See, now you guys got me hankering for an MMO where the setting is as low and gritty as it can get. Like the Torchbearer tabletop pen-and-paper RPG or Asprin's Thieves World books.
I'm talking about an entire annual chapter story dedicated to something like the local cow herds were getting sick and it turns out a goblin tribe moved into the old Dripping Cave nearby and they were drinking cow's blood and giving them infections. And the 10th anniversary jubilee story might be something like, the local duke gets a couple dozen knights together to go trounce another duke in the next castle because of hunting ground disputes. And like, the big reward for doing a hard-mode group dungeon is like a brass button for your waistcoat.
Frogmother wrote: »See, now you guys got me hankering for an MMO where the setting is as low and gritty as it can get. Like the Torchbearer tabletop pen-and-paper RPG or Asprin's Thieves World books.
I'm talking about an entire annual chapter story dedicated to something like the local cow herds were getting sick and it turns out a goblin tribe moved into the old Dripping Cave nearby and they were drinking cow's blood and giving them infections. And the 10th anniversary jubilee story might be something like, the local duke gets a couple dozen knights together to go trounce another duke in the next castle because of hunting ground disputes. And like, the big reward for doing a hard-mode group dungeon is like a brass button for your waistcoat.
this idea is better than another super, immortal, evil god trying to destroy the world, who I melt in seconds in the final "epic" fight.
Dragonnord wrote: »FluffyBird wrote: »
So, do you have any fresh ideas of your own?
Why would I if I clearly stated that I like what ZOS does with chapters plots and I support them continuing on the same path?
I want them to keep creating those end-of-the-world adventures for chapters.
For everything else, we have side quests.
See, now you guys got me hankering for an MMO where the setting is as low and gritty as it can get. Like the Torchbearer tabletop pen-and-paper RPG or Asprin's Thieves World books.
I'm talking about an entire annual chapter story dedicated to something like the local cow herds were getting sick and it turns out a goblin tribe moved into the old Dripping Cave nearby and they were drinking cow's blood and giving them infections. And the 10th anniversary jubilee story might be something like, the local duke gets a couple dozen knights together to go trounce another duke in the next castle because of hunting ground disputes. And like, the big reward for doing a hard-mode group dungeon is like a brass button for your waistcoat.
TybaltKaine wrote: »... Daedra acting as influencers ...
I posted in a similar thread some time ago that it would be nice to do something completely different, i.e. create a story in which an enemy convinces the normal citizens of Tamriel that the Vestige is public enemy #1, so all your normal friends become foes, and you then have to try to find a solution to this.
Thanks, I'm glad someone likes the idea.I posted in a similar thread some time ago that it would be nice to do something completely different, i.e. create a story in which an enemy convinces the normal citizens of Tamriel that the Vestige is public enemy #1, so all your normal friends become foes, and you then have to try to find a solution to this.
I love that idea! I can't really see the Vestige's friends ever being completely convinced that the Vestige turned evil, but they might have overwhelming (false) evidence and decide to contain him/her until they investigated the matter more, but the Vestige would get sick of waiting, and would escape to try and prove their innocence on their own. And perhaps there could be one of the 'ally NPCs', like Raz or Naryu who would still believe the Vestige, and help with the escape and then accompany the Vestige on the journey to clear their name.
Frogmother wrote: »The Gold Road Story seems to be it... again.
World ending events seem to happen that often in Tamriel that I start to think we should let it happen to end this infinite cycle once for good.
I wish there would be an addon about e.g. a feud between the dark brotherhood or thieves guild and a popwerful family or guild where we can choose the side we will support. A local conflict where two groups try to outsmart each other, without powerful and immortal beings who in the end are nothing more than punching bags for the player.
Frogmother wrote: »The Gold Road Story seems to be it... again.
World ending events seem to happen that often in Tamriel that I start to think we should let it happen to end this infinite cycle once for good.
I wish there would be an addon about e.g. a feud between the dark brotherhood or thieves guild and a popwerful family or guild where we can choose the side we will support. A local conflict where two groups try to outsmart each other, without powerful and immortal beings who in the end are nothing more than punching bags for the player.
I hate English, thank you xdbarney2525 wrote: »thoroughly thought through
Some quests give an impression that ZOS feels like an average player won't be able to digest "put a round thing in a round hole" level of "complicated"edward_frigidhands wrote: »t I think they feel that the average player won't be able to digest a complicated story.
FluffyBird wrote: »I hate English, thank you xdbarney2525 wrote: »thoroughly thought throughSome quests give an impression that ZOS feels like an average player won't be able to digest "put a round thing in a round hole" level of "complicated"edward_frigidhands wrote: »t I think they feel that the average player won't be able to digest a complicated story.
Necrom was already bad enough since it alone felt like more of a prologue, but what I find extra comical is that the Gold Road prologue quest made everything we did in Necrom to now pointless and apparently Hermaeus Mora should have known that all along with his "her prison wasn't an actual place, being forgotten was" or whatever nonsense he said. Just had us chasing Torvesard around for funsies, I guess.
TybaltKaine wrote: »I think the real problem here is that instead of the Daedra acting as influencers over very mortal people and creating a threat that way, the writing team has decided to use the Daedra themselves as the threat.
Use the template that other ES games have given you and allow the Daedra to be the one pulling the pinata instead of being the pinata.
Couldn't you have used spoiler tags? I haven't done that chapter yet, and it would have been nice to do it without accidentally reading anything about its plot.@metheglyn
He had already remembered her long before the last glyphic though? The last glyphic was just his way of learning exactly what Heramaeus Mora did to her and what he thought he would need to do to "release her". He flat out said in the last quest of Necrom that the last glyphic contains the "final secret", how to bring her back.
Then Hermaeus Mora hit us with these lines in the prologue quest, basically saying she had already been "freed" way before the events of that quest.
So yes.... all of the time we spent chasing Torvesard was pointless after he got his hands on the first glyphic. There's even dialogue about what each glyphic held: the first one had "what started it" aka his fear of Ithelia herself (meaning this is all Torvesard needed to properly remember her), the second had "what he did" aka how he chose to make her forgotten, and the third said it had some nonsense about arguments or something. And yes, you can theorize that it's just Heramaeus Mora speaking in riddles and leading us down weird paths.... but with all the gaps in the writing, I'm just going to label it as "meh storytelling". And I'll stop replying here now because I never meant for this to become some spoiler heavy discussion.
@metheglynHe had already remembered her long before the last glyphic though? The last glyphic was just his way of learning exactly what Heramaeus Mora did to her and what he thought he would need to do to "release her". He flat out said in the last quest of Necrom that the last glyphic contains the "final secret", how to bring her back.
Then Hermaeus Mora hit us with these lines in the prologue quest, basically saying she had already been "freed" way before the events of that quest.
So yes.... all of the time we spent chasing Torvesard was pointless after he got his hands on the first glyphic. There's even dialogue about what each glyphic held: the first one had "what started it" aka his fear of Ithelia herself (meaning this is all Torvesard needed to properly remember her), the second had "what he did" aka how he chose to make her forgotten, and the third said it had some nonsense about arguments or something. And yes, you can theorize that it's just Heramaeus Mora speaking in riddles and leading us down weird paths.... but with all the gaps in the writing, I'm just going to label it as "meh storytelling". And I'll stop replying here now because I never meant for this to become some spoiler heavy discussion.