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So. . . what ever happened to "Adventure Zones?"

  • TheShadowScout
    TheShadowScout
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    Nestor wrote: »
    If Craglorn had been released with mostly Solo content even on the scale of harder public dungeons with a solo main quest, it would have done much better.
    Agreed!

    Or... a small main zone, with multiple large "public dungeon" sub-regions... like, a daedric plane (Battlespire?) where every "level" is a public dungeon of its own right, and you gotta fight through each to get to the next... with various challenges unique to each floor...

    And I really would love to see that sort of difficulty... they sort of did it for the IC mobs, but the PvPeople taking you from behind to grab your stones make going there a completely different thing.
    (off topic slightly)

    I can't remember if murkmire was before, or after one tamriel. Was it announced as an adventure zone before release,before one tamriel. Then came out as a regular zone on release post one tamriel? I'm curious on reasoning behind switching murkmire to regular zone, like the OPs question of whatever happened to adventure zones.
    Murkmire was announced looong before OT, but then completely reworked.
    There is an old concept map:
    749px-ON-concept-Murkmire.jpg
    ...but as you can see from there, they redid -everything- around the zone, and only kept the name. Maybe someday they will dig out the old map and make another black marsh zone from it...

    But the switching was done from the craglorn feedback. Like has been said, it was a mess, way too difficult to find anyone to quest with, nigh-impossible to quest through without someone, so most people just went there to farm nirncrux and avoided all the questings altogether (the occasional guilder group aside). Its much better now, though it can still be hard to find enough people for some of the groupy stuff...

    So, ZoS came with craglorn, saw how it went, and learned from it. Put "Murkmire the adventure zone" on the back burner while they did other stuff, then came out with OT and the craglorn rework to solo questing with some optional groupy stuff... and redid murkmire completely as a entirely different DLC, reusing much of what they had done for the adventure zone concept, but with a completely new setup and in many cases quite re-envisioned...
  • BisDasBlutGefriert
    BisDasBlutGefriert
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    @The_Saint thank you for taking the time to dig those up!!! I really appreciate it!! Truly and sincerely!
    ~There’s a positive in every negative. Sometimes the positive is harder to find than other times, but there is ALWAYS one there~
  • OWLTHEMAD
    OWLTHEMAD
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    I really like
    Nestor wrote: »
    If Craglorn had been released with mostly Solo content even on the scale of harder public dungeons with a solo main quest, it would have done much better.
    Agreed!

    Or... a small main zone, with multiple large "public dungeon" sub-regions... like, a daedric plane (Battlespire?) where every "level" is a public dungeon of its own right, and you gotta fight through each to get to the next... with various challenges unique to each floor...

    And I really would love to see that sort of difficulty... they sort of did it for the IC mobs, but the PvPeople taking you from behind to grab your stones make going there a completely different thing.
    (off topic slightly)

    I can't remember if murkmire was before, or after one tamriel. Was it announced as an adventure zone before release,before one tamriel. Then came out as a regular zone on release post one tamriel? I'm curious on reasoning behind switching murkmire to regular zone, like the OPs question of whatever happened to adventure zones.
    Murkmire was announced looong before OT, but then completely reworked.
    There is an old concept map:
    749px-ON-concept-Murkmire.jpg
    ...but as you can see from there, they redid -everything- around the zone, and only kept the name. Maybe someday they will dig out the old map and make another black marsh zone from it...

    But the switching was done from the craglorn feedback. Like has been said, it was a mess, way too difficult to find anyone to quest with, nigh-impossible to quest through without someone, so most people just went there to farm nirncrux and avoided all the questings altogether (the occasional guilder group aside). Its much better now, though it can still be hard to find enough people for some of the groupy stuff...

    So, ZoS came with craglorn, saw how it went, and learned from it. Put "Murkmire the adventure zone" on the back burner while they did other stuff, then came out with OT and the craglorn rework to solo questing with some optional groupy stuff... and redid murkmire completely as a entirely different DLC, reusing much of what they had done for the adventure zone concept, but with a completely new setup and in many cases quite re-envisioned...

    I really like that idea, call it a super dungeon. Make it like a less punishing than maelstrom but that your expected to complete it over a long time. Could be built so that its a really good farming area that feels less grindy more challenging. A kind of non group dungeon/trial endgame.

    In fact i am now convinced what this game REALLY needs is not a new craglorn but a super dungeon and a few of them.
  • Sevn
    Sevn
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    Magenpie wrote: »
    I concur and that's what I mean, standing around towns showing off skins or looking for carries or pug trials is not the same as being out in the world as a soloist doing the challenging content like the delves or the world bosses.

    Really sorry this is so off-topic, but I now have an image of you in a glade somewhere, bodies strewn about the floor, furiously playing a grand piano or cello (or similar) and this picture delights me.

    Lmao, love it!
    There is nothing noble in being superior to your fellow man, true nobility is being superior to your former self
    -Hemingway
  • Zardayne
    Zardayne
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    I really enjoy Craglorn the way it is now.I finally got around to finishing it all solo on my magden (except world bosses) and I definitely felt a sense of accomplishment. It even had some pretty cool quests that offered more than the run to the end, kill, the boss, leave with loot. I thought that one quest where you had to stay in the light was a cool touch. There were a few others. I wish I could say the same about all of the other beautiful zones.

    I enjoyed the old Craglorn as it gave me and two coworkers a reason to group and do overland content together...Until the 3 of us ran into the quest needing 4 to complete..that knocked the wind out of our sails.
  • Enodoc
    Enodoc
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    (off topic slightly)

    I can't remember if murkmire was before, or after one tamriel. Was it announced as an adventure zone before release,before one tamriel. Then came out as a regular zone on release post one tamriel? I'm curious on reasoning behind switching murkmire to regular zone, like the OPs question of whatever happened to adventure zones.
    Murkmire was announced looong before OT, but then completely reworked.
    There is an old concept map:
    749px-ON-concept-Murkmire.jpg
    ...but as you can see from there, they redid -everything- around the zone, and only kept the name. Maybe someday they will dig out the old map and make another black marsh zone from it...

    But the switching was done from the craglorn feedback. Like has been said, it was a mess, way too difficult to find anyone to quest with, nigh-impossible to quest through without someone, so most people just went there to farm nirncrux and avoided all the questings altogether (the occasional guilder group aside). Its much better now, though it can still be hard to find enough people for some of the groupy stuff...

    So, ZoS came with craglorn, saw how it went, and learned from it. Put "Murkmire the adventure zone" on the back burner while they did other stuff, then came out with OT and the craglorn rework to solo questing with some optional groupy stuff... and redid murkmire completely as a entirely different DLC, reusing much of what they had done for the adventure zone concept, but with a completely new setup and in many cases quite re-envisioned...
    Don't even know why they called it Murkmire really. What we now have as "Murkmire" is a completely different zone in a completely different location to where Murkmire should have been.
    20131112212133%21ON-map-Tamriel.jpg
    You can see in this map (which was originally on the ESO website) that there is a zone immediately underneath Shadowfen - this is the original location of Murkmire (it matches the shape of the concept map above).

    They might as well have just called the region around Lilmoth something completely different.
    Edited by Enodoc on January 29, 2020 8:08PM
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