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.
Hi All! We want to thank everyone for the amount of feedback posted in this thread! Lots of good stuff in here. We will continue to review everything here and include your feedback in future conversation around update cadence. Continue to share your ideas with us. Thanks, everyone!
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.
BrownChicken wrote: »I would also like to add that players have a certain fatigue from constant events. Many begin to think that this is how ZoS artificially keeps the population in the game.
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 All! We want to thank everyone for the amount of feedback posted in this thread! Lots of good stuff in here. We will continue to review everything here and include your feedback in future conversation around update cadence. Continue to share your ideas with us. Thanks, everyone!
Exploring the actual elder scrolls would be a good start. Yano, the actual title of the game ? We only see the elder scrolls in PvP which give us small buffs. Other then that absolutely nothing about them. Theres a lot you can do with them as theres timetravling involved. Go back to the times of ysgramor ? When mirrak was the 1st dragonborn and how he failed he destiny ? Go back to when the dragon war was at its peak ? So many untold stories we all know off written in literature but never actually experienced. Dwemer would be amazing but I think that's best left for a main interation and hopefully TES6. Id rather them have one huge expansion with like 6 dungeons 2 trials in one big area with lots of interesting density than the current structure. With the rest of the year on performance and balance tweaks. I'm lagging in BGs, Duels and overland now. Games performance is to the point where Zos should be taken to court for selling a broken product.
I personally hate the whole year being the same theme.
I know some may like it, but it was much better personally when you had two completely different zones and each dungeon pack had their own theme.
It just kept thing fresh for me.
Like what is the actual difference between western Skyrim and the reach? Or northern and southern elsweyr? Just fells like an extra bit they took off the chapter imo. Same terrain, same enemies, same wold events, same story. I find it boring.
BrownChicken wrote: »I really like the way this thread moves. Nobody is trying to convince anyone or prove something. Nobody tries to cover up "most players". Everyone just calmly expresses their opinion and writes a lot of text. Unfortunately, this rarely happens on this forum. Especially on such hot topics. Players definitely feel like the game is in stagnation right now. I read the entire thread and also want to speak out, because I also feel that after so many years something is wrong with the game.Stories are only part of the problem. Alas, the content system also needs to be redesigned.
- Stories first. To be honest, I don't understand why so many players hate the year-long story system. Someone says that this is not enough for them, someone that is too much. However, the main quest in every chapter, starting with Elsweer, feels unfinished. At the end of each chapter, we are directly hinted - buy dlc at q4! And I see that people don't like it. While this is okay for me, it seems to me that because of this, the narrative suffers a lot. Morrowind, CC, Summerset also had one big story, but at the end of each story felt complete. I already wrote that perhaps the number of main quests should be increased. Now there are only 8 of them, where the last one is just an epilogue. That is, only 7. Perhaps it should be increased to 12, perhaps at the cost of side quests. Perhaps the problem is the quality of the writing. After all, before Elsweyer, people did not complain about boring stories so massively. It is noteworthy that the stories of q4 dlc`s are much better than the chapters. And the chapters feel like one extended introduction in a large location.
- Side quests. Remember the quest lines that were in Morrowind? It was a very good decision. Naryu and Veya, Sun-in-shadows and a few other characters are strongly remembered by people. They had whole quest chains, immersing us in their stories. Why did ZoS abandon this idea in subsequent dlc`s? Wasn't she good? Maybe because the new players did not complete these quests to the end? Maybe they were taking space for other quests? In any case, quality> quantity. Better to go through 2-3 good stories from 10 quests than 20 quests and not get any impressions.
- Alas, stories are losing their value. Blackwood is already the third such story and it feels like just another story. I would like to see some other story going through the stories. However ... The gradual return of the Five Companions gave hope that in the future everything would unite for some great story. And there is a fan theory that:
That ultimately Meridia will be the main antagonist for Vestige. It appears almost in hints in every new dlc. She also directs our Vestige to Mannimarco at the beginning of the main story.I want to believe that this plot just took a break in Blackwood and will resume soon. I hope... Take a look at WoW. I've honestly never played WoW, but I love watching their cinematics. And I see how the story develops from year to year, how the characters change and how people discuss the motivation of this or that character.- In my opinion, with dungeons dlc`s all fine. I know many people write here that they do not do group content, and to be honest, I do not know what I can answer to this ... However, there are people who write that they would just like to calmly complete quests in new dungeons. Here I can say that every new dungeon dlc I just take my boyfriend and we read every dialogue, note or book. I really don't see this as a problem. Join a roleplay guild, find friends with similar interests, and you won't need a storymod.
I love the tendency to do secret bosses. I really liked the last boss in BDV. The fact that after defeating him we are given an additional reward is just great. BDV is the only dungeon whose sets I have collected 100%. Keep creating dungeons in the same spirit, you are doing everything right. Regarding the fact that all year-long dungeons are connected by one theme, I also do not see any problems. Why not? Why can't there be interesting stories related to a common theme? This is most likely a writing problem.
- Next locations with 2 public dungeons, 5 boss... what else is there? This problem has been discussed many times and has been talked about more and more lately. Even Rich Lambert said at the Blackwood presentation or at the esolive (I don't remember to be honest) that without the introduction of new systems into the game, then every dlc will feel the same. But unfortunately this is what happens. Even with new systems. Alas, this is not enough. Why do we need new classes, various improvements and systems when the content just starts to get boring?
- Please turn your attention once again to the concept of "adventure zone". Yes, there are certain reasons why Craglorn was a failure then, but it's not just difficulty. People just didn't play the way they play now. People didn't care about their builds, rotation, and content conquest. The situation changed a lot when the first veteran dungeons were released. Locations are just "useless". Yes, they are beautiful, but we have no incentive to just play in the overland. Locations die very quickly. They are inhabited by players on the release and then when the second motive is relieved. Then the location just empties.
- Look again at Craglorn, but don't repeat his mistakes. Fill new zones with adventure dungeons like Shada's Tear, Skyreach, Rahni'Za School. Balance the area for a solo or a couple of players. Give the opportunity to choose the difficulty mode for the zone, for those who just want to enjoy the stories. Fill the area with unique rewards like the same nirncrux or something else. You should also get rid of the need to follow all the tasks in the quests. I remember when someone left the group in Craglorn, the new player in the party had to complete the quest from the very beginning. It was so annoying.
- One more point. I thought I would categorize it as a story, but I'll just dump it here. Quests, in addition to good stories, can also contain some kind of content. Not only combat. These can be riddles or puzzles. It can also be different ways of passing the quest. Stealth missions. ESO now looks more like a visual novel than an RPG. You just read dialogues, read dialogues, and read dialogues. Yes, perhaps the visual novel is the most accurate definition for questing in teso, which I have come across on the forum. Alas, this is not at all what you expect to get from adventures in the world of the Elder Scrolls.
Finally, I want to say that I am really worried about the future of the game. Now it's true, whoever says anything, seems to be a significant decrease in the population of players in the game. It became more difficult for me to trade, although I am a member of the top trade guild in the EU. Cyrodiil's campaigns are half full even at prime time. And finding people for 6 keys is generally a whole gamble. Perhaps the reason is simply a loss of interest.
The biggest surprise was the start of Blackwood. As always, I was eagerly downloading a new patch, I go into a new zone, and it is empty ... Empty! Where are people? Each new dlc release was accompanied by a large influx of players, lags and a drop in FPS in cities. Nothing. Although I liked the chapter. Yes, companions are bad, they are too useless for old players and require a lot of time and farm for new players. But I do not care. I liked the location, architecture, atmosphere, some new lore. Any main quest after Greymour seems good. The new relics are really usable! And of course the new trial is great! But for some reason, few people notice it. At least some other things are usually discussed on the forum.
That's a bugbear of mine too It cheapens the zones they previously appeared in. Gryphons showing up in Elsweyr made Summerset feel less special. And why are Morrowind's alit absolutely everywhere?Woodenplank wrote: »(PS: Less is more, quality over quantity - always!)
Speaking of which...
Please, ZOS, for the love of the Divines, the Daedra, and the misc. please stop rehashing random older creatures/enemies into new zones. Trust yourselves that the new things are enough!
Like in Elsweyr; we got crazy new Terror Birds, behemoth Mountain Bristlebacks, all the different types of senche and so on. Really on theme for a new zone.
But somewhere in the design process someone went "Why don't we put some basic old wolves in there as well?"; and remember those "Haj-Mota" we used as monstrous new fauna in Black Marsh? Ehh chuck one or two of those in there as well.
And did anyone farming Harrowstorms ever think to themselves; 'hmn, these vampire lords and amazing(!) new Blood Knight models are a bit repeditive; I sure wish we could see another rehash of the Daedric Titan model!' Call it blood titan or harrow whatever.
Like... imagine you were at an Asian restaurant, eating some kind of delicious, spicy noodle soup you hadn't tried before. But for some reason the chef decided to chuck a slice of pepperoni pizza in there. And it's not that I don't like pizza... But what the hell is it doing in my noodle soup?
Also, having everything taking place in the same year is silly and confusing.
I would rather have one large release per year rather than this piecemeal thing they've been doing.
In the future dlc`s.More than that though, I want the Tamriel map fixed (where's Winterhold!).