The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/

Do most people not care about new dungeon stories?

  • Tandor
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    I agree that group dungeons isn't really the best place for story content. I'm not a fan of the way the story is spread over the year.
  • Amottica
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    I am on record of saying that group dungeons / trials should not have storylines.

    Group content is not the place for story content that is going to artificially stop and slow down gameplay. When I am playing with friends - any game, really - I want to keep playing. Not listen to stories.

    I have little to no interest in the stories in the dungeons and trials, and honestly, I'm not sure that I can tell you the story for literally any of them.

    If it matters: I am a TES fan, fan of the lore, and in the single player games, take my time to listen to every single piece of dialogue I play through and don't skip even a merchant's dialogue when I interact with them to shop.

    As someone who has been playing MMORPGs for years, every MMORPG I have played has had a story in every dungeon and raid, all group content. It would not make sense to have the content without some reason it exists in the game. The difference between one MMORPG and another is how involved or immersive that story is.
  • Araneae6537
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    ...snippy...

    I fear thou art a rock in a turbulent tide my dear. :)

    I don’t disagree with you that there are selfish people and people who would rather not play with others (not that there’s anything wrong with the latter and some days I totally feel that way), but I felt that the perspective was off or perhaps you have a much narrower definition of a good dungeon run (which is fine, and definitely a good reason to run with like-minded people). And I am skeptical of any and all allusions to “good old days” because human nature hasn’t changed. And not that you were necessarily advocating it, but I find such bans abhorrent; I had enough parenting growing up, thank you! Of course it is well and right that parents oversee what and how much their children consume of anything, but being an adult I must insist to decide for myself now!

    More on topic, besides soloing a dungeon or forming a group with similar goals (neither running a dungeon fast nor slow is in itself selfish after all), it could help to have different mode or queue options. I have mixed feelings about GW2’s group finder system but one advantage was being able to specify the goal/purpose of the group, whether you intended to view all cutscenes, new-comers welcome, or if you wanted only a particular build with xyz achievements.
    Edited by Araneae6537 on September 29, 2021 9:39PM
  • Franchise408
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    Amottica wrote: »
    I am on record of saying that group dungeons / trials should not have storylines.

    Group content is not the place for story content that is going to artificially stop and slow down gameplay. When I am playing with friends - any game, really - I want to keep playing. Not listen to stories.

    I have little to no interest in the stories in the dungeons and trials, and honestly, I'm not sure that I can tell you the story for literally any of them.

    If it matters: I am a TES fan, fan of the lore, and in the single player games, take my time to listen to every single piece of dialogue I play through and don't skip even a merchant's dialogue when I interact with them to shop.

    As someone who has been playing MMORPGs for years, every MMORPG I have played has had a story in every dungeon and raid, all group content. It would not make sense to have the content without some reason it exists in the game. The difference between one MMORPG and another is how involved or immersive that story is.

    The best MMO's I have ever played are the ones that don't have stories and are just open worlds for people to make their way in.

    MMO's that try to merge single player style questing and stories in a persistent, multiplayer, online world with various multiplayer group content, have always been a turnoff to me.

    So I stick to my position: Group content is not the place for storylines.
  • Fennwitty
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    Some players may have done all they want on PTS server and when it's live, not their first time there.

    Newer dungeons are kind of 'front-loaded' in general. I will go into a dungeon myself and talk to the quest giver NPC at my own pace before queuing.

    With Black Drake Villa for instance, Eveli in the first area has a ton of dialog you can go through. Almost an unreasonable amount if people are waiting on you.

    However if you go in yourself first, you can take your time and get the context and majority of the questline understood right there.

    Speed runs will still miss lorebooks and hidden areas, but you can more easily form a 'full completion' dungeon run with your guildmates vs. recruiting for a 'slow, everyone is free to read all dialog at their own pace' dungeon run.
    PC NA
  • newtinmpls
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    First time through I usually will go with a group of friends, and we read all the things, listen to all the dialogue and also loot every darn container (Thorne Castle was NOT a quickie first run).

    I'm slowly getting my characters up enough to do some of them solo, which is very very nice for purposes of being able to "do everything" for instance my character who loves to fish finally went through Wayrest and stopped and fished out all the fishing holes. Never gonna fly that past a PUG.
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
  • robwolf666
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    I'd be a nightmare in a group dungeon then if everyone tends to rush through them - I'd always be slowly reading every bit of dialogue, every book, searching every nook and cranny for stuff...
  • jaws343
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    Amottica wrote: »
    I am on record of saying that group dungeons / trials should not have storylines.

    Group content is not the place for story content that is going to artificially stop and slow down gameplay. When I am playing with friends - any game, really - I want to keep playing. Not listen to stories.

    I have little to no interest in the stories in the dungeons and trials, and honestly, I'm not sure that I can tell you the story for literally any of them.

    If it matters: I am a TES fan, fan of the lore, and in the single player games, take my time to listen to every single piece of dialogue I play through and don't skip even a merchant's dialogue when I interact with them to shop.

    As someone who has been playing MMORPGs for years, every MMORPG I have played has had a story in every dungeon and raid, all group content. It would not make sense to have the content without some reason it exists in the game. The difference between one MMORPG and another is how involved or immersive that story is.

    You can always have the story leading into the group content, with the group content treated similar to a "boss fight" for a story. Where an overland quest leads you to the dungeon where you have to stop a threat, and then once inside while you may get aided by the NPCs related to the quest, you have no direct interaction with them until you have completed the content.

    This would keep them related to a narrative without needing to interact with that narrative dialogue during the instance.
  • Hapexamendios
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    I don't really find the dungeon stories all that interesting.
  • TheImperfect
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    I like them but don't get much time to do dungeons so usually need an excuse like an endeavor. I forget to not queue for dungeons I haven't completed before and end up speed running through them with everyone else
  • Jackey
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    I care about the story. That's why I never use the dungeon finder to play new dungeons.
    I play them on normal with one other person.
    One dungeon probably has around and hour of story + gameplay content if you're thorough.
    PS | EU
  • Kalik_Gold
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    Yes, they should save the dialogue for at the end, when everyone has left and you have that long time to listen.

    At the beginning, they need to have a quicker call to action.
    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

  • WildLight
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    I do. That's why the first thing I do when a new dungeon pack comes out is solo it on normal. Although ngl, that first boss in RPB was pretty annoying since he chain-goats you non-stop. Wish ZOS would add some cooldown on that thing depending on how many people are in the fight or something.
  • Deter1UK
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    Interesting, my daughter recently started to play and due to her disability we have to go slow. So, thanks to companions, we can walk through a dungeon together and I admire the scenery while she peeks into every container and dark corner.

    I have discovered quite a lot about dungeons and their layout doing this and also that my average 25dps is quite adequate for most encounters.

    It has been quite enjoyable

    (oh, and for her it's ALL about the story)
    Edited by Deter1UK on September 29, 2021 8:01PM
  • Ippokrates
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    I like dung quests but... I prefer to read dialogues on UESP or watch YT walkthrough. Game is for fight & chest searching ^^
    Edited by Ippokrates on September 29, 2021 8:07PM
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    I wont say I don't are about the story, but I care far more about the combat mechanics of new dungeons and trials. I usually run new dungeons with a group, and we usually stop for RP the first time. Definitely not the second.
  • SammyKhajit
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    Story mode. Please.
  • whitecrow
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    Fennwitty wrote: »
    Newer dungeons are kind of 'front-loaded' in general. I will go into a dungeon myself and talk to the quest giver NPC at my own pace before queuing.

    That is a great idea! I never thought of that! Thanks.
  • Amottica
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    Amottica wrote: »
    I am on record of saying that group dungeons / trials should not have storylines.

    Group content is not the place for story content that is going to artificially stop and slow down gameplay. When I am playing with friends - any game, really - I want to keep playing. Not listen to stories.

    I have little to no interest in the stories in the dungeons and trials, and honestly, I'm not sure that I can tell you the story for literally any of them.

    If it matters: I am a TES fan, fan of the lore, and in the single player games, take my time to listen to every single piece of dialogue I play through and don't skip even a merchant's dialogue when I interact with them to shop.

    As someone who has been playing MMORPGs for years, every MMORPG I have played has had a story in every dungeon and raid, all group content. It would not make sense to have the content without some reason it exists in the game. The difference between one MMORPG and another is how involved or immersive that story is.

    The best MMO's I have ever played are the ones that don't have stories and are just open worlds for people to make their way in.

    MMO's that try to merge single player style questing and stories in a persistent, multiplayer, online world with various multiplayer group content, have always been a turnoff to me.

    So I stick to my position: Group content is not the place for storylines.

    Every major MMORPG title I have played has a story for their raids and other group content. I am talking about the largest MMORPGs out there. WoW, FF14, even SWTOR which is no longer a major title. Then many of the lesser MMORPGs such as Neverwinter had stories in their group content. The bosses are all tied together by that story vs just having a bunch of random bosses and trash mobs that have nothing to do with each other.

    Examples as there are far to many raids to try to mention here. Each example is just a small excerpt of the story description.
    WoW - Trial of Valor - Since Loken's betrayal, Odyn has been trapped within the Halls of Valor as Helya plots in the shadows to claim the souls of his valarjar champions. ( and more)
    FF14 - The Royal City of Rabanastre - Recently, residents of Kugane woke to find hovering above their city an airship unlike any ever seen. Yet while of Garlean design, the vessel distinctly lacked the bleak outfitting common in the Empire's warmachina. Etc.
    SWTOR - Buried deep in the icy mountains of Belsavis, a prison housing an ancient and deadly entity has been uncovered. Both the Republic and the Empire understand the threat that the prison poses, et.

    Of course I left out ESO as that should be fairly clear.

    Again, the largest (one was a one-time among the largest) of the recent MMORPGs out there outside of MMORPG. Even the 4-man group content in these games has a story. How much of that story is interactable varies from game to game but then again ESO has invested much more into their storytelling than any of those games as they refine them all the way to voicing vs reading script.

    I expect we have played very different games.
  • Franchise408
    Franchise408
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    Amottica wrote: »
    Amottica wrote: »
    I am on record of saying that group dungeons / trials should not have storylines.

    Group content is not the place for story content that is going to artificially stop and slow down gameplay. When I am playing with friends - any game, really - I want to keep playing. Not listen to stories.

    I have little to no interest in the stories in the dungeons and trials, and honestly, I'm not sure that I can tell you the story for literally any of them.

    If it matters: I am a TES fan, fan of the lore, and in the single player games, take my time to listen to every single piece of dialogue I play through and don't skip even a merchant's dialogue when I interact with them to shop.

    As someone who has been playing MMORPGs for years, every MMORPG I have played has had a story in every dungeon and raid, all group content. It would not make sense to have the content without some reason it exists in the game. The difference between one MMORPG and another is how involved or immersive that story is.

    The best MMO's I have ever played are the ones that don't have stories and are just open worlds for people to make their way in.

    MMO's that try to merge single player style questing and stories in a persistent, multiplayer, online world with various multiplayer group content, have always been a turnoff to me.

    So I stick to my position: Group content is not the place for storylines.

    Every major MMORPG title I have played has a story for their raids and other group content. I am talking about the largest MMORPGs out there. WoW, FF14, even SWTOR which is no longer a major title. Then many of the lesser MMORPGs such as Neverwinter had stories in their group content. The bosses are all tied together by that story vs just having a bunch of random bosses and trash mobs that have nothing to do with each other.

    Examples as there are far to many raids to try to mention here. Each example is just a small excerpt of the story description.
    WoW - Trial of Valor - Since Loken's betrayal, Odyn has been trapped within the Halls of Valor as Helya plots in the shadows to claim the souls of his valarjar champions. ( and more)
    FF14 - The Royal City of Rabanastre - Recently, residents of Kugane woke to find hovering above their city an airship unlike any ever seen. Yet while of Garlean design, the vessel distinctly lacked the bleak outfitting common in the Empire's warmachina. Etc.
    SWTOR - Buried deep in the icy mountains of Belsavis, a prison housing an ancient and deadly entity has been uncovered. Both the Republic and the Empire understand the threat that the prison poses, et.

    Of course I left out ESO as that should be fairly clear.

    Again, the largest (one was a one-time among the largest) of the recent MMORPGs out there outside of MMORPG. Even the 4-man group content in these games has a story. How much of that story is interactable varies from game to game but then again ESO has invested much more into their storytelling than any of those games as they refine them all the way to voicing vs reading script.

    I expect we have played very different games.

    My MMO experiences began with EQ and SWG. Neither of which had much of any sort of storyline.

    WoW was the decline of the genre, for me. The fact that virtually every MMO that has followed has tried to emulate it - ESO included - has basically made the genre a no-go for me.
  • Sarannah
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    Dungeons aren't for stories in my opinion. Dungeons are for making it to the end with a group, overland is for the stories.

    At the moment, I have absolutely no clue what this year's story was about! And apparently the year-long-story is ending already.
  • Amottica
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    Amottica wrote: »
    Amottica wrote: »
    I am on record of saying that group dungeons / trials should not have storylines.

    Group content is not the place for story content that is going to artificially stop and slow down gameplay. When I am playing with friends - any game, really - I want to keep playing. Not listen to stories.

    I have little to no interest in the stories in the dungeons and trials, and honestly, I'm not sure that I can tell you the story for literally any of them.

    If it matters: I am a TES fan, fan of the lore, and in the single player games, take my time to listen to every single piece of dialogue I play through and don't skip even a merchant's dialogue when I interact with them to shop.

    As someone who has been playing MMORPGs for years, every MMORPG I have played has had a story in every dungeon and raid, all group content. It would not make sense to have the content without some reason it exists in the game. The difference between one MMORPG and another is how involved or immersive that story is.

    The best MMO's I have ever played are the ones that don't have stories and are just open worlds for people to make their way in.

    MMO's that try to merge single player style questing and stories in a persistent, multiplayer, online world with various multiplayer group content, have always been a turnoff to me.

    So I stick to my position: Group content is not the place for storylines.

    Every major MMORPG title I have played has a story for their raids and other group content. I am talking about the largest MMORPGs out there. WoW, FF14, even SWTOR which is no longer a major title. Then many of the lesser MMORPGs such as Neverwinter had stories in their group content. The bosses are all tied together by that story vs just having a bunch of random bosses and trash mobs that have nothing to do with each other.

    Examples as there are far to many raids to try to mention here. Each example is just a small excerpt of the story description.
    WoW - Trial of Valor - Since Loken's betrayal, Odyn has been trapped within the Halls of Valor as Helya plots in the shadows to claim the souls of his valarjar champions. ( and more)
    FF14 - The Royal City of Rabanastre - Recently, residents of Kugane woke to find hovering above their city an airship unlike any ever seen. Yet while of Garlean design, the vessel distinctly lacked the bleak outfitting common in the Empire's warmachina. Etc.
    SWTOR - Buried deep in the icy mountains of Belsavis, a prison housing an ancient and deadly entity has been uncovered. Both the Republic and the Empire understand the threat that the prison poses, et.

    Of course I left out ESO as that should be fairly clear.

    Again, the largest (one was a one-time among the largest) of the recent MMORPGs out there outside of MMORPG. Even the 4-man group content in these games has a story. How much of that story is interactable varies from game to game but then again ESO has invested much more into their storytelling than any of those games as they refine them all the way to voicing vs reading script.

    I expect we have played very different games.

    My MMO experiences began with EQ and SWG. Neither of which had much of any sort of storyline.

    WoW was the decline of the genre, for me. The fact that virtually every MMO that has followed has tried to emulate it - ESO included - has basically made the genre a no-go for me.

    SWG The Sith Triumvirate - three fearsome Sith Lords formed an alliance to train a new generation of Sith and crush the Jedi Order once and for all. The party enters the ancient Sith training ground to face off against Darth Nihilus, Darth Sion, and Darth Tray.

    So there are storylines for these raids going far back. As I said, how much of that story is interactable varies from game to game.

    However, even in ESO, with rare exceptions, the story does not impede a group's speed outside of having to wait for an animation to complete.

  • Deter1UK
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    My MMO experiences began with EQ and SWG. Neither of which had much of any sort of storyline.

    WoW was the decline of the genre, for me. The fact that virtually every MMO that has followed has tried to emulate it - ESO included - has basically made the genre a no-go for me.

    So you don't play MMOs because there are stories in the dungeons...?

    But, the stories are optional - apart from picking up the quest if you want to - you can just ignore them.

    So if you can just ignore them then why does it matter to you if a story exists?

    I started with MUDs and then Ultima , Asheron' Call and so on - they have all had stories or an over-arching plot - you cant write a RPG without one. If you do write a game without one it's Counterstrike isn't it? And then it's a multi-player game but it's never a MMORPG which is what EQ was and what ESO is surely?
    Edited by Deter1UK on September 29, 2021 10:02PM
  • Amottica
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    Deter1UK wrote: »

    My MMO experiences began with EQ and SWG. Neither of which had much of any sort of storyline.

    WoW was the decline of the genre, for me. The fact that virtually every MMO that has followed has tried to emulate it - ESO included - has basically made the genre a no-go for me.

    So you don't play MMOs because there are stories in the dungeons...?

    But, the stories are optional - apart from picking up the quest if you want to - you can just ignore them.

    So if you can just ignore them then why does it matter to you if a story exists?

    I started with MUDs and then Ultima , Asheron' Call and so on - they have all had stories or an over-arching plot - you cant write a RPG without one. If you do write a game without one it's Counterstrike isn't it? And then it's a multi-player game but it's never a MMORPG which is what EQ was and what ESO is surely?

    Thank you and exactly the point I was making that group content has always been part of group content and raids. Otherwise they would not make any sense to the game or have some cohesiveness between bosses.

    I can only think of one instance that the story impedes speed outside of the animation of a boss entering. That is Wayrest II where the NPCs have to have a conversation before opening the door so we can proceed. I understand that door used to bug out so they probably forced the conversation to play out for consistency when they fixed it.
  • Fennwitty
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    Sarannah wrote: »
    At the moment, I have absolutely no clue what this year's story was about! And apparently the year-long-story is ending already.

    Somethingsomething Daedra, somethingsomething Elder Scrolls IV: Oblivion 'memberberries.
    PC NA
  • TX12001rwb17_ESO
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    I don't like how Dungeons are connected to the story, take DoM and Frostvault for example, I did them after the Elsweyr wuestline, bit wierd how this Wraithstone Abnur had ended up back there.
  • fizl101
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    I love the stories in dungeons, and for a new dungeon I will always organise a run with friends to do the story and explore the place without reading up on any mechanics so that we can learn it for ourselves.

    Dungeons without a story wouldn't make any sense to me. Why is my character walking in there, and why are all the things I'm beating up in there?
    Soupy twist
  • tomfant
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    I don't care about the stories, and don't care about overland quests either. I rush through all dialogs. 95% of the quests can be boiled down to either 'return the lost item/person' or 'save the world from the evil'. In different and often colourful iterations I admit. So I understand why people are interested in dialogues and readables. It's just nothing for me...
  • LalMirchi
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    Like many here, I ilke stories and lore but they do not belong in this type of context IMHO.

    I will happily and meticulously follow questlines in other content but in a dungeon with three other players a quest is an unnecessary and ill-conceived game option.
  • Slimebrow
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    Essentially yeah, no one is going to bother with dialogue in a dungeon, I it would be easier to consume if they reduce dialogue and it play out more in the background than having to talk to npc because that never works. Waste of resources imo.
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