FabresFour wrote: »Well, overall, this has been a slow year for me in The Elder Scrolls Online. I liked the idea of splitting the story in half and releasing it in parts—I think it creates a sense of mystery in the narrative that encourages players to return throughout the year to see more.
But... I'm having a serious issue with the Solstice map. I mean, something that has always caught my attention in ESO is the new and unique architecture and biomes. Solstice is just... empty?
It’s an extremely spread-out island, without many interesting biomes within it. Even the beaches of Solstice: Khenarthi’s Roost beaches (after the rework) are more interesting to me than Solstice’s. I found them extremely empty, spaced out, and dull.
And then there’s the architecture: we have the Altmer Corelanya, who were expelled from Summerset for going against its cultural norms. So why on earth do they have the exact same architecture as the main Altmer island? Shouldn’t they have something unique or different, at least?
Not to mention the Nords... I mean, they’ve been living in that region for a while now. I feel like they should know that their cold-weather cabins don’t make much sense in a tropical region like that. Not to mention the winter clothing they wear! It’s way too hot for that!
Honestly, I feel like there was a lack of cultural detail this year. And that’s always been something that stood out in the game. I understand that they probably wanted to save on assets, but I really found it out of place.
I think something unique could’ve been done here: imagine if the Altmer and Argonians had somehow managed to build a society together, and that was reflected in their cities—completely unlike anything we’ve seen so far? That would’ve been SO cool!
Since Zenimax had the freedom to do whatever they wanted here, the option they went with just feels... weak.
What do you all think?
I agree that the island is really bare. The art assets themselves are really pretty, but they are spread thin in many areas, it feels almost auto-generated. And while I don't hate the idea of the altmer and argonian mix, the nord village feels sort of out of place. Especially since they reused the old assets - I think it would've been much more fun if the nords tried to recreate traditional nordic architecture, but with local materials.
FabresFour wrote: »What do you all think?
tomofhyrule wrote: »I haven’t started the story yet, but a lot of that is just being so tired of generic stories. Especially when ESO is up against things like the Oblivion remake, or yet another Skyrim playthrough, or going back to the masterpiece that was Baldur’s Gate 3, the stories just can’t measure up.
I know there’s a whole thread on this, but the excitement they had about the villains being irredeemable is just… ugh. Stories with compelling and complex characters - heroes and villians who all have shades of grey - are much more interesting since you actually need to think about how you want to react. I remember my first BG3 playthrough when I got to the end boss choice of who to support, I actually had to turn off the game so I could discuss it with myself and figure out who I should support.
I’m also noticing that ESO has also been on a “you’d better rush to do the story or else we’ll spoil it for you in the news posts!” kick. Like how Gold Road’s reveal straight up started with the major spoiler from the end of Necrom’s story, and now we have a Loremaster article that directly contains Solstice spoilers. That’s just making me feel rushed, which makes me inherently less interested to do the story.
But I do know one thing that got spoiled for me already, and it’s something that I know I’m going to hate in the story when it happens. STOP. BRINGING. CHARACTERS. BACK. FROM. THE. DEAD. Infinite resurrection because people are shipping themselves with some NPC really cheapens death in the first place, and then it also cheapens the story that they died in in the first place.
Just off the top of my head, from ones who have magically returned:And note I’m not counting Arana since she comes back in the same story and note in a later questline. I’m also not including any Solstice surprises that have already been leaked.
- Raz can die in one of the Reaper’s March quests
- Sai or Lyris can die in the main quest
- Darien dies at the end of the main quest
What’s the same about all of these?
Like for the most part the dialogue is just “yeah, idk, don’t think about it.” It really gives serious “Somehow, Palpatine returned” vibes.
The one death/resurrection that worked was Darien from basegame to Summerset, and that worked because they planted the seeds of that in basegame - he’s got lorebooks in Glenumbra that already talk about him having some connection to the supernatural, so when he disappears (conveniently not *dying onscreen*), his return in Summerset as an agent of Meridia is really good… and then it fits that he sacrifices his mortal self to purify the Dawnbreaker.Let’s see how Solstice tries to explain him coming back again without completely neutering his Summerset arc…
tomofhyrule wrote: »I haven’t started the story yet, but a lot of that is just being so tired of generic stories. Especially when ESO is up against things like the Oblivion remake, or yet another Skyrim playthrough, or going back to the masterpiece that was Baldur’s Gate 3, the stories just can’t measure up.
I know there’s a whole thread on this, but the excitement they had about the villains being irredeemable is just… ugh. Stories with compelling and complex characters - heroes and villians who all have shades of grey - are much more interesting since you actually need to think about how you want to react. I remember my first BG3 playthrough when I got to the end boss choice of who to support, I actually had to turn off the game so I could discuss it with myself and figure out who I should support.
I’m also noticing that ESO has also been on a “you’d better rush to do the story or else we’ll spoil it for you in the news posts!” kick. Like how Gold Road’s reveal straight up started with the major spoiler from the end of Necrom’s story, and now we have a Loremaster article that directly contains Solstice spoilers. That’s just making me feel rushed, which makes me inherently less interested to do the story.
But I do know one thing that got spoiled for me already, and it’s something that I know I’m going to hate in the story when it happens. STOP. BRINGING. CHARACTERS. BACK. FROM. THE. DEAD. Infinite resurrection because people are shipping themselves with some NPC really cheapens death in the first place, and then it also cheapens the story that they died in in the first place.
Just off the top of my head, from ones who have magically returned:And note I’m not counting Arana since she comes back in the same story and note in a later questline. I’m also not including any Solstice surprises that have already been leaked.
- Raz can die in one of the Reaper’s March quests
- Sai or Lyris can die in the main quest
- Darien dies at the end of the main quest
What’s the same about all of these?
Like for the most part the dialogue is just “yeah, idk, don’t think about it.” It really gives serious “Somehow, Palpatine returned” vibes.
The one death/resurrection that worked was Darien from basegame to Summerset, and that worked because they planted the seeds of that in basegame - he’s got lorebooks in Glenumbra that already talk about him having some connection to the supernatural, so when he disappears (conveniently not *dying onscreen*), his return in Summerset as an agent of Meridia is really good… and then it fits that he sacrifices his mortal self to purify the Dawnbreaker.Let’s see how Solstice tries to explain him coming back again without completely neutering his Summerset arc…
My problem with the new chapter is that I'm a necromancer, and the chapter is about necromancers.
Imperial_Archmage wrote: »It feels like it was cobbled together on a Friday afternoon by the intern who drew the shortest straw that day.
tomofhyrule wrote: »Well, I've finished the story, and it's a thing that exists.
I still stand by my original statements. At least this wasn't High Isle levels of bad, but it was really formulaic. I was really hoping for my "Meridia is actually a villian" story, but I guess that's too high-concept.
It does feel like the emotion is totally robbed though because of the penchant for bringing characters back. I see a character die and instead of being like "oh no! [Character] is dead! This is such a powerful story!" I'm just sitting here wondering what kind of excuse they're gonna bring up in the next part to bring that person back from the dead.
I'm also really not a fan of this new method of "if you don't do the main quest within the first month, we'll spoil it for you" storytelling. It was like that with Necrom, when the reveal event for Gold Road straight up told us what happened in the Necrom story, and it's like that now. And I can only imagine they'll continue with that...
FabresFour wrote: »Not to mention the Nords... I mean, they’ve been living in that region for a while now. I feel like they should know that their cold-weather cabins don’t make much sense in a tropical region like that. Not to mention the winter clothing they wear! It’s way too hot for that!
FabresFour wrote: »the Nords... I mean, they’ve been living in that region for a while now. I feel like they should know that their cold-weather cabins don’t make much sense in a tropical region like that. Not to mention the winter clothing they wear! It’s way too hot for that!
katanagirl1 wrote: »I would prefer that they didn’t kill any longstanding characters off. In order to do that, you have to keep coming up with interesting and memorable characters to replace them.