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What kind dlc you wish to see after Firesong dlc?

seebra
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daggerfall covenant cp +39050 Seebra -Stamina Imperial DK50 Gularhar -Stamina Imperial Templar42 Mustajänis - Magicka Dark Elf Necromancer50 Superstrike - Magicka Dark Elf Templar
  • gariondavey
    gariondavey
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    Pvp
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • phaneub17_ESO
    phaneub17_ESO
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    Dwemer underground ruins that spans the entire continent, you go in through Riften, after hours of exploration you take a different exit and come out through Stonefalls.

    A PvP epic battleground of 12v12v12 of a Dwemer facility where your faction has to make it from an outer base to the center, but there are both puzzles and traps across the entire area. Opening or closing steam valves can open new pathways, close off others, or spring automatons to action attacking your enemy. It's a literal ever changing maze, no two outcomes would ever be the same even if you take the same path, the other teams can impede your movement by changing up their steam valves to affect other areas.
  • jtm1018
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    A dwemer automaton companion, or a citizen of the brass fortress, you know the fake city build by that dark elf nerd guy. What was he called?
  • FluffWit
    FluffWit
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    Something like the IC.
  • FeedbackOnly
    FeedbackOnly
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    Honestly a new battleground type and I don't even pvp often. There's a lot of potential for different types of gameplay there
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Dwemer underground ruins that spans the entire continent, you go in through Riften, after hours of exploration you take a different exit and come out through Stonefalls.

    A PvP epic battleground of 12v12v12 of a Dwemer facility where your faction has to make it from an outer base to the center, but there are both puzzles and traps across the entire area. Opening or closing steam valves can open new pathways, close off others, or spring automatons to action attacking your enemy. It's a literal ever changing maze, no two outcomes would ever be the same even if you take the same path, the other teams can impede your movement by changing up their steam valves to affect other areas.

    An underground labyrinth connecting all of Tamriel would actually be pretty cool.
  • Lykeion
    Lykeion
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    Pyandonea. ESO adds a great deal to the story of Maormer, which we knew almost exclusively from written or rumored sources before ESO. It would be very exciting if we could set foot in Maormer's homeland!

    Akaviri. Another land we are familiar with but have never set foot in, it is the home of the Tsaesci, Ka Po' Tun and other races we know and are unfamiliar with. Akaviri appeared in the story very early on in The Elder Scrolls series, but it's strange that we haven't had the chance to enter it until now. Perhaps ESO can provide us with such an opportunity?

    Middle of the Black Marsh, The Legacy of Lilmothiit. Lilmothiit, our fox friends. Lilmoth is incomplete without Lilmothiit. I know ESO had plans to make Lilmothiit early on, but in the end they were set to be wiped out by Knahaten Flu around 2E582 and not made into the game, which is a shame. But we can meet a number of Kothringi in Shadowfen, also extinct in Knahaten Flu, so perhaps there are still some remnants of Lilmothiit in the middle of the Black Marsh that we have not yet explored? Maybe it's not too late for 2E582 to preserve the culture and stories of Lilmothiit in their last days.
  • colossalvoids
    colossalvoids
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    We will see a dungeon dlc as always, which I adore. Those have way less room for disappointment which is a huge plus.

    But what I'd like to see next time is "we've heard your feedback concerning year long adventures and decided to step back with it giving more room for diverse content releases, as we had previously". Chances are at zero though.
  • Elric_665
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    Honestly a new battleground type and I don't even pvp often. There's a lot of potential for different types of gameplay there

    What purpose has a new Battlefield Type, if in 9 out of 10 Matches the Majority of Player plays Deathmatch regardless which Type it is?
    Edited by Elric_665 on October 26, 2022 9:09AM
    "If it bleeds, we can kill it!"
    Major „Dutch“ Schaefer

    PvP nur, wenn es sich absolut nicht vermeiden läßt.
    PCEU
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Elric_665 wrote: »
    Honestly a new battleground type and I don't even pvp often. There's a lot of potential for different types of gameplay there

    What purpose has a new Battlefield Type, if in 9 out of 10 Matches the Majority of Player plays Deathmatch regardless which Type it is?

    Make it so the players constantly take damage and only fulfilling an objective will heal them, players cannot play Deathmatch if trying to do so automatically kills you before you can even reach them.
  • Lebkuchen
    Lebkuchen
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    Bigger teams of qualified, motivated and happy employees with good payment and a secure job. A real forum, real customer support and game masters. You could call it a performance DLC with bugsfixes. Then a big PvP DLC so we can finally play the game we bought. I am not sure about the price but i would be willing to pay way more for each DLC if it would help fixing the game, instead of just keeping it on lifesupport until nobody recognizes it anymore (like some tv series). And if i knew that the money we spend in crown store goes back into the game instead of some managers pockets, i would buy a lot more mounts and housing stuff.
  • Dr_Con
    Dr_Con
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    DLC-wise (dungeons):

    Return of the Thieves' guild in some heists against Dremora casinos in some new realm of oblivion who exploit mortals, or stealing from some dungheap of a noble (or both), with some double backstabs with an Ocean's 11-esque fashion within the dungeon would be pretty epic.

    I want to see the use of outfits/disguises (which people never put on for some reason, even in Blackheart Haven where you can skip most of the trash before the first door) and adaptive/dynamic dialogue choices determine the outcome and how much fighting must occur or how difficult the bosses are, which bosses we encounter, etc.

    In these DLC dungeons, I would love to see more choices influenced by how fast you can pick locks open (forcing locks may be disabled!) while your group guards you, or how companion rapport can boost the success of the mission or provide alternative outcomes- we may even be able to choose who is in our crew at the beginning of the dungeon!

    I'd love to see there be a choice the group has to vote on- whether we go with Velsa's knock out the guard approach, with Quen's parkour approach, or Jakarn's seductive distraction approach, with chance of failure for each that isn't entirely dependent on player performance.

    Maybe we can even bribe a dealer/clerk with obscene amounts of money to bypass certain mechanics (it may take money out of the economy!).

    Who knows, maybe there can be an option to play a game of Tales of Tribute to get a quick bypass to an area (HAH! that would make me actually play it and I wouldn't even be mad because you put it in as an obstacle and made it part of the story rather than just a way to waste time).

    Then we find the final guardian and get inside and claim our bounty.

    Inside, we find a Daedric Artifact which is clearly overpowered, which one person in the group gets to make use of (it is chosen randomly).

    As we make our escape, the potential for a double-cross at the end from the person who put it all together, unbeknownst to us made a deal with an entity, would be the cherry on top. The artifact gets whisked from our possession and we battle the double crosser.

    When everything is looking positive and it seems like the dungeon is about to end, the daedric prince of that plane, clearly more powerful than any of us combined, appears to take the artifact back into their possession and is enraged by our very presence and has nothing short of disgust and murderous intent in their eyes, and they are looking at what remains of our group.

    We fight against the Prince, definitely in-vain but still managing to survive. We use some of the most powerful protective artifacts we found in the vault that were worth untold fortunes and even invoke divine protections.

    All in vain.

    We may even lose someone in the fight to the Prince.

    As we reach the 95% mark on the Daedric prince (or the prince just keeps healing to full no matter what we do), and it seems like we are going to die, we get whisked away by Uncle Sheo, who was the true mastermind behind the operation who planned it all from the very start, including the double-cross and the Daedric prince's arrival- the entire heist being part of one of his many schemes to anger his fellow princes.

    That would be a fun DLC.

    However, I think you were talking what we want to see Chapter-wise:

    An open world PVPVE Arena in a PVE zone would be quite a show, if we get Hammerfell I would want nothing short of this. As of right now I expect Hammerfell to be underwhelming rehash of Craglorn and Alik'ir with some Orcs and obsessions with sword saints, nedic ruins-turned yokudan, and some undue reverence for first era warriors thrown in.

    I wouldn't mind traveling to the "semi-submerged continent" of Thras and visiting some secret Sload sanctums via reconstructed Dwemer Airship

    I personally want to see Akavir above all else though. ZOS has so much potential to create a world with new designs, wildlife, and cultures. Maybe even a little Akaviri Island that the imperials use as a checkpoint. I want to see there be AD, DC, and EP storylines, escalation of tension- perhaps AD seeking an alliance against the EP, or DC seeking commerce or technological advancement to use to advance in the war, and EP seeking to counter any attempt by AD and DC to enlist foreign help. Once the story concludes, re-enlist Cadwell to replay different areas of that zone so we see all the perspectives... Jorunn isn't at High Isle, he might be dealing with an Akaviri threat for all we know (and that would be a more compelling reason than the red-headed girl from Riften cover-up). It would add so many layers to explain the reluctance of the other leaders attending the meeting to end the war. As I recall, Akaviri soldiers were friendly with Khajiit and even claimed the throne at one point (HELLO?! WHERE IS RAZUM'DAR?!)- they would make natural allies to the AD and put even more support behind Ayrenn, making her believe she can finally win the war with the combined forces that brought the EP to heel that required divine intervention to push back.

    Yes, everyone vs EP. Team Green may be due to circumstances or just coincidental and it may be a meme at this point, but it sure as hell makes for a story that writes itself and is one ZOS could be proud of.

    (p.s. no more boring Sally Sue stone druids please, let routing out the Ascendant Order and following the breadcrumbs be the catalyst to Akaviri chapter and escalate the tension. Let there be Akaviri agents on Galen already, we just don't know about it yet)
    Edited by Dr_Con on October 26, 2022 1:39PM
  • Destai
    Destai
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    Ultimately, I want a meaty DLC with a compelling narrative. I want them to step away from the yearly cycle as it currently stands. It ensures a jarring narrative and feels stale after 4 years.

    I know were promised a more down-to-earth, politics-focused narrative with High Isle and it doesn't really feel like it's anywhere near the quality and nuance of Orsinium. I'm not sure if it's the just setting of High Isle, but it feels like we don't get too many unexpected twists or branching decisions.

    Chapter-wise, I'm really hoping for the Telvanni Peninsula. Dark Elves by nature have this really complex political structure, so I think it's a place to realize that vision. Plus it's nothing we've seen in previous games before.

    I'd also love to see Skingrad and the West Weald area of Cyrodiil. I'm sure the awesome world-builders they've got would bring that zone to life wonderfully - hearkening me right back to the my glory days in the Knights of the Nine.
  • SammyKhajit
    SammyKhajit
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    A whole chapter like Morrowind, not the current formula of two parts installment.
  • danno8
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    Anything except an average size land mass, with 40 quests, 15 skyshards, 5 world bosses, 5 delves, 2 public dungeons, 2 group dungeons and some kind of Anchor/Dragon/Geyser/Harrowstorm/Portal/Volcanic Vent (I mean c'mon, how many version of anchors do we need!)

    The game really needs a shake-up to the monotonous 4 release per year schedule that has lead to copy/paste gameplay in a new location every year.
  • Lady_Galadhiel
    Lady_Galadhiel
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    Something with Bosmer or High elfes.
    Total ESO playtime: 8325 hours
    ESO plus status: Cancelled
    ESO currently uninstalled.
  • AlexanderDeLarge
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    I want them to spend a quarter performing some much needed upkeep on what's already in the game rather than adding more of the same. If ZOS is unable to perform that upkeep on a quarterly content release schedule then perhaps it's time that we forego a dungeon DLC or even a zone DLC to finally see some meaningful changes.

    I've always advocated for "sequel DLCs" so there's a financial motivation to update things like heists and sacraments. Right now there's no financial incentive to go back and revisit old content because by nature of buy2play they always have to move onto the next thing. Give me a Morag Tong DLC that takes place in Vvardenfell. Update the landmass a bit, expand on the assassination activity.
    Difficulty scaling is desperately needed. 11 years. 8 paid expansions. 29 dungeon and zone DLCs. 45 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. Just because Cadwell Silver&Gold failed doesn't mean the game should be brain dead easy forever.

    "ESO doesn't need a harder overland" on YouTube for a video of a naked level 3 character w/ no CP allocated AFKing in front of a bear for a minute and a half before dying if you don't believe me change is needed.
  • Kappachi
    Kappachi
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    I want them to finish skyrim off and give us the middle of skyrim. I'd love to play through the rest of the iconic Skyrim locations I love including Whiterun and Helgen.
  • endgamesmug
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    Alliance war dlc, all pvp everywhere all the time
  • rpa
    rpa
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    Something creative of good quality.
  • dragonlord500
    dragonlord500
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    I want a DLC that give all of the middle of skyrim so we can complete the skyrim province. also add a small DLC to add solstheim and pretty much finish that off to.
    Guild master of Darkness of Sanguinaris. Birthday is December 4th.
  • LikiLoki
    LikiLoki
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    DLC dedicated to player Guilds - DLC Guild House of huge size in Oblivion space. Only guild members can enter this area. There will be a full - fledged plot and tasks . The difference will be that the player gets into the "mirror" zone of his guild, the freedom of each guild to build its own castle and develop the central city of the region.
  • Treeshka
    Treeshka
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    Something like Craglorn but bigger and harder.
  • Sarousse42
    Sarousse42
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    DLC with :

    - New PvP stuff,
    - working netcode,
    - engine upgrade,
    - new character models with physics on hair, breasts, like any modern game,
    - more spamables for any classes. I'm tired of using always the same skills.
  • Blood_again
    Blood_again
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    DLC with brand new solo or 4-people arena.
    Current arenas+Asylum set effects have already covered 1-5 skills from weapon branches. The new ones can alter weapon ultimates.

    Also we don't have bosmer and redguard DLC zones yet. Well, may be TG is made in redguard style... But bosmers?

    Something with minigame and collecting like archeology would be nice. Just please not the card game variants - that one was a wrong step, if you ask me.

    Crafting costumes/disguises would be a win. You know, make your own outfit/style setup and store it in your bagpack like a disguise item. So you can wear it on and off by will.
    I know, there's a small chance of it because it breaks the outfit monetization. But I hope.

    Daedric companion. To make a real daedric zoo set with two sorcerer's combat pets, non-combat banekin, storm attro ult and monster-set daedroth.
  • Tommy_The_Gun
    Tommy_The_Gun
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    My wish still remains the same:

    Khajiits got awesome year long story, and it was pretty much all revolving around them. It was probably one of the best, quality content added to the game.

    So my wish is that we will have an Argonian equivalent of such content. If one beast race can be at the scene, in a spotlight for an entire year, then why the other can't ? Arguably TES lizards have a lot of potential for an awesome story.

    And yes, I know we had Murkmire... but it was just a small zone story dlc and tbh argonians don't have a lot of content in the base game. Same can be said about Blackwood. For something that takes place at the border of the black marsh, it did not had any argonian "stuff" in it. It was more about Imperials tbh.
  • Lumenn
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    My wish still remains the same:

    Khajiits got awesome year long story, and it was pretty much all revolving around them. It was probably one of the best, quality content added to the game.

    So my wish is that we will have an Argonian equivalent of such content. If one beast race can be at the scene, in a spotlight for an entire year, then why the other can't ? Arguably TES lizards have a lot of potential for an awesome story.

    And yes, I know we had Murkmire... but it was just a small zone story dlc and tbh argonians don't have a lot of content in the base game. Same can be said about Blackwood. For something that takes place at the border of the black marsh, it did not had any argonian "stuff" in it. It was more about Imperials tbh.

    This. There is so much potential (much known in lore, but much wrapped in "mystery" as well) regarding the Argonians that isn't being utilized. I've always seen them as a humble race, until it's time to stop being nice.
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