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Confirmed: more 'year-long story' style content coming after Elsweyr. (Please no, you can do better)

  • Firstmep
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    Im glad theyre going with a year long overarching story.
    Too long dlcs have felt disconnected from the game, for example dark brotherhood etc.
    Its time we get a more cohesive story.
    If you join the game at dragonhold, there is no one holding you back from doing the previous quest content.
    Also its pretty unlikely for a new player to start with a dlc zone, as nww charachters start with the latest chapter, and Elsewyr does a pretty good job at explaining the whole dragon shtick.
  • Linaleah
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    on one hand, I love the idea of connected story. on the other hand, I think in order for this to work, we need to have ACTUAL CHOICE in which tutorial new character starts with, with descriptions stating where in a story each tutorial sets us, AND dungeons should get a solo mode. actual. true. solo mode. not "git gud" solo mode. if you are going to hide story inside these dungeons? you need to make sure that people actualy get to experience it.
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • Linaleah
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    jainiadral wrote: »
    Bad news :( Solo players don't actually see half of the story because it's gated behind group content. Difficult, mechanic-heavy group content. I'd hoped this approach during Elsweyr was an abberation. To find out ZOS is doubling down on story gating is disapponting, to put it mildly. I don't have an issue necessarily with tying the chapter and zone content together, but shoving group dungeons into the whole process is exclusionary and unfair.

    That said, I prefer more varied content and smaller stories. I love kitties, but I am so frigging sick of dragons. Am not looking forward to next year full of whatever they're going to choke me with.

    1. standard dungeons arent difficult
    2. its an MMO
    3. you can always just watch a youtube video for the 2min mostly non essential cut scenes

    people really drive their complaining up to the powerlevel 9000 these days...

    I REALLY like this year long approach - it fits the story telling approach and makes for a better, deeper and richer experience!!

    THANK YOU ZOS

    ffs. 1. standard dungeons ARE difficult for some people, when they are dlc dungeons
    2. which doesn't mean you are forced to group, it means that there are other people playing in the same world as you are, that you have an OPTION to group with.
    3. if i see another "just watch a youtube cutscene" thing I'm going to scream. so tell me WHY should someone bother BUYING those DLC's if they are just going to watch their content on youtube? (yes, not everyone subscribes)

    such a deep, rich experience of not even getting to see the story YOURSELF AT YOUR PACE INSIDE THE GAME. so good /sarcasm
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • yodased
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    I just don't understand how people are saying that they can't get through the normal dungeons. They are soloable on normal by a swath of people, but 4 people can't get through it?

    Even if it takes you 4 hours, which it will when you read every book in the place, you still got the story, or is it more that you just don't want to do a dungeon at all and feel you deserve the story within it because you want it.

    I know that this reads as elitist af, but I don't know how else to approach this, like these are not hard dungeons and even if they are hard for you, put the work in.
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
  • Shadow_Akula
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    I’ll pass on dungeon content still then. Don’t care if there’s holes in the storyline, zenimax’s fault for locking it behind group content. I mean did they not learn from craglorn? Nobody likes main storylines locked behind groups. (And before anyone says there was no issue with craglorn, ask yourselves, why’d they give in and change so the main quest could be done solo?)
    Look if it was a side story that ties into the main story that’d be cool and skippable, but wrathstone proves it’s not going to be some side story tie in it’ll be a part of the main storyline 🙄

    I get it zenimax you want more people to play dungeons, best way to do that is to stop shoving it down our throats, we’ll play them in our own time. Locking storylines behind dungeons just makes players feel left out and not want to play. Either scrap this “season of whatever” bs or give solo players an option for solo dungeon - could be set so the dungeons do not give out any rewards or give out different less powerful rewards if that’s the issue, otherwise I see no reason why it can’t be done.

    As for those saying things like just YouTube it and things along those lines, you guys just don’t get it, some of us want to play the storylines not just watch it. Also many YT videos often have some silly unnecessary commentary by the creator, “mute it then” and miss the npc dialogue that subtitles can sometimes miss out?

    TL:DR: Zenimax is going the wrong way to increase dungeon popularity and instead will end up driving players away.


    S.A.96
  • Linaleah
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    yodased wrote: »
    I just don't understand how people are saying that they can't get through the normal dungeons. They are soloable on normal by a swath of people, but 4 people can't get through it?

    Even if it takes you 4 hours, which it will when you read every book in the place, you still got the story, or is it more that you just don't want to do a dungeon at all and feel you deserve the story within it because you want it.

    I know that this reads as elitist af, but I don't know how else to approach this, like these are not hard dungeons and even if they are hard for you, put the work in.

    you need 4 people who are on the same page, time talking to npc's so no one misses any pieces of dialogue, and you need them to be available for those 4 hours, for starters.

    and yes, you are sounding extremely elitist, not to mention short sighted. imagine trying to find these 3 more people to do these dungeons few months after release. how about a year after release. and i don't just mean 3 people that can get through these dungeons, I mean 3 other people who are cool with experiencing all of the story and all the lorebooks and gawking at the incredible environments. SO and I have been 2 manning a lot of dungeons recently. we are ok. not super amazing, incredible can solo anything with hands tied behind out backs, but none of the original dungeons gave us any trouble at all. DLC dungeons though..... oh we can get through IC dungeons just fine and speaking of which... I have been playing this game consistently for YEARS and only just last week i actualy got to read all the lorebooks and talk to the prisoners you free for blockbuster achievement. and they tell one heck of a story btw. I also got to see a LOT of passages and caves, half the time I didn't even realize existed because most groups if you are lucky will wait for you to turn in the quest, but nothing else.

    but anyways. we tried DLC dungeons. we cannot do them. we cannot 2 man them. in cradle of shadows, we couldn't get past the that dude with orbs and interrupts and shadows in 4 corners of the room that he summons, forgot the name. in Mazatun, we coudln't get past chudan. in Scalecaller peak, we couldn't get past the first boss - kept dying to some poison mechanic i didn't even see mentioned in guides. no neither of us were standing in red. haven't tried Ruins of Malathar or Frostvault yet, but i'm not feeling optimistic. that's taking into account that while 2 of us and while we are not... incredible, I've had plenty of 4 man pugs that took much longer, and weren't anywhere near as smooth as our 2 man forays. so try to imagine how these DLC dungeons feel to pugs that struggle with City of Ash 2, for example. and then couple that with different people having different pace at which they absorb the story.

    hiding self contained stories inside dungeons that most of your populace struggles with, is bad enough. tying pieces of ongoing SOLO story to dungeons? is NOT the wisest decision. because lack of story is NOT why people are avoiding DLC dungeons, ZoS.
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • olsborg
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    Season of the Bug & Performance fixes, I'm up for that one.

    Oh yea. Altho i think that would need to span over more then one year🤪

    PC EU
    PvP only
  • jainiadral
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    yodased wrote: »
    I just don't understand how people are saying that they can't get through the normal dungeons. They are soloable on normal by a swath of people, but 4 people can't get through it?

    Even if it takes you 4 hours, which it will when you read every book in the place, you still got the story, or is it more that you just don't want to do a dungeon at all and feel you deserve the story within it because you want it.

    I know that this reads as elitist af, but I don't know how else to approach this, like these are not hard dungeons and even if they are hard for you, put the work in.

    I could give two you-know-whats about the story in most DLC dungeons. Every new dungeon that comes out from now until eternity can have its own storyline, or, heck, a continual separate dungeon storyline that carries on until the game shuts down for those who want to run them. I'll never touch any of those dungeons, so I don't "feel I deserve" those stories. Those stories are non-entities to me. If you guys who run dungeons love 'em, more power to you :) I wish you enjoyment.

    What I have an issue with is how DLC dungeons this year, and apparently forever are going to hold parts of the MAIN STORY behind group content. I hate MMO mechanics and I'm not going to study up for years on Google, rebuild my toons' CP allocation from the ground up, regear, etc. just so I can catch the entire main story-- if I'm lucky enough to find a PUG that's willing to wait for me to listen to all the dialog and pick up lorebooks to read later. That's pure madness, especially since this is all on ZOS.

    --begin rant--

    I'm starting to wonder why I'm playing this game at all. ZOS obviously doesn't value players like me. From catastrophic nerfs to gating solo story content behind hardcore dungeons, it's getting harder and harder to to enjoy the game. I'm not looking forward to anything coming down the pike, and announcements like this make me dread what's coming even more.

    I'm not a hardcore Elder Scrolls fan. I've enjoyed the franchise, but what I've enjoyed most is this incarnation of it. Now that everything I've worked for is getting tossed down the crapper (CP revamp), it's hard to see a future for myself here. I don't have that years-long love to make me overlook the flaws like so many do.

    I probably should watch a bunch of YT vids on how to do space combat in Star Trek Online until Torchlight Frontiers comes out *sigh*

    --end rant--
  • Fermian
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    I like the year focus, providing the story in phases. But ye the starting location for new characters is an issue imo. An option could be if they just start with the expansion zone.
  • yodased
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    So invis pot through the dungeon, die and read all the books for eidetic memory and then read them at your leisure.

    The story in frostvault and depths of malatar is not critical to the main story line, I mean I guess what the disconnect here is you have people that want to read every line of every book while in a dungeon and expect other people to want that too, and then say its impossible to complete these dungeons, but its really not.

    If you get a supertank and a superheal build you can duo everything in the game on normal, it may take you a little while to do, but its not hard.

    You can get what you want, but its going to take work. Also, why not make a guild of people if there are "a majority" which honestly is not true, that can't get through these dungeons.

    I started a guild in 2014 when there was no group finder because i wanted to do dungeons, do the same thing for people that want to RP walk in dungeons.
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
  • Linaleah
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    yodased wrote: »
    So invis pot through the dungeon, die and read all the books for eidetic memory and then read them at your leisure.

    The story in frostvault and depths of malatar is not critical to the main story line, I mean I guess what the disconnect here is you have people that want to read every line of every book while in a dungeon and expect other people to want that too, and then say its impossible to complete these dungeons, but its really not.

    If you get a supertank and a superheal build you can duo everything in the game on normal, it may take you a little while to do, but its not hard.

    You can get what you want, but its going to take work. Also, why not make a guild of people if there are "a majority" which honestly is not true, that can't get through these dungeons.

    I started a guild in 2014 when there was no group finder because i wanted to do dungeons, do the same thing for people that want to RP walk in dungeons.

    /facepalm. you do know that most of those dungeons do NOT let you progress through unless you kill the bosses right? you do remember that NPC's certainly do not go along with the story unless you go along with the dungeons.

    you do realize that NOT EVERYONE CAN GIT GUD, to the point where they can solo or even duo these things. you thinking that story is not critical, does NOT make it irrelevant or a good tie into a main story. requiring "getting a supertank and superheal" build JUST TO SEE PARTS OF THE STORE WHERE MOST OF IT IS SOLO - IS RIDICULOUS. and no, not everyone can do it, and YES, it is HARD for some of us.

    and once. again. lets say. you make this guild. lets say a nice chunk of you DOES get through the story at a slower pace where you actualy get to listen to the dialogue which YOU STILL HAVE TO TIME BECAUSE IT AUTOCOMPLETES FOR EVERYONE EVEN IF ONLY ONE PERSON STARTED TO TALK TO NPC. how about few months down the road? how about if you didn't get around to this story until later. how about if you started playing later.

    there is a gigantic difference between doing dungeons as repeatable content and doing them for the story. if there wasn't, it would be such an issue for all the gear farmers and pledge runners, that some people are holding them back by not moving fast enough for their preference.

    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • Hallothiel
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    @Linaleah

    May I suggest you look through the guild list & find a guild that suits? Then it will be much easier to find nice people with whom you can do dungeons! Worked for me.
  • yodased
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    What is the actual problem though with the dungeons. I am of firm belief that anyone can complete these things, if you are having trouble with them then there are ways to help you, but simply refusing to understand how the game works and in your words "GIT GUD" and then expect to be handed content because you want it is silly.

    Are you dying too much? Not able to hold aggro on the mobs? Boss 1 shot you? Do you not understand the mechanics of the fights? Not willing to learn them?

    The reason I push this is because there is a person in my guild that has 6 fingers and pulls 45k dps, so not sure where the disconnect here is. I have a 75 year old member that stomps through dungeons with us, so its not about twitch reflexes.

    Did it take work to get there? Sure it did, but if you want to have the story from the dungeons, you do the dungeons.
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
  • jainiadral
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    yodased wrote: »
    So invis pot through the dungeon, die and read all the books for eidetic memory and then read them at your leisure.

    The story in frostvault and depths of malatar is not critical to the main story line, I mean I guess what the disconnect here is you have people that want to read every line of every book while in a dungeon and expect other people to want that too, and then say its impossible to complete these dungeons, but its really not.

    If you get a supertank and a superheal build you can duo everything in the game on normal, it may take you a little while to do, but its not hard.

    You can get what you want, but its going to take work. Also, why not make a guild of people if there are "a majority" which honestly is not true, that can't get through these dungeons.

    I started a guild in 2014 when there was no group finder because i wanted to do dungeons, do the same thing for people that want to RP walk in dungeons.

    I think there's an extremely fundamental disconnect. When I log in to ESO for the day, I look at my quest log, look at the map for whatever overland zone I'm in. Then I ride to the quest and do it, focusing on story and dialog at my own pace. Hey look at the view over there! I ride over and stare at the sky for a while, maybe picking crafting mats and opening chests on the way to my little vista.

    Back in reality-land, I show my not-gamer-anymore hubby the new view I've discovered. He points to a rock in the distance. "Can you climb that?" I go see, and we both ooo and aaah or feel disappointed if there's an invisible wall-- we both played Skyrim.

    I see another quest marker or delve on the map. I do it at my own lonesome pace. What's that cool rock? I stare at it, circle around it, show hubby, etc. Then I read all the lorebooks relevant to the area/quest/delve at my own solo pace. I finish, then rinse/repeat with the next story quest, zone quest, delve. Then I log out, to begin anew the next day.

    This is ESO to me. Not group content, not practicing for hours at some target dummy so I can rote-run dungeons over and over. Not starting some guild and shouldering massive obligation and responsibility just so I can see every last bit of the MAIN STORY. Story that was 100% solo up until January of 2019, I might add.

    I don't like group content period. ZOS trying to force the entire population into it so they can pad their bottom line isn't going to work. They're just going to lose my expansion and DLC $$$$ instead.
  • Xaramasa
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    whereas they could come back for Murkmire even if they didn't like High Elves for example

    What is the relationship between Argonian Murkmire with disliking High Elves?

  • yodased
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    jainiadral wrote: »
    yodased wrote: »
    So invis pot through the dungeon, die and read all the books for eidetic memory and then read them at your leisure.

    The story in frostvault and depths of malatar is not critical to the main story line, I mean I guess what the disconnect here is you have people that want to read every line of every book while in a dungeon and expect other people to want that too, and then say its impossible to complete these dungeons, but its really not.

    If you get a supertank and a superheal build you can duo everything in the game on normal, it may take you a little while to do, but its not hard.

    You can get what you want, but its going to take work. Also, why not make a guild of people if there are "a majority" which honestly is not true, that can't get through these dungeons.

    I started a guild in 2014 when there was no group finder because i wanted to do dungeons, do the same thing for people that want to RP walk in dungeons.

    I think there's an extremely fundamental disconnect. When I log in to ESO for the day, I look at my quest log, look at the map for whatever overland zone I'm in. Then I ride to the quest and do it, focusing on story and dialog at my own pace. Hey look at the view over there! I ride over and stare at the sky for a while, maybe picking crafting mats and opening chests on the way to my little vista.

    Back in reality-land, I show my not-gamer-anymore hubby the new view I've discovered. He points to a rock in the distance. "Can you climb that?" I go see, and we both ooo and aaah or feel disappointed if there's an invisible wall-- we both played Skyrim.

    I see another quest marker or delve on the map. I do it at my own lonesome pace. What's that cool rock? I stare at it, circle around it, show hubby, etc. Then I read all the lorebooks relevant to the area/quest/delve at my own solo pace. I finish, then rinse/repeat with the next story quest, zone quest, delve. Then I log out, to begin anew the next day.

    This is ESO to me. Not group content, not practicing for hours at some target dummy so I can rote-run dungeons over and over. Not starting some guild and shouldering massive obligation and responsibility just so I can see every last bit of the MAIN STORY. Story that was 100% solo up until January of 2019, I might add.

    I don't like group content period. ZOS trying to force the entire population into it so they can pad their bottom line isn't going to work. They're just going to lose my expansion and DLC $$$$ instead.

    Fair enough a single player game is way more your speed, and thats fine. To say that a multiplayer focused game should not have multiplayer focused stories to me is illogical though.

    Also its not the "main story" since you have to buy it. The main story is still buying the game for $10 and running through molag bal.

    Other than that its all just addons anyway, there is not continuation of the story or you wouldn't even be talking to abnur tharn, you would be smacking him across the mouth and asking for the amulet back
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
  • LittlePinkDot
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    bluebird wrote: »
    So, this post is a case against the year-long story approach that is apparently going to be the future of ESO content.
    During the recent Quakecon 2019 panel about ESO, 'Building Tamriel', the devs talked about the new 'year-long story' approach to creating content. They mentioned that they liked that all four quarterly releases are tied to one cohesive theme and story, and they see no reason to change it. They also basically confirmed that after 2019's 'Season of the Dragon' in which Wrathstone, Elsweyr, Scalebreaker and Dragonhold were interconnected, they are planning on taking this approach forward and creating the next 'Season of the [insert theme here]' for 2020 and beyond.

    **********
    1. Rich mentioned that they like the year-long story approach: 'We decided with Elsweyr that we wanted to tell this year-long story, so that the entire year was focused on that, so when new players came in or returning players came in they kinda knew what was going on and where they could start is they wanted to start or they could just jump in and continue on the story as they see fit.'

    But I'm sorry, that doesn't make sense. Having a year-long story makes it less likely that new and returning players will know what's going on and where they can start. Oh, you want to play Dragonhold? You won't understand what's up with Elsweyr (since Dragonhold takes place is Southern Elsweyr) if you didn't play Elsweyr, and you won't understand what's up with all the dragons if you didn't play Wrathstone or the Elsweyr Prologue. :confused: The older system is better in this regard, because if a new or returning player wants to know what's going on and where they can start if they want to play Summerset, they go play Summerset. If they want to know what's up with Murkmire, they play Murkmire. And they don't have to do Dragonbones to understand what's going on or where they should start.

    His second point there, that players can just jump in and continue the story as they see fit is also counterintuitive. If the stories are self-contained, such as the Thieves Guild and Dark Brotherhood and Orsinium, players have a lot more choice to just jump in and continue as they see fit. With the year-long story however, that choice is actually punishing. Players will lose out on huge chunks of story, background knowledge, character interactions if they want to join for Dragonhold without having played Elsweyr first. With the Dark Brotherhood, you didn't feel like you're getting the second half of an earlier DLC for example, and the DB DLC experience you got for your buck was equal, whether you bought earlier DLCs or not. Tying content together like this seems more beneficial for a company in terms of sales, and more of a hinderance for players in terms of freedom of coming in and 'knowing what's going on and being able to start as they see fit'.

    2. Rich also described their earlier model of content design - such as Dragonbones, Summerset, Woldhunter, and Murkmire forming a year - as a 'hodgepodge of stories that didn't really connect to one another.' And Matt added that with Elsweyr they started the system in which 'All four content drops over the year tell the same story essentially''

    However, I have to argue against this and point out the reverse: having the same theme, same story, same region, same NPCs for an entire year is far more boring. With the year-long story, players have nothing to look forward to for an entire year than cats and dragons, and more of the same. If somebody dislikes cats and dragons they will be turned off of the game for an entire year, whereas they could come back for Murkmire even if they didn't like High Elves for example. And even if a person likes cats and dragons, no matter how good the content is, it does get repetitive and uninspiring if we spend almost the entire year doing the same things in the same environments. Orsinium, the Thieves Guild and the Dark Brotherhood delivered unique stories, with unique themes, locations, characters, and they're great full-fledged DLCs in their own right which were very memorable. :smile: They each had their own vibe and feel, and people have distinct memories that stand out from each of these; whereas people will find a lot less variety in Elsweyr, Scalebreaker and Dragonhold which are just slight variations on the same thing (see image).

    contentcomp.png

    That also relates to the issue of calling a varied content year a 'hodgepodge'. Arguably, that's the best part of Elder Scrolls. It has so many races and cultures and places which are wonderful and worth exploring! ESO is great because it is varied and full of different stories and characters! Not because it has three Bosmer zones back to back, or because we spend an entire year with nothing except Khajiit and Dragons. Tamriel has far more interesting stories to tell! It would have been an injustice to Murkmire if the end of 2018 was dedicated to more High Elves and white marble, and we would have lost out on the flavourful and fun Wolfhunter update if we had gotten a dungeon DLC with more High Elves. So it's not just a matter of Khajiit getting several months' worth of content, it's about all the other content that doesn't get made, all the stories that don't get told, as a result.

    3. Rich also mentioned an interesting angle on why year-long stories are good, that 'It's easier on the team, because the art team know what they are building, and the content team know what they're building, so it's a lot easier in terms of workflow.'

    I don't doubt that year-long stories are great for the developers, in terms of reusing assets versus having to create unique styles for distinct areas and cultures. However, from a player perspective, this seems like a cop-out. No matter how much I liked Summerset for example, if I had to spend Wolfhunter and Murkmire staring at more while marble spires and elf ladies in silken dresses, it would have made for a far more tedious 2018. Yet this is what's happening in 2019, with nothing but variations on the same Khajiit vibe with the same sandy stones and the same cats and dragons. :disappointed: Getting the Argonian crafting motifs and furniture after getting the Hircine-and-Silver-Dawn items after getting the elaborate Summerset ones was a lot more refreshing and motivating than getting six types of Khajiiti stairs and yet another vaguely-South-East-Asian-inspired armor. And this isn't against Elsweyr, I liked the update itself, I just don't think that dragging out the same theme and story for a year makes for a particularly interesting content schedule.

    4. Matt also mentioned some other angle on why they consider the year-long story a success, he said that 'it has been hugely successful having one marketing tool like the CG videos [...] that tell the same story [...] it has been hugely successful for us'.

    Which again seems like a company-perspective rather than 'is this really the best content design for the game' perspective. For example, I'm not sure how much of that success is mis-attributed to the year-long story, when really it was due to Elsweyr alone. People have been waiting for some quality cat content for a long time, people have been asking for necromancers for an even longer time, and dragons sounded exciting to some Skyrims fans, I'm sure. But the successful numbers that ZOS is seeing right now all come from Elsweyr, not from Scalecaller or Dragonhold, so it would be wrong to conclude that the year-long story is what brought people in. The cinematics are the same, while they are clearly great ways to generate hype, ZOS haven't tried to do the same for unrelated stories as far as I know - Orsinium, the Thieves Guild and the Dark Brotherhood didn't have their own cinematics, even though those could have worked to generate hype just as well as 'dragon cinematic one' and 'dragon cinematic two'. And Elsweyr could have generated enough hype as a standalone Chapter even if it was followed by some other themes (such as Nord or Imperial content which would have generated plenty of hype on its own too, believe me :wink:).
    **********

    So...Thoughts? Preferences? Surely there is a happy medium somewhere, between entirely unrelated content and spending a year on the same theme and story. I consider Wrathstone to be an example of how to do things right for example. It involed a frosty Dwemer dungeon, and an Ayleid ruin dungeon. These were different from each other, and different from Elsweyr itself to be an exciting and interesting DLC on its own, but it still tied into the story without being too similar. Or the way they actually pulled off the Daedric Triad storyline. Morrowind, Clockwork City, and Summerset had an interconnected story as well, that had overarching narratives and characters. Still, the specific themes and locations were unique enough so that these stood out as distinct DLCs. Why not go back to that model? What do you think, do you prefer unrelated stories (Orsinium/Thieves Guild/Dark Brotherhood), slightly related stories (Morrowind/Clockwork City/Summerset), or year-long stories (Elsweyr/Scalebreaker/Dragonhold)?

    I honestly dont care if new or returning players can jump right in.. That just means the story has to be bland. I would prefer unique immersive real rpg quality stories. And I want the NPCs to be able to react to MY character specifically, nit just generic answers that can fit with anyones character... Theres no way the Orsimer in Wrothgar should be calling my Orc an outlander.
  • bluebird
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    Xaramasa wrote: »
    whereas they could come back for Murkmire even if they didn't like High Elves for example
    What is the relationship between Argonian Murkmire with disliking High Elves?
    Nothing, just an example of content variety that is quite different in location, style, NPCs, enemies, etc. :smile: So with the current method of recycling content, ESO presents a year of cats and dragons, then dragons, and more cats and dragons for the rest of the year, with nothing else to look forward to. Whereas before, it offered some High Elf content, some Argonian content, some Werewolf content, etc. Even when they were telling an overarching story in MW/CWC/SS before, the DLCs had a totally unique vibe instead of the content recycling that they're doing for Elsweyr/Scalebreaker/Dragonhold this year.

    I just brought up Summerset and Murkmire as an example, ofc players can like both equally! But btw, there is a roadside encounter in Murkmire between an Argonian and a High Elf lady who wants a refund on her Murkmire tour because she didn't sign up for all these insects and muck! Oh the indignity! What an outrage! :smiley:'It's in Black Marsh, my lady. Black. Marsh. What did you expect?' (try to find it, it's hilarious!)
    I honestly dont care if new or returning players can jump right in.. That just means the story has to be bland. I would prefer unique immersive real rpg quality stories. And I want the NPCs to be able to react to MY character specifically, nit just generic answers that can fit with anyones character... Theres no way the Orsimer in Wrothgar should be calling my Orc an outlander.
    It was the ESO devs who said they care about new and returning players jumping in, and they said that four-DLC-long stories make it easier for them to do so. Which is why it was entirely strange that they listed that as a reason for supporing year-long stories, when clearly it's not easier to jump in at the last quarter of a book than if they published separate novellas. If the real goal of ZOS was really what they said they want for the players, they should oppose year-long stories instead of supporting them. That's why I suspect the reasons for the year-long story are company-driven rather than player-oriented.

    I agree with player recognition, but that happens already without three DLCs set in the same region with the same style and same enemies. Naryu acknowledges your character when you meet her in the Gold Coast or Morrowind after doing the EP zones, Raz does the same in Summerset or Elsweyr after the AD zones. On the topic of race, creating alternate lines for every dialogue would be a nightmare. However there are many references to your race, Summerset is drastically different for High Elves for example than other races, and even in Orsinium you can become a clan chief if you play an Orc! :smile:
    Edited by bluebird on July 28, 2019 10:47PM
  • LittlePinkDot
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    bluebird wrote: »
    Xaramasa wrote: »
    whereas they could come back for Murkmire even if they didn't like High Elves for example
    What is the relationship between Argonian Murkmire with disliking High Elves?
    Nothing, just an example of content variety that is quite different in location, style, NPCs, enemies, etc. :smile: So with the current method of recycling content, ESO presents a year of cats and dragons, then dragons, and more cats and dragons for the rest of the year, with nothing else to look forward to. Whereas before, it offered some High Elf content, some Argonian content, some Werewolf content, etc. Even when they were telling an overarching story in MW/CWC/SS before, the DLCs had a totally unique vibe instead of the content recycling that they're doing for Elsweyr/Scalebreaker/Dragonhold this year.

    I just brought up Summerset and Murkmire as an example, ofc players can like both equally! But btw, there is a roadside encounter in Murkmire between an Argonian and a High Elf lady who wants a refund on her Murkmire tour because she didn't sign up for all these insects and muck! Oh the indignity! What an outrage! :smiley:'It's in Black Marsh, my lady. Black. Marsh. What did you expect?' (try to find it, it's hilarious!)
    I honestly dont care if new or returning players can jump right in.. That just means the story has to be bland. I would prefer unique immersive real rpg quality stories. And I want the NPCs to be able to react to MY character specifically, nit just generic answers that can fit with anyones character... Theres no way the Orsimer in Wrothgar should be calling my Orc an outlander.
    It was the ESO devs who said they care about new and returning players jumping in, and they said that four-DLC-long stories make it easier for them to do so. Which is why it was entirely strange that they listed that as a reason for supporing year-long stories, when clearly it's not easier to jump in at the last quarter of a book than if they published separate novellas. If the real goal of ZOS was really what they said they want for the players, they should oppose year-long stories instead of supporting them. That's why I suspect the reasons for the year-long story are company-driven rather than player-oriented.

    I agree with player recognition, but that happens already without three DLCs set in the same region with the same style and same enemies. Naryu acknowledges your character when you meet her in the Gold Coast or Morrowind after doing the EP zones, Raz does the same in Summerset or Elsweyr after the AD zones. On the topic of race, creating alternate lines for every dialogue would be a nightmare. However there are many references to your race, Summerset is drastically different for High Elves for example than other races, and even in Orsinium you can become a clan chief if you play an Orc! :smile:

    I was in the process of leveling my orc in Orsiumium, but I have no got to that part yet then.
    But as for story writing... Good stories have a beginning a middle and an end... If you can start from anywhere in the story.... Then its a crap story.
  • bluebird
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    bluebird wrote: »
    Xaramasa wrote: »
    whereas they could come back for Murkmire even if they didn't like High Elves for example
    What is the relationship between Argonian Murkmire with disliking High Elves?
    Nothing, just an example of content variety that is quite different in location, style, NPCs, enemies, etc. :smile: So with the current method of recycling content, ESO presents a year of cats and dragons, then dragons, and more cats and dragons for the rest of the year, with nothing else to look forward to. Whereas before, it offered some High Elf content, some Argonian content, some Werewolf content, etc. Even when they were telling an overarching story in MW/CWC/SS before, the DLCs had a totally unique vibe instead of the content recycling that they're doing for Elsweyr/Scalebreaker/Dragonhold this year.

    I just brought up Summerset and Murkmire as an example, ofc players can like both equally! But btw, there is a roadside encounter in Murkmire between an Argonian and a High Elf lady who wants a refund on her Murkmire tour because she didn't sign up for all these insects and muck! Oh the indignity! What an outrage! :smiley:'It's in Black Marsh, my lady. Black. Marsh. What did you expect?' (try to find it, it's hilarious!)
    I honestly dont care if new or returning players can jump right in.. That just means the story has to be bland. I would prefer unique immersive real rpg quality stories. And I want the NPCs to be able to react to MY character specifically, nit just generic answers that can fit with anyones character... Theres no way the Orsimer in Wrothgar should be calling my Orc an outlander.
    It was the ESO devs who said they care about new and returning players jumping in, and they said that four-DLC-long stories make it easier for them to do so. Which is why it was entirely strange that they listed that as a reason for supporing year-long stories, when clearly it's not easier to jump in at the last quarter of a book than if they published separate novellas. If the real goal of ZOS was really what they said they want for the players, they should oppose year-long stories instead of supporting them. That's why I suspect the reasons for the year-long story are company-driven rather than player-oriented.

    I agree with player recognition, but that happens already without three DLCs set in the same region with the same style and same enemies. Naryu acknowledges your character when you meet her in the Gold Coast or Morrowind after doing the EP zones, Raz does the same in Summerset or Elsweyr after the AD zones. On the topic of race, creating alternate lines for every dialogue would be a nightmare. However there are many references to your race, Summerset is drastically different for High Elves for example than other races, and even in Orsinium you can become a clan chief if you play an Orc! :smile:

    I was in the process of leveling my orc in Orsiumium, but I have no got to that part yet then.
    But as for story writing... Good stories have a beginning a middle and an end... If you can start from anywhere in the story.... Then its a crap story.
    Well, yes, but ESO has been writing stories for 5 years without any issues. You can make a movie with a good story, it doesn't have to be a soap opera that drags out the same theme and story over a year in episodes. Orsinium had a beginning a middle and an end. It was a good story, and it didn't require you to buy the next two DLCs to see the middle and the end of the story. Splitting up the beginning middle and end of a story into separate installments that you have to pay for doesn't make it a better story than publishing a full story in one book.

    Ah, no spoilers then if you haven't finished it yet, but be mindful of your choices when you quest in the Clan Shatul area :wink: Your choices may have certain unique consequences if you're an orc.
  • jainiadral
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    yodased wrote: »
    jainiadral wrote: »
    yodased wrote: »
    So invis pot through the dungeon, die and read all the books for eidetic memory and then read them at your leisure.

    The story in frostvault and depths of malatar is not critical to the main story line, I mean I guess what the disconnect here is you have people that want to read every line of every book while in a dungeon and expect other people to want that too, and then say its impossible to complete these dungeons, but its really not.

    If you get a supertank and a superheal build you can duo everything in the game on normal, it may take you a little while to do, but its not hard.

    You can get what you want, but its going to take work. Also, why not make a guild of people if there are "a majority" which honestly is not true, that can't get through these dungeons.

    I started a guild in 2014 when there was no group finder because i wanted to do dungeons, do the same thing for people that want to RP walk in dungeons.

    I think there's an extremely fundamental disconnect. When I log in to ESO for the day, I look at my quest log, look at the map for whatever overland zone I'm in. Then I ride to the quest and do it, focusing on story and dialog at my own pace. Hey look at the view over there! I ride over and stare at the sky for a while, maybe picking crafting mats and opening chests on the way to my little vista.

    Back in reality-land, I show my not-gamer-anymore hubby the new view I've discovered. He points to a rock in the distance. "Can you climb that?" I go see, and we both ooo and aaah or feel disappointed if there's an invisible wall-- we both played Skyrim.

    I see another quest marker or delve on the map. I do it at my own lonesome pace. What's that cool rock? I stare at it, circle around it, show hubby, etc. Then I read all the lorebooks relevant to the area/quest/delve at my own solo pace. I finish, then rinse/repeat with the next story quest, zone quest, delve. Then I log out, to begin anew the next day.

    This is ESO to me. Not group content, not practicing for hours at some target dummy so I can rote-run dungeons over and over. Not starting some guild and shouldering massive obligation and responsibility just so I can see every last bit of the MAIN STORY. Story that was 100% solo up until January of 2019, I might add.

    I don't like group content period. ZOS trying to force the entire population into it so they can pad their bottom line isn't going to work. They're just going to lose my expansion and DLC $$$$ instead.

    Fair enough a single player game is way more your speed, and thats fine. To say that a multiplayer focused game should not have multiplayer focused stories to me is illogical though.

    Also its not the "main story" since you have to buy it. The main story is still buying the game for $10 and running through molag bal.

    Other than that its all just addons anyway, there is not continuation of the story or you wouldn't even be talking to abnur tharn, you would be smacking him across the mouth and asking for the amulet back

    All right, MAIN DLC STORY :D I'm not paying top dollar for zone and chapter DLCs if I'm only going to get 80% of the story instead of the 100% I could get last year before ZOS decided to hold pieces of it hostage to group content.

    This is a new change and a bad one that needs to be reversed ASAP. Or ZOS needs to release a solo/story mode so the entire gaming population can see the whole story without engaging in insane levels of playstyle gymnastics.

    I have no issue with group content being released. DLC dungeons aren't--and shouldn't--be on my radar at all. Like I said above, I'm 100% cool with dungeons having their own stories that I'll never see. I am not cool with having a degraded story experience because ZOS enjoys gating content.
    Edited by jainiadral on July 28, 2019 11:40PM
  • Linaleah
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    yodased wrote: »
    What is the actual problem though with the dungeons. I am of firm belief that anyone can complete these things, if you are having trouble with them then there are ways to help you, but simply refusing to understand how the game works and in your words "GIT GUD" and then expect to be handed content because you want it is silly.

    Are you dying too much? Not able to hold aggro on the mobs? Boss 1 shot you? Do you not understand the mechanics of the fights? Not willing to learn them?

    The reason I push this is because there is a person in my guild that has 6 fingers and pulls 45k dps, so not sure where the disconnect here is. I have a 75 year old member that stomps through dungeons with us, so its not about twitch reflexes.

    Did it take work to get there? Sure it did, but if you want to have the story from the dungeons, you do the dungeons.

    I'm so bloody tired of "i know this one person that can do that, which means everyone else should be, i don't see what the problem is" good for them but they are then and not everyone else. there are 75 year olds that have better reflexes than 20 year olds, and there are people who solo this game's dungeons on vet, AND? they are NOT representative of what every can do, they are representative of what THEY as individuals can do

    because MY point is, empirically, historically vast majority of players does not perform the way a few of the people you know do. and a good, VERY good chunk of paying customers does NOT play this game like a bloody second job where they have to invest ungodly amount of time GITTING GUT, JUST so that they could see a small chunk of the story at their own pace at some point.

    because and let me respond to another reply while I'm at it even though I'm repeating myself now /sigh
    Hallothiel wrote: »
    @Linaleah

    May I suggest you look through the guild list & find a guild that suits? Then it will be much easier to find nice people with whom you can do dungeons! Worked for me.

    so you found a guild. you do the dungeons for their story when they come out. what happens few months down the road? a year? when people in your guild that wanted to see the story - saw the story, all the while COORDINATING CONVERSATIONS WITH NPC, SO THAT EVERYONE GOT TO LISTEN TO THE VOICEOVERS, because if you don't - one person autocompletes for everyone else. what happens to those who didn't? how often do you expect 3 other people drop whatever they are doing and spend hours of their play time letting someone who wasn't ready until now to do those dungeons - do them? will you blame them if these people would rather spend their limited time doing something THEY wanted to do for themselves? they already played through that story. they have moved on.

    I'm in a guild with other people who also enjoy stories. enjoy roleplay. and we do often schedule dungeon runs for the story. and its still... someone didn't get to express interest in time and that dungeon only takes 4 people, so they are left behind to run some time later, hopefully. and so on and so forth.

    and then there is the ever fun "well.. my 5 guilds are full, which guild do I drop to make place for a guild that I run 2 dungeons with twice a year with, and maybe occasionally enough new people show up to do some of the earlier dungeon stories together.

    and with these dungeons now tied into a story, people INTO the story, would probably like to run that story in sequences. so... if they haven't finished other story that preceeds the dungeons yet, or new story chunk was dropped but they cannot play it, becasue they need to arrange to run those dungeons first... how is THAT a good design?

    MMO does NOT mean you MUST play group content in a group, or its not an MMO anymore. its an online game with massive population that sometimes choses to play together, sometimes - doesn't and that sometimes creates their own group events that they chose to participate in. locking stories like that behind mandatory group content is NOT good for story progression.

    so yes, ZoS either needs to make these dungeons self contained, OR they need to make them solo capable. solo capable the way vestige story is solo capable that is.
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • Linaleah
    Linaleah
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    yodased wrote: »
    jainiadral wrote: »
    yodased wrote: »
    So invis pot through the dungeon, die and read all the books for eidetic memory and then read them at your leisure.

    The story in frostvault and depths of malatar is not critical to the main story line, I mean I guess what the disconnect here is you have people that want to read every line of every book while in a dungeon and expect other people to want that too, and then say its impossible to complete these dungeons, but its really not.

    If you get a supertank and a superheal build you can duo everything in the game on normal, it may take you a little while to do, but its not hard.

    You can get what you want, but its going to take work. Also, why not make a guild of people if there are "a majority" which honestly is not true, that can't get through these dungeons.

    I started a guild in 2014 when there was no group finder because i wanted to do dungeons, do the same thing for people that want to RP walk in dungeons.

    I think there's an extremely fundamental disconnect. When I log in to ESO for the day, I look at my quest log, look at the map for whatever overland zone I'm in. Then I ride to the quest and do it, focusing on story and dialog at my own pace. Hey look at the view over there! I ride over and stare at the sky for a while, maybe picking crafting mats and opening chests on the way to my little vista.

    Back in reality-land, I show my not-gamer-anymore hubby the new view I've discovered. He points to a rock in the distance. "Can you climb that?" I go see, and we both ooo and aaah or feel disappointed if there's an invisible wall-- we both played Skyrim.

    I see another quest marker or delve on the map. I do it at my own lonesome pace. What's that cool rock? I stare at it, circle around it, show hubby, etc. Then I read all the lorebooks relevant to the area/quest/delve at my own solo pace. I finish, then rinse/repeat with the next story quest, zone quest, delve. Then I log out, to begin anew the next day.

    This is ESO to me. Not group content, not practicing for hours at some target dummy so I can rote-run dungeons over and over. Not starting some guild and shouldering massive obligation and responsibility just so I can see every last bit of the MAIN STORY. Story that was 100% solo up until January of 2019, I might add.

    I don't like group content period. ZOS trying to force the entire population into it so they can pad their bottom line isn't going to work. They're just going to lose my expansion and DLC $$$$ instead.

    Fair enough a single player game is way more your speed, and thats fine. To say that a multiplayer focused game should not have multiplayer focused stories to me is illogical though.

    Also its not the "main story" since you have to buy it. The main story is still buying the game for $10 and running through molag bal.

    Other than that its all just addons anyway, there is not continuation of the story or you wouldn't even be talking to abnur tharn, you would be smacking him across the mouth and asking for the amulet back

    story DLC's are ALSO something that you have to buy or subscribe for. Dragonhold that is happening in Peletine is a DIRECT CONTINUATION OF ELSWEYR STORY. the fact that you have to buy it, does NOT change that little fact. this is kinda what they are doing now, they are making these stand alone DLC's? not stand alone, except for their cost.

    and guess what, you CAN ask Abnur about amulet he just doesn't give it to you. that you cannot smack him across the mouth for it, is just limitations of the choices you are given but it doesn't negate the fact that he remembers your character and acknowledges your prior history.
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • Jacen_Veron
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    My only issue is having to do dungeons for story content. I would prefer that they stay disjointed from the main plot.
  • SugaComa
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    I like the year long approach, just cos it's a year long doesn't mean it has to be set in the same zone , they can find ways to spread you across lots of zones

    I think it's why sumerset is my favourite , yes the psijic quest line was a bit of a slog but that due to to the way waypoints were so badly done , but it still allowed for reasons to move around zones great for old players and new ... Hell I even found some side quests I hadn't done

    So I agree that one zone become dull if you're only paying that one zone for a year
  • VaranisArano
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    Linaleah wrote: »
    yodased wrote: »
    jainiadral wrote: »
    yodased wrote: »
    So invis pot through the dungeon, die and read all the books for eidetic memory and then read them at your leisure.

    The story in frostvault and depths of malatar is not critical to the main story line, I mean I guess what the disconnect here is you have people that want to read every line of every book while in a dungeon and expect other people to want that too, and then say its impossible to complete these dungeons, but its really not.

    If you get a supertank and a superheal build you can duo everything in the game on normal, it may take you a little while to do, but its not hard.

    You can get what you want, but its going to take work. Also, why not make a guild of people if there are "a majority" which honestly is not true, that can't get through these dungeons.

    I started a guild in 2014 when there was no group finder because i wanted to do dungeons, do the same thing for people that want to RP walk in dungeons.

    I think there's an extremely fundamental disconnect. When I log in to ESO for the day, I look at my quest log, look at the map for whatever overland zone I'm in. Then I ride to the quest and do it, focusing on story and dialog at my own pace. Hey look at the view over there! I ride over and stare at the sky for a while, maybe picking crafting mats and opening chests on the way to my little vista.

    Back in reality-land, I show my not-gamer-anymore hubby the new view I've discovered. He points to a rock in the distance. "Can you climb that?" I go see, and we both ooo and aaah or feel disappointed if there's an invisible wall-- we both played Skyrim.

    I see another quest marker or delve on the map. I do it at my own lonesome pace. What's that cool rock? I stare at it, circle around it, show hubby, etc. Then I read all the lorebooks relevant to the area/quest/delve at my own solo pace. I finish, then rinse/repeat with the next story quest, zone quest, delve. Then I log out, to begin anew the next day.

    This is ESO to me. Not group content, not practicing for hours at some target dummy so I can rote-run dungeons over and over. Not starting some guild and shouldering massive obligation and responsibility just so I can see every last bit of the MAIN STORY. Story that was 100% solo up until January of 2019, I might add.

    I don't like group content period. ZOS trying to force the entire population into it so they can pad their bottom line isn't going to work. They're just going to lose my expansion and DLC $$$$ instead.

    Fair enough a single player game is way more your speed, and thats fine. To say that a multiplayer focused game should not have multiplayer focused stories to me is illogical though.

    Also its not the "main story" since you have to buy it. The main story is still buying the game for $10 and running through molag bal.

    Other than that its all just addons anyway, there is not continuation of the story or you wouldn't even be talking to abnur tharn, you would be smacking him across the mouth and asking for the amulet back

    story DLC's are ALSO something that you have to buy or subscribe for. Dragonhold that is happening in Peletine is a DIRECT CONTINUATION OF ELSWEYR STORY. the fact that you have to buy it, does NOT change that little fact. this is kinda what they are doing now, they are making these stand alone DLC's? not stand alone, except for their cost.

    and guess what, you CAN ask Abnur about amulet he just doesn't give it to you. that you cannot smack him across the mouth for it, is just limitations of the choices you are given but it doesn't negate the fact that he remembers your character and acknowledges your prior history.

    Oooh, they finally added the option to ask Abnur what he did with the amulet after we complained that they left it out of the Elsweyr Prologue?

    Yes! ZOS really does listen!
  • LittlePinkDot
    LittlePinkDot
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    bluebird wrote: »
    bluebird wrote: »
    Xaramasa wrote: »
    whereas they could come back for Murkmire even if they didn't like High Elves for example
    What is the relationship between Argonian Murkmire with disliking High Elves?
    Nothing, just an example of content variety that is quite different in location, style, NPCs, enemies, etc. :smile: So with the current method of recycling content, ESO presents a year of cats and dragons, then dragons, and more cats and dragons for the rest of the year, with nothing else to look forward to. Whereas before, it offered some High Elf content, some Argonian content, some Werewolf content, etc. Even when they were telling an overarching story in MW/CWC/SS before, the DLCs had a totally unique vibe instead of the content recycling that they're doing for Elsweyr/Scalebreaker/Dragonhold this year.

    I just brought up Summerset and Murkmire as an example, ofc players can like both equally! But btw, there is a roadside encounter in Murkmire between an Argonian and a High Elf lady who wants a refund on her Murkmire tour because she didn't sign up for all these insects and muck! Oh the indignity! What an outrage! :smiley:'It's in Black Marsh, my lady. Black. Marsh. What did you expect?' (try to find it, it's hilarious!)
    I honestly dont care if new or returning players can jump right in.. That just means the story has to be bland. I would prefer unique immersive real rpg quality stories. And I want the NPCs to be able to react to MY character specifically, nit just generic answers that can fit with anyones character... Theres no way the Orsimer in Wrothgar should be calling my Orc an outlander.
    It was the ESO devs who said they care about new and returning players jumping in, and they said that four-DLC-long stories make it easier for them to do so. Which is why it was entirely strange that they listed that as a reason for supporing year-long stories, when clearly it's not easier to jump in at the last quarter of a book than if they published separate novellas. If the real goal of ZOS was really what they said they want for the players, they should oppose year-long stories instead of supporting them. That's why I suspect the reasons for the year-long story are company-driven rather than player-oriented.

    I agree with player recognition, but that happens already without three DLCs set in the same region with the same style and same enemies. Naryu acknowledges your character when you meet her in the Gold Coast or Morrowind after doing the EP zones, Raz does the same in Summerset or Elsweyr after the AD zones. On the topic of race, creating alternate lines for every dialogue would be a nightmare. However there are many references to your race, Summerset is drastically different for High Elves for example than other races, and even in Orsinium you can become a clan chief if you play an Orc! :smile:

    I was in the process of leveling my orc in Orsiumium, but I have no got to that part yet then.
    But as for story writing... Good stories have a beginning a middle and an end... If you can start from anywhere in the story.... Then its a crap story.
    Well, yes, but ESO has been writing stories for 5 years without any issues. You can make a movie with a good story, it doesn't have to be a soap opera that drags out the same theme and story over a year in episodes. Orsinium had a beginning a middle and an end. It was a good story, and it didn't require you to buy the next two DLCs to see the middle and the end of the story. Splitting up the beginning middle and end of a story into separate installments that you have to pay for doesn't make it a better story than publishing a full story in one book.

    Ah, no spoilers then if you haven't finished it yet, but be mindful of your choices when you quest in the Clan Shatul area :wink: Your choices may have certain unique consequences if you're an orc.

    I wasnt saying they should split up the SAME amount of story over multiple DLCs.. Im assuming the story would be longer and more intricate, better story writing and character development.
  • bluebird
    bluebird
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    bluebird wrote: »
    bluebird wrote: »
    Xaramasa wrote: »
    whereas they could come back for Murkmire even if they didn't like High Elves for example
    What is the relationship between Argonian Murkmire with disliking High Elves?
    Nothing, just an example of content variety that is quite different in location, style, NPCs, enemies, etc. :smile: So with the current method of recycling content, ESO presents a year of cats and dragons, then dragons, and more cats and dragons for the rest of the year, with nothing else to look forward to. Whereas before, it offered some High Elf content, some Argonian content, some Werewolf content, etc. Even when they were telling an overarching story in MW/CWC/SS before, the DLCs had a totally unique vibe instead of the content recycling that they're doing for Elsweyr/Scalebreaker/Dragonhold this year.

    I just brought up Summerset and Murkmire as an example, ofc players can like both equally! But btw, there is a roadside encounter in Murkmire between an Argonian and a High Elf lady who wants a refund on her Murkmire tour because she didn't sign up for all these insects and muck! Oh the indignity! What an outrage! :smiley:'It's in Black Marsh, my lady. Black. Marsh. What did you expect?' (try to find it, it's hilarious!)
    I honestly dont care if new or returning players can jump right in.. That just means the story has to be bland. I would prefer unique immersive real rpg quality stories. And I want the NPCs to be able to react to MY character specifically, nit just generic answers that can fit with anyones character... Theres no way the Orsimer in Wrothgar should be calling my Orc an outlander.
    It was the ESO devs who said they care about new and returning players jumping in, and they said that four-DLC-long stories make it easier for them to do so. Which is why it was entirely strange that they listed that as a reason for supporing year-long stories, when clearly it's not easier to jump in at the last quarter of a book than if they published separate novellas. If the real goal of ZOS was really what they said they want for the players, they should oppose year-long stories instead of supporting them. That's why I suspect the reasons for the year-long story are company-driven rather than player-oriented.

    I agree with player recognition, but that happens already without three DLCs set in the same region with the same style and same enemies. Naryu acknowledges your character when you meet her in the Gold Coast or Morrowind after doing the EP zones, Raz does the same in Summerset or Elsweyr after the AD zones. On the topic of race, creating alternate lines for every dialogue would be a nightmare. However there are many references to your race, Summerset is drastically different for High Elves for example than other races, and even in Orsinium you can become a clan chief if you play an Orc! :smile:

    I was in the process of leveling my orc in Orsiumium, but I have no got to that part yet then.
    But as for story writing... Good stories have a beginning a middle and an end... If you can start from anywhere in the story.... Then its a crap story.
    Well, yes, but ESO has been writing stories for 5 years without any issues. You can make a movie with a good story, it doesn't have to be a soap opera that drags out the same theme and story over a year in episodes. Orsinium had a beginning a middle and an end. It was a good story, and it didn't require you to buy the next two DLCs to see the middle and the end of the story. Splitting up the beginning middle and end of a story into separate installments that you have to pay for doesn't make it a better story than publishing a full story in one book.

    Ah, no spoilers then if you haven't finished it yet, but be mindful of your choices when you quest in the Clan Shatul area :wink: Your choices may have certain unique consequences if you're an orc.
    I wasnt saying they should split up the SAME amount of story over multiple DLCs.. Im assuming the story would be longer and more intricate, better story writing and character development.
    Nobody assumed it would be the same amount of content, but it's still not a better story. A soap opera has more story than a movie, but that doesn't mean it's better just because they spend months on the same characters in the same locations doing the same things. You can write a story with character development even if it doesn't take place in the same region.

    For example: a Dwemer and an Ayleid dungeon to get the Wrathstone, the Elsweyr Chapter to save the Khajiit and prevent the dragons from being empowered by the Core of Jode, an Imperial and a Redguard dungeon to find Dragonguard secrets and find an intact Dragonhorn weapon, then a Skyrim story DLC to get the help of Paarthunax to kill Kalgrontiid culminating in a battle at the Throat of the World. This story would still be connected, but we'd still get standalone DLCs not just Elsweyr episode 1, Elsweyr episode 2, Elsweyr episode 3. So there are already better ways of writing overarching stories - if they absolutely must - than recycling 60% of assets as they're doing this year.

    And an even better approach would be to skip the nonsense and just focus on fully fleshed out stories. That way they could absolutely tell a proper story in one DLC. Someone suggested writing separate stories for Elsweyr, dragons, and necromancers, which would have been far better. We still would have liberated Elsweyr from the Imperials, we would still fight dragons and defeat them, and we would still get the lore about Cadwell and Zumog Phoom, but in separate DLCs that are dedicated to telling those stories from start to finish. Not just deliver the start of those storylines in a hodgepodge story like Elsweyr that fails to do justice to either of those storylines, and doesn't resolve its main conflict unless you buy more DLCs.
  • mateosalvaje
    mateosalvaje
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    Since stories are my jam, I really like the year long arc.
    I've been wrong before, and I'll be wrong again.
  • barney2525
    barney2525
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    I dunno. I think you have valid concerns.

    Having an entire year long theme has it's good points and bad points. One of the down sides is that the new theme does detract from the Main Quest theme, pushing the Main Quest a bit off to the side in favor of the new quests.

    In the big picture, if you do this 5 years in a row, the Main Quest will be barely relevant and could be ignored completely in favor of content the individual player feels is ' more fun '.

    As it is right now, you do not need to do Any of the Main Quest to reach max level if you don't want to. Seems to me, they should do something that emphasizes and enhances the Main Quest line. Do an actual continuation of the Main Quest line so that the new content works completely in sync with the original.

    IMHO

    :#
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