My main problem with main quest, is currently Svana's absolute plot protection.A young girl, grown in the palace, probably pampered all her life, goes alone into wilderness of Skyrim, wearing only light shirt, breeches and carrying a shabby bow. She founds lift into Blackreach, travels half ot the place, without having any problems with falmer, chaurus, then she infiltrates a camp full of vampire warlords, icereach withches and vampire hounds, drags out three adult harrowed, who barely move, and noone in the camp pays any attention to that! Also, it was painfully obvious, that both her parents gonna die, that her father will be villain in some capacity, and that Svana will be ruler in the end.
I knew the revelation would come from the moment I heard of his orders to the Jarl of Morthal... I mean, "leave the pikes alone" from a "punch first, look later" nord??? That showed the king was on the side of the harrowstormers, at least to my fantasy conspiracy-tale sharpened mind...King Svagrim. That revelation that you can see coming the moment you enter Blue Palace the first time was handled very poorly. "Haha, I'm evil and a vampire. Let me stand there and talk like your average anime villain." And yeah, that way too obvious and frankly, not too interesting.
Reading between the lines, I can see a bit more depth... but it isn't really shown, just very weakly implied. How his lack of faith in his daughter and inability to let go of his grudges and kingship drove him to seek eternal (un)life to keep his rule over Solitude forever... it is a classic tale, but agreed, it could have been explored with a lot more depth. A lot more fluff to show how the kings faith in others was eroded over the time of his rule, how he considered his daughter useless as heir and thus became ever more stuck in holding on to the crown, until he would sacrifice all the people just to keep the land in his hands, etc.Another issue - Swag King is your typical cartoon villain. No complexity, depth or different sides. Not to mention that his story involvement is too short and doesn't really allow him to open up.
Actually she does that -before- the king breaks the bottle - he does his move when she comes back with the now proven elixir, hoping to finally win his approval with her help... And when he does break it, its a bit of a issue as they may now have the recipe, but have to go out and grab some stuff to make more of the elixir... but just don't have the time to get enough done to keep everyone safe, and thus have to scramble to stop the final huge harrowstorm, yes?Also, when he smashed that elixir bottle, that was a great opportunity to turn things into different direction, to add some drama. But what happens instead? "Yeah, don't worry, we have some more of that juice.". And then Svana does that pro-gamer move, drinks it and survives the harrowstorm.
Look at him just after the rescue. Hunched over, desperately clinging to his flask... yeah, he bounces back quickly enough once he is back in solitude and far, far away from that alchemists lab, but the effects are there if you look for it...Fenn also survives the abduction just fine, no lingering effects or anything.
Some do, some don't. And its not that secret a place, obviously... I mean, the friggin dwemer lifts are there in the landscape! (personally I wish all the entraces had been well hidden, a cave in the mountainface leading to a lift there, a cellar tunnelling into dwemer access halls here, a secret door near an ancient shrine over there... but... alas.)Also, Blackreach is that super secret place, but every dog and their mother knows how to get there and goes there to the vacation like it's Hawaii or something.
Agreed, I for one would have preferred to see her escorted by Lyris, and changing into armor, at the very least. Heck, I definitely would have added one or two scenes where she almost dies and has to be rescued in the nick of time to show that a princess title gives no armor value..My main problem with main quest, is currently Svana's absolute plot protection...
As much as I'd like to enjoy any ESO story line, particularly chapter's main one, I eventually find myself just clicking through the dialog to get it over with. A reflection of stale stories and uninspired voice acting. Subsequent running through the quests with additional characters for skill points becomes a painfully annoying task.
The only notable exception, for me, is encountering Naryu Virian in the game. The voice acting is so exquisitely entertaining it captures my attention every time.
Fits Skyrim's crappy writing. Wasn't a fan of that either.
Hopefully it will get better, but it just seems like the same ole generic ESO quest line where you “save the princess.” We are the lapdog who, once again, does all the heavy lifting for the zones ruling authority. Please tell me the story deviates from that stale formula?
UGotBenched91 wrote: »As much as I'd like to enjoy any ESO story line, particularly chapter's main one, I eventually find myself just clicking through the dialog to get it over with. A reflection of stale stories and uninspired voice acting. Subsequent running through the quests with additional characters for skill points becomes a painfully annoying task.
The only notable exception, for me, is encountering Naryu Virian in the game. The voice acting is so exquisitely entertaining it captures my attention every time.
Hmm uninspired voice acting? I think the voice acting is done quiet well for the most part.
Haven’t played Greymoor yet however, IMO, Best Story Arc (after base game) was Morrowind -> CWC -> Summerset.
Orsinium is a classic
I think Season of the Dragon main story was really rushed. Could have used a few more quests to flesh things out.
Good & memorable characters but “Elsweyr” & “Dragonhold” felt too separate.
And Kaalgrontiid was shoehorned into the ending with an anti-climatic boss fight.
I like that players could be in your instance as it is an MMO and I do think players should be able to take on the main plot together.
BUT Kaalgrontiid mechanics were for novice new players , not for long time players.
MartiniDaniels wrote: »Maybe it is combination of factors, like other players around, lack of epic fights, lack of notable rewards - and that lackluster gameplay de-values writing and voicing (i.e. you simply don't believe NPC).
VaranisArano wrote: »Hopefully it will get better, but it just seems like the same ole generic ESO quest line where you “save the princess.” We are the lapdog who, once again, does all the heavy lifting for the zones ruling authority. Please tell me the story deviates from that stale formula?
So what I'm hearing is that ESO chose to rip off Oblivion again?Specifically, you spend the whole game doing fetch quests for Martin Septim all so he can save the day at the last second
Nah on the "players work together" thing, it would be such a vexation having to wait for another player to show up in times when the expansion is no longer new and hightly frequented...The “mini-dungeon” set up for main bosses is good but they could make it more challenging and encourage players to work together in order to defeat them. ZOS needs to stop making Solo content so easy.
Mannimarco & Molag Bal used to be difficult and it was rewarding when you beat them.
...and that or more like it is strill stuff I would adore seeing in ESO!TheShadowScout wrote: »Personally I -love- involved bossfightts where you cannot just plow them under with the weight of your CP and endgame gear. Or even a halfway decent character. The final stonefalls fight was a good one in this regard, yeah, exactly through that scripted first stage to set it up... Molag Bal is the same, with the "power of the divines" setup to -make- an "impossible" opponent beatable, fluff-wise.
And yes, some bosses really need a bit more "oomph" behind them, to make their fights more enjoyable. And not just more HP, but... more mechanics! Vox for example would do well with running to each soul well at 50% HP and healing up to full while involvnerable and spawning ghostly or daedric adds. The orc Thane could also use a mechanic like that, use all those spirits.
Another mechanic I would love to see is one where you have to figure out something to make an protected boss beatable... like so many of the minigames (or more like microgames)...
...for example, you could have an boss with an elemental shield, and four pillars with elements, pick the right one to buff yourself up to get past the shield, which changes every 20% HP...
...or you could have a boss powered/healed by minions hiding to the side, on balconies or in doorways... needing you to track down and defeat those first to make the boss vulvnerable... while evading the boss... or maybe the old "koschei" shtick, a boss that cannot be damaged... until you figure out its not the boss you need to attack, its whatever the boss hid their life in! Like the innocent looking pet chicken in the corner or whatnot.
...or you could have a boss that halfway through the fight casts a spell that completely changes the battle in some way... possibly by adapting to your attacks so far; so when attacked with ranged weapons, could cast a permanent fog that makes it impossible to target from more then five meters away, or when attacked with melee, a swamp that reduces movement and disables gap closers...
...or you could have more bosses that have specific weaknesses like Falchou... especially ones which are less storyline-sticks-your-nose-right-in-it obvious, but take a bit of figuring out yourself. Like a permanently invisible ranged opponent in a multi-room area, and you can go into a water filled room to spot their approximate location from where they displace the water to attack...
Heck, I especially want a "mirror fight" someday, where you fight a copy of yourself... that mirrors EVERY attack, and ALL the damage either way. Then wait and see who figures out that you can win by stopping to fight and sheating your weapons... (its a classic!)
Nah, its her daddy who turns...Now you’ve got me hoping Svana turns into an Avatar of Akatosh 🐉 at the end
That didn't surprise me in the least....and I found it quite sad we didn't actually get to fight the big bad.
I will say that Elsweyr had at least much better presentation. I can't recall a single interesting locale or cinematic effect in Greymoor. Usually the main quest locations get more ... strange as you progress, e.g. Clockwork City in Morrowind, Crystal Tower in Summerset, the moons in Elsweyr, whatever that Hist-adventure was in Murkmire. There was nothing like that in Greymoor.navystylz_ESO wrote: »
I will say that Elsweyr had at least much better presentation. I can't recall a single interesting locale or cinematic effect in Greymoor. Usually the main quest locations get more ... strange as you progress, e.g. Clockwork City in Morrowind, Crystal Tower in Summerset, the moons in Elsweyr, whatever that Hist-adventure was in Murkmire. There was nothing like that in Greymoor.navystylz_ESO wrote: »
Don't say Blackreach, we literally go there in the prologue quest and can stroll around from the beginning. What a wasted opportunity.
Elsweyr also at least had interesting side quests to make up for the main story (e.g. the Ashen Scar, Skooma Cat, insights into Akaviri culture, etc). Is there any compelling story in the whole of Western Skyrim?
A stranded ship on a frozen coast (hello, is Wrothgar a joke to you ZOS?)? An Orc mining operation going bad (again ... Wrothgar, hello?)? A daedric cult shrine overrun by some other baddy? None of this is worthy of a chapter.
It's as if someone in the design meeting said "I'd really like to do this story again we've told a dozen times, but this time with less polish and more women".
I will say that Elsweyr had at least much better presentation. I can't recall a single interesting locale or cinematic effect in Greymoor. Usually the main quest locations get more ... strange as you progress, e.g. Clockwork City in Morrowind, Crystal Tower in Summerset, the moons in Elsweyr, whatever that Hist-adventure was in Murkmire. There was nothing like that in Greymoor.navystylz_ESO wrote: »
Don't say Blackreach, we literally go there in the prologue quest and can stroll around from the beginning. What a wasted opportunity.
Elsweyr also at least had interesting side quests to make up for the main story (e.g. the Ashen Scar, Skooma Cat, insights into Akaviri culture, etc). Is there any compelling story in the whole of Western Skyrim?
A stranded ship on a frozen coast (hello, is Wrothgar a joke to you ZOS?)? An Orc mining operation going bad (again ... Wrothgar, hello?)? A daedric cult shrine overrun by some other baddy? None of this is worthy of a chapter.
It's as if someone in the design meeting said "I'd really like to do this story again we've told a dozen times, but this time with less polish and more women".
Yeah, I was having Vietnam flashbacks nonstop while doing side quests in Western Skyrim.
MartiniDaniels wrote: »Maybe it is combination of factors, like other players around, lack of epic fights, lack of notable rewards - and that lackluster gameplay de-values writing and voicing (i.e. you simply don't believe NPC).
Exactly, you just don’t take the story as seriously when the main boss of the story is easily beaten. When the main boss has mechanics that a novice player could navigate it makes your victory feel handed to you.
It feels patronizing when NPCs treat you like a hero of the whole world when it was so easy to do.
Am I saying that the bosses need their own Dungeon or Trial?
The “mini-dungeon” set up for main bosses is good but they could make it more challenging and encourage players to work together in order to defeat them. ZOS needs to stop making Solo content so easy.
Mannimarco & Molag Bal used to be difficult and it was rewarding when you beat them.
ZOS tried to have each main boss of Craglorn in a Trial to little success but then again that was because you had to have a party to do anything there, including each quest step.
In my opinion, this is an MMO and as consequence the threat of the year should take a effort (solo or group) to defeat otherwise I have less reason to care