Lois McMaster Bujold "A Civil Campaign"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 ***
Nemesis7884 wrote: »jainiadral wrote: »Bad newsSolo 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
Lois McMaster Bujold "A Civil Campaign"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 ***
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.
Lois McMaster Bujold "A Civil Campaign"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 ***
BlackStormX wrote: »Season of the Bug & Performance fixes, I'm up for that one.
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.
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.
Lois McMaster Bujold "A Civil Campaign"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 ***
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.
whereas they could come back for Murkmire even if they didn't like High Elves for example
jainiadral 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.
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.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.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).
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.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).
**********
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)?
Nothing, just an example of content variety that is quite different in location, style, NPCs, enemies, etc.What is the relationship between Argonian Murkmire with disliking High Elves?whereas they could come back for Murkmire even if they didn't like High Elves for example
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.LittlePinkDot wrote: »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.
Nothing, just an example of content variety that is quite different in location, style, NPCs, enemies, etc.What is the relationship between Argonian Murkmire with disliking High Elves?whereas they could come back for Murkmire even if they didn't like High Elves for exampleSo 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!'It's in Black Marsh, my lady. Black. Marsh. What did you expect?' (try to find it, it's hilarious!)
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.LittlePinkDot wrote: »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.
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!
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.LittlePinkDot wrote: »Nothing, just an example of content variety that is quite different in location, style, NPCs, enemies, etc.What is the relationship between Argonian Murkmire with disliking High Elves?whereas they could come back for Murkmire even if they didn't like High Elves for exampleSo 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!'It's in Black Marsh, my lady. Black. Marsh. What did you expect?' (try to find it, it's hilarious!)
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.LittlePinkDot wrote: »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.
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!
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.
jainiadral 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
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.
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.
Lois McMaster Bujold "A Civil Campaign"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 ***
jainiadral 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
Lois McMaster Bujold "A Civil Campaign"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 ***
jainiadral 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.
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.LittlePinkDot wrote: »Nothing, just an example of content variety that is quite different in location, style, NPCs, enemies, etc.What is the relationship between Argonian Murkmire with disliking High Elves?whereas they could come back for Murkmire even if they didn't like High Elves for exampleSo 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!'It's in Black Marsh, my lady. Black. Marsh. What did you expect?' (try to find it, it's hilarious!)
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.LittlePinkDot wrote: »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.
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!
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.
Ah, no spoilers then if you haven't finished it yet, but be mindful of your choices when you quest in the Clan Shatul areaYour choices may have certain unique consequences if you're an orc.
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.LittlePinkDot wrote: »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.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.LittlePinkDot wrote: »Nothing, just an example of content variety that is quite different in location, style, NPCs, enemies, etc.What is the relationship between Argonian Murkmire with disliking High Elves?whereas they could come back for Murkmire even if they didn't like High Elves for exampleSo 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!'It's in Black Marsh, my lady. Black. Marsh. What did you expect?' (try to find it, it's hilarious!)
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.LittlePinkDot wrote: »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.
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!
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.
Ah, no spoilers then if you haven't finished it yet, but be mindful of your choices when you quest in the Clan Shatul areaYour choices may have certain unique consequences if you're an orc.