Lady_Galadhiel wrote: »Lady_Galadhiel wrote: »emilyhyoyeon wrote: »I still don't understand where people are getting the idea of Solstheim or Winterhold. Did one of the NPCs do the end of questline hint for there or something? Did I miss that
I hope it's wishful thinking only.
I really couldn't stand another Skyrim year. Give me something Bosmer,High Elf or Khajiit related
Well, I'm pretty much in favor of something Bosmer or Redguard, but since this whole 3 years or however long is called "Shadow over Morrowind" I guess I feel pretty much stuck with Dunmer for the duration. I almost could hope for the rest of Skyrim instead.... though that really doesn't appeal either.
So looks like maybe another 2 years where I won't get anything but exploration XP, wayshrines and skyshards, followed by antiquities.
Maybe they'll surprise me....
I could be mistaken but, isn't Shadow Over Morrowind just the title for the whole year of ESO content for 2023 like it was Legacy of the Bretons in 2022?
Don't scare meLiterally whole red faction had their dlc's now, it really is time for something new.
they don't seem very interested at all in giving us any more Bosmer or Redguard content, and the 4th quarter this year has nothing at all I'm interested in as to actual content.
emilyhyoyeon wrote: »I still don't understand where people are getting the idea of Solstheim or Winterhold. Did one of the NPCs do the end of questline hint for there or something? Did I miss that
they don't seem very interested at all in giving us any more Bosmer or Redguard content, and the 4th quarter this year has nothing at all I'm interested in as to actual content.
To be fair, Bosmer have pretty much all of their zoned covered in the base game. Except for Falinesti, but I don't see that becoming a full chapter.
NotaDaedraWorshipper wrote: »
NotaDaedraWorshipper wrote: »
The islands off the coast of Valenwood are even smaller than Stros M'kai and certainly smaller than the Systres archipelago. Falinesti, as much I'd love to see it, would be best served as a zone DLC like Clockwork City. But with their new content plan, that seems highly unlikely.
What I'd like more anything, would be an overhaul of all the base game zones. I know it's not going to happen, but a man can dream...
NotaDaedraWorshipper wrote: »
The islands off the coast of Valenwood are even smaller than Stros M'kai and certainly smaller than the Systres archipelago. Falinesti, as much I'd love to see it, would be best served as a zone DLC like Clockwork City. But with their new content plan, that seems highly unlikely.
What I'd like more anything, would be an overhaul of all the base game zones. I know it's not going to happen, but a man can dream...
smaller than other islands doesn't matter.
the zone can still be chapter sized.
we've never been able to go to the islands south of Valenwood so anything there would be new anyways.
OtarTheMad wrote: »emilyhyoyeon wrote: »I still don't understand where people are getting the idea of Solstheim or Winterhold. Did one of the NPCs do the end of questline hint for there or something? Did I miss that
It’s been stated here a few times. An NPC at the celebration at the end of Necrom mentioned going to Winterhold. As for Solstheim well upcoming crown crates are cold related and also All-Maker related which is Skaal who live on Solstheim.
Crown crates don’t have much to do with where we go for a chapter but a lot of people like Solstheim and also want to see Winterhold in its fully glory so we are being hopeful.
JemadarofCaerSalis wrote: »NotaDaedraWorshipper wrote: »
The islands off the coast of Valenwood are even smaller than Stros M'kai and certainly smaller than the Systres archipelago. Falinesti, as much I'd love to see it, would be best served as a zone DLC like Clockwork City. But with their new content plan, that seems highly unlikely.
What I'd like more anything, would be an overhaul of all the base game zones. I know it's not going to happen, but a man can dream...
smaller than other islands doesn't matter.
the zone can still be chapter sized.
we've never been able to go to the islands south of Valenwood so anything there would be new anyways.
I was thinking they could also take a different approach.
Such as doing various islands around the world, such as solstheim, sheogorad, and other islands, in one chapter and have them somehow be 'cut off' from the rest of tamriel, and need to be portaled to
Sort of like how High Isle and Amenos are one chapter and you have to use a boat/way shrine to get to Amenos instead of them all being connected by land or shallow water.
JemadarofCaerSalis wrote: »NotaDaedraWorshipper wrote: »
The islands off the coast of Valenwood are even smaller than Stros M'kai and certainly smaller than the Systres archipelago. Falinesti, as much I'd love to see it, would be best served as a zone DLC like Clockwork City. But with their new content plan, that seems highly unlikely.
What I'd like more anything, would be an overhaul of all the base game zones. I know it's not going to happen, but a man can dream...
smaller than other islands doesn't matter.
the zone can still be chapter sized.
we've never been able to go to the islands south of Valenwood so anything there would be new anyways.
I was thinking they could also take a different approach.
Such as doing various islands around the world, such as solstheim, sheogorad, and other islands, in one chapter and have them somehow be 'cut off' from the rest of tamriel, and need to be portaled to
Sort of like how High Isle and Amenos are one chapter and you have to use a boat/way shrine to get to Amenos instead of them all being connected by land or shallow water.
they could!
though solstheim with sheogorad is probably better suited for their own chapter/dlc as they're actually near instead of being grouped with the Valenwood islands.
but i imagine if the Valenwood islands or Solstheim and Sheogorad were in any chapter you'd need to use a boat or wayshrine to go between them just like High isle and Amenos anyways.
JemadarofCaerSalis wrote: »they could!
though solstheim with sheogorad is probably better suited for their own chapter/dlc as they're actually near instead of being grouped with the Valenwood islands.
but i imagine if the Valenwood islands or Solstheim and Sheogorad were in any chapter you'd need to use a boat or wayshrine to go between them just like High isle and Amenos anyways.
I have been seeing people talking about places like Solstheim and Sheogorad not having enough content on their own. IE those two islands, in ESO's time, would be pretty much empty of cities and things like that.
So they could have some delves or dungeons, and add in the cities elsewhere and add other islands for other content.
If ESO really wanted to be ambitious, give us Winterhold as the main city of the chapter, and have the quests from winterhold send us 'island hopping' around various islands.
NotaDaedraWorshipper wrote: »
The islands off the coast of Valenwood are even smaller than Stros M'kai and certainly smaller than the Systres archipelago. Falinesti, as much I'd love to see it, would be best served as a zone DLC like Clockwork City. But with their new content plan, that seems highly unlikely.
What I'd like more anything, would be an overhaul of all the base game zones. I know it's not going to happen, but a man can dream...
NotaDaedraWorshipper wrote: »It's not like ZOS are very consistent with sizes of places, or that most places are very shrunk down, because game.
Base game overhaul would be nice but mostly just a dream. Valenwood can barely be called a forest, less so the jungle of all jungles.
NotaDaedraWorshipper wrote: »It's not like ZOS are very consistent with sizes of places, or that most places are very shrunk down, because game.
Base game overhaul would be nice but mostly just a dream. Valenwood can barely be called a forest, less so the jungle of all jungles.
True, but then again basically every forested area in ESO looks ... well, less like a true forest (nevermind a jungle).
Valenwood is also missing a lot of creatures that are supposed to exist within it's borders...
NotaDaedraWorshipper wrote: »NotaDaedraWorshipper wrote: »It's not like ZOS are very consistent with sizes of places, or that most places are very shrunk down, because game.
Base game overhaul would be nice but mostly just a dream. Valenwood can barely be called a forest, less so the jungle of all jungles.
True, but then again basically every forested area in ESO looks ... well, less like a true forest (nevermind a jungle).
Valenwood is also missing a lot of creatures that are supposed to exist within it's borders...
Yup. Amenos and Galen is like the first proper ones we have recieved. The fauna is often disappointing in ESO. Often the same beings all over with little variation, and the few fantastical beings are almost nonexistent. I remember how one Pocket Guide once mentioned centaurs, hippogriffs, satyrs, minotaurs, giants, basilisks, fairy folk, hydra, and imga once flourished in Valenwood, but going by the sound of the book lessened when the Aldmeri arrived. But you'd think there would still be ones around, since a lot of Valenwood is not very touched. Like Selene's Web show Valenwood a lot better. Giving the illusion of ancient and massive forest isn't that difficult, plenty of older games have done so. Like by just giving the trees bigger and thicker crowns that blocks out most of the skybox, it would look better.
JemadarofCaerSalis wrote: »NotaDaedraWorshipper wrote: »NotaDaedraWorshipper wrote: »It's not like ZOS are very consistent with sizes of places, or that most places are very shrunk down, because game.
Base game overhaul would be nice but mostly just a dream. Valenwood can barely be called a forest, less so the jungle of all jungles.
True, but then again basically every forested area in ESO looks ... well, less like a true forest (nevermind a jungle).
Valenwood is also missing a lot of creatures that are supposed to exist within it's borders...
Yup. Amenos and Galen is like the first proper ones we have recieved. The fauna is often disappointing in ESO. Often the same beings all over with little variation, and the few fantastical beings are almost nonexistent. I remember how one Pocket Guide once mentioned centaurs, hippogriffs, satyrs, minotaurs, giants, basilisks, fairy folk, hydra, and imga once flourished in Valenwood, but going by the sound of the book lessened when the Aldmeri arrived. But you'd think there would still be ones around, since a lot of Valenwood is not very touched. Like Selene's Web show Valenwood a lot better. Giving the illusion of ancient and massive forest isn't that difficult, plenty of older games have done so. Like by just giving the trees bigger and thicker crowns that blocks out most of the skybox, it would look better.
I have often thought of this.
Few games (at least 'modern' ones) do heavy forests well. I live in a forested area, and have often wanted things like I see around me.
Other ways they could do it would be by having vines and brambles between the trunks (making impassible areas), downed trees again making things impassible, creating 'paths' through the forest so they are more like labyrinths than just 'ooh look, there is a tree. Another tree. Another! Oh, was that the forest?'
So, bigger trunks, thicker crowns, woven crowns (to allow 'dappling' of the sunlight on the path), underbrush, downed trees.
JemadarofCaerSalis wrote: »NotaDaedraWorshipper wrote: »NotaDaedraWorshipper wrote: »It's not like ZOS are very consistent with sizes of places, or that most places are very shrunk down, because game.
Base game overhaul would be nice but mostly just a dream. Valenwood can barely be called a forest, less so the jungle of all jungles.
True, but then again basically every forested area in ESO looks ... well, less like a true forest (nevermind a jungle).
Valenwood is also missing a lot of creatures that are supposed to exist within it's borders...
Yup. Amenos and Galen is like the first proper ones we have recieved. The fauna is often disappointing in ESO. Often the same beings all over with little variation, and the few fantastical beings are almost nonexistent. I remember how one Pocket Guide once mentioned centaurs, hippogriffs, satyrs, minotaurs, giants, basilisks, fairy folk, hydra, and imga once flourished in Valenwood, but going by the sound of the book lessened when the Aldmeri arrived. But you'd think there would still be ones around, since a lot of Valenwood is not very touched. Like Selene's Web show Valenwood a lot better. Giving the illusion of ancient and massive forest isn't that difficult, plenty of older games have done so. Like by just giving the trees bigger and thicker crowns that blocks out most of the skybox, it would look better.
I have often thought of this.
Few games (at least 'modern' ones) do heavy forests well. I live in a forested area, and have often wanted things like I see around me.
Other ways they could do it would be by having vines and brambles between the trunks (making impassible areas), downed trees again making things impassible, creating 'paths' through the forest so they are more like labyrinths than just 'ooh look, there is a tree. Another tree. Another! Oh, was that the forest?'
So, bigger trunks, thicker crowns, woven crowns (to allow 'dappling' of the sunlight on the path), underbrush, downed trees.
I understand the desire to see a more overgrown Valenwood forest, but I'm not sure adding a lot of impassable vines and tree trunks is the way to go. I get annoyed enough as it is while trying to traverse most of the region. I don't need more road blocks. There should be a balance between creating the look/feeling of a heavy forest and actual practical gameplay considerations.
JemadarofCaerSalis wrote: »JemadarofCaerSalis wrote: »NotaDaedraWorshipper wrote: »NotaDaedraWorshipper wrote: »It's not like ZOS are very consistent with sizes of places, or that most places are very shrunk down, because game.
Base game overhaul would be nice but mostly just a dream. Valenwood can barely be called a forest, less so the jungle of all jungles.
True, but then again basically every forested area in ESO looks ... well, less like a true forest (nevermind a jungle).
Valenwood is also missing a lot of creatures that are supposed to exist within it's borders...
Yup. Amenos and Galen is like the first proper ones we have recieved. The fauna is often disappointing in ESO. Often the same beings all over with little variation, and the few fantastical beings are almost nonexistent. I remember how one Pocket Guide once mentioned centaurs, hippogriffs, satyrs, minotaurs, giants, basilisks, fairy folk, hydra, and imga once flourished in Valenwood, but going by the sound of the book lessened when the Aldmeri arrived. But you'd think there would still be ones around, since a lot of Valenwood is not very touched. Like Selene's Web show Valenwood a lot better. Giving the illusion of ancient and massive forest isn't that difficult, plenty of older games have done so. Like by just giving the trees bigger and thicker crowns that blocks out most of the skybox, it would look better.
I have often thought of this.
Few games (at least 'modern' ones) do heavy forests well. I live in a forested area, and have often wanted things like I see around me.
Other ways they could do it would be by having vines and brambles between the trunks (making impassible areas), downed trees again making things impassible, creating 'paths' through the forest so they are more like labyrinths than just 'ooh look, there is a tree. Another tree. Another! Oh, was that the forest?'
So, bigger trunks, thicker crowns, woven crowns (to allow 'dappling' of the sunlight on the path), underbrush, downed trees.
I understand the desire to see a more overgrown Valenwood forest, but I'm not sure adding a lot of impassable vines and tree trunks is the way to go. I get annoyed enough as it is while trying to traverse most of the region. I don't need more road blocks. There should be a balance between creating the look/feeling of a heavy forest and actual practical gameplay considerations.
Sorry, I wasn't saying change valenwood, but rather make a new forested region.
I completely understand that feeling, I often have it with rocks and cliffs.
So, this would be a region that was created with this type of forest terrain in mind so hopefully they could balance out the game play considerations that way.
Like if they added a region with falenesti, they could make it so that the underforest was more labyrinthian, while the main ways to traverse it was through branches and bridges.
NotaDaedraWorshipper wrote: »If they were to add Falinesti they kinda need to think vertically. It may be a massive walking tree, but that will still not be as big as some regions we get. Would also be kinda weird to just be a single floor of such a fantastical tree.
laniakea_0 wrote: »NotaDaedraWorshipper wrote: »If they were to add Falinesti they kinda need to think vertically. It may be a massive walking tree, but that will still not be as big as some regions we get. Would also be kinda weird to just be a single floor of such a fantastical tree.
it stands to reason, that wherever Falinesti is right now, it's placed in a surrounding area.
JemadarofCaerSalis wrote: »laniakea_0 wrote: »NotaDaedraWorshipper wrote: »If they were to add Falinesti they kinda need to think vertically. It may be a massive walking tree, but that will still not be as big as some regions we get. Would also be kinda weird to just be a single floor of such a fantastical tree.
it stands to reason, that wherever Falinesti is right now, it's placed in a surrounding area.
I also thought that if they really wanted to get ambitious, they could make falenesti 'move'. Not while the player is watching, but have several different areas for the player to explore beneath falenesti, all reflecting different environments with differing creatures.
Falenesti would 'move' during the questline while the PC is indoors, and there could be something, after the questline is over, to allow the player to move falenesti to that particular zone so they could explore it fully.
(and yeah, having ramps and stairs and bridges to make it so falenest is more than just a single level tree house is a must. With plenty of railings. I need railings. Or I will die. A lot.)
JemadarofCaerSalis wrote: »laniakea_0 wrote: »NotaDaedraWorshipper wrote: »If they were to add Falinesti they kinda need to think vertically. It may be a massive walking tree, but that will still not be as big as some regions we get. Would also be kinda weird to just be a single floor of such a fantastical tree.
it stands to reason, that wherever Falinesti is right now, it's placed in a surrounding area.
I also thought that if they really wanted to get ambitious, they could make falenesti 'move'. Not while the player is watching, but have several different areas for the player to explore beneath falenesti, all reflecting different environments with differing creatures.
Falenesti would 'move' during the questline while the PC is indoors, and there could be something, after the questline is over, to allow the player to move falenesti to that particular zone so they could explore it fully.
(and yeah, having ramps and stairs and bridges to make it so falenest is more than just a single level tree house is a must. With plenty of railings. I need railings. Or I will die. A lot.)
They could make it happen like the Fair Winds ship-house - where when you're inside, passing windows or whatever, the view outside is what's moving.
JemadarofCaerSalis wrote: »JemadarofCaerSalis wrote: »laniakea_0 wrote: »NotaDaedraWorshipper wrote: »If they were to add Falinesti they kinda need to think vertically. It may be a massive walking tree, but that will still not be as big as some regions we get. Would also be kinda weird to just be a single floor of such a fantastical tree.
it stands to reason, that wherever Falinesti is right now, it's placed in a surrounding area.
I also thought that if they really wanted to get ambitious, they could make falenesti 'move'. Not while the player is watching, but have several different areas for the player to explore beneath falenesti, all reflecting different environments with differing creatures.
Falenesti would 'move' during the questline while the PC is indoors, and there could be something, after the questline is over, to allow the player to move falenesti to that particular zone so they could explore it fully.
(and yeah, having ramps and stairs and bridges to make it so falenest is more than just a single level tree house is a must. With plenty of railings. I need railings. Or I will die. A lot.)
They could make it happen like the Fair Winds ship-house - where when you're inside, passing windows or whatever, the view outside is what's moving.
That would be neat, I haven't been in that house, so I didn't know they had something like this already
laniakea_0 wrote: »
it stands to reason, that wherever Falinesti is right now, it's placed in a surrounding area.
You must wait a bit longer, friends.