El_Borracho wrote: »Running around rocks dodging minotaurs isn't a selling point.
El_Borracho wrote: »"Fetch" missions for the Dark Brotherhood don't even take place in Gold Coast for the most part.
El_Borracho wrote: »They could have implemented both without the need for a zone. But they created zones for both.
Hapexamendios wrote: »I think the update of old zones should be done with QoL improvements and not in lieu of new content.
chessalavakia_ESO wrote: »Content that serves no real purpose can help make the world feel more alive.
When everything you run into is for quest x or quest y the world can end up feeling artificial.
How do you determine which zones need to be reworked first?
Hapexamendios wrote: »I think the update of old zones should be done with QoL improvements and not in lieu of new content.
Hapexamendios wrote: »I think the update of old zones should be done with QoL improvements and not in lieu of new content.
Hapexamendios wrote: »I think the update of old zones should be done with QoL improvements and not in lieu of new content.
Supreme_Atromancer wrote: »
I like to picture the differences between Western and Eastern (Eastmarch and The Rift) Skyrim in ESO as an example of the value of a base-game refresh. The latter two zones compare poorly with Western Skyrim- which is beautiful and accurate to what we see in TES5 Skyrim. Imagine if the zone was reworked with the design principles, aesthetics and accuracy we see in W. Skyrim. Imagine having the cold stone 1st era Windhelm we see in TES5 rather than the warm, wooden base-game depiction, or if, with their improved handling of verticality, the plataeu upon which Riften sits actually lead down to the volcanic tundra and snow of Eastmarch. Combined with new gameplay reasons to actually be in these zones, I think it would absolutely feel like brand new content, without resulting in overwhelming newer players with sheer number.
Windhelm
Once the capital of the First Empire, the palace of the Ysgramor dynasty still dominates the center of the Old City. Windhelm was sacked during the War of Succession, and again by the Akaviri army of Ada'Soon Dir-Kamal; the Palace of the Kings is one of the few First Empire buildings that remains. Today, Windhelm remains the only sizable city in the otherwise determinedly rural Hold of Eastmarch, and serves as a base for Imperial troops guarding the Dunmeth Pass into Morrowind.
Four: The invasion was a complete surprise, and Windhelm was invested before Queen Mabjaarn could muster the Hold in defense. After a brief siege the invaders breached the southern gate and the city was sacked and burned. Both Queen Mabjaarn and her daughter and heir, Princess Nurnhilde, were slain in fierce fighting before the gates of the Palace of the Kings.
phantasmalD wrote: »Those seemingly unfinished places are for worldbuilding. They are there to make the world fill more lived-in, to reward exploring, to hide chests and other loot, to let designers exercise their environmental story-telling muscles.Supreme_Atromancer wrote: »
I like to picture the differences between Western and Eastern (Eastmarch and The Rift) Skyrim in ESO as an example of the value of a base-game refresh. The latter two zones compare poorly with Western Skyrim- which is beautiful and accurate to what we see in TES5 Skyrim. Imagine if the zone was reworked with the design principles, aesthetics and accuracy we see in W. Skyrim. Imagine having the cold stone 1st era Windhelm we see in TES5 rather than the warm, wooden base-game depiction, or if, with their improved handling of verticality, the plataeu upon which Riften sits actually lead down to the volcanic tundra and snow of Eastmarch. Combined with new gameplay reasons to actually be in these zones, I think it would absolutely feel like brand new content, without resulting in overwhelming newer players with sheer number.
Windhelm is NOT supposed to have 1st era architecture, it was sacked multiple times (at least twice).
Pocket Guide to the Empire, 1st Edition/SkyrimWindhelm
Once the capital of the First Empire, the palace of the Ysgramor dynasty still dominates the center of the Old City. Windhelm was sacked during the War of Succession, and again by the Akaviri army of Ada'Soon Dir-Kamal; the Palace of the Kings is one of the few First Empire buildings that remains. Today, Windhelm remains the only sizable city in the otherwise determinedly rural Hold of Eastmarch, and serves as a base for Imperial troops guarding the Dunmeth Pass into Morrowind.
That's lore that predates TESV, pretty much the only part of the city that survived centuries of turmoil is the Palace.
Logically speaking ESO's Windhelm is more lore friendly than TESV's. But perhaps there have been some kind of neo-nordic architectural movement during the 3rd or 4th era. Would be a realistic course of action for the capital of ultra-nationalistic nords.
As per ESO, it's literally been just ~10 years since the Akaviri invaded and almost completely destroyed the city. It's even part of the zone's and EP's backstory. The in-game reason as for why you couldn't enter the Palace (until the Greymoor expansion at least) is that it's still being rebuilt.
The Second Akaviri InvasionFour: The invasion was a complete surprise, and Windhelm was invested before Queen Mabjaarn could muster the Hold in defense. After a brief siege the invaders breached the southern gate and the city was sacked and burned. Both Queen Mabjaarn and her daughter and heir, Princess Nurnhilde, were slain in fierce fighting before the gates of the Palace of the Kings.
Also, ESO's Windhelm is still mostly stone based, wood is only used as an accent. AND TESV Windhelm uses a lot of wood as well, far more than I think you give it credit for.
Look at all the 2nd stories and roofs being wooden.
I actually think they did Solitude a bit dirty by copying TESV so hard; it implies that the 40+ rulers that controlled the area during the next 1000 years did f-all with the city.
SOME buildings being the same is okay, of course, but ZoS def should have played around more with the layout, like the entrance courtyard should not have been a direct copy.
Morthal maybe shouldn't even have existed, but def shouldn't have had all 7 buildings in the exact same locations.
But I guess they did diverge from TESV in other areas (like Karthwatch and the Reach), so that balances it out.
Tbh I'd not mind seeing the newer architecture styles incorporated into the old zones, now that they exist.
Especially the ancient high elf architecture, that was probably the most egregious part of the base game, that Aldmer didn't get their own ruin architecture. ZoS instead resorting to using Ayleid architecture, but with yellow rocks.
I think that would help High Rock and Auridon a ton, if all those ruins that were meant to be Aldmer ruins looked like the ones on Summerset Isle.
Unlikely to happen tho, the chance of breaking something would be astronomical. Remove a single rock, now you broke an NPC's pathing that for some reason was hard coded to interact with it.
Supreme_Atromancer wrote: »I think anything else is an unnecessary contrivance in defence of what we know wasn't designed with accuracy to the PGE1 or unique character in mind,
Kind of unfair to compare these two shots to each other, as they don't both depict the exact same place. Second pic should be showing Candlehearth Hall.Supreme_Atromancer wrote: »
phantasmalD wrote: »Supreme_Atromancer wrote: »I think anything else is an unnecessary contrivance in defence of what we know wasn't designed with accuracy to the PGE1 or unique character in mind,
Coming up with unnecessary contrivances to defend inaccurate design decisions is part of the TES experience. See: levitation ban, CHIM, dragon breaks, furstock, etc.Kind of unfair to compare these two shots to each other, as they don't both depict the exact same place. Second pic should be showing Candlehearth Hall.Supreme_Atromancer wrote: »
Like this.
Although your pic did actually made me think.You know, something that I think is quite interesting and worth noting is that Windhelm in general doesn't actually match the architecture of contemporary nordic cities.
Like look at this this.
Bromjunaar, or as colloquially known, the Labyrinthian.
A merethic era nordic city. Notice the overuse of stairs, the gigantic triangular archways; the uneven, worn, rounded stone.
The standalone, decorative menhirs.
The super-wide main entrance that goes from a triangle to a perfect circle.
The narrow pathways leading to precarious stone watchtowers, the round walls decorated with rudimentary trilithons.
The general lack of above ground housings.
Based on the ruins depicted in the game, ancient nords seem to have mainly built underground, utilizing pre-existing caves for their cities?!
With the occasional exception of tall, imposing towers.As another example one could look at Skuldafn.
Or just any other nordic ruin.
Compared to this, Windhelm and it's main gate just looks too pristine. Like it's brand new, or freshly renovated. Little wear or tear.
I guess keeping your walls and main gate in shape is not a crime. Some would even say that it's the duty of a ruler.
But it's worth noting that the city also has these.
Commemorative plaques for ancient kings, nordic cultural heritage that's left to rot, 0 renovation done to make sure they remain readable.
phantasmalD wrote: »Supreme_Atromancer wrote: »I think anything else is an unnecessary contrivance in defence of what we know wasn't designed with accuracy to the PGE1 or unique character in mind,
Coming up with unnecessary contrivances to defend inaccurate design decisions is part of the TES experience. See: levitation ban, CHIM, dragon breaks, furstock, etc.Kind of unfair to compare these two shots to each other, as they don't both depict the exact same place. Second pic should be showing Candlehearth Hall.Supreme_Atromancer wrote: »
Like this.
Although your pic did actually made me think.You know, something that I think is quite interesting and worth noting is that Windhelm in general doesn't actually match the architecture of contemporary nordic cities.
Like look at this this.
Bromjunaar, or as colloquially known, the Labyrinthian.
A merethic era nordic city. Notice the overuse of stairs, the gigantic triangular archways; the uneven, worn, rounded stone.
The standalone, decorative menhirs.
The super-wide main entrance that goes from a triangle to a perfect circle.
The narrow pathways leading to precarious stone watchtowers, the round walls decorated with rudimentary trilithons.
The general lack of above ground housings.
Based on the ruins depicted in the game, ancient nords seem to have mainly built underground, utilizing pre-existing caves for their cities?!
With the occasional exception of tall, imposing towers.As another example one could look at Skuldafn.
Or just any other nordic ruin.
Compared to this, Windhelm and it's main gate just looks too pristine. Like it's brand new, or freshly renovated. Little wear or tear.
I guess keeping your walls and main gate in shape is not a crime. Some would even say that it's the duty of a ruler.
But it's worth noting that the city also has these.
Commemorative plaques for ancient kings, nordic cultural heritage that's left to rot, 0 renovation done to make sure they remain readable.
There's also Whiterun, with it's super worn down walls. Although that might says a lot more about Whiterun than it does about Windhelm. Still, how come Whiterun is falling apart in a much milder environment, while Windhelm has walls that look like they were freshly chiseled to a 90°angle.
Hmmm, like look at those walls next to the gate.
See how small, even and regular those stone bricks are? Really doesn't look like something that was built in the same era or by the same people as Skuldafn, Bromjunaar or Saarthal.
Then again, the Palace of Kings also has some nice, even stone brick walls, so, shrug?!
Another thing is the depiction of Kyne; while it is indeed a recurring motif in nordic architecture, the way she's depicted in Windhelm is completely unique, afaik. Same goes for decorative draconic pillars. Not seen anywhere else.
Now, does any of this mean anything, or was it just Bethesda playing fast 'n loose with architectural styles, going with rule-of-cool, instead of making sure Windhelm's architecture matches it's purported age?
Or maybe Windhelm was just a one-in-a-million building, that they never managed to replicate ever again.
I cannot say for certain, but I def think that Windhelm's immaculate walls are pretty sus.
((My pessimist side says it was just Bethesda being negligent, tbh))ZoS was clearly in-touch with Bethesda main during development and cared enough to follow their blueprint for the province, as clearly shown by the fact that Eastmarch and the Rift are otherwise fairly accurate. Hell, even the city's general layout is the same.
Ancient nordic architecture was part of the base game, so they could have definitely used it for Windhelm if they wanted to.
And pretty sure that Bethesda main had veto power, allowing them to force ZoS to comply with their vision AND lend them their models, should ZoS require them.
+ZoS did go out of their way to create completely unique, one-off buildings, like the Tribunal temple.
In the end, I just don't really think that Windhelm's depiction is the biggest sin of ESO's launch.