SammyKhajit wrote: »Although the Druids’ stories and lores were all very interesting and enjoyable to learn, this one was expecting a bit more mix-up of the Breton-Druid cultures, where you might have some Druid advisors in the Monard royalty, or families where there are members who identify as both or try to live with the dual identities, and the challenges or conflicts that arise.
Stefan was a case in point where he had Druid mentors and embraced both cultures. Was expecting a bit more of these integration. That would have made the YLS more nuanced and complex.
After doing the Galen side guests I find a certain recurring character for no reason standing in a tunnel at Fauns Thicket with the same oddish dialog that char had at end of the related quest. I'm not sure if its a bug or intentional but I find characters getting lost and confused sad.
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.
I agree that even before YLS the main theme being overshadowed by MQ and other stuff was the case but hey, if something was really out of place it could probably get a feature in next dlc. But now...
If something will not be featured it's likely be for the whole year and them trying to pack it all tightly just doesn't work for some stuff.
I'm okay with maormer but I was not convinced enough that their presence is absolutely necessary and that they have a good reason to be allied with the big bad. But I suppose that's on him. Shame, really.
Treselegant wrote: »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.
I agree that even before YLS the main theme being overshadowed by MQ and other stuff was the case but hey, if something was really out of place it could probably get a feature in next dlc. But now...
If something will not be featured it's likely be for the whole year and them trying to pack it all tightly just doesn't work for some stuff.
I'm okay with maormer but I was not convinced enough that their presence is absolutely necessary and that they have a good reason to be allied with the big bad. But I suppose that's on him. Shame, really.
I'm still confused as to why the Maormer were involved in the whole plot in the first place. I played through Shipwrights Regret and then they turn up in the main story and it all feels completely disjointed. Why are these sea elves here? What are they actually getting out of this other than getting decimated by some 'mainland mercenary' while doing their own thing on the coast? I've never done the trial so I guess I'll never know what that was about. I get the same feeling about the Sul-Xan in Blackwood - they're just there ( so I assume they're probably used in Rockgrove). Trials don't seem that popular with the crowd who play the game for a good story so why hide so much of it in them? It makes more sense to keep those story lines contained to their trials surely.
Treselegant wrote: »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.
I agree that even before YLS the main theme being overshadowed by MQ and other stuff was the case but hey, if something was really out of place it could probably get a feature in next dlc. But now...
If something will not be featured it's likely be for the whole year and them trying to pack it all tightly just doesn't work for some stuff.
I'm okay with maormer but I was not convinced enough that their presence is absolutely necessary and that they have a good reason to be allied with the big bad. But I suppose that's on him. Shame, really.
I'm still confused as to why the Maormer were involved in the whole plot in the first place. I played through Shipwrights Regret and then they turn up in the main story and it all feels completely disjointed. Why are these sea elves here? What are they actually getting out of this other than getting decimated by some 'mainland mercenary' while doing their own thing on the coast? I've never done the trial so I guess I'll never know what that was about. I get the same feeling about the Sul-Xan in Blackwood - they're just there ( so I assume they're probably used in Rockgrove). Trials don't seem that popular with the crowd who play the game for a good story so why hide so much of it in them? It makes more sense to keep those story lines contained to their trials surely.
I joined a lore-runs of trials a few times but it's much harder to get into than say a dungeon. Dungeons' story-runs we can do with my friend, two people, on normal it's enough to do them. Trials? As much as ZoS want to lure me into them it's nearly impossible. I know a lot of people who feel the same. I don't want to step on any endgame player's toes but yeah, that part of the story will mostly stay unexplored for us.
But hey there were a lot of maormer in Galen and yet their allegiances are still a mystery to me as well as their reasons. The only thing I understood that the bad maormer are disowned by Orgnum? If that's true, it's kind of disappointing and in line with all baddies are so bad we have nothing to do with them.
Treselegant wrote: »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.
I agree that even before YLS the main theme being overshadowed by MQ and other stuff was the case but hey, if something was really out of place it could probably get a feature in next dlc. But now...
If something will not be featured it's likely be for the whole year and them trying to pack it all tightly just doesn't work for some stuff.
I'm okay with maormer but I was not convinced enough that their presence is absolutely necessary and that they have a good reason to be allied with the big bad. But I suppose that's on him. Shame, really.
I'm still confused as to why the Maormer were involved in the whole plot in the first place. I played through Shipwrights Regret and then they turn up in the main story and it all feels completely disjointed. Why are these sea elves here? What are they actually getting out of this other than getting decimated by some 'mainland mercenary' while doing their own thing on the coast? I've never done the trial so I guess I'll never know what that was about. I get the same feeling about the Sul-Xan in Blackwood - they're just there ( so I assume they're probably used in Rockgrove). Trials don't seem that popular with the crowd who play the game for a good story so why hide so much of it in them? It makes more sense to keep those story lines contained to their trials surely.
I joined a lore-runs of trials a few times but it's much harder to get into than say a dungeon. Dungeons' story-runs we can do with my friend, two people, on normal it's enough to do them. Trials? As much as ZoS want to lure me into them it's nearly impossible. I know a lot of people who feel the same. I don't want to step on any endgame player's toes but yeah, that part of the story will mostly stay unexplored for us.
But hey there were a lot of maormer in Galen and yet their allegiances are still a mystery to me as well as their reasons. The only thing I understood that the bad maormer are disowned by Orgnum? If that's true, it's kind of disappointing and in line with all baddies are so bad we have nothing to do with them.
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.
I agree that even before YLS the main theme being overshadowed by MQ and other stuff was the case but hey, if something was really out of place it could probably get a feature in next dlc. But now...
If something will not be featured it's likely be for the whole year and them trying to pack it all tightly just doesn't work for some stuff.
I'm okay with maormer but I was not convinced enough that their presence is absolutely necessary and that they have a good reason to be allied with the big bad. But I suppose that's on him. Shame, really.
Fixed it for youBlackwood: Daedra, more daedra, cultists, Eveli, ............Argonians/imperials.
Necrotech_Master wrote: »Treselegant wrote: »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.
I agree that even before YLS the main theme being overshadowed by MQ and other stuff was the case but hey, if something was really out of place it could probably get a feature in next dlc. But now...
If something will not be featured it's likely be for the whole year and them trying to pack it all tightly just doesn't work for some stuff.
I'm okay with maormer but I was not convinced enough that their presence is absolutely necessary and that they have a good reason to be allied with the big bad. But I suppose that's on him. Shame, really.
I'm still confused as to why the Maormer were involved in the whole plot in the first place. I played through Shipwrights Regret and then they turn up in the main story and it all feels completely disjointed. Why are these sea elves here? What are they actually getting out of this other than getting decimated by some 'mainland mercenary' while doing their own thing on the coast? I've never done the trial so I guess I'll never know what that was about. I get the same feeling about the Sul-Xan in Blackwood - they're just there ( so I assume they're probably used in Rockgrove). Trials don't seem that popular with the crowd who play the game for a good story so why hide so much of it in them? It makes more sense to keep those story lines contained to their trials surely.
I joined a lore-runs of trials a few times but it's much harder to get into than say a dungeon. Dungeons' story-runs we can do with my friend, two people, on normal it's enough to do them. Trials? As much as ZoS want to lure me into them it's nearly impossible. I know a lot of people who feel the same. I don't want to step on any endgame player's toes but yeah, that part of the story will mostly stay unexplored for us.
But hey there were a lot of maormer in Galen and yet their allegiances are still a mystery to me as well as their reasons. The only thing I understood that the bad maormer are disowned by Orgnum? If that's true, it's kind of disappointing and in line with all baddies are so bad we have nothing to do with them.
*most* trials on normal difficulty can be done fairly easy nowadays, but even easier ones require 12 players (like aetherian archive is not too bad, but requires 12 players to fill all the pads)
i usually do try to talk to the npc at the start and at the end to go through their dialogs just to see what they say, and some trials do have some lorebooks scattered about
NotaDaedraWorshipper wrote: »
NotaDaedraWorshipper wrote: »So far the only year long story which was good was Elsweyr. All after that has had atrocious writing which seems to just get worse. I haven't gotten to High Isle yet, still doing "Gates of Oblivion" with the Deadlands, which has been going slowly because it's torture. I had to take breaks when doing Blackwood because it was so bad.
The writing makes the stories feel like they are some saturday morning cartoon for children. Constant hand-holding and repeatings so our little brains don't forget what is going on, and obvious villains who go "muahahaha" and all.
Despite all of these world-ending dangers and whatnot, nothing actually feel tense or threatning. It's all very nice without conflict. In the end I know that despite the Vestige being a bumbling, senile idiot they will kill the bad guy and we will have a nice afterparty where I will be told what a great hero I am.
It's very boring.
All of the recurring characters also adds to it. Not only do their usage make Tamriel feel incredibly small when they appear everywhere all over the continent, but they can't even make them return without butchering their character and turn them into some one-dimensional caricature of who they once were.
I think one of the big issues ESO's writing have is the lack of continuity, and a canon one at that. Yes, we know ZOS wants people to be able to play ESO in whatever order they want but what even is the point of these year long stories without it? It's all an incoherent mess. They can do both and let people play in whichever order they want but still have a canon for continuity. Other mmos do that just fine. Will it be a weird for the new player who jumps right to the most recent content? Yes, but that is to be expected if you do that, and right now it already is a weird mess for both newcomers and old! Newcomers will see characters who were dead suddenly be alive without explaination and vice versa, along with other odd behavior from them. Meanwhile the "older" players who has been playing through the content in the release order so it's all somewhat coherent are treated with a story and characters that doesn't care at all about their choices nor all the content their Vestige has done.
It's such a pointless thing to try have because it just makes a mess for everyone.
I can’t tell you what the green dragon’s or Rada’s vision was or what this apparent ‘gate of oblivion’ did or was…
But I can remember so much about Summerset because the storytelling was top notch.
Down with year long stories!
Treselegant wrote: »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.
I agree that even before YLS the main theme being overshadowed by MQ and other stuff was the case but hey, if something was really out of place it could probably get a feature in next dlc. But now...
If something will not be featured it's likely be for the whole year and them trying to pack it all tightly just doesn't work for some stuff.
I'm okay with maormer but I was not convinced enough that their presence is absolutely necessary and that they have a good reason to be allied with the big bad. But I suppose that's on him. Shame, really.
I'm still confused as to why the Maormer were involved in the whole plot in the first place. I played through Shipwrights Regret and then they turn up in the main story and it all feels completely disjointed. Why are these sea elves here? What are they actually getting out of this other than getting decimated by some 'mainland mercenary' while doing their own thing on the coast? I've never done the trial so I guess I'll never know what that was about. I get the same feeling about the Sul-Xan in Blackwood - they're just there ( so I assume they're probably used in Rockgrove). Trials don't seem that popular with the crowd who play the game for a good story so why hide so much of it in them? It makes more sense to keep those story lines contained to their trials surely.
NotaDaedraWorshipper wrote: »
KingArthasMenethil wrote: »Treselegant wrote: »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.
I agree that even before YLS the main theme being overshadowed by MQ and other stuff was the case but hey, if something was really out of place it could probably get a feature in next dlc. But now...
If something will not be featured it's likely be for the whole year and them trying to pack it all tightly just doesn't work for some stuff.
I'm okay with maormer but I was not convinced enough that their presence is absolutely necessary and that they have a good reason to be allied with the big bad. But I suppose that's on him. Shame, really.
I'm still confused as to why the Maormer were involved in the whole plot in the first place. I played through Shipwrights Regret and then they turn up in the main story and it all feels completely disjointed. Why are these sea elves here? What are they actually getting out of this other than getting decimated by some 'mainland mercenary' while doing their own thing on the coast? I've never done the trial so I guess I'll never know what that was about. I get the same feeling about the Sul-Xan in Blackwood - they're just there ( so I assume they're probably used in Rockgrove). Trials don't seem that popular with the crowd who play the game for a good story so why hide so much of it in them? It makes more sense to keep those story lines contained to their trials surely.
The Maormer in Firesong are entirely disconnected to the Maormer in Shipwrights Regret/Dreadsail Reef.
It just seems more like they forgot or didn't care and did their own thing.
Shipwrights regret lead into Dreadsail Reef and then Firesong does its own thing with the Dreadsails creating a disconnect as now there's two leaders but Firesong never talks of the Queen from the Dungeon and Trial.
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.
Treselegant wrote: »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.
I agree that even before YLS the main theme being overshadowed by MQ and other stuff was the case but hey, if something was really out of place it could probably get a feature in next dlc. But now...
If something will not be featured it's likely be for the whole year and them trying to pack it all tightly just doesn't work for some stuff.
I'm okay with maormer but I was not convinced enough that their presence is absolutely necessary and that they have a good reason to be allied with the big bad. But I suppose that's on him. Shame, really.
I'm still confused as to why the Maormer were involved in the whole plot in the first place. I played through Shipwrights Regret and then they turn up in the main story and it all feels completely disjointed. Why are these sea elves here? What are they actually getting out of this other than getting decimated by some 'mainland mercenary' while doing their own thing on the coast? I've never done the trial so I guess I'll never know what that was about. I get the same feeling about the Sul-Xan in Blackwood - they're just there ( so I assume they're probably used in Rockgrove). Trials don't seem that popular with the crowd who play the game for a good story so why hide so much of it in them? It makes more sense to keep those story lines contained to their trials surely.
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.
Definitely agree with exploring one topic more deeply.
I wish this chapter played out over several chapters like the Daedric War arc. I really do like how they wrote the druids, and the noble houses had a lot of potential. It feels like they're condensing stories and speeding up the narrative to adhere to the YLS format. There are really good underpinnings in many of these stories though, I still do enjoy them.
Greymoor felt pretty coherent to me personally and I only had some minor gripes with its stories. That YLS has aged better than expected for me and it really introduced some good features.
Blackwood's YLS was decent, I liked how they wrote the armies of Dagon, especially in the dungeons. That pyroturge boss is still my favorite in the game. The whole longhouse emperor backstories were cool too. Honestly my only gripe was Eveli got a bit annoying after a while.
Treselegant wrote: »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.
I agree that even before YLS the main theme being overshadowed by MQ and other stuff was the case but hey, if something was really out of place it could probably get a feature in next dlc. But now...
If something will not be featured it's likely be for the whole year and them trying to pack it all tightly just doesn't work for some stuff.
I'm okay with maormer but I was not convinced enough that their presence is absolutely necessary and that they have a good reason to be allied with the big bad. But I suppose that's on him. Shame, really.
I'm still confused as to why the Maormer were involved in the whole plot in the first place. I played through Shipwrights Regret and then they turn up in the main story and it all feels completely disjointed. Why are these sea elves here? What are they actually getting out of this other than getting decimated by some 'mainland mercenary' while doing their own thing on the coast? I've never done the trial so I guess I'll never know what that was about. I get the same feeling about the Sul-Xan in Blackwood - they're just there ( so I assume they're probably used in Rockgrove). Trials don't seem that popular with the crowd who play the game for a good story so why hide so much of it in them? It makes more sense to keep those story lines contained to their trials surely.they were promised land by the ascendant lord, from a storytelling standpoint they needed a foreign invader that all 3 alliances could rally around to fight, which no alliance had control over
still, I don't think it was necessary for the invading forces to be the maomer bogeyman, they had an island full of a diverse array of prisoners on Amenos that they could have used if they gave them the cure to leave that place. Instead they made us sympathetic to some of the prisoners so it's really in a weird place, but I'll be the first to say it. Large prison gangs would have been better antagonists than the Maomer.
NotaDaedraWorshipper wrote: »
Imperials never get focus and content. Not even in their own provinces. They are just...there, either as bad guys or some decoration.
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.
it's all because of the story in the following link:
https://www.elderscrollsonline.com/en-us/news/post/55715
Know more about Mr. Lawrence Schick:
https://en.m.wikipedia.org/wiki/Lawrence_Schick
*sigh* I didn't win anything.
*sigh* I didn't win anything.
With due respect, for almost four years we had nothing aside from occasional throw-bones in recurring characters. You will still have your separate stories once a year, but this time instead of nothing long time players will have something too. YLS system took something from us, but I can't see Arcs taking something from you. Anything extra you can ignore and still have what you came for.