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

  • Icy_Waffles
    Icy_Waffles
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    WeerW3ir wrote: »
    they wont change anyway. this way is paying well them. tho... each year the expansions are losing their charm. like. look::
    iDByiGV.png
    (personal opinion, BUT KINDA TRUE)

    The thing is Orsinium was better than all of them.
  • Marto
    Marto
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    Here's another, not too complex idea to make the release formula less repetitive.

    Different types of daily quests.

    We know that ZOS likes releasing 2-4 new motifs on each new zone, and that daily quests are a good way to offer the rewards, without immediately flooding the market. But there's no reason for zones to always have world boss, delve, and dolmen-like dailies, and no more.

    Bring back the harvesting dailies from Clockwork City. Or dailies that require you to travel to multiple different zones, like Thieves Guild or Dark Brotherhood ones.

    Weekly quests we don't see often. Could be a way to reward players with rare motifs.

    What about a crafting daily? Help a faction by constructing wooden barricades, repairing tents, or putting shoes on a horse.

    Investigation or hunting dailies. Head to a location on the map, and track clues to find a hidden chest or enemy. Even better if ZOS finds a way to make it randomly generated.
    "According to the calculations of the sages of the Cult of the Ancestor Moth, the batam guar is the cutest creature in all Tamriel"
  • Sailor_Palutena
    Sailor_Palutena
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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!

    Give us content that have seemingly stopped in time. I would love to see another campaign for the Thieves Guild and another for the Dark Brotherhood for example.

    If you want to go radical, maybe FINALLY allow us to explore underwater. Underwater Ruins have been a thing in Elder Scrolls for years.
  • spartaxoxo
    spartaxoxo
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    I also want more self-contained stories. I want interesting single player/small group content than the arenas. The wave after wave of enemy gets really stale. Something challening and more puzzley without being really restrictive and overly long.

    I'd like to see mini-games.

    What about something new for 12 players that isn't a trial?

    Also does everything have to be a world ending threat? Murkmire was so fantastic to me because the threat was more personal.

    Edited by spartaxoxo on August 9, 2021 3:17AM
  • Neugeniko
    Neugeniko
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    The life saving storyline's are being reserved for a new title I expect. There are plenty of open threads in the lore but not many in this timeline that will not diminish the marketability of future releases. I just wish the world was not split between single player and multiplayer titles, as it is, we are on do not resusitate until ES6 is old and then we will also be competing with a alternate bethesda franschise.

    Still there is hope, be sure to moo with $$$ when we increasingly get milked.
  • RevJJ
    RevJJ
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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!

    Give us content that have seemingly stopped in time. I would love to see another campaign for the Thieves Guild and another for the Dark Brotherhood for example.

    If you want to go radical, maybe FINALLY allow us to explore underwater. Underwater Ruins have been a thing in Elder Scrolls for years.

    Fully agree on TG and DB. It was nice to have stories that don’t involve a world ending threat and have a bit of mystery in them.
    Plus, I think Abah’s Watch is perhaps the only city in ESO that actually feels like a city so I would love to go back and continue where the TG storyline (which I also love) ended.

    Looking at the last expansions and DLCs, I think that SE > NE and Markarth > Western Skyrim. The smaller zones are more populated, making them feel more alive and “real” than the bigger zones, so perhaps the way forward would be to have more smaller zones with individual stories instead of the prologue > main chapter > part 2 > epilogue things as mentioned by others in this topic.
    The main bad guy escaping at the end of the main chapter is always a bit of a “Ill get you next time vestige, next time!!!” moment for me.

    Perhaps a DLC of a city that’s under siege so the whole DLC is just one city that you can only get to through a wayshrine or idk, going through some sewers. But under siege by mortals, not Daedric princess or whatever and not like Imperial “Nightblade” City.

  • RazielSR
    RazielSR
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    I liked at the beginning the idea of year-story.... but clearly...the whole year story and dungeons in the middle should end.

    REVAMP old zones. The graphics could be astonishing if you equalize the quality with the new zones.
    Zones like Orsinium is the way. And please fill the gaps between new zones!
    Edited by RazielSR on August 9, 2021 8:59AM
  • TwinLamps
    TwinLamps
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    WeerW3ir wrote: »
    they wont change anyway. this way is paying well them. tho... each year the expansions are losing their charm. like. look::
    iDByiGV.png
    (personal opinion, BUT KINDA TRUE)

    Elsweyr was last chapter I liked so I kinda agree.
    Also, I am so very tired of dungeons, ngl.
    Awake, but at what cost
  • matterandstuff
    matterandstuff
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    Yet another one chipping in to say that the year-long format is killing ESO - we've had three chapters that functionally have the same absolutely predictable story structure because the model demands it.

    It's peculiar that ESO sticks with it, because if you want to do the interlinked stories, as many others have said, ESO did it far better the first time with Morrowind/CWC/Summerset.

    And another one to say that people-threat stories (like Wrothgar, Murkmire and the first half of Elsweyr) are far more interesting than yet another "let's thwart yet another Daedric prince's machinations" when we've done this...five times already?

    It really needs some more thought into livening up zones in an ongoing basis - I love Blackwood from a lore and scenery perspective, but the barebones initial quests and lack of reasons to bring you back there apart from crafting dailies was an unfortunate miss. Markarth three months ago was vastly livelier than Blackwood now, and this tendency of only doing things that make the zones lively (like interesting dailies) in the Q4 packs is going to nuke the EP income stream sooner or later.

    There are so many great ideas shared here and I really hope ZOS takes some of them on board, because it'll extend the life of the game dramatically.
  • arun_rajputb16_ESO
    arun_rajputb16_ESO
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    I've taken a couple of breaks from the game, just because I've played it a lot. I've recently come back again and so much has changed and I love it all. For those complaining about it becoming stale, take a break for at least a few months. It won't be stale when you return.
  • Duhne
    Duhne
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    Just follow simple rules. Separate releases where it makes sense

    Each release should only have one type of content inside (not a clumsy mix). The yearly thing is not something that fit IT projects.

    Each release should be a whole. When I buy something, it must have a meaning. I want to enjoy it fully (not a pieces spread in many releases, cutted strangely. I lost the track between puzzles things).

    In the same way a release should shine of quality. I don't care if I need to wait more, pay more. Give us something finished. I want to be surprised and say "that was [snip] well thought" and enjoy what you took enough time to imagine, test, polish and deliver.

    Don't mix content that should not be mixed
    • zone & stories
    • game mechanics, class, skill lines, etc
    • QoL
    • pve
    • pvp

    Right now it's such a bloody mess. Keep things seperated where it makes senses. You would have an easier time to test. Do you even know right now which part broke what with all the things you change at the same time. You would have much more constructive returns too if you deliver one thing (it would less be a mix of all kind of frustrations).

    Putting every types of content in a release timebox will never work well.

    Again, we just have simple expactations
    • Quality
    • Meaningful
    • Self contained
    • Worth it (Smart / Unexpected / Beautiful / etc)

    [edited for profanity bypass]
    Edited by ZOS_Icy on August 9, 2021 1:20PM
  • Duhne
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    As a side note, you go way too much the "throw them a daily candy" road.

    If the core is not there, I'll stop to come.

    Even if I love the world and lore
    Even if have friends that I enjoy spending time with
    Even if I really like the combat mechanics
    Even if you throw thousand of candies every day

  • alberichtano
    alberichtano
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    Yet another one chipping in to say that the year-long format is killing ESO - we've had three chapters that functionally have the same absolutely predictable story structure because the model demands it.

    It's peculiar that ESO sticks with it, because if you want to do the interlinked stories, as many others have said, ESO did it far better the first time with Morrowind/CWC/Summerset.

    And another one to say that people-threat stories (like Wrothgar, Murkmire and the first half of Elsweyr) are far more interesting than yet another "let's thwart yet another Daedric prince's machinations" when we've done this...five times already?

    It really needs some more thought into livening up zones in an ongoing basis - I love Blackwood from a lore and scenery perspective, but the barebones initial quests and lack of reasons to bring you back there apart from crafting dailies was an unfortunate miss. Markarth three months ago was vastly livelier than Blackwood now, and this tendency of only doing things that make the zones lively (like interesting dailies) in the Q4 packs is going to nuke the EP income stream sooner or later.

    There are so many great ideas shared here and I really hope ZOS takes some of them on board, because it'll extend the life of the game dramatically.

    I do wonder... the fact that the "dolmens" of Blackwood are not so tempting, and that they take place outside of the main Blackwood map - could these contribute to the lack of people in Blackwood? Daily quests aside, there is little reason to hang around there. The rewards from the oblivion gates are in no way unique or tempting, so why bother?

    The other "dolmens" all have their special rewards:
    Dolmen-dolmens are the first and easiest, and always reward jewelry of the area.
    Geisers reward unique alchemy materials.
    Dragons also reward unique alchemy materials, but also give a chance to get leads.
    Harrowstorms had a chance at giving leads.
    Oblivion gates... do nothing special?
  • makasouleater420
    [snip]

    As for just letting a bunch of people who are in a corporate structure where they make their living from, to just do what ever yeah that's not gonna work. Those people lives depend on making that money, Microsoft doesn't share profit with them. That's like going I wish my local Walmart let the employees just go wild with what they sell, and how they structure the store. I'm bored of how they operate it.

    No one's gonna risk anything to try something new, if the old is making them piles of cash, which ESO is making them piles of cash.

    Me personally I wish they just made ESO single player, and the only time you see people is if you go specifically to a group dungeon, or the pvp place, which has zero forced reason to go to those places other than to group with people. With adding in you could bring people from those places back to do the other content if you wanted, but you would be in you own zone. Nothing worse to me than trying to mind my own business,and some one with a out of place mount, and some out of place clothes comes up to me and starts killing everything I was trying to kill, then follows you around.

    Like when your trying to do a dark brotherhood kill and some one just runs in killing everything for no reason, mind you it's rare, but I 100 percent can see some one getting bored, and looking for dark brotherhood members and following them around then killing the target instantly and laughing.

    [edited for bashing]
    Edited by ZOS_Icy on August 9, 2021 1:21PM
  • winterscrolls229prerb18_ESO
    .. I've restarted the game a few times, only biting over a year ago when i decided to play eso single player.

    I have to say.. ESO was a game i was recommending to friends and praising quite often whenever i could. As far as an mmo goes, its the best package (once you get used to the combat).

    .. Then last week i finally hit elswyer. Truly hearbroken now. Im honestly appauled at how bad the writing is for the quests. Its such a calamity of a drop between summerset / murkmire.. The fact they could even create so bad can only mean the game is doomed even. The side quests i cant even stand to listen to first time around. Pointless. The main story has zero exposition, things just happen and without any explanation "ill meet you there". The dialog choices are so blatanly dumb as well.. im okay to not click the dumb option but do they think we're that stupid?

    Its such a shame because the kajit theme i like the best out of the fantasies in the game. My home is in rawlkha.

    Murkmire was a little strange, actually argonians are, but its like night and day i really enjoyed the depth to the lore and the atmosphere of the place. I even read the book about the person who went around and ate the slugs. Lasting memory forever.

    Anyway, for someone whos made a game out of eso just playing the quests, this to me is evidence of doom. Ive bought greymoor and markarth, but thats it until community opinion says its gotten better.

    EDIT: I finally understand why vets have the general opinion of the game. If the story isn't holding the game up anymore, it has to be gameplay or why bother.
    Edited by winterscrolls229prerb18_ESO on August 9, 2021 12:51PM
  • TwoPercentMD
    TwoPercentMD
    Soul Shriven
    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!

    I think that a year of expansions that build on previous stories would be really cool. For example, Many who have done their original faction quests year ago barely remember that this whole thing was centered around the 3 banner war and the dark anchors from cold harbor. What if there was an expansion that built on these stories as almost a follow up chapter. If they could weave together parts that involve the leaders of the factions and maybe expand on what's happened since previous events.

    Example, could be to give the player an idea of what's happened since the fighters guild story line concluded (I'm staying vague because I don't want to spoil anything for newer players). Same with the Mages guild. Could there be something that would cause certain guilds to team up such as the mages and psijic order? I've always been a dark brotherhood fan, so seeing that come into play in the Blackwood story was really cool.

    I also like the idea mentioned above a lot about a new "Craglon" style zone that is more difficult and might be suited for higher level players and companions. A place where some of the delves are group events. Something that would give the longer time players a challenge. I like the idea of the random dragon like bosses where it takes a larger group to take down. Perhaps something that would merge the world boss/harrowstorm concept together.

    My last idea I'll share is what about zone bosses or even better faction bosses? Hear me out. A mega style boss that appears in a random zone that would require zone chat and 30-50 people to take down. It would keep people going to areas that aren't used much in the game past the zone story. I know the immediate issue would be lag issues or some other technical problem. But the idea seems cool. Basically a PVE version of an assault on a massive enemy or perhaps fortification. It would give players a chance to use siege weapons in PVE content. Anyway, something like that would be cool.
  • AlexanderDeLarge
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    The problem with the current schedule is that it gives zero time to revisit half-baked systems that have deserved attention and iteration since they debuted. I'd love to have some sort of sequel DLC that adds content and changes a landmass like Vvardenfell or content from Thieves Guild or Dark Brotherhood DLCs.
    Difficulty scaling is desperately needed. 10 years. 7 paid expansions. 22 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the vast majority of this game.

    "ESO doesn't need a harder overland" on YouTube for a video of a naked level 3 character AFKing in front of a bear for a minute and a half before dying
  • 16BitForestCat
    16BitForestCat
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    I have more writing-related suggestions that have been brought up many times before, but this is the place to drag those horse corpses out again:

    Let there be permanent consequences in our stories.

    Let us meet new characters. Let us fall in love with them--not necessarily romantically, mind you. And then, let them go where the story calls for it. Let the dead stay dead (most of the time). Let the ones who say, "After all this, I'm going far away, and we'll never meet again" actually follow through on it (most of the time). It's often seen as a mark of amateur writing when the writer can't let things go where the story doesn't require it. And it's getting a bit cringe-inducing in ESO, how often dead people suddenly show up alive again for new content just because they were a popular character before. Or people who left "for good" swiftly coming back. (I could swear this last has happened a few times, but I can't think of any quests now, so I might be off-base?)

    This is a fantasy game with constantly changing stakes, so it's not unreasonable that the dead could be raised or someone might change their mind about retiring to a remote undisclosed location, but it happens far too often. The emotional impact has long since been lost. This is at its worst in more recent content. Like
    the Five Companions barring Varen suddenly all being alive again with no explanation in game beyond, "IDK what happened lol, I was dead and now I'm not hahahaha!"
    or
    Cadwell "dying" dramatically and returning to unlife literally seconds later.
    (If this was intended to be a joke because many players would already know you can't keep him down, it fell extremely flat for me due to the "no permanent death" already being abused at this point. And normally I'm all for that brand of humor.) And
    Markarth was the worst with this. The "everyone lives again!" could've actually been a very effective ending, showing us that there can be hope even in a bleak place like The Reach. But, again, this was already so overdone before in ESO that, instead, I just rolled my eyes when Arana was dying and said, "Eh, she'll be back. They all will." And sure enough!
    Even poor
    Verandis,
    who I quite like, felt cheapened by his return.

    I love seeing returning characters! But only when it would make sense for the character to be there, usually because they're alive and able to travel. Bringing back the dead or the gone-forever should be used sparingly; otherwise, it just doesn't have any impact on the audience anymore.

    And while I'm here, how about letting more characters exist in shades of grey? We've got too many mustache-twirling villains who are awful for the sake of being awful, and too many bland heroes who can do no wrong, or only the most minor, forgivable amounts of wrong. By the way, making Lyris even grumpier than usual in Western Skyrim and Markarth, however justifiable for her being under a lot of stress in enemy territory, wasn't an effective way to expand her character. It just made her seem childish. Writing believable characters that players will still love is so hard, I know. But it can absolutely be done!

    I get giddy whenever I realize the character I originally wanted to throttle has grown as a person and also grown on me to the point I'm sad to see their story end (but back to my first point, don't drag out stories unnecessarily by bringing back people who should be let go! Being sad at the end of a good story BECAUSE it's good is a positive thing!) Like...I did the Greenshade zone story back in 2014, and I still think about
    Aranias
    and our journey to this day. I went from
    hating her to getting teary-eyed at our goodbye.
    Ard Caddach
    is another good example. I actually don't like his character (or his irritatingly slow speaking) at all, but I appreciated that he wasn't actually a villain despite being a jerk I would very much like to punch in the teeth.

    I also like when a character I loved turns traitor on me and yanks my heart out in a believable manner, whether or not they change their ways by the end. This is also hard to do, but when it works, it's amazing.
    Edited by 16BitForestCat on August 10, 2021 7:51AM
    —PC/NA, never Steam—
    Getting lost in TESO Tamriel and beyond since Beta 2013!
    Alliance agnostic: all factions should chill the fetch out and party together.
    If you ever wonder why certain official fandom spaces are so often toxic and awful, remember: corruption starts from the top. And if you don't want me to call you out for being terrible, maybe you should consider not being terrible. ^^v
  • Jerdeh
    Jerdeh
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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!

    I think what we all need at this point, are some new weapons and skills and maybe some new interesting PvP side for the game. ESO has been out for many years and we still haven't got a single new weapon in the game. There has been some new interesting systems and mechanics over the past years, such as jewelry crafting, outfits etc, but we actually need something that affects in the actual gameplay and gives some new options and possibilities to play the game. This game just gets more boring and boring, if only thing that comes out every year is new zone which is basically the same kind of content over and over with different style and look.

    And also the fact that overland content is way too easy nowadays won't help at all. When the game first launched, people actually had some challenge even with overland enemies. Now you can just frag these enemies down with oneshot. There is much potential even in the basegame content if you would just update it.
    Been playing since betas 2014
  • Hurbster
    Hurbster
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    The problem is, the majority of people who PvE are there for the quests and don't necessarily want harder overland content. But for those that do, maybe a toggle or (as has been suggested) some sort of debuff food? And how do you make the content engaging without turning enemies into 'bullet sponges' or including mechanics 90% or players will ignore?

    See Harrowstorms and dragons. In the recent event I'm sure we have all seen people just charging the dragon, dying and charging in again. Might have done that myself once or twice to the frost one, as long as I get a hit on it, who cares? And Harrowstorms - if you don't know what to do then the adds will get too many,

    It's a fine balance. @ZOS_Kevin

    And has PvP been neglected (and it has) because ZoS is afraid of splitting the PvP population if they introduce another map? What with the servers made out of spit and sawdust surely this is a good thing?

    And are we being ignored on the PTR? It seems like it sometimes. I'm getting the sense of 'this is our vision, you will like it' and it seems some of the changes have been made by some person with a calculator and not someone who plays for fun. Blizzard has done this for years and now (irrespective of recent problems) they are dealing with a population that's pretty ticked off with the game.

    Don't go down that route, please?
    So they raised the floor and lowered the ceiling. Except the ceiling has spikes in it now and the floor is also lava.
  • mzprx
    mzprx
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    mzprx wrote: »
    ZOS_Kevin wrote: »
    ...[edited for bashing]

    hi there, ZOS_Kevin,

    thanks for your time you spend moderating the Forums. there was no bashing what-so-ever in my post. is it not true that the only reason this game exists is for ZOS to make money? there is nothing to be ashamed about in that sentence. you want to make money same as every other business does, which is all fine. let's not be hypocritical about it by pretending there is more to it..
    Edited by mzprx on August 10, 2021 11:20AM
  • tomfant
    tomfant
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    I do agree on the underwhelming experience in the latest expansion. Blackwood feels barren, even the big city of Leyawiin feels empty. It's like the PVE version of Cyrodiil that many people are asking for... I do like the dungeons, though. These are really creative. Each time I do the Cauldron I'm laughing my ass off at the first boss when he is doing his fart attack. I also like the boss fight with the 6 beacons to destroy. Black Drake Villa is also great. That's the kind of creativity I would like to see in overland zones.

    I also very much agree with many people in this thread regarding repetence of the scheme of plot. I'm getting tired of saving the world again and again from total destruction.

    However, rather than getting new content every quarter I would prefer ZOS taking time to polish what's already in the game.
    (1) There are many aspects of the game that need adjustments to account for the ever growing content (which on its own is appreciated). The introduction of the stickerbook is one of those adjustments. We need more of such QoL improvments that hepls us organise the huge amount of content and items in the game in a better way. Things like super master crafting stations that combine the plethora or set tables into one (or maybe one for each profession), like combining storage chests into one entity, like harvesting multiple harvest maps at once, like companions carry their own burdens, like harmonising all timers to reset at the same time (mount upgrade, dailies, research scrolls, motif chances from zone dailies, etc). There are many threads with a lot of good ideas.
    (2) The massive changes to races, CP, skills and sets every quarter as an attempt to balance the game needs to come to an end. It's not an easy task and it needs time. And it's obvioulsy not done on-the-fly while adding new content and new sets. Take your time, bring the game to a stable condition and adjust new content in a way that it doesn't destroy the balance.
    (3) Performance of the game is still an issue, despite the "year or performance" 2020.
    (4) I want to see less grind. For sure it's an integral part of a game like this, and I do appreciate a certain level of grind. But in my opinion it got out of hand. Best example are the 50 fragments from the 2 public dungeons in Blackwood or from Labyrinthian in Western Skyrim. It used to be 7...
  • netch_a_sketch
    netch_a_sketch
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    It's not just the release formula but I think the story formula is becoming predictable too.

    I don't think they need to do a yearly release. ZOS please take your time, take 2 years if you need to and write us an original high quality story. Surprise us! Give us what the writing team is most passionate about. Let them come up with something amazing, then polish it to perfection and release the chapter to us when it's ready.
  • themaddaedra
    themaddaedra
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    Well @ZOS_Kevin first of all, thanks for being here to communicate. Just by looking at how thoughtful and detailed the entries are, i can imagine people sparing some valuable time of theirs to give feedback and it's nice to see it considered.

    I too believe that year-long story structure made the experience quite stale, predictable and uninteresting. Personally i have never been a fan of world-threatening events and stories, they all feel somewhat dull and irrelevant to me. Small, stand-alone and independent stories are more hearty and way more interesting in my opinion. And they don't kill hype like year-long stories that are pretty much clones of the same draft anyway.

    One other thing i feel lost is the storytelling in dlc dungeons. They are reduced to being redundant parts of the year-long story and offer pretty much nothing other than enter and hit enemies. They don't necessarily have to tell huge stories, but like in Dragon Bones they could tell self-contained small stories and just be amazing.

    As a veteran end game raider i feel like i must have a few words about trials too. During Summerset's PTS cycle, i was quite disappointed in having another mini trial instead of a full one, and made several posts about it here in forums. Since then, we haven't got any more mini trials, but i think it cost us the smart play that makes trials interesting. We've had 3 full trials in last 3 chapters, and in my humble opinion not a single one of them was as fun as Cloudrest. Least of all, Kyne's Aegis. I think you could tell it by looking at the decrease in end game groups too.

    I hope these feedbacks make it to the future dev conversations and we start seeing interesting content again ^^
    PC|EU
  • colossalvoids
    colossalvoids
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    Well @ZOS_Kevin first of all, thanks for being here to communicate. Just by looking at how thoughtful and detailed the entries are, i can imagine people sparing some valuable time of theirs to give feedback and it's nice to see it considered.

    I too believe that year-long story structure made the experience quite stale, predictable and uninteresting. Personally i have never been a fan of world-threatening events and stories, they all feel somewhat dull and irrelevant to me. Small, stand-alone and independent stories are more hearty and way more interesting in my opinion. And they don't kill hype like year-long stories that are pretty much clones of the same draft anyway.

    One other thing i feel lost is the storytelling in dlc dungeons. They are reduced to being redundant parts of the year-long story and offer pretty much nothing other than enter and hit enemies. They don't necessarily have to tell huge stories, but like in Dragon Bones they could tell self-contained small stories and just be amazing.

    As a veteran end game raider i feel like i must have a few words about trials too. During Summerset's PTS cycle, i was quite disappointed in having another mini trial instead of a full one, and made several posts about it here in forums. Since then, we haven't got any more mini trials, but i think it cost us the smart play that makes trials interesting. We've had 3 full trials in last 3 chapters, and in my humble opinion not a single one of them was as fun as Cloudrest. Least of all, Kyne's Aegis. I think you could tell it by looking at the decrease in end game groups too.

    I hope these feedbacks make it to the future dev conversations and we start seeing interesting content again ^^

    Could agree 100% on all of that also.
  • B11zzard1991
    B11zzard1991
    ✭✭
    Maybe shift towards 3 releases per year every 4 month. 2 updates with dungeons and meta changes to keep things fresh.

    And one big location/story chapter. The problem with addon/small zone deal is that neither main addon or zone is as good as Summerset for example. Story wise as well.

    Like Elsweyr is really cool and all, but imagine if the whole story was packed in one chapter with main drama in the end of it. Because rigth now we have two pretty mediocre parts, mainly because you need to keep ending for small dlc, but at the same time you can't do small dlc as good as chapter for obvious reasons so what end up happening - you keep using the same "princess in another castle" twist every time.

    The same thing is about delves/public dungeons. I would rather see 1 grand public dungeon with some really cool new stuff and maybe 2 amazing delves over 6 usual.

    Anyway you can sum my post as i want quality over quantity.
  • Slimebrow
    Slimebrow
    ✭✭✭
    100% Agree. I have been saying this for years now but I am not happy with the base game and its the reason I stopped.

    IMO they need to remove the classes all together and put them in game as guilds based choices so people can pick at least 3 base class skill lines by either from fighters, mages and thieves guild. In the tutorial people should start out with with only weapons and that it IMO.

    Personally the game currently lacks a proper melee based class that doesn't use magic and uses more hard hitting effects or more agile gymnastics type of melee effects.

    The Necromancer and Warden classes look lazy from a visual point of view and does contradict your own LORE. So frustrated with this.
    Make the overworld content more difficult including some of the quests were If lack skills then I can SOCIALISE with other players and ask for help isn't this an MMO?
    More overworld group/co-op orienting content and activities that happen through Tamriel! Maybe like puzzles? or Jumping puzzles, cool looking boss fights.


    [snip] should I play this game if its just single player, when other single player games are so much better in terms of the content they offer.

    [edited for profanity bypass]
    Edited by ZOS_Icy on August 20, 2021 4:46PM
  • Kalik_Gold
    Kalik_Gold
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    Marto wrote: »
    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.

    Corinthe (Central Elsywer on map) for small PvP zone: https://forums.elderscrollsonline.com/en/discussion/comment/7349975/#Comment_7349975
    Main: (PvP & PvE)
    Ras Kalik a Redguard Templar, the Vestige

    PvP:
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Jux Blackheart a Redguard Nightblade
    Goliath of Hammerfell a Redguard Dragonknight
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: (Specialty)
    Tyrus Septim an Imperial Lycan Sorcerer
    Tsar af-Bomba a Redguard Vampiric Nightblade
    Movárth Piquine a Nord Vampiric Necromancer
    Uri Ice-Heart the Twin a Nord Vampiric Warden

    PvE:
    Cinan Tharn an Imperial Dragonknight
    Bates Vesuius of Dawnstar an Imperial Dragonknight
    Herzog Zwei the Genesis an Akavari* Templar
    Tav'i at-Shinji a Redguard** Warden
    Lucky Hunch the Gambler - a Redguard Nightblade

    Leveling...
    Zenovia at-Tura a Redguard** Sorcerer
    Yesi af-Kalik a Redguard Templar
    Voa a Priest of Sep a Redguard* Necromancer
    ======
    Passives of another race used. (RP)
    *Breton
    **Imperial




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant • 1550+ Champion

  • Fata1moose
    Fata1moose
    ✭✭✭✭✭
    Things have definitely become too safe. I want to see something truly new in the next chapter. Companions and antiquities are nice systems and I appreciate their inclusion and look forward to more additions but they're not changing the moment to moment gameplay. ESO is getting additional genre competition in New World, FF seems to be pulling away from ESO in terms of popularity. The game needs to improve to match the competition, that means addressing areas of weakness and leaning into what makes Elder Scrolls popular. Improve combat and not by the way of arbitrary number changes. Make the world even more immersive as this is where ESO shines compared to the contemporaries.
    • Combat: Fix the lack of impact and "floaty combat" that turns so many off towards the game. Overhaul light and heavy attacks so there's more impact through paired animations, sound, decapitations from melee combat, etc. Make the combat more visceral overall. Finally add in mounted combat to inject some new gameplay into both the overland and Cyrodiil.
    • Classes are nice but I think new weapons would be better namely spears and sword+destruction skill lines that offer unique mechs with with their skills and light/heavy weaving.
    • NPC schedules: Something somewhat lacking from the mainline games have NPCs sleep, eat, etc. This would add new variety to crime and immersion while exploring.
    • Actual dialogue choices: Right now most of the options are asking questions. It's very seldom we actually get to convey our characters personality through dialogue and choice.
  • ChuckyPayne
    ChuckyPayne
    ✭✭✭✭
    4 DLC a year

    ZOS choosed a very different path compared to other games. You can play with other games, and you can come back when we introduce new DLC. It is both good and bad.
    - 4 updates / year. They have time to create back-end, something new, etc.
    - We can play with other games ~ after a month (when we finished)
    - No need to grind insanly

    I like this part very much, but yes, much content would be nice. I would definitely stay all year and not look for another game if more content came in.


    Predictable

    Sometimes I feel the same. But they can surprise me :) I predicted a new class for this year, companion system is awesome. Or I never thought there would be a set collection in the game.

    I don't have a really good idea of what a good formula would be.There are good things in it that I don’t think should be changed. We get new zone, new trial, new dungeons every year

    Someone say every DLC should be different (PVP, PVE, Dungeon etc). I do not agree with that. I think the better solution would be for everyone to get something in every DLC. There could be multiple dedicated development teams for each group (Casual PVE + PVP, HC PVE + PVP)
    A pve player don't care a pvp update. and vice versa a pvp player don't care a new zone or dugeon. Why pve/pvp player base need to wait 2-3 updates to get something, he gets tired.
    PVP usually non-paid content, therefore, it must always be presented together with something else.


    Revisit older zones

    - Some1 says recreate older uglier zones. I would like it too, but this won't generate playtime.if this ever happened, it would be surprising (unpredictable XD)
    - But yes create the missing elements (no surveys in Summerset or in small dlc zones, no daily craft in small dolc zones, no jewel crafting in hollow city etc etc) would be nice


    What I could imagine

    During events, they could also bring new content
    - Dungeon events, introduce a new path to existing dungeons (quite surprising, no one would expect) Second path is missing from Arx Corinium to Vaults of Madness.
    - Dungeon DLC events introduce the second path for both dungeons. there is no need to discount dungeon DLCs if its contents are duplicated
    - New fun dungeons/game modes/pvp maps/pvp game modes, during only events.

    Movement + combat update
    - Jumping in this game not the best, sometimes quite confusing. I stand there in front of the fence and i can't jump over. I go backwards 2x-3x trying maybe I will succeed.
    - the arrows, etc are thermal tracking, turn at the corner :)
    - I would be surprised if I could climb a rock like in single player games (it's not MMO standard yet, but there are games already where it has been solved)

    New systems
    - it would be surprising if we could swim underwater to collect beads for jewelry making :)
    - Mini games, unusual dungeons where dps don't matter
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