I really like Northern Elsweyr. I like the terrain and stitches in particular I think is really amazing. The dragons are pretty cool too - especially the first time you watch one spew flames and wipe a group of players!
I was unimpressed with the start of the main story in Wrothgar but by the end of it I loved it. By far some of the best story in the game. Also the zone was allot of fun itself.
This feeling is called immersion. When you believe in what you see and feel involved. And not just a map with quest objectives and POI's you need to "clear" and move further.Oh yeah, Hew's Bane was another one! Both have a certain feel to them, like you're watching an Indiana Jones movie or something. I started working through Craglorn again, that's a gem too.
I really like Northern Elsweyr. I like the terrain and stitches in particular I think is really amazing. The dragons are pretty cool too - especially the first time you watch one spew flames and wipe a group of players!
So, what zones pleasantly surprised you?
BXR_Lonestar wrote: »
So, what zones pleasantly surprised you?
I was surprised at how good Murkmire was as well. Not because Bethesda/Zos has a hard time making good content, but because this zone was free, and the swampy areas are usually not my favorite. However, I absolutely loved the zone, the questlines, content, and characters that I met through the storyline. Will definitely play through it again on an alternate character.
BXR_Lonestar wrote: »
So, what zones pleasantly surprised you?
I was surprised at how good Murkmire was as well. Not because Bethesda/Zos has a hard time making good content, but because this zone was free, and the swampy areas are usually not my favorite. However, I absolutely loved the zone, the questlines, content, and characters that I met through the storyline. Will definitely play through it again on an alternate character.
Wife and I started that zone this week. I like the Characters but I am finding the story really boring. I hope the story ends up like Worthgar where it gets better.
MartiniDaniels wrote: »This feeling is called immersion. When you believe in what you see and feel involved. And not just a map with quest objectives and POI's you need to "clear" and move further.Oh yeah, Hew's Bane was another one! Both have a certain feel to them, like you're watching an Indiana Jones movie or something. I started working through Craglorn again, that's a gem too.
tinythinker wrote: »I like Murkmire, Orsinium, etc., and have remarked on them before. For smaller new zones, the artwork, music, character development, and storyline are the most essential parts for me in terms of working together to create a distinct atmosphere when I visit them. Yet to my surprise when it comes larger zone, as time has passed I appreciate the creativity of Craglorn more and more.
If you go through the ZOS progression of large end-game zones you follow the way they've developed over time:
- Craglorn (2014)
- Orsinium (2015)
- Morrowind (2017)
- Summerset (2018)
- Elsweyr (2019)
- Greymoor (2020)
Craglorn represented their initial concept, that of Adventure Zones:
- There were no world bosses like the main base game zones, but there are unique group challenges across the map (including the Anka-Ra Burial sites where you have to defend an NPV against waves of attackers) that have been reclassified as such.
- There are tons of delves -far more than any other map - that show the earliest work with genuine verticality and novel designs more elaborate than the original versions of base game delves. Instead of public dungeons are some group quest hubs like ancient Nedic structures (Skyreach Catacombs, Skyreach Hold, Skyreach Pinnacle, etc.) and one even has a kind bonus mini-event when you open a chest
- There were quests from items you picked up that allowed you to trade them for knowledge from a Daedric Prince
- It featured the first repeatable daily quests
- The crystals in the Dusteaster camp above Shada's Tear (used to be?) interactable objects puzzle you could click to solve a puzzle/activate something
- The first Trials
- The first Arena
- Etc.
Sadly, many parts of the quest required having four people at the same stage in the story YOU were at (the game never has done grouping for overland quests well), and the mobs were tuned for small groups or exceptionally strong solo builds. This frustrated many players and sent a signal to ZOS that Adventure Zones were a flop. They later made it more solo friendly, but Adventures Zones were done for. Ironically, we know have more experienced players, an evolved combat system, etc. and many players are looking for more of a challenge. If Craglorn had let people group easier for the special quest parts of the map and delves, and had made it so that you could do those with one to four people (scaling up in difficulty as group size increases), it would have been better received. And also, if they had left the harder mobs in the camps rather than everything in the zone. Oh well. (And this could still work for that zone, for what it's worth.)
Orsinium went the other way, becoming in effect a bigger version of a regular base game zone with more traditional world bosses, the usual delves, but now with two public dungeons. (It also borrow the Arena concept from Craglorn instead of a new Trial but made it solo.) With its more positive reception, this became the basis (replacing the Arena with a Trial) for the new concept to replace Adventure Zone... Chapters. This formula went on to be used for each large Q2 zone every year since. So at least for those types of larger zones, I look for things that are original and engaging beyond the established pattern.
For example, Morrowind added the finding relics/pieces of something important element to put back together, which has been copied ever since. Summerset came up with the idea of reskinning Dolmens and the Dark Anchors that attach to them to fit its new storyline (Abyssal Geysers), which Greymoor has followed up on with Harrowstorms. Yet in between I was pleasantly surprised that Elsweyr skipped this in favor Dragons. Greymoor has tried something new by splitting the zone two, part above ground and part below. I was mostly testing other things and not getting too far into the quests, but I did do the first quest you get when you go underground and meet some people. Time will tell how well this works as a whole.
So for the big zones, while I understand how much simpler and more efficient it is to have a standard framework to base future development off of, pleasant surprises for me are attempts to try something new in the actual zone content and layout formulae, particularly with overland map events. Hence my overview of Craglorn above which doesn't really do justice to how different the challenge content there felt compared to what came later. That isn't a hint at a request for ZOS to just duplicate some of those old dgroup challenges for some kind of Craglorn II, but rather my wish for some surprises and new types of engagement in the new zone each late spring/summer.
tinythinker wrote: »I like Murkmire, Orsinium, etc., and have remarked on them before. For smaller new zones, the artwork, music, character development, and storyline are the most essential parts for me in terms of working together to create a distinct atmosphere when I visit them. Yet to my surprise when it comes larger zone, as time has passed I appreciate the creativity of Craglorn more and more.
If you go through the ZOS progression of large end-game zones you follow the way they've developed over time:
- Craglorn (2014)
- Orsinium (2015)
- Morrowind (2017)
- Summerset (2018)
- Elsweyr (2019)
- Greymoor (2020)
Craglorn represented their initial concept, that of Adventure Zones:
- There were no world bosses like the main base game zones, but there are unique group challenges across the map (including the Anka-Ra Burial sites where you have to defend an NPV against waves of attackers) that have been reclassified as such.
- There are tons of delves -far more than any other map - that show the earliest work with genuine verticality and novel designs more elaborate than the original versions of base game delves. Instead of public dungeons are some group quest hubs like ancient Nedic structures (Skyreach Catacombs, Skyreach Hold, Skyreach Pinnacle, etc.) and one even has a kind bonus mini-event when you open a chest
- There were quests from items you picked up that allowed you to trade them for knowledge from a Daedric Prince
- It featured the first repeatable daily quests
- The crystals in the Dusteaster camp above Shada's Tear (used to be?) interactable objects puzzle you could click to solve a puzzle/activate something
- The first Trials
- The first Arena
- Etc.
Sadly, many parts of the quest required having four people at the same stage in the story YOU were at (the game never has done grouping for overland quests well), and the mobs were tuned for small groups or exceptionally strong solo builds. This frustrated many players and sent a signal to ZOS that Adventure Zones were a flop. They later made it more solo friendly, but Adventures Zones were done for. Ironically, we know have more experienced players, an evolved combat system, etc. and many players are looking for more of a challenge. If Craglorn had let people group easier for the special quest parts of the map and delves, and had made it so that you could do those with one to four people (scaling up in difficulty as group size increases), it would have been better received. And also, if they had left the harder mobs in the camps rather than everything in the zone. Oh well. (And this could still work for that zone, for what it's worth.)
Orsinium went the other way, becoming in effect a bigger version of a regular base game zone with more traditional world bosses, the usual delves, but now with two public dungeons. (It also borrow the Arena concept from Craglorn instead of a new Trial but made it solo.) With its more positive reception, this became the basis (replacing the Arena with a Trial) for the new concept to replace Adventure Zone... Chapters. This formula went on to be used for each large Q2 zone every year since. So at least for those types of larger zones, I look for things that are original and engaging beyond the established pattern.
For example, Morrowind added the finding relics/pieces of something important element to put back together, which has been copied ever since. Summerset came up with the idea of reskinning Dolmens and the Dark Anchors that attach to them to fit its new storyline (Abyssal Geysers), which Greymoor has followed up on with Harrowstorms. Yet in between I was pleasantly surprised that Elsweyr skipped this in favor Dragons. Greymoor has tried something new by splitting the zone two, part above ground and part below. I was mostly testing other things and not getting too far into the quests, but I did do the first quest you get when you go underground and meet some people. Time will tell how well this works as a whole.
So for the big zones, while I understand how much simpler and more efficient it is to have a standard framework to base future development off of, pleasant surprises for me are attempts to try something new in the actual zone content and layout formulae, particularly with overland map events. Hence my overview of Craglorn above which doesn't really do justice to how different the challenge content there felt compared to what came later. That isn't a hint at a request for ZOS to just duplicate some of those old dgroup challenges for some kind of Craglorn II, but rather my wish for some surprises and new types of engagement in the new zone each late spring/summer.
Craglorn was ahead of its time. It's good that each zone is offering some unique experiences. Summerset will always be my favorite expansion, even if some of the features were basically reskins. The collection quests were even seen in Orsinium, with the house of glories. Those are some of my favorite features, it gives you something so tangible and memorable to do. It seems like with the advent of the yearly story release cycle, they've settled into repeatable implementation pattern. That's fine, but the experimentation that Craglorn brought is definitely a testament to its worth.
BackStabeth wrote: »None, I won't be able to honestly answer this question, or any other similar question until the game breaking issues and bugs are fixed.
Right now, as I write this, ESO is broken and difficult to play, all the many, many bugs and issues cause frustration not enjoyment. I have paid to sub to a game that is advertised to be something it isn't. I mad, I frustrated, I am upset I spent my entertainment dollars on a broken game. Nothing looks good.
YandereGirlfriend wrote: »I cast my vote for low key amazing Bangkorai.
My early questing had me only exploring the northern part of it, which I felt was fine but barely distinguishable from ambiance of Glenumbra or Stormhaven.
Everything changed though when I ventured through the Sunken Highway down into the southern half of the zone. Here, the deserts, canyons, and mesas outdid the desert experience even of Alik'r and managed to evoke a sense of loneliness in its adventuring, of the insignificance of your character as it is contrasted with the majesty of the landscape.
I love the sparse population of the south and how it truly feels like a land of dusty caravans, lost oases, and how it manifests itself as a crossroads between peoples, like the regions surrounding the great trading cities of the Silk Road.