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Suggestions for truly spooky quest?

Altaire
Altaire
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There is a few that I remember that are a bit twisted and your 'choice' have some effect.
List those quests that you liked...

BTW I'm terrible at puns.
  • mayasunrising
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    For some reason I thought the Corgrad Wastes quest was pretty spooky.
    "And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom." Anaïs Nin

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  • ProfessorKittyhawk
    ProfessorKittyhawk
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    I felt the quest in Summerset where someone summoned a Hunger had a creepy set up. Kinda turned into another run of the mill quest at the end but I had hoped for some spooky murder mystery in the house where each of your airs got picked off until it was just you, maybe one other, maybe it changed depending on how you did the quest, one of the three Altmer characters that are involved in the quest. Would have made it infinitely. Or interesting and spooky.
    Edited by ProfessorKittyhawk on October 29, 2018 3:16AM
  • TheShadowScout
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    When slaughtering undead is your characters normal days work, "spooky" is hard to come by...

    Haunted cave? Laugh as you breeze through!
    Cursed books? Not your problem!
    Soul-sucking relics? Giggle at them!
    Psycho killers? Easy targets.
    Ghost filled ruin? Kill 'em all!
    Mad sorceror? Mace to their face!
    Skeleton village? Join the fun!
    Cursed treasure? Make it work for you!
    Vampire seethes? Your allies or your clan, as you choose.
    Demon princes? Just the endboss, nothing more...

    The questline I recall as spooking me personally was "Scouting the Mine / Breaking the Coven" due to Tovisas nasty fate... that one was a slasher movie style gut punch the first time I encountered this storyline. And ever since I feel that thou shalt not suffer a hagraven to live!
    For some reason I thought the Corgrad Wastes quest was pretty spooky.
    That one had a nice "innsmouth" touch, but... well, for someone who played Call of Cthulhu, there were no surprises there.

    ...

    I do wish we could get a special "spooky" public dungeon that -only- opens for the witches festival tho. Something with a really nice and creepy setting... I mean, Crows wood is nice, but it should really be more. Go full "Ravenloft" in feel, a mist-shrouded pocket plane of oblivion where nothing is as it seems, where perhaps the entire region changes in creepy ways in regular intervals (Aka, Silent Hill or "Constantine" jumpt to hellscape and back; where you have to -use- those changes to your benefit), where your character has to endure horrors they cannot just beat into pulp, where there are choices that make you wince and sights that make you loose sleep, where things get... spooky! ;)
  • Darkenarlol
    Darkenarlol
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    For me the creepy one was that with hagravens and a guy with ripped eyes...somewhere in rift if i remember correctly...damn it was years ago and i'm still have bad memories about that quest...
    Too much personalised violence and gore thrown in your face...like plying wargame may be funny but watching crippled victims of real war is another story...
  • TheShadowScout
    TheShadowScout
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    For me the creepy one was that with hagravens and a guy with ripped eyes...somewhere in rift if i remember correctly...damn it was years ago and i'm still have bad memories about that quest...
    Yeah, that's the one.
    The questline I recall as spooking me personally was "Scouting the Mine / Breaking the Coven" due to Tovisas nasty fate... that one was a slasher movie style gut punch the first time I encountered this storyline. And ever since I feel that thou shalt not suffer a hagraven to live!

  • Turelus
    Turelus
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    The best way ZOS could ever do spooky is to not have any fights.

    A dungeon with the story told in notes, visual set-ups like skeletons or spirits you can't interact with (think Crows Wood), have the quest end without ever finding out what it was that happened.

    Crows wood has a very spooky feel to it, but sadly smashing all the buttons and killing enemies take you out of that on edge feeling.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • TheShadowScout
    TheShadowScout
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    Turelus wrote: »
    The best way ZOS could ever do spooky is to not have any fights...
    Indeed.
    Or maybe just one "endboss".

    With the spookyness made by the setting instead...

    BtW, for those who ever played SW-TOR, the best "spooky" installment I ever encountered in MMOROPGs IMO was the "Theoretika".
    A creepy deserted derelict starship, where you had to follow clues as to what happened, watched the chilling story unfold, and the endboss fight was less of a threat then the one "deathtrap" room where you had to find the solution before you ran out of air... very, very well done!
    Something like that in ESO... oh, I'd love it, so very much!
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