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On a scale of 1-10, what would you give the story of Solstice & why?

  • TheMajority
    TheMajority
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    1

    And finally, the wall dividing Solstice is kind of pointless, Solstice is an island and not even a large one at that, does no one think to just sail to the other side of the island, what even is the point of it?

    to me it's clear that it was all just marketing tactic/money making. they don't want to make a second zone any more so they split a zone the size we used to get for a main zone into two, and then they give a big event like it's special for the player to unlock it. meanwhile it's just less content for the same money, and you having to do efforts to get to the other half of what you already paid
    Time flies like an arrow- but fruit flies like a banana.

    Sorry for my English, I do not always have a translation tool available. Thank you for your patience with our conversation and working towards our mutual understanding of the topic.
  • Aurelia
    Aurelia
    Soul Shriven
    4
    I really enjoyed the side quests overall, the main story however... I have not been conquered.

    As people have already said the new RP choices are a nice addition but aside from those choices it feels as though we are unable to recall important, noteworthy people/events. I understand that in some cases it's because it's been awhile and they want to fill the player in, but to me it's at times done in such a way that it doesn't feel like my character or even the npcs that do the exposition themselves are really involved in the world.
    Kind of when at some point Gabrielle mentioned Vanus repeatedly with his full government name as if to hammer the famous/important character's name in the player's mind when one in an actual conversation would merely say "Vanus"/"Vanus' staff" for brevity/because realistically everyone knows who we're refering to, ect.. Things like that among others made it feel like the characters are removed, made to visibly become the author's mouth piece to ensure that the player keeps up. They seem like they are no longer a "living, breathing, feeling" individual aware/evolving in their environment.

    Also, maybe it'll be revealed at a later date, but I'm perplexed by how they got mannimarco's body and soul to begin with. Molag Bal's Anchor litteraly smashed a crater in the floor back in Sancre tor to reap Mannimarco back then.
    If the remains weren't vacuumed along the soul at that time, I really don't think there'd be much if anything left for cultists to gather as Walks in Ash (iirc) is shown to -admittedly- speculate as a way to try to iron out the groundwork of the story for the players.
    I also don't know how the hell she knows that my character defeated mannimarco at sancre tor. We never told anyone as far as I know and only the companions were there -Lyris, Sai, Abnur with the prophet being filled in after the mission.
    We'll see, maybe it's yet another scheme from the Prince of schemes; and he either did suck both soul and body and is now repurposeing what he's gathered of mannimarco instead of just torturing the guy..

    There's also the colored room mission, why the hell were mannimarco's remains -or at least sarcophagus- and soul there ? Why did gabrielle make it feel like the cult could use "The GIft Of Death" without even having the thing in their own hands ?

    It felt the relic somehow worked like a genie lamp that for some reason got activated and people were rushing to yell out their wish before one another.
    The cult was seemingly preparing the ritual in Meridia's Realm with 'Marco's BODY -again sarcophogus at least- AND SOUL being there somehow ???
    They were getting busy with the ritual almost as soon as they got teleported in there whilst not having the relic in hand to activate when the relic is supposed to be absolutely necessary to call "Marco's soul back -which is supposed to be in an OTHER DAEDRIC princes's particularly tight/vengeful clutches/realm- ???
    Then, granting that, if Gabrielle's exchange went through, which clearly happened first and also apparently altered the nature of relic as to now being unuseable by the cult to control their font of power back on eastern solstice, how did 'Marco's soul get called back aswell ? We can't say that Wormblood was willfully handing his soul, no one was shown to offer theirs and he didn't seem amenable to even possession yelling "Wait I'm not the Vessel !" whilst the other cultist were still alive maintaining their ritual...
    Alas Mannimarco was already there talking which indicated to me that he was somehow present in the colored rooms even DURING the fight with Farinor which we actually hear supplicate a master (Wormblood or 'Marco) to bring her back when she dies. Then I could understand it as being the reason for 'Marco's soul having been called back due to the 1-1 condition of the relic but the chronology wouldn't work.

    As gold road stressed, unless a particularly powerful and specialized artefact is used like idk the skein/Abolisher/Lamp which would here be "The Gift of Death" is used, or some anchor like The Hollow City has been anchored in cold harbour, links between daedric realms, power/influence from another daedric prince can't happen at all or for long in another's territory. That make me think that either Meridia's realm somehow has it's own Molag Balesque pied-à-terre in it, or "The gift of Death" is the reason for the pathway to call back 'Marco's soul from Cold Harbour to The Colored rooms, and since the relic has not been used true to it's stated conditions... I'm.. perplexed.
    Edited by Aurelia on June 18, 2025 6:27PM
    Orelle -Aurelia- Helvius
  • Poss
    Poss
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    I finished it today. I actually like it. I was gutted about “the death”, they were always a favourite of mine. But the two resurrections were a shock so I can’t wait to see where they go with part 2
  • Nemesis7884
    Nemesis7884
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    6
    Idea of continuing base story and resurecting big bad i really like

    I just think the writing isnt very appealing..
    Edited by Nemesis7884 on June 29, 2025 1:06AM
  • ghastley
    ghastley
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    I can't pick a single rating, as there are a number of independent stories, with a wide range of quality. Clearly the work of several writers, some of whom managed to circumvent management directives, because they did side quests under the radar.
  • SkaiFaith
    SkaiFaith
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    Syldras wrote: »
    ArchMikem wrote: »
    ...considering I'm playing thru Skyrim right now and just recently met the boarding house Woman who's a Dibella worshipper, that Quest sounds 110% child friendly, compared to how she was "worshipping" her way around Riften.

    Indeed. Everything was really harmless and I found the moral undertones (we couldn't even comment on in dialogue) very strange. There's generally a lot of morals this time (the quests ending with some "today I learned..." dialogue, as I mentioned; even the Corelanya Manor quest, that I enjoyed overall, had a bit of that), and while I don't even disagree with the statements made there, it just feels strange for a game intended for adults and that takes place in an imperfect world full of conflicts. Although what probably bothers me most is that it's spelled out so bluntly instead of letting the player come to their own conclusions, for themselves.

    @Syldras sorry for the ping but I urge to let you know why I appreciated a lot that quest instead: Did you know you could talk again with the characters after quest is completed? They'll invite you to talk to them in Sunport. You can find 3 near the inn and the bank and they have more interesting dialogues. The one who returns in the tent... Well, you can go inside again and talk to her for a new dialogue.

    Having read all dialogues I see it not as a "moral lesson" that forces you to take Dibella's part, but as wanting to let the players reflect and take their own perspective on the matter, which is very related to religious themes. It really does NOT push Dibella, instead it shows alternative points of view, and after speaking with everyone you'll reason within yourself - "there is no clear winner", which is often the case in the TES universe and one big reason for the love people have for this series. (It's absolutely tangled with one real world situation)

    Anyway - too soon to review the whole zone since half is still missing but I have really enjoyed it so far!
    A: "We, as humans, should respect and take care of each other like in a Co-op, not a PvP 🌸"
    B: "Many words. Words bad. Won't read. ⚔️"
  • Syldras
    Syldras
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    SkaiFaith wrote: »
    @Syldras sorry for the ping but I urge to let you know why I appreciated a lot that quest instead: Did you know you could talk again with the characters after quest is completed? They'll invite you to talk to them in Sunport. You can find 3 near the inn and the bank and they have more interesting dialogues.
    The one who returns in the tent... Well, you can go inside again and talk to her for a new dialogue.

    Yes, I'm aware of that and it didn't change my opinion. Actually it made me miss an option to tell these characters (at least the three Dibellans who returned to the city) my character's opinion on this whole issue even more. To him, they still sound like insane fanatics who somehow completely lack self-awareness (Like, coming from who-knows-where to a foreign island to proselytize, and then being astonished the natives won't let you paint murals of your foreign cult on the city walls? Really?). He saved them for one reason only: He was curious to take a look at Sanguine's realm anyway, and fishing a few manikins out on the way back and getting some reward for that seemed like a good deal. To me it was disappointing that we now have, in principle, different dialogue options, but there, where it would have been interesting, we got no such choice - while we did get dialogue options in situations where it had so much less meaning and didn't actually matter. It just felt like a missed opportunity.
    SkaiFaith wrote: »
    Having read all dialogues I see it not as a "moral lesson" that forces you to take Dibella's part, but as wanting to let the players reflect and take their own perspective on the matter

    But is there even much to think about? The whole presupposition feels trivial. I personally prefer to ponder about, well, more complicated topics than "Excess bad or not?" and would love to see a return of the tragedies and moral dilemmas of the base game and the earlier chapters. Maybe you remember the "Murder in Lillandril" quest - that was a real tragedy where it's clear a catastrophe can not be avoided, but what would be the less horrible outcome? It took into consideration so many different topics: different cultural values, freedom, remembrance, truth vs lies, sacrifice,... And it was an example of a love story written really well, much more complex than everything we saw within the last few years where people seem to be attracted to someone's looks only and that's it; nothing beyond that.

    Maybe that's the main aspect that makes it feel like some strange lesson: Any adult person will already have formed an opinion about this topic. I'm not even 40 yet, but I also have, about 25 years ago. So who would need such an "exercise in reflexion"? Maybe young teens who think about the issues of adult life for the first time. But this is a game for adults, if we go by the age ratings. So the whole thing feels somehow out of place.
    SkaiFaith wrote: »
    It really does NOT push Dibella, instead it shows alternative points of view, and after speaking with everyone you'll reason within yourself - "there is no clear winner"

    I honestly don't get why there would be a "winner"? The question whether to indulge in excess or not, or how much so, is an individual decision. I make that decision about my own life, others make one about theirs. "Problem" solved. It's called tolerance.

    Edited by Syldras on June 29, 2025 10:00PM
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • SkaiFaith
    SkaiFaith
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    Syldras wrote: »
    SkaiFaith wrote: »
    @Syldras sorry for the ping but I urge to let you know why I appreciated a lot that quest instead: Did you know you could talk again with the characters after quest is completed? They'll invite you to talk to them in Sunport. You can find 3 near the inn and the bank and they have more interesting dialogues.
    The one who returns in the tent... Well, you can go inside again and talk to her for a new dialogue.

    Yes, I'm aware of that and it didn't change my opinion. Actually it made me miss an option to tell these characters (at least the three Dibellans who returned to the city) my character's opinion on this whole issue even more. To him, they still sound like insane fanatics who somehow completely lack self-awareness (Like, coming from who-knows-where to a foreign island to proselytize, and then being astonished the natives won't let you paint murals of your foreign cult on the city walls? Really?). He saved them for one reason only: He was curious to take a look at Sanguine's realm anyway, and fishing a few manikins out on the way back and getting some reward for that seemed like a good deal. To me it was disappointing that we now have, in principle, different dialogue options, but there, where it would have been interesting, we got no such choice - while we did get dialogue options in situations where it had so much less meaning and didn't actually matter. It just felt like a missed opportunity.
    SkaiFaith wrote: »
    Having read all dialogues I see it not as a "moral lesson" that forces you to take Dibella's part, but as wanting to let the players reflect and take their own perspective on the matter

    But is there even much to think about? The whole presupposition feels trivial. I personally prefer to ponder about, well, more complicated topics than "Excess bad or not?" and would love to see a return of the tragedies and moral dilemmas of the base game and the earlier chapters. Maybe you remember the "Murder in Lillandril" quest - that was a real tragedy where it's clear a catastrophe can not be avoided, but what would be the less horrible outcome? It took into consideration so many different topics: different cultural values, freedom, remembrance, truth vs lies, sacrifice,... And it was an example of a love story written really well, much more complex than everything we saw within the last few years where people seem to be attracted to someone's looks only and that's it; nothing beyond that.

    Maybe that's the main aspect that makes it feel like some strange lesson: Any adult person will already have formed an opinion about this topic. I'm not even 40 yet, but I also have, about 25 years ago. So who would need such an "exercise in reflexion"? Maybe young teens who think about the issues of adult life for the first time. But this is a game for adults, if we go by the age ratings. So the whole thing feels somehow out of place.
    SkaiFaith wrote: »
    It really does NOT push Dibella, instead it shows alternative points of view, and after speaking with everyone you'll reason within yourself - "there is no clear winner"

    I honestly don't get why there would be a "winner"? The question whether to indulge in excess or not, or how much so, is an individual decision. I make that decision about my own life, others make one about theirs. "Problem" solved. It's called tolerance.

    "It's called tolerance" - Something we are not seeing in today's world and which we would very much need lessons on XD
    But I was not talking just about that... I don't want to derail the conversation so I would not go further than saying it is about theocracy, the "rule of love", the persuasions, the authority, keeping distances, and many things that not every person think much about. If you did deep thoughts about it good on you! But I wouldn't discard the topic's value. Especially when I appreciate the fact it was handled in a way that let freedom of thought to the player, not pushing in either direction.
    A: "We, as humans, should respect and take care of each other like in a Co-op, not a PvP 🌸"
    B: "Many words. Words bad. Won't read. ⚔️"
  • GMdoghunter
    GMdoghunter
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    1
    Honestly i would give the Solstice story a 0 if i could,theres just nothing interesting about it at all.
    It's very short,same old story pay more get less content,they really have shown us that direction this year.

    Literally the story including the side quests can be done in about 3.5 hours max,if you whizz through it,but thats only an example.
    Taking your time and i mean physically logging out you could pace it over a few days.

    Fair enough it's only half but if the second half is as bad,the game will decline even more than it is at the moment.
    I feel Update 46 is a repeat of Update 35 whcih caused a hole load of people to leave.

    Solstice is just 1 big empty zone,with nothing to do.
    Dailies take max 1 hour.

    Very dissapointing expansion,i jus thope they can recover from this or is it the golden question-Is it too late?
  • Smitch_59
    Smitch_59
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    I haven't purchased it, and I'm not sure I ever will.
    By Azura, by Azura, by Azura!
  • ArchMikem
    ArchMikem
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    4
    Being on Console i can vote now.

    Im getting so burned out on "The end of Tamriel" level threats. I mean yeah sure fighting the remnants of the Worm Cult sure, but
    a "Reverse Planemeld"? Really?

    I don't want to sound too harsh, there were some neat moments. I completely fell for the Worm Cultist infiltrating the Mages Guild, and the underground river where you're thrown off the barge.

    But I still didn't take easily to the idea the Elves want to coexist with the native Argonians. They built Sunport ON TOP OF the foundations of a Xanmeer.

    I just wish we went back to Thieves Guild and Dark Brotherhood levels of Bad Guys.
    CP2,000 Master Explorer - AvA One Star General - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • SkaiFaith
    SkaiFaith
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    Of course I don’t know the complete story but my impression is that part two will be focused more on Argonians and Coldharbor. Which for me begs the question, was the sole point of the high elves in this part to keep it from being an “Argonian” chapter/season?

    There is nothing in the story that in anyway necessitates the presence of the high elves in solstice. Nothing of interest is done with the two cultures interacting.

    The high elf contingent just seems like a strange, unnecessary addition dropped in for some external reason that has nothing to do with the story.

    I've seen some people confused about why this zone is relevant in the way it is done with Corelania Elves and how they are presented, being kinda "on top" of argonians.

    There's an optional dialogue with Prince Azah that narrates when and how Corelania Elves came here - 1st Era, exiled from Hammerfell by the Ra Gada because they practiced necromancy to let the redguards fight against their own ancestors, sacrilegious.

    If this piece of lore isn't a setting up for TES6: Hammerfell I would be surprised. To me it screams "TES6 WILL BE IN 1ST ERA!" Since we already "know" it will be in Hammerfell. (How cool would that be?!)

    I think this whole setting, showing that Corelania Elves "colonizers" acted in fact badly and that they are now kinda trying to change is relevant information in light of the possible TES6 story - Players who don't know TESO could play TES6 as their first game of the series and only then decide to try ESO. For them it I'll be extremely cool to see references here, as it will be for us when TES6 will come out and we'll get how much we've been teased.
    A: "We, as humans, should respect and take care of each other like in a Co-op, not a PvP 🌸"
    B: "Many words. Words bad. Won't read. ⚔️"
  • ApoAlaia
    ApoAlaia
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    Syldras wrote: »
    Oh please, @Syldras tell me it isn't so. Didn't even know there was Sanguine quests and in the same sentence I find out they are likely bad.

    Let me put it like this:

    One quest was about a Sanguine festivity that someone else messed up, and the ending concluded basically with "Now that everything is as intended again, people can have fun and then go home again."

    The other quest involved Dibella cultists "priests" we had to side with, the horrible things we saw was some people drinking a bit and dancing a bit (of course they had to be rescued from that), and in the end we got a moral lesson, like, "Don't drink, it's bad!" Not the only quest even that ended with a type of "Today I learned..." dialogue (Don't drink, treat your siblings well, protect the environment, etc).

    That is one thing that irks me from the portrayal Sanguine.

    To me his domain would have to encompass all the excesses of mortal nature, to the point that his domain shares 'boundaries' - if you will - with Namira, Boethiah, Mephala, Mora and Molag Bal that would get pretty blurry at the edges.

    Yet the wine he serves is always disappointingly watered down if you'll allow me the metaphor.
  • method__01
    method__01
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    2
    someone can visit -and play - previous chapters like Morrowind, Elsweyr, Summerset even Skyrim and do quests there

    then ,go to Solstice -yes its only half- and compare the content...... its like playing another game
    PC EU/NA /// PS4 EU/NA

    Vasanha
    This one hears nothing. Sees nothing. This one only sweeps.
    desperately need a survey assistant
  • Syldras
    Syldras
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    ArchMikem wrote: »
    But I still didn't take easily to the idea the Elves want to coexist with the native Argonians. They built Sunport ON TOP OF the foundations of a Xanmeer.

    Were they given up before or not (I think there was a lore bit about how most Argonians gave up living in Xanmeers)? I think that makes the whole difference. Because for some cultures, a given-up structure is a given-up structure and they don't care what happens with it or even appreciate reuse.
    SkaiFaith wrote: »
    There's an optional dialogue with Prince Azah that narrates when and how Corelania Elves came here - 1st Era, exiled from Hammerfell by the Ra Gada because they practiced necromancy to let the redguards fight against their own ancestors, sacrilegious.

    He tells a very skewed story about what has been descbribed in lore already years ago: How the Ra Gada colonized Hammerfell, which was at that point inhabited by Altmer and Goblins only, in what they called "warrior waves". They slaughtered all goblins and raided and destroyed the Altmer cities. The Corelanya used necromancy in a desperate attempt to defend themselves, but failed, and had to flee their homeland.

    It's interesting how it's justified by several characters as okay because "necromancy bad". Obviously then invading another country, destroying cities and murdering people, including women, children and the elderly, is no big deal.

    @metheglyn Look, Prince Azah's propaganda is already working. Maybe you should reconsider asking him about it - if you've found a way to keep it friendly.

    Edited by Syldras on June 30, 2025 12:17PM
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
    Soris Rethandus, a Sleeper not yet awake
  • metheglyn
    metheglyn
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    5
    Syldras wrote: »
    SkaiFaith wrote: »
    There's an optional dialogue with Prince Azah that narrates when and how Corelania Elves came here - 1st Era, exiled from Hammerfell by the Ra Gada because they practiced necromancy to let the redguards fight against their own ancestors, sacrilegious.

    He tells a very skewed story about what has been descbribed in lore already years ago: How the Ra Gada colonized Hammerfell, which was at that point inhabited by Altmer and Goblins only, in what they called "warrior waves". They slaughtered all goblins and raided and destroyed the Altmer cities. The Corelanya used necromancy in a desperate attempt to defend themselves, but failed, and had to flee their homeland.

    It's interesting how it's justified by several characters as okay because "necromancy bad". Obviously then invading another country, destroying cities and murdering people, including women, children and the elderly, is no big deal.

    @metheglyn Look, Prince Azah's propaganda is already working. Maybe you should reconsider asking him about it - if you've found a way to keep it friendly.

    Been thinking more about it, that's for sure!
  • SkaiFaith
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    Syldras wrote: »
    ArchMikem wrote: »
    But I still didn't take easily to the idea the Elves want to coexist with the native Argonians. They built Sunport ON TOP OF the foundations of a Xanmeer.

    Were they given up before or not (I think there was a lore bit about how most Argonians gave up living in Xanmeers)? I think that makes the whole difference. Because for some cultures, a given-up structure is a given-up structure and they don't care what happens with it or even appreciate reuse.
    SkaiFaith wrote: »
    There's an optional dialogue with Prince Azah that narrates when and how Corelania Elves came here - 1st Era, exiled from Hammerfell by the Ra Gada because they practiced necromancy to let the redguards fight against their own ancestors, sacrilegious.

    He tells a very skewed story about what has been descbribed in lore already years ago: How the Ra Gada colonized Hammerfell, which was at that point inhabited by Altmer and Goblins only, in what they called "warrior waves". They slaughtered all goblins and raided and destroyed the Altmer cities. The Corelanya used necromancy in a desperate attempt to defend themselves, but failed, and had to flee their homeland.

    It's interesting how it's justified by several characters as okay because "necromancy bad". Obviously then invading another country, destroying cities and murdering people, including women, children and the elderly, is no big deal.

    @metheglyn Look, Prince Azah's propaganda is already working. Maybe you should reconsider asking him about it - if you've found a way to keep it friendly.

    XD I was just pointing out that the setting of Solstice is not random or incongruent but could be justified by the will to tease TES6 - or maybe mine is copium and TES6 will be in the 69th Era when Tamriel disputes are fought tapping on devices with screens XP
    A: "We, as humans, should respect and take care of each other like in a Co-op, not a PvP 🌸"
    B: "Many words. Words bad. Won't read. ⚔️"
  • ArchMikem
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    4
    Syldras wrote: »
    ArchMikem wrote: »
    But I still didn't take easily to the idea the Elves want to coexist with the native Argonians. They built Sunport ON TOP OF the foundations of a Xanmeer.

    Were they given up before or not (I think there was a lore bit about how most Argonians gave up living in Xanmeers)? I think that makes the whole difference. Because for some cultures, a given-up structure is a given-up structure and they don't care what happens with it or even appreciate reuse.

    That's true for mainland Black Marsh at least. Partly due to a change in worship to Sithis. (From being feared to embraced) but it's mostly due to Argonians constant struggle building stone structures on constantly shifting swamp land. Eventually they abandoned them for more temporary dwellings they didn't have to worry about long term when it came to sinking into the ground.

    The Solstice Saxhleel don't have those worries, the island is solid ground, and the eastern half of the island has an entire Tribe called the Stonenest. It would appear Duskfall didn't affect Solstice.

    And from what I read of the new Lorebooks someone linked to me before Solstice launched on Console, the Corelanyas warred with the Natives for centuries before finally establishing an accord. I'd suspect those structures at Sunport were abandoned because of the Elves.
    CP2,000 Master Explorer - AvA One Star General - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Nydarisa
    Nydarisa
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    2
    I thought the premise and outline of the story was good. There is potential there.

    The writing was simply bad in my opinion. Especially after having played Oblivion Remastered and some non-elder scrolls games recently, the difference was stark.

    There is no nuance or depth in the writing and the so-called RP choices felt contrived, only occasionally hitting the mark. Characters are under-developed so I have little reason to care about them and the faux-urgency dialog was more nagging then imperative.

    I've noticed the decline over the last couple patches and honestly am curious how much of the dialog is AI generated vs. creatively written - because that it how it feels to me.
    Edited by Nydarisa on June 30, 2025 4:07PM
  • ArchMikem
    ArchMikem
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    4
    Does anyone else think the studio team might be experiencing burnout?
    CP2,000 Master Explorer - AvA One Star General - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • robwolf666
    robwolf666
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    5
    It's ok, but way too short for an expansion.
  • metheglyn
    metheglyn
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    5
    ArchMikem wrote: »
    Does anyone else think the studio team might be experiencing burnout?

    It's possible. Yearly chapters were a pretty ambitious goal, and could easily have led to burnout. Maybe the more flexible season system will help with that--if it works as intended.
  • AtriaKhorist
    AtriaKhorist
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    7
    I liked it in general. Short, but good. The introduction of the Corelanya in particular.

    My main annoyance is less with the story itself but the setup with the Guilds:
    1) I'll be frank, ZOS: The Fighter's Guild is a bunch of loosely organized sellswords sitting in houses scattered across the continent. The Mage's Guild is a bunch of loosely organized mages and librarians sitting in houses scattered across the continent.

    If you want to sell me a massive threat said threat needs to do more than a bit of breaking and entering and killing some poor mercenary who probably sat on the loo at the time. Sure, the Mages might have some wards and protective creatures, but overall, the Worm Cult here really just broke some locks and killed some people - certainly nothing that would even remotely suggest they've re-risen as a threat, and a few short range soul collectors aren't changing that.

    You want to go 'world ending threat'? Sell it to me. This isn't it.

    2) The new interim leader of the Fighter's Guild is the crown prince and heir to Hammerfell. I don't really care how good he is, but any neutrality the FG had is pretty much shattered, and that's not even going into the vulnerability this provides. If I was Pact/Dominion leadership I'd start hard-limiting FG access to prevent espionage and sabotage, and perhaps think about taking the opportunity of taking said interim leader hostage and thus flat-out remove Hammerfell from the war equation.

    That the new interim leader of the MG was temporarily yet another member with hard Covenant sympathies would only add to this.

    Now, maybe you are aware of this and are actually planning something in that vein, but I doubt it - in particular given a letter from King Fahara'jad talking about why Azah is with the Guild. Frankly, this makes Fahara'jad look like a reckless idiot.
  • kind_hero
    kind_hero
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    ✭✭
    7
    My score is an average, because some quests I liked, others not so much (story-wise).

    The weakest in the link is as always, the main quest of the DLC. Two of the most established guilds are being hammered by a fringe group of the defeated Worm Cult, which gathered enough resources and power to make Molag Bal jealous, all of this unseen, by the scrying eyes of the mages or the adventuring spirit of the fighters guild. With that on the menu, it's really hard to make a good dish.

    Imagine Molag Bal had a hard time doing the planemeld, trying to get Nirn into Coldharbor, but this fringe group of Worm Cult remnants, are close to bring Coldharbor into Nirn!

    My favourite quest on the island is Corelanya Manor. I liked it because of the superb aesthetics (dusty Alinor style, something new, and the great use of lighting), and the plot twists. Yeah, it's not Shakespeare, alright, but the bar was pretty low in the past few years.

    I don't dislike the Argonians, but to be honest, they have been called to spice each chapter since Elsweyr, I think. The swamp-marsh biome is overused.

    An other thing I disliked more than I liked, is the odd Nord village on an Argonian-Altmer island. I would have been way more interesting if the Nords accomodated some Xanmeer or elven ruin to live in, but seeing their Nord city was like having a bit of Skyrim in Summerset. I also really dislike how Nords are portrayed in this game: dumb drunks, simpletons, rude or just barbarians. I can't think of an inspiring Nord character in this game, aside from the Nord hero in the trailers, which isn't actually a character.

    I also don't like how your hero doesn't have their veteran status recognized enough. My char is the vestige, not a mercenary, proxy, mainlander etc! There should be more dialogue lines for characters who did the old stories. You should have a checkmark in the zone menu if you are a returning player who wants to be reminded even the basic things. I don't like arriving to Solstice being sent by the Stirk fellowship, to have a dialogue option, who are the Stirk fellowship!

    There is so much to be improved really. I just hope this time the devs are really working on something worthwhile. Because to me this zone is filler content. I gave a 7 because I am a fan for 10 years.
    Edited by kind_hero on July 1, 2025 6:08AM
    [PC/EU] Tamriel Hero, Stormproof, Grand Master Crafter
  • AzuraFan
    AzuraFan
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    ✭✭✭
    7
    There are spoilers in my response, but since nobody else has used spoiler tags in the thread, I'll refrain too - just be warned.
    .
    .
    .
    .
    .
    .
    I enjoyed the story until the last quest. I liked seeing all the familiar faces (except Raz - I'm in the minority in that I don't like him and wish he'd just go away. I let him die, but he keeps coming back like a slimy hairball that just won't come up and be gone once and for all.).

    Then I got to the last quest. It was going great until the sacrifice, which set my teeth on edge. We were told by the spirit in the crypt that the willing sacrifice's soul goes who-knows-where, maybe it's even snuffed out. Not pleasant. So here we have a 1950s plot in a 2025 game where a female sacrifices her entire eternity for lurve. I mean, really? Are we writing for teenagers here?

    And why choose her? If you're going to kill off an NPC (though they never seem to really die in this game), choose someone who isn't a permanent fixture elsewhere in the world. Right after the big sacrifice, I went to where I know she usually is and there she was, still pining over Darien. Another NPC, who isn't standing around elsewhere in the world, should have been chosen. But no, we need to serve the teeny-bopper romance.

    But like I said, I enjoyed it otherwise, so I gave it a 7. It would have been an 8 or 9 if not for the 1950s plot at the end, and the lack of care about immersion in the rest of the world.

    Edited by AzuraFan on August 10, 2025 2:24PM
  • PDarkBHood
    PDarkBHood
    ✭✭✭
    8
    The story was a solid 8/10. I liked it quite a bit. I look at this as an entire package and it was worth the cost of admission. You got a lot for the money, including subclassing (I know it is included in base, but it took time money and effort to develop the system, no issues supporting it). The Solstice land is different enough from all the other locations to make it very interesting and Sunport is well designed City, I like it. Including all the pre-order stuff and other free content I really like this chapter in ESO. Don't expect them to hit it out of the ball park every year, no company can do that. In totality ESO is an exceptional value.
  • francesinhalover
    francesinhalover
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    Ill be honest, i really wish we just put the daedric princes to rest for a bit,
    get a actual human that became extremely powerfull make him the vilain,
    make him fight us some times, maybe capture us, ya know?
    develop him. give him identity, make him memorable.
    have him kill some characters we like,
    give us choices that matter,
    give him memorable lines and moments
    develop him and give him a good backstory.

    make it matter. Maybe have him be present in 2 expansions or 3. Because at this point, daedric princes leave me so bored,

    Give me a cast of characters i can do sidequests with, develip them, make the sidequests matter, and than make it so my choices gets some of them killed.

    Thats my issue with eso. It started good but soon i noticed the game plays it extremely safe just reviving everyone

    I get razoom dar living he's awesome, but can we not have that same system with the rest of the cast? it's immersion breaking.
    Edited by francesinhalover on August 10, 2025 8:24PM
    I am @fluffypallascat pc eu if someone wants to play together
    Shadow strike is the best cp passive ever!
  • Thorncrypt
    Thorncrypt
    ✭✭✭
    6
    it still feels incomplete without the second part being out yet.
    Edited by Thorncrypt on August 13, 2025 4:05AM
    "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear."
    ―Black Sacrament incantation



  • colossalvoids
    colossalvoids
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    ✭✭✭✭✭
    After getting the last pack as a gift decided to give it a go, but man... Maybe I was just unlucky but my first quests were a "revelry" in a tent and a sloth in a hat ones, I'm not sure I can proceed further as my patience for such things is paper thin now. If they thought that making everything and everyone goofy and dumb is the quirky and modern way of story telling I'll let them be and will be doing something else instead, that's definitely not what I was expecting even with my lower than ground expectations. That might just be two worst examples that I've just stumbled upon randomly but for some reason it makes me think other parts aren't that different. Thought of doing the main quest vanished quite quickly after that.
  • metheglyn
    metheglyn
    ✭✭✭✭✭
    5
    After getting the last pack as a gift decided to give it a go, but man... Maybe I was just unlucky but my first quests were a "revelry" in a tent and a sloth in a hat ones, I'm not sure I can proceed further as my patience for such things is paper thin now. If they thought that making everything and everyone goofy and dumb is the quirky and modern way of story telling I'll let them be and will be doing something else instead, that's definitely not what I was expecting even with my lower than ground expectations. That might just be two worst examples that I've just stumbled upon randomly but for some reason it makes me think other parts aren't that different. Thought of doing the main quest vanished quite quickly after that.

    Those do happen to be two of the less interesting/serious quests out on the island, so I would say you got pretty unlucky. Overall, I would say the quests are a mixed bag. There are some that are much better than those two. The main quest suffers, in my opinion, for being only half a story at this point. It's not horrible, but it's very fast-paced and kind of abrupt in parts. And then, of course, your feelings about the npcs you're working with on the main quest might affect your enjoyment of it.
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