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"Blackwood" doesn't really have any woods??

  • RemanCyrodiil_I
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    -
    Edited by RemanCyrodiil_I on April 20, 2022 5:20PM
  • Elsonso
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    I'm also bothered by Leyawiin and the Niben River. I know they have to scale down everything, but they could at least make it so Tamriel's biggest trade route looks like ships could pass by.

    Blackwood actually adds a neat bit of lore to explain (or justify depending on your view) why large ships cannot pass through Leyawiin to travel down the Niben River.

    MquPeMX.png

    It's in the Traveller's Guide to Leyawiin lore book that's on the bench you see when entering through the main gate.

    I quite like it (even if it isn't a perfect explanation).

    By the Third Era, during the reign of Uriel Septim VII, the large ship Bloated Float has wheels so that it can navigate past the bridges and shallow areas of the Niben and reach the open waters of Topal Bay. Other ships, such as the Marie Elena, may also have these wheels installed, which allows them to get to the Imperial City from Topal Bay.
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  • emilyhyoyeon
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    Not sure how alone I am in this, but I would rather they not make up ''lore reasons'' as to why things that in game look the way they do due to game limitations (ex. not many trees in Valenwood because the engine or whatever can't handle it).

    I'm not really versed on timeline related lore stuff, so I don't know if that's how they're going about the sparseness of Blackwood for example, but I would rather they just say ''yeah the river is small because of game limitations sorry we know it sucks,'' not ''the river is small because ships might pass through Leyawiin without stopping'' or whatever.

    I'm completely ok with making up new lore obviously, and even retconning some stuff, but I don't see a reason to make up lore to justify things in the game that are only there because video games have limitations. Idk if I made sense
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  • KingArthasMenethil
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    Elsonso wrote: »
    I'm also bothered by Leyawiin and the Niben River. I know they have to scale down everything, but they could at least make it so Tamriel's biggest trade route looks like ships could pass by.

    Blackwood actually adds a neat bit of lore to explain (or justify depending on your view) why large ships cannot pass through Leyawiin to travel down the Niben River.

    MquPeMX.png

    It's in the Traveller's Guide to Leyawiin lore book that's on the bench you see when entering through the main gate.

    I quite like it (even if it isn't a perfect explanation).

    By the Third Era, during the reign of Uriel Septim VII, the large ship Bloated Float has wheels so that it can navigate past the bridges and shallow areas of the Niben and reach the open waters of Topal Bay. Other ships, such as the Marie Elena, may also have these wheels installed, which allows them to get to the Imperial City from Topal Bay.
    Nah they just walk around the City of Leyawiin while the Dumb "Nibenese" complain about the ship not stopping at their port because the idiots blocked it thinking they were Bravil instead of Leyawiin.
    The true form of Ships in TES
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  • Iccotak
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    Elsonso wrote: »
    Iccotak wrote: »
    I really wish to see big forest in ESO, where you can get lost...
    Imo the only "true" forests present in the game are Selene's web location and that Corimont place in Summerset. The rest wood areas have too sparse trees and vegetation to be called forests or jungles.
    Hard Agree

    Meanwhile WoW is able to use their tools effectively to create dense forests and jungles

    Yeah... Elwynn Forest looks impressive until you realize the "forest" is 10 trees that are 50 feet wide at the base. :smile:

    True but they make the trees fairly tall and branches cover alot of space.

    they also work to cover the space with enough vegetation to make a better illusion.

    For ESO they really just gotta increase the density of trees & foliage
  • BlueRaven
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    I always pictured in my head that the Blackwood area would look like this.

    https://youtu.be/dNFGJQIW5ZM

    Then again, I always imagined that the wood elves in ESO would be stealthy like the wood elf in that video, and look at what we have now.
  • Supreme_Atromancer
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    Not sure how alone I am in this, but I would rather they not make up ''lore reasons'' as to why things that in game look the way they do due to game limitations (ex. not many trees in Valenwood because the engine or whatever can't handle it).

    I'm not really versed on timeline related lore stuff, so I don't know if that's how they're going about the sparseness of Blackwood for example, but I would rather they just say ''yeah the river is small because of game limitations sorry we know it sucks,'' not ''the river is small because ships might pass through Leyawiin without stopping'' or whatever.

    I'm completely ok with making up new lore obviously, and even retconning some stuff, but I don't see a reason to make up lore to justify things in the game that are only there because video games have limitations. Idk if I made sense

    Nah, I completely agree. I remember the former Loremaster, when asked why the Eastmarch map is so borked, saying something like "Nords have an exaggerated importance regarding their own land, so that's why the map is wrong". It made me think that the Loremaster's primary role wasn't to quality control the lore, but to contrive crappy excuses after the shoddy stuff had already gone through.

    We're not idiots. I'd personally much prefer them to just level with us, admit faults or limitations and let us know they recognise we find this stuff important, and that its a priority for them.
  • TwinLamps
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    menedhyn wrote: »
    Iccotak wrote: »
    The architecture is beautiful. However, where is the forest?
    Yep.That's quite a damning comparison. Thanks for sharing.
    Darkstorne wrote: »
    Even Valenwood and Cyrodiil's great forest are just sparsely scattered mature trees
    I really love Valenwood for what it is, but what a difference a bit more structure and depth would bring to the feel of the zones to help meet the description in lore. That might at least appease me a bit.

    Valenwood should have looked like Selene's Web.
    Awake, but at what cost
  • Lugaldu
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    The pictures are really disappointing, Gloomire also only barely applies to my understanding of a real forest. And especially the name "Blackwood" actually makes me think of a really dark, eerie thicket. For some reason the name must have developed.

    l8ot9dfe3lcz.jpg
  • Iccotak
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    TwinLamps wrote: »
    menedhyn wrote: »
    Iccotak wrote: »
    The architecture is beautiful. However, where is the forest?
    Yep.That's quite a damning comparison. Thanks for sharing.
    Darkstorne wrote: »
    Even Valenwood and Cyrodiil's great forest are just sparsely scattered mature trees
    I really love Valenwood for what it is, but what a difference a bit more structure and depth would bring to the feel of the zones to help meet the description in lore. That might at least appease me a bit.

    Valenwood should have looked like Selene's Web.

    I could not agree more, Selene's Web is actually one of my favorite dungeons because it actually feels like being in a deep forest
  • Elsonso
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    Nah, I completely agree. I remember the former Loremaster, when asked why the Eastmarch map is so borked, saying something like "Nords have an exaggerated importance regarding their own land, so that's why the map is wrong". It made me think that the Loremaster's primary role wasn't to quality control the lore, but to contrive crappy excuses after the shoddy stuff had already gone through.

    Correct. The lore master does not stand in the way of the direction the game goes. The lore master explains the direction the game goes. They can steer cosmetic changes, like names and stuff like that. If Lambert wants to have a Chapter with 500 foot tall robots from Mars that shoot death rays and deliver pizza, he can do that. Mars might get renamed to some Oblivion plane and the robot may end up being styled like a very tall Dwemer device, and the lore master will write whatever lore is necessary to justify it. That is what he does.

    Elder Scrolls makes that easy because none of the lore needs to happen exactly as it is written.


    In terms of Blackwook, this is what I expect wilil happen. Lore reasons. ZOS is going to just shrug, internally citing whatever technical or financial reason that they have for not really making an outstanding zone. After that, if they decide something needs to be said, they will trot out a writer, or the Lore Master, to explain why Blackwood is an average zone, rather than an exceptional zone. That done, they will start working on next year's Chapter.



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  • Rex-Umbra
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    More treees
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  • Lugaldu
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    The lore reason for it would be that the Fourth Legion unintentionally burned down virtually the entire Blackwood forest during the Blackwater war.

    An interesting theory. But I wonder how realistic it is for a large forest to burn down in a swampy area?

  • Elsonso
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    Lugaldu wrote: »
    The lore reason for it would be that the Fourth Legion unintentionally burned down virtually the entire Blackwood forest during the Blackwater war.

    An interesting theory. But I wonder how realistic it is for a large forest to burn down in a swampy area?

    Okefenokee Swamp, 2017.

    swamp-fires.jpg


    The larger point is that such a fire would be irrelevant as it happened too far in the past to influence what we see today.
    Edited by Elsonso on April 26, 2021 12:14PM
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  • menedhyn
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    TwinLamps wrote: »
    Valenwood should have looked like Selene's Web.
    I agree, that would have been fantastic. I still like Valenwood for what it is.
  • NotaDaedraWorshipper
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    Not sure how alone I am in this, but I would rather they not make up ''lore reasons'' as to why things that in game look the way they do due to game limitations (ex. not many trees in Valenwood because the engine or whatever can't handle it).

    I'm not really versed on timeline related lore stuff, so I don't know if that's how they're going about the sparseness of Blackwood for example, but I would rather they just say ''yeah the river is small because of game limitations sorry we know it sucks,'' not ''the river is small because ships might pass through Leyawiin without stopping'' or whatever.

    I'm completely ok with making up new lore obviously, and even retconning some stuff, but I don't see a reason to make up lore to justify things in the game that are only there because video games have limitations. Idk if I made sense

    @emilyhyoyeon Yup. I'm really disliking these "lore excuses" they give, like the book @RemanCyrodiil_I mentioned. There's no harm in saying that some things can't be portrayed correctly because of game limitations, meanwhile making these superficial reasons just comes across as bad. Like the ship thing. If only smaller boats can pass, then how does that explains the ships higher up? Oblivion had the same issue but even worse, and we got to see Imperial City's waterfront there, with ships.

    I rather have a simple "It's game limitations" over some half-arsed "lore" excuse.
    Edited by NotaDaedraWorshipper on April 26, 2021 2:25PM
    [Lie] Of course! I don't even worship Daedra!
  • Vevvev
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    Same reason Western Skyrim isn't forested in parts it should be. For some odd reason ZOS is very conservative when it comes to placing trees down for whatever reason.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • KingArthasMenethil
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    Not sure how alone I am in this, but I would rather they not make up ''lore reasons'' as to why things that in game look the way they do due to game limitations (ex. not many trees in Valenwood because the engine or whatever can't handle it).

    I'm not really versed on timeline related lore stuff, so I don't know if that's how they're going about the sparseness of Blackwood for example, but I would rather they just say ''yeah the river is small because of game limitations sorry we know it sucks,'' not ''the river is small because ships might pass through Leyawiin without stopping'' or whatever.

    I'm completely ok with making up new lore obviously, and even retconning some stuff, but I don't see a reason to make up lore to justify things in the game that are only there because video games have limitations. Idk if I made sense

    @emilyhyoyeon Yup. I'm really disliking these "lore excuses" they give, like the book @RemanCyrodiil_I mentioned. There's no harm in saying that some things can't be portrayed correctly because of game limitations, meanwhile making these superficial reasons just comes across as bad. Like the ship thing. If only smaller boats can pass, then how does that explains the ships higher up? Oblivion had the same issue but even worse, and we got to see Imperial City's waterfront there, with ships.

    I rather have a simple "It's game limitations" over some half-arsed "lore" excuse.

    There's also big ships in the Niben in ESO.
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  • Elsonso
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    There's also big ships in the Niben in ESO.
    unknown.png

    I guess ZOS is going to have to go in and remove them from Cyrodiil, now that they can't be there.
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  • phantasmalD
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    Not sure how alone I am in this, but I would rather they not make up ''lore reasons'' as to why things that in game look the way they do due to game limitations (ex. not many trees in Valenwood because the engine or whatever can't handle it).

    I'm not really versed on timeline related lore stuff, so I don't know if that's how they're going about the sparseness of Blackwood for example, but I would rather they just say ''yeah the river is small because of game limitations sorry we know it sucks,'' not ''the river is small because ships might pass through Leyawiin without stopping'' or whatever.

    I'm completely ok with making up new lore obviously, and even retconning some stuff, but I don't see a reason to make up lore to justify things in the game that are only there because video games have limitations. Idk if I made sense

    Some of the coolest and most memorable lorebits were born out of the desire to justify early game mechanics and limitations. Like the Lunar Lattice or Dragonbreaks or Talos achiveing CHIM.

    I dunno, I personally don't mind having the lore written around the game, kinda gives the lore a sort of organic feel.
    But I like 4th-wall breaking things in general, so shrug.
  • Fata1moose
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    They should definitely add more trees and notably the willows and darker green trees. With the prominence of the red, the area looks more like county Skingrad than Blackwood.
  • emilyhyoyeon
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    Not sure how alone I am in this, but I would rather they not make up ''lore reasons'' as to why things that in game look the way they do due to game limitations (ex. not many trees in Valenwood because the engine or whatever can't handle it).

    I'm not really versed on timeline related lore stuff, so I don't know if that's how they're going about the sparseness of Blackwood for example, but I would rather they just say ''yeah the river is small because of game limitations sorry we know it sucks,'' not ''the river is small because ships might pass through Leyawiin without stopping'' or whatever.

    I'm completely ok with making up new lore obviously, and even retconning some stuff, but I don't see a reason to make up lore to justify things in the game that are only there because video games have limitations. Idk if I made sense

    Some of the coolest and most memorable lorebits were born out of the desire to justify early game mechanics and limitations. Like the Lunar Lattice or Dragonbreaks or Talos achiveing CHIM.

    I dunno, I personally don't mind having the lore written around the game, kinda gives the lore a sort of organic feel.
    But I like 4th-wall breaking things in general, so shrug.

    Dragonbreaks are one of the only things in TES that I deeply despise, so if that gives any indication of the kinds of things I do/don't like to see then yeah...
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  • Danikat
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    I am not sure why people are disappointed that most of the zone isn't covered in a depressing, swampy forest like Oblivion's Blackwood. ^^

    I think you've read too many fairy stories! Wetlands are gorgeous places, you just have to open your eyes. Even in Oblivion, those black-trunked, willowy woodlands were really evocative and gave that part of the world a really distinct and interesting feel.

    That reminds me of some of the more infuriating parts of the Shannara series. I can only assume Terry Brooks had never visited any type of wetland and missed that Tolkien has special, lore based reasons for the Dead Marshes being so devoid of life. If you go by those books you'd think any time the ground gets remotely damp everything dies and all living things except bacteria avoid the area forever more, which is not at all representative of the huge variety of wildlife (and therefore colour and sound) in real wetlands.

    Other series usually aren't quite so bad but it's still an annoyingly common fantasy trope which I'd be happy to see ESO avoid. They've done a good job with Shadowfen and Murkmire, making them difficult and dangerous precisely because of the huge number of things living in them and I'd be disappointed to see that change with Blackwood.
    Elsonso wrote: »
    Tigertron wrote: »
    I'm thinking its just that PTS is not fleshed out yet. There is not many things in the area either. Like animals and NPCs, and no resource nodes.

    I expect that only the animals and resource nodes are still pending. I don't expect any significant changes in the world itself. That includes adding trees, or even making the Deadlands portals look more impressive than little glowy Christmas tree ornaments hanging down from the veil.

    I agree. I can't remember the appearence of a map changing much after it got onto the PTS. Sometimes they adjust the numbers or spawn rates for some of the enemies but I don't remember them adding many (or any) trees, plants etc. Generally by the time we get to see maps they're in a largely finished state and things only change if bugs are found and fixed.
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  • Fata1moose
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    Danikat wrote: »
    I am not sure why people are disappointed that most of the zone isn't covered in a depressing, swampy forest like Oblivion's Blackwood. ^^

    I think you've read too many fairy stories! Wetlands are gorgeous places, you just have to open your eyes. Even in Oblivion, those black-trunked, willowy woodlands were really evocative and gave that part of the world a really distinct and interesting feel.

    That reminds me of some of the more infuriating parts of the Shannara series. I can only assume Terry Brooks had never visited any type of wetland and missed that Tolkien has special, lore based reasons for the Dead Marshes being so devoid of life. If you go by those books you'd think any time the ground gets remotely damp everything dies and all living things except bacteria avoid the area forever more, which is not at all representative of the huge variety of wildlife (and therefore colour and sound) in real wetlands.

    Other series usually aren't quite so bad but it's still an annoyingly common fantasy trope which I'd be happy to see ESO avoid. They've done a good job with Shadowfen and Murkmire, making them difficult and dangerous precisely because of the huge number of things living in them and I'd be disappointed to see that change with Blackwood.
    Elsonso wrote: »
    Tigertron wrote: »
    I'm thinking its just that PTS is not fleshed out yet. There is not many things in the area either. Like animals and NPCs, and no resource nodes.

    I expect that only the animals and resource nodes are still pending. I don't expect any significant changes in the world itself. That includes adding trees, or even making the Deadlands portals look more impressive than little glowy Christmas tree ornaments hanging down from the veil.

    I agree. I can't remember the appearence of a map changing much after it got onto the PTS. Sometimes they adjust the numbers or spawn rates for some of the enemies but I don't remember them adding many (or any) trees, plants etc. Generally by the time we get to see maps they're in a largely finished state and things only change if bugs are found and fixed.

    This is a s the first time I remember things like resource nodes not being there so they may be further behind on level design due to WFH. I think Elsweyr had placeholder enemies on PTS at some point.
  • mikey_reach
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    I just feel honored that they named a chapter after my nickname in hs.
  • Iccotak
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    I think they could design a Forest map like Monster Hunter World. Kind of like a dungeons space but much bigger, that's kind of what they did with Blackreach, with added vertical design. This would allow them to better pull off the illusion of a deep & ancient forest - for someplace like Black Marsh (Argonia)

    MHW-AncientForest.jpg

    Video Tour of MHW Ancient Forest:
    https://www.youtube.com/watch?v=r6LIxeWJku0

    That said I think we are all in agreement that we'd just like to see more trees for the "Forests" - to actually feel like forests/jungles. I mean I feel like they did a decent job doing that in certain places of Elsweyr -

    a88922d559180f3d08ad56075b0c562f.jpg

    But Selene's Web was the best Forest
    Selene's Web
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    ON-place-Selene%27s_Web.jpg
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    eso-2014-05-02-14-02-55-943.jpg

  • NotaDaedraWorshipper
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    Not sure how alone I am in this, but I would rather they not make up ''lore reasons'' as to why things that in game look the way they do due to game limitations (ex. not many trees in Valenwood because the engine or whatever can't handle it).

    I'm not really versed on timeline related lore stuff, so I don't know if that's how they're going about the sparseness of Blackwood for example, but I would rather they just say ''yeah the river is small because of game limitations sorry we know it sucks,'' not ''the river is small because ships might pass through Leyawiin without stopping'' or whatever.

    I'm completely ok with making up new lore obviously, and even retconning some stuff, but I don't see a reason to make up lore to justify things in the game that are only there because video games have limitations. Idk if I made sense

    @emilyhyoyeon Yup. I'm really disliking these "lore excuses" they give, like the book @RemanCyrodiil_I mentioned. There's no harm in saying that some things can't be portrayed correctly because of game limitations, meanwhile making these superficial reasons just comes across as bad. Like the ship thing. If only smaller boats can pass, then how does that explains the ships higher up? Oblivion had the same issue but even worse, and we got to see Imperial City's waterfront there, with ships.

    I rather have a simple "It's game limitations" over some half-arsed "lore" excuse.

    There's also big ships in the Niben in ESO.
    unknown.png

    @Gaius_Marius Thank you. I wasn't sure if there was any chips higher up on the Niben. I thought I remember seeing some, but I wasn't sure nor did I have any screenshot.

    So yeah, that just adds how dumb that lore excuse is.
    [Lie] Of course! I don't even worship Daedra!
  • Snowstrider
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    Darkstorne wrote: »
    I think the engine can't do it. It's bizarre. Even Valenwood and Cyrodiil's great forest are just sparsely scattered mature trees. And there is zero change to ground flora within a "woodland/forest" part of a map compared to grassland.

    As an ecologist it's my biggest pet peeve with the game :tongue:

    Why cant the engine do it when older games with a way older engine can do it? Isnt it all on ZOS and their design and not the engine?
  • phantasmalD
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    Elsonso wrote: »
    There's also big ships in the Niben in ESO.
    unknown.png

    I guess ZOS is going to have to go in and remove them from Cyrodiil, now that they can't be there.

    Tbh Tamriel canonically is a good 12 million square km, or a bit bigger than Europe. So Niben would logically be prob ~800-1000 km long, therefore those big ships have every right to exist, even if they can't actually leave the Niben and are only moving things between IC, Bravil and Leyawiin.
    Not sure how alone I am in this, but I would rather they not make up ''lore reasons'' as to why things that in game look the way they do due to game limitations (ex. not many trees in Valenwood because the engine or whatever can't handle it).

    I'm not really versed on timeline related lore stuff, so I don't know if that's how they're going about the sparseness of Blackwood for example, but I would rather they just say ''yeah the river is small because of game limitations sorry we know it sucks,'' not ''the river is small because ships might pass through Leyawiin without stopping'' or whatever.

    I'm completely ok with making up new lore obviously, and even retconning some stuff, but I don't see a reason to make up lore to justify things in the game that are only there because video games have limitations. Idk if I made sense

    Some of the coolest and most memorable lorebits were born out of the desire to justify early game mechanics and limitations. Like the Lunar Lattice or Dragonbreaks or Talos achiveing CHIM.

    I dunno, I personally don't mind having the lore written around the game, kinda gives the lore a sort of organic feel.
    But I like 4th-wall breaking things in general, so shrug.

    Dragonbreaks are one of the only things in TES that I deeply despise, so if that gives any indication of the kinds of things I do/don't like to see then yeah...

    Do you hate how it was used in TES2 (one of the only two canon occurences) or how it's somewhat overused by fanon?
    Or how massive, intense, concentrated magickal energy can mess with the divine aspect of a comatose god?
  • Elsonso
    Elsonso
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    Darkstorne wrote: »
    I think the engine can't do it. It's bizarre. Even Valenwood and Cyrodiil's great forest are just sparsely scattered mature trees. And there is zero change to ground flora within a "woodland/forest" part of a map compared to grassland.

    As an ecologist it's my biggest pet peeve with the game :tongue:

    Why cant the engine do it when older games with a way older engine can do it? Isnt it all on ZOS and their design and not the engine?

    Engines are built for the purpose of the game, and are different from game to game. It might be handy to think of the game engine as what you end up with on your plate when you eat at buffet. It is a collection of choices based on what you want and what is offered, and it does not have to be the same for every game.

    The ESO "engine" is their design, and it has been created over the last 14 or 15 years based on the what they want to do with the game. Dense forest tree rendering was apparently not at the very apex of the list. :smile:



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