@ZOS_Kevin I saw your interest in this thread and I've been thinking it over for a while before replying, so I hope you're still taking feedback.
I agree with the sentiment that the pattern of "year of the X" stories has made the story value of the content feel bland and samey. When everything has to be tied to a theme you lose space for more interesting plot ideas. Take the wrathstone dungeons: the plot device of two entire dungeons was finding a bit of rock, because it nominally linked to releasing dragons. Compare that with the previous dungeon DLC Wolfhunter, we have a tenuous werewolf theme linking the two dungeons but they're very different, one exploring interesting lore relating to Hircine and the other relating to the Silver Dawn. Each had interesting self contained stories in their own right, they didn't feel like a prop to the chapter. I'm not saying that the Wrathstone dungeons weren't good: the combat and mechanics were perfectly engaging, it's just that the story and lore contribution they made was minimal.
The pattern of story content has become samey too: adventure in the chapter, not wrapped off, finish the adventure in a subsidiary zone later in the year. Oddly, since Summerset the bigger and badder the Big Bad, the less threatening the scenarios have felt. Yes, Clavicus Vile and Mephala and Nocturnal were up to no good but you weren't just swatting the Daedric princes aside, you had help from gods of your own - Azura and the Tribunal - as well as the psijic order etc. It felt like being an important part of a more realistic and dangerous conflict, whereas since then the stories have had you defeat powerful enemies just because that's what the narrative demands. Still the high point of chapter releases, Orsinium, didn't really have a Big Bad at all, just political intrigue, but it felt all the more engrossing for it.
I noticed a few demands for annual updates - I wouldn't support that, partly because I know I would blitz everything for a week and then have a looooong wait for the next update. (Anyway I expect it wouldn't fit in with your need to sell dlcs, ESO+ and chapters.) But I would support a move away from the rigid sequence of dungeon, chapter, dungeon, story zone if it makes for more varied and interesting content that allows us to explore ever more of Nirn and beyond.
Do big story arcs if you must, but don't be afraid to have dlcs in the middle that are nothing at all to do with the story arc, and then come back to it later, and don't feel constrained to have them covering exactly 1 year. Feel free to do something like a small zone + group dungeon if it helps the story, or a dungeon and an arena, or a new Craglorn type zone or whatever. (Regarding the last one, DLC dungeons come with a minimum level advisory ie you can't queue for them below a certain CP so why can't an overland zone be designed to be more challenging?
Much of the best storytelling is in side quests: try not to make the main quests so formulaic and bland, there's scope for humour and tragedy in the main stories too.
At least since Murkmire it feels like there have been major combat changes every patch. We've cycled through standardising set bonuses, aoe costs and effectiveness, dots, crit chance, CP, hybridisation of stats and so on. It would be nice if we could very soon get to a point where that is all mostly done and we could move to a major combat update, *if needed*, no more than once a year with just very minor tweaks at other times, is to correct errors introduced in the more major change.
It would also be nice to see further enhancements to housing to expand what the immense creativity of your playerbase can do, further work on bringing the console experience up to par with PC (ability timers was a good start, next please give us quick change of gear, skills and CP similar to Dressing Room) and as always more performance improvements - I would love to see multithreaded rendering and adaptive downscaling available on PS4. And I guess PvP could do with some love content-wise, maybe open world XvX duels or additional daedric weapons in Cyrodiil.
Thanks for listening, and sorry this turned into something of an essay.
Grandchamp1989 wrote: »Had a discussion with the misses yesterday that the predictable content release.. to us atleat.. are starting to become a bit stale.
The easy zone quest
1 dolmen clone
The 2 public dungeons
6 delves
Formula are getting a tad bit too predictable for new zones.
Same with group dungeons, i believe we are currently at 44 group dungeons with 20 of them being dlc dungeons. With the next two dlc dungeons they Will pretty much be neck and neck with basegame.
I think it would be great to break from the standard formula and let the writers and devs loose on coming up with creative and fun content they would play.
Make it wacky, interesting and different.
Eso has become very streamlined as of late from the 4 cp slots to the same few pve sets being truely viable to content releases.
This is just an observation from us, and how we see it. Nothing more.
That being said I think it would be cool if they allowed the writers and devz to let their hair down and have some legitimate fun with the releases to break from the formulas a little.
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.
B11zzard1991 wrote: »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.
TwinStripeUK wrote: »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.
I personally find Summerset to be hugely overrated and I can't for the life of me figure out why people rate it so highly (apart from Cloudrest for the gear, but that could have been situated anywhere in the AD).
Elsweyr is as frustrating as hell to navigate and the recent event showed just how broken the Dragon WB mechanic has gotten.
I really liked the design of Greymoor, but maybe it just tickled that area of my brain reserved for nostalgia. I was on the fence about the Antiquities system but as it's actually breathed life back into all those treasure maps I used to throw away, then only my inventory can really complain.
Blackwood has been a pretty 'meh' expansion though, although launching when it did, it's not really surprising that it feels somewhat lightweight
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!
CombatRecon11B 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!
A no man's land, open world, veteran trial difficulty area would be nice.
DreadDaedroth wrote: »I'd like to see more dlc dungeons not linked with year long theme.
16BitForestCat wrote: »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. Likethe 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!"orCadwell "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.) AndMarkarth 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 poorVerandis,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 aboutAraniasand our journey to this day. I went fromhating her to getting teary-eyed at our goodbye.Ard Caddachis 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.
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!
Did you really expect them to stop what they where doing and redo all they had already done for this year release...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 guess this was empty promises
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 guess this was empty promises
I guess this was empty promises