Supreme_Atromancer wrote: »SammyKhajit wrote: »
if Frri has to say one more line of “Roots, sundered and exposed to the sun, bla bla bla”, this one will be tempted to pull out an axe.
"Sharp blade...chop. chop. Feels...hurty."
SammyKhajit wrote: »This one also watched HotD. Very interesting contrasts between the two shows!
On the DNA, this one thinks that it’d be nice to bring back a story about the Elder Scrolls themselves. Lore experts can share insights here as Sammy is not familiar with what happened to the scrolls during this time.
Or maybe a guilds war where the Dark Brotherhood is at odds with the Mages/Fighters Guild and the vestige must pick a side. Depending on what you choose, there will be different outcomes (ie no win win, as there will be consequences to your decision).
I also want to thank every one of you for while keeping the thread alive you're staying on topic and following the forum rules.
This kind of behavior shows that while being salty we are staying civil and just want to be heard while providing constructive criticism to the game we love!
Dragonlord573 wrote: »Being able to join the villain for once would be great. Legit my entire time playing through High Isle I was wondering "why is the ascendant order evil? They're organized and act competently. They wanna overthrow the current factions and create a new order in Tamriel to reign in the chaos? Hell sign me up... Oh I can't."
SammyKhajit wrote: »I also want to thank every one of you for while keeping the thread alive you're staying on topic and following the forum rules.
This kind of behavior shows that while being salty we are staying civil and just want to be heard while providing constructive criticism to the game we love!
You are a very good and diplomatic facilitator for this thread, which helps a lot!
This one always believes in civilised dialogues and whilst some may find Sammy’s Khajiti speech and manner unusual, our differences are what makes the world go round 😊
AvalonRanger wrote: »I agree both side of opinion.
Year long story keep killing memorial characters.( not all of them though..)
>>Yes, it is.
But, year long story keep maintain tension of my interest of adventuring...
>>Yes, it is.
AvalonRanger wrote: »I agree both side of opinion.
Year long story keep killing memorial characters.( not all of them though..)
>>Yes, it is.
But, year long story keep maintain tension of my interest of adventuring...
>>Yes, it is.
Imo, the real tension was when we didn't knew where we're going 4 times a year instead of one... Although I can see how people can decide wherever the theme of the year interest them or no to plan their schedule accordingly.
I mean some of us still expected some turnarounds after Dark Heart, but now it's safe to assume if something was not announced at the beginning of the year it will likely not happen even in Q4.
I just wish there were something exciting for everyone.
AvalonRanger wrote: »I agree both side of opinion.
Year long story keep killing memorial characters.( not all of them though..)
>>Yes, it is.
But, year long story keep maintain tension of my interest of adventuring...
>>Yes, it is.
Imo, the real tension was when we didn't knew where we're going 4 times a year instead of one... Although I can see how people can decide wherever the theme of the year interest them or no to plan their schedule accordingly.
I mean some of us still expected some turnarounds after Dark Heart, but now it's safe to assume if something was not announced at the beginning of the year it will likely not happen even in Q4.
I just wish there were something exciting for everyone.
Regarding the tension of not knowing where we are going next, I can agree. However, I remember playing another MMO where expansions where not each year, and that was quite fine, I still had plenty to do. Thing is, the player base got used with frequent content releases. This causes a growing issue, postponing important quality updates, such as combat fixes, bug fixes, and stability or feature improvements.
I know this thread is about the quality of the story, but maybe this is related. I mean, since the devs "have to" deliver a new chapter with a new story each year, they don't have the time to come up with something really good (in terms of writing). The game has more and more systems each year.
Many people have voiced their opinion here on the forum, that maybe it's time to hold off a major chapter, for more stability updates. All the actual systems can get various updates, like gear, motifs, antiquities (mythics or furnishings), card decks, skins or mounts to keep us busy, while the team focuses on fixing the game. Quests are fine, I try to do every quest, but they are done pretty quick, and next you have all the other things to do.
I would really appreciate some overhauls, and a new chapter with a much more engaging and less forgettable story.
ESO has some cool NPCs that aren't developed enough (I am not counting chars that appear in other ES games). I hope to see these characters more developed, with much more in depth stories, not cartoon like plots.
netch_a_sketch wrote: »I love ESO and its stories with all my heart but I found myself skipping dialogue and rushing through the entirity of Galen's main quest and most side quests because it was just so boring. The High Isle chapter has not felt like an Elder Scrolls game at all and had none of the charm or magic that makes TES games feel like what they are.
Everything was so tired and monotonous. Not enough time or reason to gain any kind of attachment to the characters. These druids, or this guy who lives in the castle.
The highlight of Firesong's quests were probably the quest with Raz, which was pitifully short. And seeing Zaji at the end of the main quest and having us return to Lady Arabelle (one of the very few interesting characters from this chapter)
tbh, was dissapointed of almost every story being told in eso.
it feels like tv series based on famous book or movie, with nice VFX but lost it's storylines and heroes acted by random ones for a small price
lusshtgarel wrote: »That's your opinion. I would disagree. I like the year-long stories because the characters come back and don't fall into Oblivion. I'm always curious whom we're going to see again in the next chapter.
SerafinaWaterstar wrote: »Have to add something positive.
Realised that for some reason that one if my characters who has done nearly all zones (except DC) had not completed Shadowfen. So went back in.
Have to report that there is a quest where you meet Lyranth. And what do I find?
To my utter delight, she had totally new dialogue and spoke to me knowing that I had completed Deadlands etc. Was so happy!
A small thing, but it made all the difference.
SerafinaWaterstar wrote: »Have to add something positive.
Realised that for some reason that one if my characters who has done nearly all zones (except DC) had not completed Shadowfen. So went back in.
Have to report that there is a quest where you meet Lyranth. And what do I find?
To my utter delight, she had totally new dialogue and spoke to me knowing that I had completed Deadlands etc. Was so happy!
A small thing, but it made all the difference.
lusshtgarel wrote: »That's your opinion. I would disagree. I like the year-long stories because the characters come back and don't fall into Oblivion. I'm always curious whom we're going to see again in the next chapter.
I love when characters are returning I'm just not crazy about HOW they are returning now. If character's return means that it will make them a grotesque version of themselves, then what's good about that? I hate to see my friends from base game dying as much as the other person, but writing was better back when some of them did die, because of writing with consequences and progression characters stayed true to themselves. Last two years both promo-returns of Eveli and Jakarn left a lot to be desired.
All in all I think we can stay away from killing everyone while giving a story some time to evolve and to be told with continuation like it was before YLS.
emilyhyoyeon wrote: »lusshtgarel wrote: »That's your opinion. I would disagree. I like the year-long stories because the characters come back and don't fall into Oblivion. I'm always curious whom we're going to see again in the next chapter.
I love when characters are returning I'm just not crazy about HOW they are returning now. If character's return means that it will make them a grotesque version of themselves, then what's good about that? I hate to see my friends from base game dying as much as the other person, but writing was better back when some of them did die, because of writing with consequences and progression characters stayed true to themselves. Last two years both promo-returns of Eveli and Jakarn left a lot to be desired.
All in all I think we can stay away from killing everyone while giving a story some time to evolve and to be told with continuation like it was before YLS.
On the topic of returning characters I agree with the main problem being how they return, but I've said before a couple times in topics where this comes up, that what irks me personally the most about returning characters is that it makes the world feel so much smaller.
The game being a game already has limitations in how it can present the TES world; for example, if Mournhold were ''real'' it would have way more than a population of 200 or so however many NPCs there are of people. Because game portrayals (of a huge whole fantasy world that encompasses an entire planet and other realms of existence in lore) are inherently so limited, things that give the illusion of the world being as big as it ''should be'' are important to me, one of those things being unique NPCs for each story.
Of course I would rather have returning NPCs brought back well as opposed to brought back poorly, but would rather they be brought back very sparingly, at the very least brought back only in minor stories and not reused in main conflicts.
Dragonlord573 wrote: »Being able to join the villain for once would be great. Legit my entire time playing through High Isle I was wondering "why is the ascendant order evil? They're organized and act competently. They wanna overthrow the current factions and create a new order in Tamriel to reign in the chaos? Hell sign me up... Oh I can't."
The Ascendant Order was so all over the place in their motivation. In the beginning they were still portrayed as a kind of democratic, anti-monarchist force, and that somehow went out the window because they had to be written as the bad guys so they went about killing indiscriminately.
But it bugged me so much how we were shoved to work for the nobility. It made absolutely no sense that we were playing the attack dog of the aristocracy while claiming to be the good guys.
Honestly, and I'm picking up something here from the Breton thread in the lore forum section, there are too many kingdoms in Tamriel as it is. This medieval/feudalist bent on political landscapes should be a defining trait for Breton culture, but it's bloody everywhere - and yet, somehow, everyone's still free to follow their dreams and live in cosmopolitan, multi-cultural (well, multi-species, because the culture is so uniform) metropolises. And wherever we go, we are supposed to think of the monarchs as the good guys, it's maddening. The world-building has become flat like a piece of paper.
Morrowind is a bit different due to the Great Houses and the Tribunal, but that's mostly legacy from TES3.
One culture that stands out are the Orc Strongholds, which is another reason why Orsinium ranks so high in my book.
Would I want to live in one? Not particularly, no. But it makes for much more interesting world building, besides, I wouldn't want to live under any of the kings and queens of Tamriel, either.
Dragonlord573 wrote: »Being able to join the villain for once would be great. Legit my entire time playing through High Isle I was wondering "why is the ascendant order evil? They're organized and act competently. They wanna overthrow the current factions and create a new order in Tamriel to reign in the chaos? Hell sign me up... Oh I can't."
The Ascendant Order was so all over the place in their motivation. In the beginning they were still portrayed as a kind of democratic, anti-monarchist force, and that somehow went out the window because they had to be written as the bad guys so they went about killing indiscriminately.
But it bugged me so much how we were shoved to work for the nobility. It made absolutely no sense that we were playing the attack dog of the aristocracy while claiming to be the good guys.
Honestly, and I'm picking up something here from the Breton thread in the lore forum section, there are too many kingdoms in Tamriel as it is. This medieval/feudalist bent on political landscapes should be a defining trait for Breton culture, but it's bloody everywhere - and yet, somehow, everyone's still free to follow their dreams and live in cosmopolitan, multi-cultural (well, multi-species, because the culture is so uniform) metropolises. And wherever we go, we are supposed to think of the monarchs as the good guys, it's maddening. The world-building has become flat like a piece of paper.
Morrowind is a bit different due to the Great Houses and the Tribunal, but that's mostly legacy from TES3.
One culture that stands out are the Orc Strongholds, which is another reason why Orsinium ranks so high in my book.
Would I want to live in one? Not particularly, no. But it makes for much more interesting world building, besides, I wouldn't want to live under any of the kings and queens of Tamriel, either.
I was talking on Reddit about this briefly but, I think it'd have been more interesting to give the ruling class of High Isle some grey areas. Like the Direnni were once a factor in their state, those with more Elven blood enjoyed a higher standard of living, and the Ascendant Order would be a radical opposition to that oppression.
I love the themes of this year and the artwork, which is always stellar, but the writing seemed like a collage of too many ideas. We got druids, knights, and somehow sea elves, but I don't think all those story elements come together neatly.
RandomUser123 wrote: »Compliment sandwich:
Everything looks good.
Please raise the writing level above that of a Netflix series based on a remake of an old movie that people watch hoping it's going to bring back fond memories of their beloved thing only to be disappointed by a squad of red shirt guys that nobody remembers the names of.
Thanks for giving it to us for free.
Dragonlord573 wrote: »Being able to join the villain for once would be great. Legit my entire time playing through High Isle I was wondering "why is the ascendant order evil? They're organized and act competently. They wanna overthrow the current factions and create a new order in Tamriel to reign in the chaos? Hell sign me up... Oh I can't."
The Ascendant Order was so all over the place in their motivation. In the beginning they were still portrayed as a kind of democratic, anti-monarchist force, and that somehow went out the window because they had to be written as the bad guys so they went about killing indiscriminately.
But it bugged me so much how we were shoved to work for the nobility. It made absolutely no sense that we were playing the attack dog of the aristocracy while claiming to be the good guys.
Honestly, and I'm picking up something here from the Breton thread in the lore forum section, there are too many kingdoms in Tamriel as it is. This medieval/feudalist bent on political landscapes should be a defining trait for Breton culture, but it's bloody everywhere - and yet, somehow, everyone's still free to follow their dreams and live in cosmopolitan, multi-cultural (well, multi-species, because the culture is so uniform) metropolises. And wherever we go, we are supposed to think of the monarchs as the good guys, it's maddening. The world-building has become flat like a piece of paper.
Morrowind is a bit different due to the Great Houses and the Tribunal, but that's mostly legacy from TES3.
One culture that stands out are the Orc Strongholds, which is another reason why Orsinium ranks so high in my book.
Would I want to live in one? Not particularly, no. But it makes for much more interesting world building, besides, I wouldn't want to live under any of the kings and queens of Tamriel, either.
I was talking on Reddit about this briefly but, I think it'd have been more interesting to give the ruling class of High Isle some grey areas. Like the Direnni were once a factor in their state, those with more Elven blood enjoyed a higher standard of living, and the Ascendant Order would be a radical opposition to that oppression.
I love the themes of this year and the artwork, which is always stellar, but the writing seemed like a collage of too many ideas. We got druids, knights, and somehow sea elves, but I don't think all those story elements come together neatly.
Dragonlord573 wrote: »Being able to join the villain for once would be great. Legit my entire time playing through High Isle I was wondering "why is the ascendant order evil? They're organized and act competently. They wanna overthrow the current factions and create a new order in Tamriel to reign in the chaos? Hell sign me up... Oh I can't."
The Ascendant Order was so all over the place in their motivation. In the beginning they were still portrayed as a kind of democratic, anti-monarchist force, and that somehow went out the window because they had to be written as the bad guys so they went about killing indiscriminately.
But it bugged me so much how we were shoved to work for the nobility. It made absolutely no sense that we were playing the attack dog of the aristocracy while claiming to be the good guys.
Honestly, and I'm picking up something here from the Breton thread in the lore forum section, there are too many kingdoms in Tamriel as it is. This medieval/feudalist bent on political landscapes should be a defining trait for Breton culture, but it's bloody everywhere - and yet, somehow, everyone's still free to follow their dreams and live in cosmopolitan, multi-cultural (well, multi-species, because the culture is so uniform) metropolises. And wherever we go, we are supposed to think of the monarchs as the good guys, it's maddening. The world-building has become flat like a piece of paper.
Morrowind is a bit different due to the Great Houses and the Tribunal, but that's mostly legacy from TES3.
One culture that stands out are the Orc Strongholds, which is another reason why Orsinium ranks so high in my book.
Would I want to live in one? Not particularly, no. But it makes for much more interesting world building, besides, I wouldn't want to live under any of the kings and queens of Tamriel, either.
I was talking on Reddit about this briefly but, I think it'd have been more interesting to give the ruling class of High Isle some grey areas. Like the Direnni were once a factor in their state, those with more Elven blood enjoyed a higher standard of living, and the Ascendant Order would be a radical opposition to that oppression.
I love the themes of this year and the artwork, which is always stellar, but the writing seemed like a collage of too many ideas. We got druids, knights, and somehow sea elves, but I don't think all those story elements come together neatly.
Sadly that has become the standard design of ESO's content, going all the way back to Elsweyr I want to say. Even Morrowind felt thematically unfocused, introducing a Frost-Druid class in a volcano zone, revolving around Clavicus Vile cultists and Ashlanders. And Summerset mostly revolved around the Daedric War arc with Psijics and Sload sprinkled in, but surprsingly little High Elven stuff.
Elsweyr: Dragons, Imperials, Necromancers, Khajiit
Greymoor: Vampires, Witches, Werewolves, Blackreach, Nords
Blackwood: Imperials, Argonians, Daedra, some cultists? I don't remember that year too well
High Isle: Alliances, Bretons, Good Druids, Sea Elves, Bad Druids, Volcanos?
It all feels so unfocused. You also always have multiple baddie factions working together for some reason. I wish they would just pick one theme for once and actually explore it more deeply.