AD regions has lots of this, not so common in others, I say AD has better quests than the other factions.The biggest thing is "resolution" of a quest's goals and issues, for me. For example, if I kill the bad guys from a town, the town would no longer be on fire and filled with bad guys from that point on. It's weird to completely save an area, only to gallop past weeks later and it's still flaming and full of corpses, enemies, etc. Some MMOs do this. So since I've finished the quest for XYZ village, it looks repaired and good to me. You, who haven't yet finished the quest, see mayhem and carnage in XYZ village.
You actually have that in some areas like Velyn Harbor (Malabal Tor), where the town is under attack when you arrive, but after the quest is finished, it's a normal city with merchants and all that. Not sure why they haven't done that in every case.
It take extra work to do and after the town is liberated its pretty useless outside of stealing, Velyn Harbor is kind of an mini hub and nice however.
This is not a suggestion. This is a prompt for discussion.
And before we start let me preface that I know this is not a single player Elder Scrolls game. I know this is not Skyrim or Oblivion. I get that in some ways it’s like comparing apples to oranges. But I would counter that a big reason many people play is because of the single player games and are looking for a similar experience in ESO - so it’s not that outlandish for people to ask for things to make the game feel more like the single player games but with multiplayer.
TL;DR - with how far ESO has come since development and their launch back in 2014, and now with the inclusion of the classic TES feature of having an NPC adventuring companion, what are other things you’d like to see to make ESO feel more like it’s an extension of the Elder Scrolls franchise?
Whether it’s gameplay features, dialogue, factions, writing, combat, environment, Ui design, Camera, models, animation, etc. You name it.
Long Version
Couple of fun facts about ESO’s history. The game was in development for about seven years before launch in 2014.
Why so long? Because after Skyrim’s Cultural Phenomenon level of success people had a certain idea of what an Elder Scrolls game is. An expectation.
This was evident when the first images of the game came out and what we saw basically looked like WoW.
Extremely exaggerated caricature art style, huge shoulders, tab target combat, etc. everything about it was not the Elder Scrolls franchise people had become familiar with in TES III-V.
As you can imagine people were not happy with what they saw which resulted in the developers having to basically remake everything. They even had to implement first person camera because they didn’t realize just how much of the player base wanted that.
They couldn’t just do it all from scratch in the creation engine, they were in the late stages of development so they made do with what they had.
The change in art direction alone is extremely noticeable between the base game and the DLCs. Going from very exaggerated to grounded and more in line with the single player games.
Point being that ESO has come a long way since those days. Besides the quality of life features they’ve added, ZOS has been working on making ESO feel like the single player games - and they’ve done a lot.
With how far ESO has come since development and their launch back in 2014, and now with the inclusion of the classic TES feature of having an NPC adventuring companion, what are other things you’d like to see to make ESO feel more like it’s an extension of the Elder Scrolls franchise?
Whether it’s gameplay features, dialogue, factions, writing, combat, environment, Ui design, Camera, models, animation, etc. You name it.
——————————————————————————————————————
EDIT: Pictures to get a better idea and to appreciate how far the game has come since development
You can find more here
https://en.m.uesp.net/wiki/Online:Screenshots
https://www.reddit.com/r/elderscrollsonline/comments/9azq17/eso_daggerfall_alpha_vs_now/
russelmmendoza wrote: »This is not a suggestion. This is a prompt for discussion.
And before we start let me preface that I know this is not a single player Elder Scrolls game. I know this is not Skyrim or Oblivion. I get that in some ways it’s like comparing apples to oranges. But I would counter that a big reason many people play is because of the single player games and are looking for a similar experience in ESO - so it’s not that outlandish for people to ask for things to make the game feel more like the single player games but with multiplayer.
TL;DR - with how far ESO has come since development and their launch back in 2014, and now with the inclusion of the classic TES feature of having an NPC adventuring companion, what are other things you’d like to see to make ESO feel more like it’s an extension of the Elder Scrolls franchise?
Whether it’s gameplay features, dialogue, factions, writing, combat, environment, Ui design, Camera, models, animation, etc. You name it.
Long Version
Couple of fun facts about ESO’s history. The game was in development for about seven years before launch in 2014.
Why so long? Because after Skyrim’s Cultural Phenomenon level of success people had a certain idea of what an Elder Scrolls game is. An expectation.
This was evident when the first images of the game came out and what we saw basically looked like WoW.
Extremely exaggerated caricature art style, huge shoulders, tab target combat, etc. everything about it was not the Elder Scrolls franchise people had become familiar with in TES III-V.
As you can imagine people were not happy with what they saw which resulted in the developers having to basically remake everything. They even had to implement first person camera because they didn’t realize just how much of the player base wanted that.
They couldn’t just do it all from scratch in the creation engine, they were in the late stages of development so they made do with what they had.
The change in art direction alone is extremely noticeable between the base game and the DLCs. Going from very exaggerated to grounded and more in line with the single player games.
Point being that ESO has come a long way since those days. Besides the quality of life features they’ve added, ZOS has been working on making ESO feel like the single player games - and they’ve done a lot.
With how far ESO has come since development and their launch back in 2014, and now with the inclusion of the classic TES feature of having an NPC adventuring companion, what are other things you’d like to see to make ESO feel more like it’s an extension of the Elder Scrolls franchise?
Whether it’s gameplay features, dialogue, factions, writing, combat, environment, Ui design, Camera, models, animation, etc. You name it.
——————————————————————————————————————
EDIT: Pictures to get a better idea and to appreciate how far the game has come since development
You can find more here
https://en.m.uesp.net/wiki/Online:Screenshots
https://www.reddit.com/r/elderscrollsonline/comments/9azq17/eso_daggerfall_alpha_vs_now/
Its already a elder scrolls game, see " the elder scrolls online" titte. It literally says elder scrolls in the title.
Maybe you just dont like the online or multiplayer part.
It is already the biggest elder scrolls game ever.
One thing I've noticed from the very beginning is that in the TES single player games, you actually venture out into the wilderness. There's a clear sense of exploration when leaving civilization behind to go into a dungeon or an unknown part of the map.
In ESO, I never had that feeling. For one, wherever you go, there's already someone there. That just comes with multiplayer, I guess. But the maps are also so dense, that every place feels civilized through and through. Traveling across the whole continent also is done with the click of a button that there is never any tension when going somewhere far out. The deepest dungeons feel just as far away from your door as your mailbox.
I'm not entirely sure how to approach a solution to this. I think what I'd like to see is something like an actual adventure zone that disables fast travel. No wayshrines. The further you go, the more dangerous things should become - yes, the lacking difficulty in overland zones contributes to this problem. A daedric realm might be a good place for something like this.
Oh, and spellcrafting. Especially for non-combat spells like waterwalking.
katanagirl1 wrote: »One thing that would help would be the option to turn off zone text chat but leave guild text chat open. I sometimes find zone chat entertaining but it can be unbelievably offensive and crude.
There is one other thing that can be done.
when you open a book have it auto-read to you while you go about your business with a computer generated voice.
most dont have patience to read the books but converting them to audiobooks so you can listen to them while continuing your adventure would be neat. Computer generated voices are pretty decent these days so having a narrator for these things in multiple voices is likely not a big project.
Jeffrey530 wrote: »There is one other thing that can be done.
when you open a book have it auto-read to you while you go about your business with a computer generated voice.
most dont have patience to read the books but converting them to audiobooks so you can listen to them while continuing your adventure would be neat. Computer generated voices are pretty decent these days so having a narrator for these things in multiple voices is likely not a big project.
Sounds like a great idea. How do you do that tho? Sorry idk how these things work
I'm starting to have ideas now.
They should re texture the base game, it looks dated in comparison to dlc
They should slowly add more solo instanced quests to the base game (and dlc areas) and as they do, remove the pointless fetch quests as they're off putting,
these should offer unique named overland sets, a series of 5 quests that are linked should earn you a 5 peice set, that look unique compared to the standard overworld sets, I'm talking decent side stories here.
Delves should be solo instanced! They're too easy as it is, let alone with a maxp cp person skyshard hunting blowing everything up.
Delves should have a good story to them and expanded or just more new ones added to each area that offer a vet mode for a challenge like mini maelstroms level of difficulty or maybe a little less difficult. being scared of content does add to immersion, trolls were scary in skyrim.
Drops from Vet delves could have a 5% chance to drop golden Overworld sets to encourage a vet player to play them, it would give a reason to farm these and keep them relevant.
There should be normal and vet solo dungeons with tones of lore and decision making based on the lore, that trigger overworld npc (like dungeons do) to remark on your endevors be it good or bad.
I'm thinking like skyrim dwemer ruin sizes where you could spend an hour in there and get lost, you could choose to betray someone in them for power or help them like a true TES game.
I think the way to boost immersion, is decision making in a solo instanced environment to allow the story writers to be more creative. not just hard content to smash though to get endgame gear. if you play a bad charater add may be apprehensive to solicit your help, before succumbing to you intimidation or charm.
The good or bad decisions could effect your rewards appearance. a bit like Azura's black star, you could give it back or use it as a black soul gem.
The trick would be to give the player the same items for completion regardless but change the appearances of the item based on their decision, to keep the fairness. but encourage them to listen to the story to get the desired weapon or item skin.
I'm starting to have ideas now.
They should re texture the base game, it looks dated in comparison to dlc
They should slowly add more solo instanced quests to the base game (and dlc areas) and as they do, remove the pointless fetch quests as they're off putting,
these should offer unique named overland sets, a series of 5 quests that are linked should earn you a 5 peice set, that look unique compared to the standard overworld sets, I'm talking decent side stories here.
Delves should be solo instanced! They're too easy as it is, let alone with a maxp cp person skyshard hunting blowing everything up.
Delves should have a good story to them and expanded or just more new ones added to each area that offer a vet mode for a challenge like mini maelstroms level of difficulty or maybe a little less difficult. being scared of content does add to immersion, trolls were scary in skyrim.
Drops from Vet delves could have a 5% chance to drop golden Overworld sets to encourage a vet player to play them, it would give a reason to farm these and keep them relevant.
There should be normal and vet solo dungeons with tones of lore and decision making based on the lore, that trigger overworld npc (like dungeons do) to remark on your endevors be it good or bad.
I'm thinking like skyrim dwemer ruin sizes where you could spend an hour in there and get lost, you could choose to betray someone in them for power or help them like a true TES game.
I think the way to boost immersion, is decision making in a solo instanced environment to allow the story writers to be more creative. not just hard content to smash though to get endgame gear. if you play a bad charater add may be apprehensive to solicit your help, before succumbing to you intimidation or charm.
The good or bad decisions could effect your rewards appearance. a bit like Azura's black star, you could give it back or use it as a black soul gem.
The trick would be to give the player the same items for completion regardless but change the appearances of the item based on their decision, to keep the fairness. but encourage them to listen to the story to get the desired weapon or item skin.
I'm starting to have ideas now.
They should re texture the base game, it looks dated in comparison to dlc
They should slowly add more solo instanced quests to the base game (and dlc areas) and as they do, remove the pointless fetch quests as they're off putting,
these should offer unique named overland sets, a series of 5 quests that are linked should earn you a 5 peice set, that look unique compared to the standard overworld sets, I'm talking decent side stories here.
Delves should be solo instanced! They're too easy as it is, let alone with a max cp person skyshard hunting blowing everything up.
Delves should have a good story to them and expanded or just more new ones added to each area that offer a vet mode for a challenge like mini maelstroms level of difficulty or maybe a little less difficult. being scared of content does add to immersion, trolls were scary in skyrim.
Drops from Vet delves could have a 5% chance to drop golden Overworld sets to encourage a vet player to play them, it would give a reason to farm these and keep them relevant.
There should be normal and vet solo dungeons with tones of lore and decision making based on the lore, that trigger overworld npc (like dungeons do) to remark on your endevors be it good or bad.
I'm thinking like skyrim dwemer ruin sizes where you could spend an hour in there and get lost, you could choose to betray someone in them for power or help them like a true TES game.
I think the way to boost immersion, is decision making in a solo instanced environment to allow the story writers to be more creative. not just hard content to smash though to get endgame gear. if you play a bad charater add may be apprehensive to solicit your help, before succumbing to you intimidation or charm.
The good or bad decisions could effect your rewards appearance. a bit like Azura's black star, you could give it back or use it as a black soul gem.
The trick would be to give the player the same items for completion regardless but change the appearances of the item based on their decision, to keep the fairness. but encourage them to listen to the story to get the desired weapon or item skin.
Voice actors that actually put emotion into their voice, with synced animations and expressions.
Actual rewards for quests,artefacts and the like.
...better writing.
I mean tes writing in single player games was at its lowest point in Skyrim
,to the point of it being an absolute atrocity that even an amateur-to outright bad writer like myself could do better,yet it was still better then eso somehow.
Somehow. And that’s pretty damn dire of a situation.
Character Choice Matters
There could be more instances where my alliance, race, class, and skills affect dialogue and choices.
....
Example #2: Implement more instances in future zones where my alliance choice matters outside of PvP.
Honestly, even if it was just more different dialogue based on our choice of alliance I'd be happy.
For instance, throughout the Greymoor questline, the vestige will be referred to as an "emissary of Jorunn", which is fine... if you're EP.
But on my DC main, it kept breaking my ability to immerse myself in the quest.
Why? Because it didn't acknowledge the choices that I had made for my character. It wouldn't even been too much for ZOS to have just changed any instance of supposed allegiance to Jorunn on non-EP characters to simply being "friend of Lyris" or something similar. Something that respected the fact that my character was a member of the Covenant and allied to High King Emeric. Even a bit of dialogue at the end with Svana encouraging opening up conversations with the Covenant for at least trade purposes would have been nice. Again, something that referenced the choices made when creating my character.
Just those small things that recognizes player choice would go a long way in enhancing the "Elder Scrolls"-iness of ESO.
Supreme_Atromancer wrote: »Character Choice Matters
There could be more instances where my alliance, race, class, and skills affect dialogue and choices.
....
Example #2: Implement more instances in future zones where my alliance choice matters outside of PvP.
Honestly, even if it was just more different dialogue based on our choice of alliance I'd be happy.
For instance, throughout the Greymoor questline, the vestige will be referred to as an "emissary of Jorunn", which is fine... if you're EP.
But on my DC main, it kept breaking my ability to immerse myself in the quest.
Why? Because it didn't acknowledge the choices that I had made for my character. It wouldn't even been too much for ZOS to have just changed any instance of supposed allegiance to Jorunn on non-EP characters to simply being "friend of Lyris" or something similar. Something that respected the fact that my character was a member of the Covenant and allied to High King Emeric. Even a bit of dialogue at the end with Svana encouraging opening up conversations with the Covenant for at least trade purposes would have been nice. Again, something that referenced the choices made when creating my character.
Just those small things that recognizes player choice would go a long way in enhancing the "Elder Scrolls"-iness of ESO.
Strongly agree. I feel like they gave up on bothering with any sense of continuity about the same time they decided you could do Cadwell's Silver and Gold, but weren't willing or capable of putting the effort in to making that make any sense at all beyond some half-arsed handwave that's quickly shoved under the rug and never been touched on since. The MMO crowd had demands and expectations, and it was imperative to make it happen mechanically, even if they lacked the imagination or the understanding of the franchise to make it feel convincing. This has been their MO ever since: abstract mechanics first, loreguy, make this *** lore-y somehow. They've been hopeless at meshing mechanics with lore and continuity. Its easy to see why people think lore and continuity aren't super important to ZOS.
Remember that even the EP emissary loyal to Jorunn probably stole power from him and took the ruby throne if they've spent much time in Cyrodiil. He's OK with that though I guess. Though if he's now best friends with Western Skyrim and even the hated Reachmen, why would he be bothered by a little usurpation?
Supreme_Atromancer wrote: »Character Choice Matters
There could be more instances where my alliance, race, class, and skills affect dialogue and choices.
....
Example #2: Implement more instances in future zones where my alliance choice matters outside of PvP.
Honestly, even if it was just more different dialogue based on our choice of alliance I'd be happy.
For instance, throughout the Greymoor questline, the vestige will be referred to as an "emissary of Jorunn", which is fine... if you're EP.
But on my DC main, it kept breaking my ability to immerse myself in the quest.
Why? Because it didn't acknowledge the choices that I had made for my character. It wouldn't even been too much for ZOS to have just changed any instance of supposed allegiance to Jorunn on non-EP characters to simply being "friend of Lyris" or something similar. Something that respected the fact that my character was a member of the Covenant and allied to High King Emeric. Even a bit of dialogue at the end with Svana encouraging opening up conversations with the Covenant for at least trade purposes would have been nice. Again, something that referenced the choices made when creating my character.
Just those small things that recognizes player choice would go a long way in enhancing the "Elder Scrolls"-iness of ESO.
Strongly agree. I feel like they gave up on bothering with any sense of continuity about the same time they decided you could do Cadwell's Silver and Gold, but weren't willing or capable of putting the effort in to making that make any sense at all beyond some half-arsed handwave that's quickly shoved under the rug and never been touched on since. The MMO crowd had demands and expectations, and it was imperative to make it happen mechanically, even if they lacked the imagination or the understanding of the franchise to make it feel convincing. This has been their MO ever since: abstract mechanics first, loreguy, make this *** lore-y somehow. They've been hopeless at meshing mechanics with lore and continuity. Its easy to see why people think lore and continuity aren't super important to ZOS.
Remember that even the EP emissary loyal to Jorunn probably stole power from him and took the ruby throne if they've spent much time in Cyrodiil. He's OK with that though I guess. Though if he's now best friends with Western Skyrim and even the hated Reachmen, why would he be bothered by a little usurpation?
There’s also the confusion caused by lack of a clear defined storyline. It’s noticeable that after Orsinium, references to the Alliance War and the Alliances themselves sharply drop off. The Morrowind, Summerset, Elsweyr, and even Greymoor chapters have very little to do or hardly even mention the Alliances or other members. In Greymoor, it’s noticeable that one acts as an agent of Jorunn, not of the Pact.
It could very well be (and my personal headcanon), that in the years following the end of the planemeld, the Alliances just sort of retreated. Some might remain as political entities, but with fewer members. Others might have dissolved completely. High Rock and Hammerfell might be united in marriage still, but Orsinium might be out. The First Aldmeri Dominion might be seeing retracting borders, as they don’t seem to have much influence in Rimmen. And the Pact may have disbanded all together, with the reclusive races all withdrawing back to themselves. All the fighting in Cyrodiil could be a perpetual Battle of New Orleans in the War of 1812: a battle for flags that are no longer fighting and for causes and reasons that are no more.
But ZOS doesn’t update the timeline in favor of letting players start where they want. Honestly. They should just announce the war has been over for some time and revamp Cyrodiil with new factions competing for the Ruby Throne. Sure it means new players would miss out on the old alliance war, but that war has been ignored for years. Perhaps it is time it was formally retired.
I'm starting to have ideas now.
They should re texture the base game, it looks dated in comparison to dlc
They should slowly add more solo instanced quests to the base game (and dlc areas) and as they do, remove the pointless fetch quests as they're off putting,
these should offer unique named overland sets, a series of 5 quests that are linked should earn you a 5 peice set, that look unique compared to the standard overworld sets, I'm talking decent side stories here.
Delves should be solo instanced! They're too easy as it is, let alone with a maxp cp person skyshard hunting blowing everything up.
Delves should have a good story to them and expanded or just more new ones added to each area that offer a vet mode for a challenge like mini maelstroms level of difficulty or maybe a little less difficult. being scared of content does add to immersion, trolls were scary in skyrim.
Drops from Vet delves could have a 5% chance to drop golden Overworld sets to encourage a vet player to play them, it would give a reason to farm these and keep them relevant.
There should be normal and vet solo dungeons with tones of lore and decision making based on the lore, that trigger overworld npc (like dungeons do) to remark on your endevors be it good or bad.
I'm thinking like skyrim dwemer ruin sizes where you could spend an hour in there and get lost, you could choose to betray someone in them for power or help them like a true TES game.
I think the way to boost immersion, is decision making in a solo instanced environment to allow the story writers to be more creative. not just hard content to smash though to get endgame gear. if you play a bad charater add may be apprehensive to solicit your help, before succumbing to you intimidation or charm.
The good or bad decisions could effect your rewards appearance. a bit like Azura's black star, you could give it back or use it as a black soul gem.
The trick would be to give the player the same items for completion regardless but change the appearances of the item based on their decision, to keep the fairness. but encourage them to listen to the story to get the desired weapon or item skin.
Texture whole base game: no way it's still great graphics and they got enough on their plates. Besides that has nothing to do with making it feel like a TES game. Played morrowind recently?
Instance delves: they already are a little bit, each delve will only hold a handful of players before it starts a new instance. They could lower that number a little but I don't think we'd want them to be solo. It's an mmo after all and you've already got main story quests.
Some solo instancing is fine but really should not be the norm in an mmo that defeats the point.
As far as delves dropping gold items... No I think that would be kinda nuts gold items are supposed to be hard to get. But along a similar vein of what your saying, I think there's an opportunity for what your talking about with solo arenas. Maybe slightly more content like that and give them better stories? Seems like a missed opportunity to have those solo arenas everyone loves but not have some cooler stories in them.
I am with you on quests having more interaction and being less "chase the quest marker" though. Right now the quests are basically audio books that prompt you to click on something from time to time, which let's them tell some nice stories but as a game can feel disengaging. I understand they have a continuity challenge the more freedom they give the player, but theme parks can feel pretty stale sometimes.