Chilly-McFreeze wrote: »And what do you propose? Better character writing? Not using the same trope every dlc? Challenging boss encounters? Choices with consequences?
Chilly-McFreeze wrote: »And what do you propose? Better character writing? Not using the same trope every dlc? Challenging boss encounters? Choices with consequences?
Yes, this is the point, every new DLC is keeping the same pattern, risking to be boring from the beginning. The ES series may be an inspiration for ZOS for characters writing and boss challenging, while Witcher series may be an inspiration for choices with consequences.
...and its still something I would love, especially in an ESO where "put everything into offensive stat and burn down all opposition fast" is an annoyingly way too effective META at this time...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!)
adriant1978 wrote: »Problem with choices/consequences is the amount of developer resources required to maintain multiple different possible world states can get very large very quickly. See the Dragon Age series for an example of how this can be done really well, but also must be an absolute nightmare to keep straight in terms of allowing prior player choices to impact your plot as it moves forward.
Would be nice if ESO took a leaf out of SWTOR's book though. While the plot there always tends to move in the same direction, you get a lot more personal flavor as it does so because of the different tone your character can adopt when replying to NPCs. Even if the end result is the same it creates the illusion that your noble knight got there differently from your wise-cracking rogue or your ruthless warlord. Even fake choices are better than no choices. Maybe works better with a voiced protagonist though, which is something ESO doesn't have.
Chilly-McFreeze wrote: »And what do you propose? Better character writing? Not using the same trope every dlc? Challenging boss encounters? Choices with consequences?
santhoranb16_ESO wrote: »What i'd really like to see is also the possible to join once the "other" side if you like. Aka not "always" be the hero, world-safer, last resort and such. That ability to join the bad/selfish/rogue side in the story. That alone would be enough to pep the storys up if you got 2 ways to "clear" a chapter, one for the bads and one for the goods and you have to choose - WITH consequences.
And there i dont mean just negative for the bad side and positive for good choices, it shouldnt feel like doing "right or wrong".
Ghanima_Atreides wrote: »Unfortunately, that would mean double the resources - quests, voice acting, everything - not just for this chapter but the whole Year arc, to account for your previous choices. They just aren't going to do it.
Ghanima_Atreides wrote: »Unfortunately, that would mean double the resources - quests, voice acting, everything - not just for this chapter but the whole Year arc, to account for your previous choices. They just aren't going to do it.
They can. I don't doubt that they can pull in the resources. Right now, Zenimax Online is hiring for pre-production of a new IP that, if you look at the positions, is going to be some sort of massive, open world games-as-service MMO type title. They are also hiring several people to help with ESO as well (though whether that's an expansion of the team or replacing employees who left isn't clear). They've got the resources. They can do it. No question.
It used to be the team doing the real work on this game one-upped themselves with every DLC release. They've got a lot of talent already, and they certainly have the resources to pull this off. It's more a question of whether or not the folks in charge are willing to depart significantly from the formula to do something a bit new and different. It could be they want to, even, but are being held back because investors don't like risk.
SWTOR had great story for all the characters i made and choices did make the characters different and our companions also reacted to our actions positively or negatively.
Expect even less of your choices to matter outside any current story chapter going forward.Mettaricana wrote: »All for this haven't had an impactful choice since wrothgar.
I thought Greymoor was a slightly different approach? I mean, initially Greymoor's story felt shallow to me, but now that I'm doing side quests (a number of which are linked heavily with the main quest, which I didn't realise the first playthrough) and reading more of the lorebooks I actually think it's really cool how it's like one big puzzle leading into Q3-4. I'm enjoying connecting all the dots while I wait for more!
I agree that it'd be awesome to have more impactful quest options though. That's something I really loved about Wrothgar's story, the choice you make at Paragon's Remembrance changes things about the route you take to the finale and it's a shame we haven't really seen that since.
Everest_Lionheart wrote: »I thought Greymoor was a slightly different approach? I mean, initially Greymoor's story felt shallow to me, but now that I'm doing side quests (a number of which are linked heavily with the main quest, which I didn't realise the first playthrough) and reading more of the lorebooks I actually think it's really cool how it's like one big puzzle leading into Q3-4. I'm enjoying connecting all the dots while I wait for more!
I agree that it'd be awesome to have more impactful quest options though. That's something I really loved about Wrothgar's story, the choice you make at Paragon's Remembrance changes things about the route you take to the finale and it's a shame we haven't really seen that since.
The side quests are what really makes the story to me. I’ve played through some DLC zones a few times now like Elsweyr, Orsinium and Vvardenfell. My main character I played all of those side quests concurrently with the main quest and my alt played through the main quest only to get the skill points. It’s such a different experience if you skip all of the side stuff and shallow would be a great word to describe it.
I think some of the trouble coming out of the base game is a sense of quest overload. Fortunately you can get away with skipping some of the side quests in the base game and some zones you need to because the main story is 20+ quests long already. I found covenant and pact to be very quest heavy where AD was story driven. I’m still powering my way through covenant to finish Cadwell’s gold and I am definitely quest fatigued!
That’s good to know that Greymoor is somewhat impacted by side quests in that it fleshes out the story. I’m still waiting for XB1 to release, they pushed it another day though. But I’ll quest and side quest my way though it until the end. I’ve learned my lesson from the other DLC and your post helps confirm it.
alewis478b14_ESO wrote: »It's kind of too late. I mean, they gave you the option to sacrifice someone in the original main story line, and then used those characters in future content. Must be cheaper to use voice actors already under contract? i don't know but it's lame.