to travel or get back somewhere.
While this is definitely still 100% better than the shi**y "modern" quest-hub approach, I'd love them taking a chance to implement real RPG questing. A huge open area like VVanderfel should be ideal for this. Unless they release it in parts, each part with its own linear mini-storyline
phobossion wrote: »I'd like to see all the iconic locations and an attempt to revive that "open world" feeling. As much as I love ESO and its epic questing, the quests are all very "local", i.e. you find a mark on your map, there is a quest giver nearby, you get the quest and complete it on the spot. There are very few quests that require you to travel or get back somewhere.
While this is definitely still 100% better than the shi**y "modern" quest-hub approach, I'd love them taking a chance to implement real RPG questing. A huge open area like VVanderfel should be ideal for this. Unless they release it in parts, each part with its own linear mini-storyline
Hm, we need the areas for the 3 houses at least - the south-west with balmora as center for house Hlaalu - Al'drun and the ashlands for house Redoran and the south-east to east for house Telvanni. The vulcanic center of Vvardenfel and the north could be added later.

Maybe some more dwemer ruins to explore, dwemer technology and what might have happened in the past to this culture and what made it disappear, was something what made me very curious in Morrowind. And I need a new dunmer character, when this DLC would get live. Much like the many Ayleid ruins in Oblivion, what is really a mystery what made these seamingly great cultures disappear.
phobossion wrote: »Vvanderfell seems to be about as big as two old levelling areas combined. While the new zones are pretty and all that, they are not particularly big, so that's my fear. Unless they were working on the island alongside the other DLCs, of course





https://www.youtube.com/watch?v=6pU9n2--efc phobossion wrote: »Vvanderfell seems to be about as big as two old levelling areas combined. While the new zones are pretty and all that, they are not particularly big, so that's my fear. Unless they were working on the island alongside the other DLCs, of course
Of course they would have to, because crafting a new area, do all the voice acting and story-telling takes much longer than 3 month to be developed. It requires several teams with at least 2 DLCs in development in parallel. Otherwise they could not release a new DLC every 3 months. I am actually impressed that they can do that at all - every DLC is a lot of work, all the details, the sound design, new sound track music, voice acting, storytelling, motifs, mounts, pets and other cash shop items.
phobossion wrote: »phobossion wrote: »Vvanderfell seems to be about as big as two old levelling areas combined. While the new zones are pretty and all that, they are not particularly big, so that's my fear. Unless they were working on the island alongside the other DLCs, of course
Of course they would have to, because crafting a new area, do all the voice acting and story-telling takes much longer than 3 month to be developed. It requires several teams with at least 2 DLCs in development in parallel. Otherwise they could not release a new DLC every 3 months. I am actually impressed that they can do that at all - every DLC is a lot of work, all the details, the sound design, new sound track music, voice acting, storytelling, motifs, mounts, pets and other cash shop items.
I meant outside of their regular 3-month DLC schedule, of course
You do realize the only reason the tools of Kagranac are where they are in Morrowind is because the Ash Vampires stole them from the tribunal.nimander99 wrote: »Balmora does indeed exist during our time but Caldera doesn't. I have heard that there are three locations labeled 'Player Home' in the Morrowind DLC data mine, so we may see housing either with that DLC or before.
Agreed completely on the raspy dunmer voice acting. Also I'd like the music to be very similar. Red Mountain raid is a must, maybe even see the Heart of Lorkhan. Perhaps a Quest that lets you place Kargrenac's Tools for the future Nerevar?
Anyhooser, so many cool things could be done with it. I'm sure I'll love it when it drops as I've liked ever DLC that ZoS has released.