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!
Sailor_Palutena 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.
matterandstuff wrote: »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.
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, 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!
...[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..
themaddaedra wrote: »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 ^^
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.