SammyKhajit wrote: »One single chapter so that there is cohesion to the story. This business of chopping up stories and with a mini DLC is hairball inducing.
Hapexamendios wrote: »Bug free
Finedaible wrote: »High Isle was nothing at all akin to the political conflict during Wrothgar questline (which was one of the main things they said it would be).
I would love any story where players:
1. Have dialogue choices that reflect character decisions (being vampire, werewolf, joining TG or DB or even an alternate quest path for those (hint - huge opportunity loss there in Blackwood with Elam)
2. Have more returning characters acknowledge events and quests your alts completed the from base game and other DLC zones (hint - having Lyranth give an extra dialogue option for my Blackwood born toon when he encountered her in Shadowfen was a pleasant surprise. More like this please!)
3. Have dialogue options that give RP flavor even if the quest itself stays on rails
4. Have dialogue options that allow us to circumvent the "tell me again what are we doing" or "tell me what is going on again" type responses that make my characters sound dumb (hint - some of us players can actually follow what is going on and don't need things explained a second time. Let the recaps be optional and not forced)
5. This one is more of a personal preference, but I enjoy being in a combat party with the quest NPCs. It makes me wish I could bring them around with me all the time (and is also a reason why many of us wish they could be Companions). Those are some of my favorite parts in quests, and I've literally died to quest bosses I could take down in seconds trying to get cool combat screenshots with some of my favorite NPCs. If I had it my way, Caska would be my tank, Sereyne and Razum Dar would be my sorcerer and nightblade dps, and Fennorian would be my healer all the time, but as it is, I can only enjoy their company during their stories.
Also, please stop using formula plots that we can see through. We didn't need to see a million miles away that Svargrim was the bad guy. We don't need another long lost princess. We like villains who are not one dimensional (example: Rada al'Saran was way more compelling than Svargrim). We want to feel emotionally invested without cheap tropes. It's ok to feel sympathy for the bad guy. It's ok to not have foreshadowing for every twist, especially foreshadowing that hits us in the face with a huge arrow pointing out the upcoming twist. It's ok to have complex themes interwoven into the story that might make us think or feel or contemplate. ZOS, you're writing for a rated M audience, that means you are writing for adults who can actually think and enjoy complexity. Look at some of the more popular base game zones and DLC, and ask why people like those as opposed to others.
Finally, some of the later chapter stories feel rushed. It might be a result of the pandemic, and I certainly give grace for that, but unfortunately it does show in the final result. Maybe the year long story formula is too much to churn out. Find something else that gives the time needed to flesh out the stories so they don't feel rushed. I'm not necessarily asking for more hours of content; I'm asking for corners to not be cut and letting stories and characters flesh out properly so everything feels more complete.
ZOS, we love the characters you create, we love the voice acting, the story ideas themselves are not bad, just take adequate time to write out and polish something that is worthy of those characters, voice acting, and ideas.
more than 1 dialogue option and flying mounts. I wish this game had a LITTLE. JUST A LITTLE bit of choice and consequence. because right now the only answer you have to pick is basically the "Next" button.