Rain_Greyraven wrote: »The only issue I have with the story is the ridiculous insistence to view it through a progressive political lense lately. In Summerset we had to be bashed up side the head with the shillelagh of virtue signaling.
Honestly whoever was responsible for that cringy train wreck should be shown the door, no one wants the "Important message" or to be preached to on how we should feel about real world issues.
Save that BS for civics and Poly-Sci classes thank you very much.
thats why dialogs in, let's say, Witcher 3 is waaay more interesting. They short and intrigue, rather than big and clumsy. When i'm reading ESO dialogue, sometimes i forget where did it all start. This have a heavy impact on lore perception.Lightspeedflashb14_ESO wrote: »<some idiotic gif>
Don’t engage. It’s bait.
Even people who have only played Skyrim know that the Elder Scrolls have always been about political intrigue.
Azuramoonstar wrote: »
I'd take the blandest fetch quest dialogue in ESO over the shiteshow of writing we have seen in Battle for Azeroth so far.
And as soon as they turn whole ESO zones into pop- culture meme-fests like they did with WoW (although I don't think they will) I'll be off.
Azuramoonstar wrote: »Rain_Greyraven wrote: »The only issue I have with the story is the ridiculous insistence to view it through a progressive political lense lately. In Summerset we had to be bashed up side the head with the shillelagh of virtue signaling.
Honestly whoever was responsible for that cringy train wreck should be shown the door, no one wants the "Important message" or to be preached to on how we should feel about real world issues.
Save that BS for civics and Poly-Sci classes thank you very much.
did you not play any elder scrolls game? politics are a big part of TES lore.
look at morrowind you had the telvanni wanting to keep slaves, and the hlaalu being open to non dunmer
you have house redoran fighting against the ashlanders, simply because they keep to the chimer traditions, not the new dunmer ones.
the ash-landers blaming the tribunal for their cursed forms, and viviec keeping a watchful eye on the nerevarine, who may destroy their power and popularity, as living gods.
"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.”
― Robert E. Howard
Eagleheart wrote: »Hello. I've been thinking a lot about why I'm having a hard time convincing some of my friends to play ESO with me. Friends that I played WOW with A LOT in highschool and had a grand time, but can't seem to stick with ESO.
I'm going to rant a lot about one of the main reasons, hoping to offer the developers some feedback (requests) as well as discussing these aspects with other players, see if others feel the same. While there is A LOT I could write about ESO, I'll try to stick to the lore/story part only, since I think this is one of the main problems with this otherwise amazing game.
Elder Scrolls has an amazing lore, but you do a terrible job taking advantage of it in your story.
Having played WOW and ESO, I have to say ESO is a lot less memorable when it comes to story, characters, and lore. I'm a big elder scrolls fan so I hate to say this, but ESO is a really forgetable story experience.
For those who played wow, I'm sure as soon as you hear the name you can imagine some iconic characters. Illidan and his green blades, Arthas with Frostmourne, Kael'thas and his green orbs, Sylvanass and her tragic backstory.
Unfortunately, when it comes to ESO, nothing like that comes to mind. Yes, such characters exist, but they just aren't presented in a way that has so much impact to the character. And true, the ludicrous 20x character scale makes them easier to notice, and I respect ESO's commitment to realism. But there's a lot beyond that.
When I play WOW, I don't have to read any of the quests to notice a permanent undead presence and "feel" the threat of the scourage throught the lands. I can be a very casual player that skips every cinematic, every quest description, and I will STILL notice "ok, this world has an undead problem". And then as I slowly grow up I face the leader of the undead in the ultimate challenge, and that makes perfect sense to me.
I have nothing like this in ESO. Well, I have SOMETHING like this, but poorly implemented (getting to that soon). In ESO I don't feel any looming threat. There are small isolated threats all over the place, but none of them really FEELS like a big problem. And a question I see asked A LOT about ESO, is "what do you do for the end game?" - this is a big warning to the designers that they lack a glorious final challenge the players aspire for, and that's a big gap that needs to be filled.
When they ask this, players really mean "what's my purpose in this game?" - and the many replies to such threads are never satisfying (level another character, grind for housing, raise fishing, get achievements, get into pvp, max all skills) these are NOT an answer. These are just busy work, people need a GOAL, a PURPOSE, and that is something ESO lacks. I really wish you would address this.
Now here is what we do have, and it started as a promising attempt to fill this gap but failed terribly.
The main story with Molag Bal.
It was a good story, with a good setting. It was a good attempt at what I was describing, a looming permanent threat. You see his dolmens everywhere, anchors opening up and daedra pouring down. But here comes the first issue: those anchors. They are TOO EASY. With a bit of effort, you can solo clear them. They're little more than the randomly spawning daedra (another nice touch, wish they were stronger as well. I would LOVE it if I had to avoid them on lower characters, and I'd actually feel the daedra as an inconvenience in my daily life. Instead they're just cannon fodder). Second... the anchors drop, some daedra spawn, and that's it? They don't seem to be bothering anyone, they aren't doing anything bad... it would be AMAZING if they expanded, and spawn more and more daedra and interfere with your other quests unless taken care of. Then they would really feel like a threat. But maybe this would be too much.
Getting back on track, the main story sets Molag Bal up to be the ultimate villain. On my first playthough, I was CERTAIN Molag Bal would be the final challenge the game had to offer, the ultimate super-difficult raid we'd have to grind to prepare for and wipe countless times. Instead, I was immensely disappointed when I defeated him solo like a ***. HUGE letdown. That's the point where I stopped knowing what I (my character) was playing for. What was the end game going to be? The biggest threat I was aware of was defeated. I consider this to be a terrible design choice on you guys. Only the Mass Effect 3 ending compares to this disappointment.
I understand the strong focus on the solo part of the game and I enjoy that. But as a mainly multiplayer game, I really think it's ok to leave the best part for multiplayer. Again. HUGE missed opportunity here.
So with that gone, what IS the end game content?
In WOW that is obvious. The question there is "why bother with the leveling? It's just a boring time-wasting grind". But the end-game is very well-defined, that's where the cool part start. But ESO? What does ESO reward with when you reach the end game? Sure, better (and stable) gear, bigger numbers, but in terms of content?
Well you haave some trials that address issues you don't care about - fighting some snake in Craglorn that I couldn't convince myself to care why is evil? Don't even know what I fought in Maw of Lorkaj, and same goes for other trials. In WOW there are tons of little quests that prepare you for the final challenge, but here, unless you take the time to actually get into all the quests, these raids seem to come up sort of from nowhere.
This is why I and many other people google "what is ESO end-game". Because there really isn't one. It's basically the same content with bigger stats, and a few out of the blue trials that you have to make some effort to understand and care about.
Molag Bal was a huge missed opportunity to fill this gap. But you have plenty more other princes. You do an awesome job with Shaegorath, and now in Summerset Nocturne starts to fill important too (although, off-topic, I hate it's voice acting - emphasis on IT because I ahve no idea what gender that is). Yes, other princes appear through quests as well, but they're so forgetable. If you made it this far, I'm flattered and thank you for reading.
I WANT to care about ESO characters. I really do. But as a casual player, I usually don't take the time to listen to all the quests. And so, the few characters that stuck with me are Molag Bal, Shaegorath, Raz and Naryu - you did a good job on those - but that's about it. And with Molag Bal defeated, ESO kinda lacks an antagonist. And... more memorable characters.
TLDR:
- ESO needs more iconic characters
- ESO needs a global threat (ex Molag Bal anchors taking over) that culminates in a series of end-game dungeons/raids, to give players purpose.
@Eagleheart well said! I totally agree.
What we have:
We have many well written small stories, even an overall plot for every region, but it still feels as if one is taking care of a 'region' and the only world-threatening aspect is the deadric invasion. And frankly speaking, this is reduced nowadays to Molag-Bal just dropping his minions into a Thermomix.
What we need:
1) A continuation of the main story line. More epicness, more (or deeper) stories of lost civilizations, wars, invastions, drama! Something to remember and to be excited about in the next chapter. In my opinion the word 'chapter' should be reserved entirely for a continuation of the main story line. For the sake of the lore writers we also need a mechanism to avoid that people play such things in the wrong order.
2) An improvement of certain aspects of the old stories. In particular a stop in the power creep and careful adjustment of the main antagonists of quests and certain overland content. There is no feel of accomplishment if everything can be light attacked to death.
3) Fraction pride, for example with a timer to avoid fraction hopping in Cyrodiil. And maybe additional contested PvE/PvP territory in a future DLC. Who remembers the days when Outland in WoW was new and everyone was going there, doing quests while fighting people of the other alliance? And the story was exciting and spanning over all regions.
4) Class diversity, let it start with class specific themes, mounts, costumes, furnishment. Create paths which we can choose from the beginning but have to stick to it.
5) As in the OP was stated, a more dynamic world would be awesome, where NPCs slowly take over parts of regions and where choices of quests matter. Or where certain parts of the world are opened and made available in-game 'in real time'.
Offtopic here, but for completeness:
6) Appreciation of veteran players, like specific titles for old players.
7) PvP performance...
@ZOS: Do this and your playerbase will be 10x than what we have now.
Sevalaricgirl wrote: »I agree with the people who say WOW quests are not memorable because they are not memorable. The only one I liked was the Lich King.
Rain_Greyraven wrote: »Azuramoonstar wrote: »Rain_Greyraven wrote: »The only issue I have with the story is the ridiculous insistence to view it through a progressive political lense lately. In Summerset we had to be bashed up side the head with the shillelagh of virtue signaling.
Honestly whoever was responsible for that cringy train wreck should be shown the door, no one wants the "Important message" or to be preached to on how we should feel about real world issues.
Save that BS for civics and Poly-Sci classes thank you very much.
did you not play any elder scrolls game? politics are a big part of TES lore.
look at morrowind you had the telvanni wanting to keep slaves, and the hlaalu being open to non dunmer
you have house redoran fighting against the ashlanders, simply because they keep to the chimer traditions, not the new dunmer ones.
the ash-landers blaming the tribunal for their cursed forms, and viviec keeping a watchful eye on the nerevarine, who may destroy their power and popularity, as living gods.
Your kinda presenting a false Narrative and yes I have played TES games since Arena, nowhere was I ever a SJW's step and fetch.
Political intrigue is fine, progressive horseshit is something entirely different.
Sevalaricgirl wrote: »I agree with the people who say WOW quests are not memorable because they are not memorable. The only one I liked was the Lich King.
Eagleheart wrote: »Hello. I've been thinking a lot about why I'm having a hard time convincing some of my friends to play ESO with me. Friends that I played WOW with A LOT in highschool and had a grand time, but can't seem to stick with ESO.
I'm going to rant a lot about one of the main reasons, hoping to offer the developers some feedback (requests) as well as discussing these aspects with other players, see if others feel the same. While there is A LOT I could write about ESO, I'll try to stick to the lore/story part only, since I think this is one of the main problems with this otherwise amazing game.
Elder Scrolls has an amazing lore, but you do a terrible job taking advantage of it in your story.
Having played WOW and ESO, I have to say ESO is a lot less memorable when it comes to story, characters, and lore. I'm a big elder scrolls fan so I hate to say this, but ESO is a really forgetable story experience.
For those who played wow, I'm sure as soon as you hear the name you can imagine some iconic characters. Illidan and his green blades, Arthas with Frostmourne, Kael'thas and his green orbs, Sylvanass and her tragic backstory.
Unfortunately, when it comes to ESO, nothing like that comes to mind. Yes, such characters exist, but they just aren't presented in a way that has so much impact to the character. And true, the ludicrous 20x character scale makes them easier to notice, and I respect ESO's commitment to realism. But there's a lot beyond that.
When I play WOW, I don't have to read any of the quests to notice a permanent undead presence and "feel" the threat of the scourage throught the lands. I can be a very casual player that skips every cinematic, every quest description, and I will STILL notice "ok, this world has an undead problem". And then as I slowly grow up I face the leader of the undead in the ultimate challenge, and that makes perfect sense to me.
I have nothing like this in ESO. Well, I have SOMETHING like this, but poorly implemented (getting to that soon). In ESO I don't feel any looming threat. There are small isolated threats all over the place, but none of them really FEELS like a big problem. And a question I see asked A LOT about ESO, is "what do you do for the end game?" - this is a big warning to the designers that they lack a glorious final challenge the players aspire for, and that's a big gap that needs to be filled.
When they ask this, players really mean "what's my purpose in this game?" - and the many replies to such threads are never satisfying (level another character, grind for housing, raise fishing, get achievements, get into pvp, max all skills) these are NOT an answer. These are just busy work, people need a GOAL, a PURPOSE, and that is something ESO lacks. I really wish you would address this.
Now here is what we do have, and it started as a promising attempt to fill this gap but failed terribly.
The main story with Molag Bal.
It was a good story, with a good setting. It was a good attempt at what I was describing, a looming permanent threat. You see his dolmens everywhere, anchors opening up and daedra pouring down. But here comes the first issue: those anchors. They are TOO EASY. With a bit of effort, you can solo clear them. They're little more than the randomly spawning daedra (another nice touch, wish they were stronger as well. I would LOVE it if I had to avoid them on lower characters, and I'd actually feel the daedra as an inconvenience in my daily life. Instead they're just cannon fodder). Second... the anchors drop, some daedra spawn, and that's it? They don't seem to be bothering anyone, they aren't doing anything bad... it would be AMAZING if they expanded, and spawn more and more daedra and interfere with your other quests unless taken care of. Then they would really feel like a threat. But maybe this would be too much.
Getting back on track, the main story sets Molag Bal up to be the ultimate villain. On my first playthough, I was CERTAIN Molag Bal would be the final challenge the game had to offer, the ultimate super-difficult raid we'd have to grind to prepare for and wipe countless times. Instead, I was immensely disappointed when I defeated him solo like a ***. HUGE letdown. That's the point where I stopped knowing what I (my character) was playing for. What was the end game going to be? The biggest threat I was aware of was defeated. I consider this to be a terrible design choice on you guys. Only the Mass Effect 3 ending compares to this disappointment.
I understand the strong focus on the solo part of the game and I enjoy that. But as a mainly multiplayer game, I really think it's ok to leave the best part for multiplayer. Again. HUGE missed opportunity here.
So with that gone, what IS the end game content?
In WOW that is obvious. The question there is "why bother with the leveling? It's just a boring time-wasting grind". But the end-game is very well-defined, that's where the cool part start. But ESO? What does ESO reward with when you reach the end game? Sure, better (and stable) gear, bigger numbers, but in terms of content?
Well you haave some trials that address issues you don't care about - fighting some snake in Craglorn that I couldn't convince myself to care why is evil? Don't even know what I fought in Maw of Lorkaj, and same goes for other trials. In WOW there are tons of little quests that prepare you for the final challenge, but here, unless you take the time to actually get into all the quests, these raids seem to come up sort of from nowhere.
This is why I and many other people google "what is ESO end-game". Because there really isn't one. It's basically the same content with bigger stats, and a few out of the blue trials that you have to make some effort to understand and care about.
Molag Bal was a huge missed opportunity to fill this gap. But you have plenty more other princes. You do an awesome job with Shaegorath, and now in Summerset Nocturne starts to fill important too (although, off-topic, I hate it's voice acting - emphasis on IT because I ahve no idea what gender that is). Yes, other princes appear through quests as well, but they're so forgetable. If you made it this far, I'm flattered and thank you for reading.
I WANT to care about ESO characters. I really do. But as a casual player, I usually don't take the time to listen to all the quests. And so, the few characters that stuck with me are Molag Bal, Shaegorath, Raz and Naryu - you did a good job on those - but that's about it. And with Molag Bal defeated, ESO kinda lacks an antagonist. And... more memorable characters.
TLDR:
- ESO needs more iconic characters
- ESO needs a global threat (ex Molag Bal anchors taking over) that culminates in a series of end-game dungeons/raids, to give players purpose.
@Eagleheart well said! I totally agree.
What we have:
We have many well written small stories, even an overall plot for every region, but it still feels as if one is taking care of a 'region' and the only world-threatening aspect is the deadric invasion. And frankly speaking, this is reduced nowadays to Molag-Bal just dropping his minions into a Thermomix.
What we need:
1) A continuation of the main story line. More epicness, more (or deeper) stories of lost civilizations, wars, invastions, drama! Something to remember and to be excited about in the next chapter. In my opinion the word 'chapter' should be reserved entirely for a continuation of the main story line. For the sake of the lore writers we also need a mechanism to avoid that people play such things in the wrong order.
2) An improvement of certain aspects of the old stories. In particular a stop in the power creep and careful adjustment of the main antagonists of quests and certain overland content. There is no feel of accomplishment if everything can be light attacked to death.
3) Fraction pride, for example with a timer to avoid fraction hopping in Cyrodiil. And maybe additional contested PvE/PvP territory in a future DLC. Who remembers the days when Outland in WoW was new and everyone was going there, doing quests while fighting people of the other alliance? And the story was exciting and spanning over all regions.
4) Class diversity, let it start with class specific themes, mounts, costumes, furnishment. Create paths which we can choose from the beginning but have to stick to it.
5) As in the OP was stated, a more dynamic world would be awesome, where NPCs slowly take over parts of regions and where choices of quests matter. Or where certain parts of the world are opened and made available in-game 'in real time'.
Offtopic here, but for completeness:
6) Appreciation of veteran players, like specific titles for old players.
7) PvP performance...
@ZOS: Do this and your playerbase will be 10x than what we have now.
Sorry, but I like it how it is - I do not want an order forced on me how it was before One Tamriel.
I really like the touristic theme park that ESO has become, where I can do whatever comes to mind without having to care for faction war and other such stuff, which I do not want in the first place. I do not need epicness, all I want is to enjoy Tamriel.
Rain_Greyraven wrote: »Azuramoonstar wrote: »Rain_Greyraven wrote: »The only issue I have with the story is the ridiculous insistence to view it through a progressive political lense lately. In Summerset we had to be bashed up side the head with the shillelagh of virtue signaling.
Honestly whoever was responsible for that cringy train wreck should be shown the door, no one wants the "Important message" or to be preached to on how we should feel about real world issues.
Save that BS for civics and Poly-Sci classes thank you very much.
did you not play any elder scrolls game? politics are a big part of TES lore.
look at morrowind you had the telvanni wanting to keep slaves, and the hlaalu being open to non dunmer
you have house redoran fighting against the ashlanders, simply because they keep to the chimer traditions, not the new dunmer ones.
the ash-landers blaming the tribunal for their cursed forms, and viviec keeping a watchful eye on the nerevarine, who may destroy their power and popularity, as living gods.
Your kinda presenting a false Narrative and yes I have played TES games since Arena, nowhere was I ever a SJW's step and fetch.
Political intrigue is fine, progressive horseshit is something entirely different.
lordrichter wrote: »My main thought is that I played WoW for years, read the story, stopped long enough to read the quest dialog, and I have no memory of those "iconic" characters in the OP. Outside of Wrynn, I actually cannot think of the name of a WoW good guy NPC.
To be fair, even when I played WoW, I considered the story to be very shallow and not well developed. It was there, but it was like they didn't take it seriously. Too many contemporary culture jokes. Oddly enough, that is what stands out to me the most.
Meanwhile, Razum Dar keeps popping up, as does Darien, and a couple of others, in ESO. I feel that the ESO stories follow well with the single player games where story importance, depth, and seriousness are concerned. I want ZOS to keep going on the present path. It is a good one.