(PS: Less is more, quality over quantity - always!)
I dont care year long stories or not but ZOS should move away from that strict update schedule.
Look at the release dates:
Morrowind: 6 June
Summerset: 5 June
Elsweyr: 4 June
Greymoor: 26 May
Blackwood: 1 June
same with the smaller expansions.
I am not surprised Blackwood was full of game breaking bugs (which were reported at PTS!). As a developer myself (not in gamedev, but it doesn`t matter) i can say that it`s impossible to work with such strict release dates and maintain acceptable quality. As we saw in last update - many critical problems (even with their main feature - companions!) but they released Blackwood anyway.
So what i would like to see - primarily quality preference over speed, flexible update schedule, attention to what they release instead of when.
omegatay_ESO wrote: »Standard? Some mmo's are lucky to have content after 2+ years. Wow is every two years, with content here and there. Ffxiv is every two years.
I think the way zos is doing it is quite satisfactory considering, alts, events, pvp and other things you will, or should be doing.
Now.. If your a no lifer, retired, etc and have endless hours to play? Maybe you should get out more? Most of the rest of us have other stuff to do, including zos employees.
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!
Dark_Lord_Kuro 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!
How about spliting the dungeon trought the year? As i feal they dont really suplement the year story all thet well, especially the q3 dlc, you could remouve them and the story would be the same, while i also think the yealy story feel sqeezed some time and would benefit from more overworld element
Maybe this could work?
Q1 smaller size dlc(think hewsbane size) to fill the hole in the map + 1 dungeon
The dungeon would kickstart the yearly story with the help of the q2 prologue and the zone could be a stand alone story fore those who likes it
Q2
Chapter+1dungeon
Q3
Same as q1 but this time it could be a semi stand alone zone, it would get its own story but since it woulnt be too far from the yearly zones there could be side quest involving the yealy story
Q4
Current q4 content+one dungeon
I dont know how much this is feasable with the more heavy work load it would need
Contraptions wrote: »My last wish would be a dynamic zone invasion system. The new trailer for the base game seen when starting shows daedra invading from the dolmens and fights actually taking place nearer to towns/quest areas.
I would like the zones to be less formulaic, which would make them more varied and interesting. What I mean by that is the regular distribution of cities, settlements, word bosses, delves and special places over the entire map. Everything appears like an eternally repeating patchwork pattern. It would be more interesting if, for example, there was a zone on the map that is densely populated, where several cities, villages, hamlets are close to each other, forming a network of settlements. And in the contrary we would find a hostile zone, where there are absolutely no settlements, but numerous ruins, caves, the world events, world bosses - so to speak, an adventure zone - but on the same map. For me, such a map/zone design would feel much more natural and exciting.
Lady_Galadhiel wrote: »they wont change anyway. this way is paying well them. tho... each year the expansions are losing their charm. like. look::
(personal opinion, BUT KINDA TRUE)
Uhm,I don't think Elsweyr was already a point where it went downhill,as i stated many times I started playing 4 months after Elsweyr release and the zone was still very visited,many people around killng dragons even outside of events and like that it stayed pretty much till Greymoor was announced.
Greymoor on the other hand was a desert 2 months after release and same happens to Blackwood.
Re. the comments about "Oh no, not another Big Bad Of The Year".
My favourite DLC so far, for storyline anyway, has been Orsinium.
No true Big Bad at all, only the vicious internal rivalries of Orcish politics. The "final villains" weren't really BIG, as bads go: they were people, with their own complex motives and reasons that had led them to make the choices they did, which resulted in them being your enemy. They were still strong enemies - quest boss-level - but not, like, dragons or gods or thousand-year-old undeads with all the powers expected from having lived that long. They were *people*.
And I think it made for a far better DLC, and a far better story.
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!
I'd like to see different types of content for Q1 and Q3, not just 4-player dungeons.
There's quite a few possibilities that come to mind...
- 1 Trial
- 1 Arena
- 3 "Mini dungeons"
- 1 small PVP-PVE zone. Yes, I know Imperial City isn't the most popular thing, but they could still experiment, and make the idea work.
- 1 Smaller explorable zone. There's plenty of areas in the map that are seemingly too small to be considered for a Q4 DLC Zone.
Some zones that could fit that description are
- Tenmar Forest (Middle Elsweyr): Including the khajiit holy city of Torval.
- Soulrest (That little triangle of land between Murkmire and Blackwood): One of the largest Argonian cities.
- Druadach Mountains (The strip of land between Western Skyrim and Wrothgar): It contains the Forgotten Vale from the TES V: Dawnguard expansion. We don't know if it's an area mostly influenced by Orsimer, Bretons, or Nords during the time of ESO.
- Sheogorad: (The skull-shaped island north of Vvardenfell) There's not a lot there, other than some dangerous ruins.
Small, dense zones like these could be focused around a lot of verticality and exploration (like Abah's Landing). They could be very heavy on story, without including that many delves, world bosses or regions.