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I Think Zos should begin to break from the standard release formula

  • OtarTheMad
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    It would be definitely cool if you could change it up a bit because releasing 4 dungeons a year can add up. I want to say if someone mentioned something like this already, my bad. But you could have one of the DLC spots be a flex spot, or a rotating spot is a better term. For example:

    One year you do a dungeon DLC
    the next year you do a PvP related update
    and the next year you do something I call "mini zones"

    So, they can still be in theme with whatever the story is that year, and especially when it's the PvP year will draw in some interest into that. The mini zones idea came from just looking at the Tamriel map and seeing that some areas are just not big enough to have as a chapter or Q4 story zone but too big for a dungeon or prologue quest. Areas I am thinking of are: Solstheim, Central Elsweyr, that area below Blackwood, the island north of Tideholm, could go back to Balfiera Island (even though parts are the tutorial), Summerset has a good amount of Islands surrounding it etc. (I am using an ESO Game Map, I will link it below so you can see wtf I am talking about haha).

    You can even involve the community with this rotating spot and maybe sometimes have a poll up to see what way you go based on votes. The PvP update could be anything obviously from new BG arenas to new weapons that spawn in Cyrodiil etc.

    Just some ideas.

    Link to ESO Game Map I used for reference: https://game-maps.com/ESO/img/ESO-World-Map-Tamriel.jpg
    (Obviously, y'all at ZOS know the map better than this link but thought I'd include it anyway)
  • LadyHeloise
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    I do think the year long story structure constrains the thinking around what is possible. The dungeon DLC can't advance the story because many people don't play them for example - fair (and I don't play them either) but limits what is possible. Story has to be in one new area, limiting what is possible. Story has to be wrapped up by the end of the year, again limiting what the writers can do, the assets that can be used etc. The artificial structure, which I am sure makes sense from a corporate, organisational, marketing perspective, and the decision not to go back and change things that are already in the game (I do understand why), means it seems much less possible for stories that are longer than a year or span multiple areas to be created. This seems a real shame, so I would like to see more thinking outside the box, more imagination about what is possible. What other structures would work here? As others have mentioned we have had them before e.g. one offs such as TG, political stories such as Orsinium, overarching stories like M- CWC-Summerset. So why can this not happen again?
    PC-EU.
  • Hurbster
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    Also, having everything taking place in the same year is silly and confusing.
    So they raised the floor and lowered the ceiling. Except the ceiling has spikes in it now and the floor is also lava.
  • starkerealm
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    I would like to see LESS mythical items in the future and more furniture leads instead.
    Morrowind,Summerset and Elsweyr where better expansions without adding extra grind to them like Greymoor already did.
    People dont play the expansions but straight go to farm leads what makes the whole point of the expansion meaningless if people don't play it.

    I actually dig the mythics. A few have been genuinely interesting to build around.

    That said, I think the drop vectors for Mythic Leads could probably use some reevaluation. Right now, they're exhaustively grindy.
  • JayKwellen
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    ZOS_Kevin wrote: »
    Hi All, thanks for the passion in this thread about release structure. We're taking note of your comments here for future conversations.

    For more constructive feedback, let us know what you would potentially like to see in a future release structure and why. These suggestions could help in future discussions to better the overall experience for all players. Thanks for your future feedback!

    @ZOS_Kevin A bit of new content for Cyrodiil? Please. Please!

    Seriously, I don't even really care what it is. Random ideas:

    -Update the keep layouts
    -Add new conflict points that can be controlled (like the bridges or gates, give us a reason to PvP in these strategic locations other than just trolling)
    -Have the grand warlords come roam the battlefield with some sort of buff attached to your warlord living or killing the enemies warlord
    -Make holding keep resources actually matter (doors/walls/guards start to degrade and lose HP the longer resources are captured by enemies)
    -Battlefield supply lines. Introduce mobile supply lines which travel between an alliances keeps. If the baggage train reaches its intended keep everyone in that keep gets a buff for a set amount of time (say, 30mins to 1 hour) so long as they're within range of the keep. Something not too egregious but still noticeable, say 5% healing done, 5% damage done, etc., along with a non-gameplay buff like +5% AP gained, with each player able to have 1 non-AP buff active at a time. Have the trains spawn once a keep is flagged and travel to the flagged keep. If the train gets destroyed the attackers receive a gold (currency) reward for "plundering" the enemies supply lines.
    -If a guild owns a keep allow members of that guild to spend AP to upgrade it
    -Revamp rewards of the worthy and make them have worthwhile rewards (mats, useful amount of gold, better sets, etc) and not just decon trash
    -Revamp end of campaign rewards to actually include worthwhile items
    -Make the scoring system more dynamic (potential points scale off of a factions population vs. other factions)
    -Revamp AP generation.
    *Increase AP gains for killing other players. *Greatly decrease the AP gain for taking empty keeps, but make it scale (more than it does now) based on a number of factors including enemies killed and friendlies lost (should be the biggest modifier), amount of siege used offensively and defensively, and length of time.
    *Increase AP gains for defensive ticks
    **The idea here is to encourage a little actual PvP (specifically fighting and killing other players, while encouraging players to defend their own territory instead of riding AP trains through empty keeps)

    None of these are terribly well thought out, just random ideas on my part. Still, point being that there's so much that could be done with Cyrodiil still to add a little more life to it or give us new things to do. We haven't received any actual content in years, at this point anything would be appreciated, even if just to know that the devs haven't forgotten about us.

    I'm under no illusions that the development team will ever dedicate a full update to Cyrodiil. I get it. We don't make you guys much money, I understand.

    But the tiniest bit of new cyrodiil content here and there with each new chapter would be appreciated, especially when you consider the status quo is zero content at all. The only new PvP content we've been given in years...isn't ESO content, but from other games. I know you gotta keep the PvE community fat and happy so I'm not asking for a feast here, just a couple scraps. Surely the PvP community is worth at least that much to you guys?
    Edited by JayKwellen on August 4, 2021 8:46AM
    Xbox NA - JaeKwellen
    AD PvP
    Trying to main a magcro. This is awful.
  • Indigogo
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    For me, the best introduction to eso in recent times was the sticker book. It got me playing the game more than any new DLC.

    That's what I want. Meaningful QoL improvements.
    I want bug fixes.
    Improved performance.

    Refreshing and revamping older content isn't a step back. Might find people resubbing to a better game will make just as much money as buying new chapters.
  • Eevee_42
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    I think the current formula is too monotonous and everything is starting to feel the same. Four dungeons per year is unnecessary, so I think changing a dungeon DLC to be something that adds new gameplay aspects instead, or expands on existing systems to improve them, would be refreshing for a lot of players.

    Many long time players are feeling fatigued by the lack of new systems that affect gameplay. An idea that I think would be awesome would be to add a new weapon type, perhaps a magicka one since stamina already has access to more weapon choices. Ranked pvp arenas would be another thing that I think a lot of us would love to see added. I doubt it would ever happen, but I wouldn’t be opposed to seeing a new race either.

    I think doing things like adding multiple hard modes for dungeon bosses was a step in the right direction, but there needs to be more creativity, innovation and new ideas. Don’t be afraid to break the mold or do things differently.
  • Fischblut
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    For more constructive feedback, let us know what you would potentially like to see in a future release structure and why. These suggestions could help in future discussions to better the overall experience for all players. Thanks for your future feedback!

    I really liked when every DLC was separate story. We were offered different content for every taste. Since Elsweyr and "year long story" model, all 4 DLCs have the same theme during the whole year - and if somebody isn't interested in that theme, they have to wait more than a year just for a chance to experience different story (which might or might not be interesting) :/
  • FR0STDEE
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    ZoS really need to think outside the box.

    With the current formula we can already nearly predict what we are going to get next year.

    Surprise us with something new that makes us say “wow I didn’t see that coming”.
  • Ergele
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    can we do falinesti next please?
  • vesselwiththepestle
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    I like to play the quest etc. on my own time, while playing trials and dlc dungeons often have to be played very fast because of your group or because of meta changes. So I can't play that "year long" experience in the correct order anyway. Actually I get tired of it and I would prefer more diversity especially in the questing areas (chapter and zone dlc). Also when I think "oh, now I have to play this year-long content" it's a massive quest grind. With chapters and zone story dlc which have actual stories on their own and an ending, I find it much easier to play those, just because I know I don't have a huge mountain of quests and exploration ahead of me. I haven't bought Blackwood because I still couldn't get myself to even start the Markath quest grind, which is in part because it's only the completionist inside me who would want to do that. And the price just for that companion system in Blackwood was to high for me, as I stopped pve progression anyway when you removed proc sets from Cyrodiil for months and I couldn't take this game serious anyway, not making it seem worthful to "work" for hm achievements in pve when I can't play pvp properly.

    So very important in my opinion is to break with the year-long-story and make stand-alone dlc again, at least for the chapter and the zone dlc.

    I might have some ideas of new content I would like to see, like more difficult quest areas, Veteran Public Dungeons, Public PVP Dungeons, a Deathmatch arena, a duo pve arena for 2 players, group dungeons for 6 players... But I guess that's stuff your development team will get in a brainstorming sessions in the first 10 seconds, anyway. I think it's hard to find actual new way to design DLC content. It's meant to provide new content and the main content in this game is quests, housing, trials, exploration, and you provide all that.

    Some stuff I noticed, though:
    1. Players love to grind XP. For that reason players still grind in Spellscar and Skyreach as they do in nBRP. However, in new chapters and zone DLC mob densitiy is rather low. I am always wondering why they never add some new suitable grind spot. You could add some twist to it. For example, killing 1000 mobs in that area might spawn an elite mob, so strong, it's definitely not soloable.
    2. Your dolmen/dragons/etc. content depends on respawn times. How about removing the respawn and instead add a mechanism for the players to spawn those? It could need item you need to collect in the world. If you've got all together, you gather your friends, get to a summoning circle and spawn the boss or whatever. This could either replace world bosses or dolmen, but it would change that general behavior by removing the respawn mechanism.
    3. You might turn the system upside down by adding something like Cyrodiil Battle spirit to a pve zone, changing some of the rules.
    4. I am missing tie-ins with old content. After you introduced antiquities, you continued to add antiquities. How about something new for Thieve's Guild or Dark Brotherhood?

    Mostly I still suffer from meta changes fatigue. Every chapter and dlc the same, I need to change my builds. Please do less balance changes, or at least have balance changes less of an impact. I loved to play many different characters, but since Grindmore chapter I am playing less and less character and thus I play less overall. I am just tired of it.
    1000+ CP
    PC/EU Ravenwatch Daggerfall Covenant

    Give me my wings back!
  • rauyran
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    I'd love for ZOS to go back and polish some of the older content. For example as a Bosmer the only Thieves Guild or Dark Brotherhood dailies I get are in Aldmeri zones. This has to be left over from pre-One Tamriel days surely? I'd love to get some of those quests for the other alliance zones.

    Sort out the inconsistencies around the main quest line: seeing Lyris Titanborn randomly in a fighters guild is just weird. Also explain why dolmens exist after Molag Bal has been defeated.

    I'd also like to see new quests added to base game areas, bringing them up to the same standard as DLC zones and to attract more players. These could be as simple as daily quest brokers for world bosses or whole new quest lines.

    The planemeld needs a revisit. Make active dolmens visible on the map to attract players and improve the difficulty scaling so they are always a challenge no matter how many players are there. The final dolmen boss should feel like a world boss not a delve boss. Add some new mechanics to simulate the planemeld taking hold, for example if a dolmen is active for too long allow another dolmen to become active. Once all three are active then massively increase the number of random daedric incursions across the zone.

    Revitalise the existing content!
  • Lady_Galadhiel
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    rauyran wrote: »
    I'd love for ZOS to go back and polish some of the older content. For example as a Bosmer the only Thieves Guild or Dark Brotherhood dailies I get are in Aldmeri zones. This has to be left over from pre-One Tamriel days surely? I'd love to get some of those quests for the other alliance zones.

    Are you sure? Because I play a AD Khajiit thief/assassine and have done a lot of dailies for TG and DB and got dailies all over the base game zones no matter what faction.
    Total ESO playtime: 8325 hours
    ESO plus status: Cancelled
    ESO currently uninstalled.
  • BazOfWar
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    Yes they need to surprise us something new and interesting if only to keep people playing the game.

    Blackwood has been by far the most boring chapter yet for me and if that's the way future releases are going to be then I'm afraid I will lose all interest.

    The delves and public dungeon bosses where very nice and didn't die to 1 skill rotation like base game ones but that was about it.

  • ADarklore
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    Having played for many years... this topic is difficult to address because I really enjoy so much about ESO. Being a solo PVE quester, I am thankful they continue to provide solo players with constant content and don't force us to run group content like other MMOs that I have played.

    As other's have mentioned Orsinium was an awesome DLC... even Morrowind and Summerset were nice. The 'short' "Chapters" have been a disappointment considering we have to pay separately for them... so ZOS should keep that in mind. Players expect MORE content when paying extra, not so much less content than previous Chapters.

    What I would like to see... Honestly, I would like to see more use of older zones. I'm not sure how they could be incorporated, but perhaps a DLC that involves adding many new open world quests throughout all the older zones.... just a DLC dedicated to adding new quests to older zones. I really enjoyed the DLC 'starter' quests because many of them DO take us to older zones, and that's what I'd like to see more of added.

    Otherwise, a Chapter that is more along the lines of Orsinium where you have an extremely large zone but has a conclusion. As others have stated, the whole "year-long arc" is really not interesting. Especially when you consider that solo players like me are not utilizing the group dungeons, so we're not getting the "full story" of that arc. Sure that's our choice, but it would be much better if an entire story could be told outside of group content.
    CP: 1965 ** ESO+ Gold Road ** ~~ Stamina Arcanist ~~ Magicka Warden ~~ Magicka Templar ~~ ***** Strictly a solo PvE quester *****
  • Jackey
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    Ahem.. Dear ZOS.

    I think the last two chapters felt incomplete because of the writing choice of them being part 1 of the story.
    It was done much better with Elsweyr. The Q4 DLC was more of a continuation of a story rather than straight up part 2.
    As for the zone DLCs, I think the older ones before you started the year long story had more quality to them.

    I don't really think the dungeons need to be a part of the chapter story, I think it would be more interesting if your artists had more freedom to create awesome stuff rather than having to follow a thread. I mean, we all sort of know what to expect for the next dungeon DLC. 🤷‍♂️

    Idk how hard and stressful the job is, but lately we have seen plenty of bugs being released along with new content.
    Maybe it's time for you to slow down a bit and release less content with higher quality rather than forcing this yearly schedule.
    Edited by Jackey on August 4, 2021 12:22PM
    PS | EU
  • corrosivechains
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    whitecrow wrote: »
    I would rather have one large release per year rather than this piecemeal thing they've been doing.

    This. Like, if you're going to sell us expansions that aren't called expansions because someone in PR stuck their foot in their mouth in the past about subs having access to all future DLC, at least sell those expansions as one solid product instead of triple dipping into our wallets. Then maybe, even with the drop in quality of content, it'd justify paying the actual expansion prices that's being charged for these lackluster "chapters".

    "Could you post me a link to the official MMO rule book please." - clayandaudrey_ESO
  • SgtPepperUK
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    4. I am missing tie-ins with old content. After you introduced antiquities, you continued to add antiquities. How about something new for Thieve's Guild or Dark Brotherhood?

    I'd love this and wouldn't just limit it to TG and DB but also other guilds such as Mages and Fighters.

    Give us new guild quests with new zones, maybe new heists and black sacraments, and special guild repeatables particular to that area.
  • tonyblack
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    I like current release formula as it is. 4 dungeons and 1 trial is the only content I’m looking forward nowadays. I’m afraid that changing it would most likely involve removing dlc dungeons and increasing focus on casual questing content. If something like that is going to happen I hope that problem of extremely easy overland difficulty would be addressed.
  • colossalvoids
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    Apart from year long story general dislike, craving for more different stories to be explored I guess my main issue is that there's always a daedric prince and destruction of the world awaits at every corner. And with that it's not some obscure and mythical things as it was in Oblivion but an overblown invasion every time.

    I still remember uncovering Mythic Dawn for the first time as a child, the green emperor way "puzzle" with time of the day and mankars paradise at the end. It was grand still subtle, the thing eso lacks in my opinion.

    Also there already was Orsinium, which bar wasn't beaten by any expansion so far looking on every years polls. It was a different approach and still - grand yet subtle. More of a local story involving people and their position in the hierarchy, local religious conflict, not our yearly bad guys big spoon.

    Also before year long story approach hit we had infinitely better writing overall, not sure if it has more to do with changes in writing teams and loremaster but it's undeniable at this point - quality gone down significantly. Yes, we have I guess more nods to older and obscure lore (but we still had a lot of that tbh) but before year long approach we hardly had any quests where community was questioning what's going through the writers mind writing the piece versus now when main quest line had pretty controversial parts about being DB member to name the most obvious part, or Gideon city main quest being more of a fanfic etc. I'm sure something can and should be done about it, as it's pretty important part of elder scrolls that draws us and makes us stay through the changes we might dislike and not agree upon with the team.
  • vms11934
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    More skill and loot variety.

    Add more combat centered skills or skill lines (or at least allow a sub-class option where you get to select one skill line from another class) and make more sets that do unique things, instead of, for example, X number of sets that basically all end up doing the same DPS. Think MTG. You won't achieve that level of variety, but open it up a bit and let theory crafting flourish.
  • Woodenplank
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    I like a lot of the suggestion here, but I'll play devil's advocate now, and I also see problems, e.g.
    4. I am missing tie-ins with old content. After you introduced antiquities, you continued to add antiquities. How about something new for Thieve's Guild or Dark Brotherhood?

    I don't think we'll see many mechanics like this, unless a more significant number of DLCs become base-game material. Do you remember the forum rage when Antiquities - a mechanic introduced with Greymoor - required access to several other DLC zones? People felt like they had to buy multiple DLCs to get their moneys worth of just one DLC.
    If a new DLC had tie-ins to Thieves Guild and Dark Brotherhood, that would require people to buy 1-2 extra DLC just to unlock all the content they already paid for.

    I wouldn't mind Thieves Guild and DB being base-unlocked though, but from ZOS' perspective that's throwing away money.

    tonyblack wrote: »
    I like current release formula as it is. 4 dungeons and 1 trial is the only content I’m looking forward nowadays. I’m afraid that changing it would most likely involve removing dlc dungeons and increasing focus on casual questing content. If something like that is going to happen I hope that problem of extremely easy overland difficulty would be addressed.

    I agree.
    While I think the current model needs a lot of work, the game hasn't (to me) provided questing experiences with meaningful gameplay since... ??
    The overland experience is just so easy, except maybe world bosses, but those can usually be zerged down any way. And 'Quest Bosses' even supposed "big-bads" like Kalgroontiid, can honestly be beaten by mashing a single skill button. And I know there's something to be said for accessibility, but (to me) this existensial-crisis-villainous evil loses it's drama when it's so damn easy to beat.

    And it's not like ZOS can't make challenging/engaging solo content! Just look at Vateshran Hollows!
    Edited by Woodenplank on August 4, 2021 3:12PM
    I think it is central to ESO's well-being to critique the developers when they change the game (or fail to change something).
    But the negativity can be exhausting, so I vow to post 50/50 negativity and appreciation.
  • Dalsinthus
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    I too would prefer something that was less formulaic. I we've now had 3 separate major Daedric invasions by various princes, a werewolf/vampire threat to all of Tamriel, and a similar threat from the return of dragons aspiring to be gods. All in what is supposed to be 1 year. All threats to all of Nirn. I'd much prefer some self contained stories on a more local or regional scale like we got with Orsinium and Murkemire. Those were well told stories where our contributions felt meaningful. Having too much of the treat to everything cheapens the lore and story of the Planemeld, Oblivion Crisis, etc. Also consider allowing the timeline to advance. That alone could add some freshness to the game.

    I'd like to see more connections to old content - give us some new heists and sacrements for example and an incentive to do them.

    I liked what Dragonhold did with rewards. There were a lot of achievement based cosmetics and other items. More of this please.

    The new systems that have been added (antiquities, companions, battlegrounds, housing, new classes, new skill lines, etc.) could be a small DLC release on their own. Or bundle them with chapters. I don't really care, I just like things that are innovative.

    Content like Vateshran and quality of life improvements like sticker are very welcome. These were well done and added a ton of enjoyment for me. Overall Markarth was an awesome DLC.

    I like new dungeons, but it is beginning to feel like we have a lot of content in this area. Something needs to be done to make pledges for DLC dungeons more manageable for instance.

    Just my random thoughts. Deviating from the formula of a year long themed story would be great.
  • Celephantsylvius_Bornasfinmo
    Celephantsylvius_Bornasfinmo
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    ZOS_Kevin wrote: »
    Hi All, thanks for the passion in this thread about release structure. We're taking note of your comments here for future conversations.

    For more constructive feedback, let us know what you would potentially like to see in a future release structure and why. These suggestions could help in future discussions to better the overall experience for all players. Thanks for your future feedback!

    Hi Kevin,

    it's nice to see you are conversing with us here. I'll add some subject matter with elements from an older post I wrote back in 2017. I took some snippets from it and added a tick or a X to show if there was an improvement in these areas after 4 and half years.

    Personalisation options:
    Being able to colour our weapons ✅
    Being able to change our mounts armour colour ❌
    Being able to buy previously crown only houses in gold ❌

    Immersive questing:
    Being able to see our characters face during a conversation/exchange with an NPC (I'm not saying our characters have to speak, but we are indeed in 2017!) ❌
    Seeing more animated events (Dark Brotherhood and the good old main quest had some interesting NPC events for example)
    Generally improving that 'flat' questing feeling (To be honest I just click through and accept and go to point A -> B at the moment) ❌

    PVP:
    I won't get into that. There are many subjects elsewhere and here we are talking about DLC deployment (current model).
    It could essentially use a DLC too to revive it and give an excuse to fix it, but hey..another day.

    So to resume; The story telling needs to go up a notch (even if it takes more time), the stories are too bland/too campy and have no sense of danger and the animations also need an overhaul. ESO is part of a larger family and it would be nice to see some of the features from other games (from Bethesda) come into play to make our experience more personal and our interactions with our characters and the world more meaningful.

    Thanks again for your feedback comment. We needed someone like you on the forum.

    Cheers!
  • Celephantsylvius_Bornasfinmo
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    (PS: Less is more, quality over quantity - always!)

    Edited by Celephantsylvius_Bornasfinmo on August 4, 2021 4:49PM
  • SilverBride
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    Solo dungeons and trials. I don't even care if there are rewards or drops. I just want to experience the content without the toxicity of a group.
    PCNA
  • WeerW3ir
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    I tell you more. We need Laurence Schick back :/
  • Imperial1995
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    ZOS_Kevin wrote: »
    Hi All, thanks for the passion in this thread about release structure. We're taking note of your comments here for future conversations.

    For more constructive feedback, let us know what you would potentially like to see in a future release structure and why. These suggestions could help in future discussions to better the overall experience for all players. Thanks for your future feedback!

    As others have stated above, I’d love to see a return to single story, one DLC a year style releases that were iconic with the Daedric War storyline (Orsinium-Summerset) being to me the golden era of ESO storytelling. Don’t get me wrong, IMO when Elsweyr was released as the first of the year long story, it was new and exciting, and the story telling was on par with Morrowind. But Greymoor/Blackwood have felt stale and repetitive, even with the interesting (and often better written) side quests. I’d suggest a few things personally, and I don’t doubt others feel the same (or different, everyone has their own ideal version of ESO):

    • Again, stick to the once a year DLCs, but also continue the prologue quests and reoccurring characters, from both the base game and previous DLCs.

    • Try to break away from the Dolmen/Geyser/Dragons/Harrowstorms route. Trying a public dungeon like world event with the Oblivion Portals was, at least to me, an attempt to do this, one that I think should be explored in new directions

    • QOL. As others have mentioned, Summerset introduced the Jewelry Crafting sets, and Markarth the Sticker Book system. Maybe the next DLC could include a in-game/lore friendly “photo mode” (Ayleid/Magical device maybe?) as well as, at least for me, bringing in new companions for those that want/use them. Maybe include different races, classes, morality stances (say they’d be okay with murder, stealing, ect.) and also include additional personal quests for said companions too.

    • Quickly hopping back to stories, please do not rehash the “Princess/Heroine Protagonist” trope. With Elsweyr starting this trend (I love Khamira as a character, but imo she was the first to begin this) moving along with Princess Svana from Greymoor, as well as continuing into Markarth, Blackwood, and no doubt the Deadlands this fall. I would like, no, LOVE to step away from this trend, as well as the “Big Bad End of the World” events. Like, I’m sorry but how many existential threats HAVE to happen within each zone/year? Why not move to political intrigue, different factions vying for power, maybe do one that alludes to the ongoing Three Banners War, and you have to back your faction, or using the Alliance Change Token(s) flip the story around and get a different ending? Maybe include the leaders, as we haven’t seen Queen Ayren (though I doubt ZOS wants to afford her VA again) or King Emric?

    • Please for the love of the Divines do NOT keep selling enormous houses that can’t be worked with. As much as I love the concept of Pantherfang Chapel, I will not be buying it due to my opinion that there’s no practical functionality. I have, and will keep using, Strident Springs, as it’s closest to what I’d like. A medium home, with a large enough courtyard, water features, and a decent sized house. Though I’d like a High Rock/Cyrodiil/Blackwood style pasture/field with enough structural and personal knickknacks/furnishings to conceivably build my own castle/monastery

    • Furnishing/Housing QOL update: Day/Night toggle, lighting/weather toggle, please.

    • I realize I’ve gotten off topic (curse you ADHD) but the point still stands. To summarize: I think people would love to see a return to the older DLC format, and a shake up of the story/event structure. As well as introduce some new QOL changes, please take the time to read these more frequently ZOS, as a majority of your player base loves this game, even with all of it’s flaws, to me, it is the game that’s kept me coming back (and sane through the past year)

    - From Your Humble Fan (and in-game Knight of Stendarr)

  • NagualV
    NagualV
    ✭✭✭✭
    JayKwellen wrote: »
    ZOS_Kevin wrote: »
    Hi All, thanks for the passion in this thread about release structure. We're taking note of your comments here for future conversations.

    For more constructive feedback, let us know what you would potentially like to see in a future release structure and why. These suggestions could help in future discussions to better the overall experience for all players. Thanks for your future feedback!

    @ZOS_Kevin A bit of new content for Cyrodiil? Please. Please!

    Seriously, I don't even really care what it is. Random ideas:

    -Update the keep layouts
    -Add new conflict points that can be controlled (like the bridges or gates, give us a reason to PvP in these strategic locations other than just trolling)
    -Have the grand warlords come roam the battlefield with some sort of buff attached to your warlord living or killing the enemies warlord
    -Make holding keep resources actually matter (doors/walls/guards start to degrade and lose HP the longer resources are captured by enemies)
    -Battlefield supply lines. Introduce mobile supply lines which travel between an alliances keeps. If the baggage train reaches its intended keep everyone in that keep gets a buff for a set amount of time (say, 30mins to 1 hour) so long as they're within range of the keep. Something not too egregious but still noticeable, say 5% healing done, 5% damage done, etc., along with a non-gameplay buff like +5% AP gained, with each player able to have 1 non-AP buff active at a time. Have the trains spawn once a keep is flagged and travel to the flagged keep. If the train gets destroyed the attackers receive a gold (currency) reward for "plundering" the enemies supply lines.
    -If a guild owns a keep allow members of that guild to spend AP to upgrade it
    -Revamp rewards of the worthy and make them have worthwhile rewards (mats, useful amount of gold, better sets, etc) and not just decon trash
    -Revamp end of campaign rewards to actually include worthwhile items
    -Make the scoring system more dynamic (potential points scale off of a factions population vs. other factions)
    -Revamp AP generation.
    *Increase AP gains for killing other players. *Greatly decrease the AP gain for taking empty keeps, but make it scale (more than it does now) based on a number of factors including enemies killed and friendlies lost (should be the biggest modifier), amount of siege used offensively and defensively, and length of time.
    *Increase AP gains for defensive ticks
    **The idea here is to encourage a little actual PvP (specifically fighting and killing other players, while encouraging players to defend their own territory instead of riding AP trains through empty keeps)

    None of these are terribly well thought out, just random ideas on my part. Still, point being that there's so much that could be done with Cyrodiil still to add a little more life to it or give us new things to do. We haven't received any actual content in years, at this point anything would be appreciated, even if just to know that the devs haven't forgotten about us.

    I'm under no illusions that the development team will ever dedicate a full update to Cyrodiil. I get it. We don't make you guys much money, I understand.

    But the tiniest bit of new cyrodiil content here and there with each new chapter would be appreciated, especially when you consider the status quo is zero content at all. The only new PvP content we've been given in years...isn't ESO content, but from other games. I know you gotta keep the PvE community fat and happy so I'm not asking for a feast here, just a couple scraps. Surely the PvP community is worth at least that much to you guys?

    I agree. It would be nice to receive some updates to pvp, and cyrodil.
  • sorcmag01
    sorcmag01
    ✭✭✭
    Would like to see an end to the current releases four times a year and go with a never ending yearly activity. There are too many DLC releases imo. The game is becoming predictable, which is not a healthy outcome.

    Would like to see a very large area open up with different terranes throughout. Turn your dev's and writers loose and let them do intense lore design. Make this an unpredictable adventure with hidden easter eggs, intense lore, and fun to adventure thru, and possibly even get lost, like a puzzle.

    Open up the PvP areas like cyrodil to PvE players in a way that is entertaining for everyone. This is a huge area that could be very interesting to visit. I think some PvE players would try PvP if they could turn on and off being attacked, or at least make a safe special event yearly.

    I think PvP needs some serious love, so please work on PvP needs at this time. This is an important part of the game for everyone, not just PvP players imo.

    An large open area for challenging veterans to test their skills and earn special awards, yet open to anyone that may want a taste of end game challenges. I am not good enough, but maybe something like this would help players like me.

    This is a wonderful game imo. I am mainly PvE at this time looking for the unknown and discovering endless adventures.

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