Bonzodog01 wrote: »Just so people know, both the Thieves Guild and dark Brotherhood are a long-standing part of the Elder Scrolls Lore, and it was felt to be vital to bring them to ESO in some shape or form to fill out obvious gaps in the Lore.
As for the overall quality of them - well, I enjoyed the thieves guild, and thought the artwork and soundtracks were very well put together. However, the quests, as people have said, seemed very shallow and over all too quickly. Too easy, you might say. Plus, not everyone has a character they want to RP as a would-be assassin and Thief.
However, read into the Thieves guild storyline a bit more, and you fast begin to realise that the Iron Wheel is nothing more than a very large gang of Mercenary Bandits who have succeeded in taking over Abah's Landing, and if anything, the Thieves Guild is doing the right thing by freeing Abah's Landing from them. Also they are using dark Magic, and that is a big no-no across Tamriel.
You might be a thief, but its for a good cause.
Now, onto upcoming DLC's - we all know already that Update 11, The Shadows of the Hist, does not introduce any new zones or quests. It's literally just 2 new 4 man dungeons in Shadowfen, cosmetic Appearance changes, costume dyes, 2 or 3 mounts and costumes...and thats it. This DLC is what has become of the original plan for Murkmire it seems.
The DLC after that, we can only speculate is possibly the introduction of One Tamriel, which again is no actual new content, just a major change to existing content and mechanics. It will more than likely introduce a couple of new mounts/costumes etc.
Onto Q1 2017 - So far, all we have is Player Housing.
We know, somewhere along the line, that Vvardenfell is being included in the game. However, how this will format out is difficult to say, as Matt Firor has already stated his vision for smaller and lighter DLC's that can be completed in a week or two.
Wrothgar, an excellent new zone and DLC. I still spend a ton of time in that zone, and not just for Writs
IC, never interested me much and having that DLC locked behind campaign restrictions makes getting there just too much of a hassle if I want to go over there with a group.
TG and DB are guilds that should have always been a part of the game, they had to be introduced somewhere. I do think they wasted two zones that they could have put more content into rather than tying them to a Guild Line. For instance, the Recovery Quests for TG, there are only 3 places you can go and 3 items you can recover. We have a bajillion delves in this game, why don't we ever do to them for a recovery? I know, it's probably a scaling issue, but one Tamriel will take care of that.
What I like the least about the DB is the aspect of killing innocent NPCs just because. I tend to drop those random killing contracts. I much prefer the ones where we have a specific spawned NPC to target.
Silver_Strider wrote: »So far, apart from Orsinium, I think the other 3 DLCs have been hit and miss for people.
IC - Tied into PvP, meaning the PvEers QQ that they are getting ganked and PvPer complain that the mobs there limit the fun of PvP. No real memorable characters and the quest line is meh.