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When you ask for more repeatable content, what do you mean?

SkaiFaith
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Personally I see the ESO player as a TES player first, so I suspect many of us, when we ask for more repeatable content, we mean the possibility to replay any single story quest at any time, like if we had made a save point and reloaded it. Maybe we want to replay a quest with a friend, or maybe we just want to see the other possible outcome of a decision. I suspect lots of us mean this when asking for more repeatable content, but it seems we get misunderstood and offered a different solution that I am not sure how many are that hyped about. With this I'm not pushing against that type of content - I'm sure some will enjoy it and I am truly glad of that. I just want to know if my assumption is right with this poll...
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. ⚔️"

When you ask for more repeatable content, what do you mean? 38 votes

Being able to reset and repeat any individual story quest content in the game at any time
18% 7 votes
Having more content like Solstice Fortress, Night Market, Infinite Archive, Arenas, Trials
34% 13 votes
More daily quests, of any kind (WBs, Events, Crafting, etc.)
10% 4 votes
Other (explain in comments)
26% 10 votes
"I choose violence" (quote)
10% 4 votes
  • Buffy121
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    I don't really want repeatable content. Sure I will do repeatable content if there is sufficient reward but it isn't really what I am looking for. I want new stories and places to explore.
  • Syldras
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    I don't want/need more repeatable content at all, but if at all, I'd like to see quest content being repeatable - the ability to reset a story quest to experience its story again, without the need to create another character for that.

    Daily quests are boring filler content for me once I've seen the story once. What I can live with and do regularly are the crafting dailies, because it makes sense for what they are. It's still more of a chore than actually something interesting.

    Activities that have barely any story or lore content are generally rather uninteresting for me. Archive? Was nice to see the story once, then I played it for maybe for another 2 weeks to try different abilities, see all backdrops, hear all watchling dialogue. And that's it. Since then it's basically lying around unused, and I might only enter it every now and then if there's some endeavour/pursuit related to it.
    @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
  • Destai
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    Primarily, I mean content like Infinite Archive and Night Market. But - and this is key here - it has to be rewarding. By rewarding, I mean getting things like leads, houses, mounts, motifs, styles. Attractive content that would otherwise be in a crate or stuck in some other RNG grind.

    I also want content where there's more than DPS required. Having some sort of tower defense game mode is a way to afford that. What if there's a game mode that's keep XYZ resources alive through healing and resource management while they fend off hordes of enemies. What if there's a tower defense mini-game where your tank skills are put to the test and you have to control the hordes? There's a lot of room to grow on these fronts.

    I'm over dailies. They're a poor substitute for actual repeatable content or robust reward systems. They're part of the drip feed that keeps you hooked, but not enjoying the game.
  • Emeratis
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    I appreciate this poll and topic and I think it is a conversation that needs to be had but before I answer I need to mention something I've said multiple times because it falls into the same pitfall as other similar topics: gamers are not a binary and their behavior is not always cut and dry as this or that. I frequently cite Quantic Foundry's poll+gamer motivation model because it is a better indicator and a healthier one of gamers' varying wants and needs.

    Model-Overview.png?ssl=1

    It also accounts for the fact that people can do different things in a game but have different motivations and drives for those things. For example, I am high in creativity/immersion, personally. I can cite huge parts of the lore by memory or near memory. I have deep intricate backstories and personalities and details for all of my characters that I've worked on in this game for over a decade for some of them. I love cosmetics and fashion obsessively. I am also a high mastery/achievement gamer and do hardmode and tri dungeons/trials 4-5 times a week and frequently set challenging goals and if I don't feel I have those I get bored or frustrated. I frequently feel I don't fit in with casual or hardcore players despite doing and enjoying almost everything eso has to offer. I don't really neatly fit into a box. I am far from the only gamer in eso, or even in this forum, like this.

    Because of the explanation above I had to go with other because it best fits. I desperately want to replay quests and go back to quest areas for screenshots and to play through them again on my main and characters I played through gorgeous and fun areas now that I don't have a potato of a pc like when I started so I can have high quality screenshots of my main in places like Elden Root's Orrery. Also, after briefly playing Infinity Nikki (gorgeous game but oof on the outfit gacha), I desperately want a screenshot mode like theirs in ESO to show off and highlight player fashion and help gamers like ones I know get pretty screenshots without relying on external programs. Seriously wish those two features would come to eso and are at the top of my list for things because they are imo something that really fills a void in this game on the cozy side.

    At the same time, I want more to do with my friends in game that isn't a dungeon or trial and I miss hanging out with friends in fun but also challenging content. I heavily tested the Night Market on pts and fell in love with it on a lore/story level and gameplay level. I had a blast duoing with my tank friend or having a more casual run with part or all of my dungeon/trial groups just hanging out and being silly while we do something fun. Night Market also helps with the "too many people for some content but not enough for others but want to do something together" problem that can frequently happen with the set numbered group content. I also would not feel good about not having new dungeons/trials/etc because they are important to me gameplay wise and for when I feel the itch for a challenge.

    So short answer is it needs to be both and we need to stop acting like it's an either/or dilemma and understand the same gamer can have different wants and needs and likes. This game has a knack for drawing a very diverse crowd of wants and needs in but has a hard time keeping them fulfilled long term. I think they need to explore more of their players' motivations and less checking boxes for content because that's going to be better for everyone in the long run.
  • spartaxoxo
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    I would actually like more mini-games (Yes, I know some don't like mini games. But, I love them so I choose violence mwa ha ha). I did like the Fortress and the upcoming Night Market looks cool too. I'd also like another boss fight challenge mode like Asylum Sanctorum but scaled to 1-4 players.
    Edited by spartaxoxo on February 18, 2026 5:15PM
  • WuffyCerulei
    WuffyCerulei
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    I’ve been playing Guild Wars 2 for a few months while taking a break from ESO, and I think that game’s got “repeatable content” down pretty well. There’s daily incentives like rarer materials, equipment, in-game currency, and whatnot that makes doing the content daily worth it. There’s also all sorts of content: fractals (kinda like dungeons for ESO with daily quests+rewards), convergences (think the Writhing Fortress, zone world bosses/events that give daily rewards, and other things. The dynamic events in zone are also a big factor for “repeatable content”.’ The events give rewards, like currencies and some items, as well as a good chunk of experience.
    I think ESO could have more non-quest based daily events and whatnot, and I know they’re planning on that this year. Very curious to how they’re handling that.
    "Buzz Lightyear toy isle shot" Stormcalling/Animal Companions/Assassination PVP build hater

    Bring Back Pure Class Build Power
  • Malyore
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    Stories and quests that are repeatable on different characters because they have different player choices and outcomes.

    Content that is repeatable due to its rewards helping develop a character, like the IA.
  • twisttop138
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    I love quests, world bosses, delves, public dungeons. Pretty much everything that ZOS is throwing out the window this year and maybe forever. But when I ask for more repeatable content I'm talking about 3 things. Trials, dungeons and arenas. Talk about bang for your buck. The Craglorn trials are how old? 8 or 9 years maybe and we're still doing them. Some of those mechs are fun too. I mean no synergizing? Haha, always get someone.

    Group content is constantly produced for a reason. It's endlessly repeatable. I know some people have feelings around here about group content but many of us love it and they do it very well. Arenas the same kinda thing. Lots of people love VH or IA. Good test of skills.
  • LootAllTheStuff
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    Hard to choose just one between the first two options there - I'd prefer a poll of the "select all that apply type" honestly. I think Quantic's Gamer Motivation Model posted above by @Emeratis is spot on - two people can enjoy the same thing, but for totally different reasons. (And yes, it could also be "both"!)

    In general terms, I'm enjoying dipping into group trials a few times a week. It probably helps that I've only been playing for less than 2 years and have a LOT to catch up on, so even base game ones are mostly new to me.

    For story, one of the things I've enjoyed in other games is playing through and choosing different options with different consequences. ESO has not really done that - there are occasionally different dialogue options to choose, but they don't really change the story outcomes at all.

    It would, however, be nice to reset a particular quest and re-run it on the same (but higher level) character knowing how things went the first time. This would also get around the problem of missable collectibles being forever locked out by character progression.

    Most importantly, for a game to keep me coming back, there needs to be a variety of things to come back for. I'm still at the point where that's true of ESO for me personally. But additional options are always very welcome!
  • twisttop138
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    Emeratis wrote: »
    I appreciate this poll and topic and I think it is a conversation that needs to be had but before I answer I need to mention something I've said multiple times because it falls into the same pitfall as other similar topics: gamers are not a binary and their behavior is not always cut and dry as this or that. I frequently cite Quantic Foundry's poll+gamer motivation model because it is a better indicator and a healthier one of gamers' varying wants and needs.

    Model-Overview.png?ssl=1

    It also accounts for the fact that people can do different things in a game but have different motivations and drives for those things. For example, I am high in creativity/immersion, personally. I can cite huge parts of the lore by memory or near memory. I have deep intricate backstories and personalities and details for all of my characters that I've worked on in this game for over a decade for some of them. I love cosmetics and fashion obsessively. I am also a high mastery/achievement gamer and do hardmode and tri dungeons/trials 4-5 times a week and frequently set challenging goals and if I don't feel I have those I get bored or frustrated. I frequently feel I don't fit in with casual or hardcore players despite doing and enjoying almost everything eso has to offer. I don't really neatly fit into a box. I am far from the only gamer in eso, or even in this forum, like this.

    Because of the explanation above I had to go with other because it best fits. I desperately want to replay quests and go back to quest areas for screenshots and to play through them again on my main and characters I played through gorgeous and fun areas now that I don't have a potato of a pc like when I started so I can have high quality screenshots of my main in places like Elden Root's Orrery. Also, after briefly playing Infinity Nikki (gorgeous game but oof on the outfit gacha), I desperately want a screenshot mode like theirs in ESO to show off and highlight player fashion and help gamers like ones I know get pretty screenshots without relying on external programs. Seriously wish those two features would come to eso and are at the top of my list for things because they are imo something that really fills a void in this game on the cozy side.

    At the same time, I want more to do with my friends in game that isn't a dungeon or trial and I miss hanging out with friends in fun but also challenging content. I heavily tested the Night Market on pts and fell in love with it on a lore/story level and gameplay level. I had a blast duoing with my tank friend or having a more casual run with part or all of my dungeon/trial groups just hanging out and being silly while we do something fun. Night Market also helps with the "too many people for some content but not enough for others but want to do something together" problem that can frequently happen with the set numbered group content. I also would not feel good about not having new dungeons/trials/etc because they are important to me gameplay wise and for when I feel the itch for a challenge.

    So short answer is it needs to be both and we need to stop acting like it's an either/or dilemma and understand the same gamer can have different wants and needs and likes. This game has a knack for drawing a very diverse crowd of wants and needs in but has a hard time keeping them fulfilled long term. I think they need to explore more of their players' motivations and less checking boxes for content because that's going to be better for everyone in the long run.

    While I answered dungeons trials and arenas for mine, your answer stands out. We teach vet trials weekly. I also run trials and dungeons 4 to 5 nights a week and the Tuesday no pressure vet teaching runs stand out for me as a highlight of my week. My social guild that we do these in has so many varied types of players from wide age groups up to grandmas. And I find that they not only live the trials and dungeons but many parts of the game. I think this is a real strength in ESO.

    I also am looking forward to the night market. It's temporary nature irks me but that's a different conversation. You make a good point though. ESO has trouble keeping people interested long term. Even myself am only on for raid nights lately and I did the new event. The rest of the time I've been in fallout 76 to decompress and not burn out on ESO but beyond grinding and helping guildmates, outside of scheduled trials and dungeons there's not much for me to do anymore.

    Some of our repeatable stuff needs upgrades. Badly. After fishing in fallout 76 I could never fish in ESO again. The addition of a mini game after the fish is caught makes it so much more fun. As well as different rod and reel upgrades and harder fish to catch. ESO could learn from stuff like this. When's the last time we got a new black sacrament or heist. New stuff to steal. If we're only doing zones every couple or few years, there's no new promises of world bosses, delves, dailies etc so we need to figure out how to buff up making people spend time in game that isn't bad RNG dark practices in gaming stuff.
  • Elvenheart
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    I remember when games first started adding what came to be known as “repeatable content” and “dailies”. I never have asked for that in any game, I always enjoy the story quests, but I came to understand why repeatable content has to exist for games to give players something to do in between storied content. But the truth is except for crafting dailies for the rewards and the IA for fortunes I only do any of the other repeatable content when it’s part of an endeavor.

    I do wish they would make dungeon quests repeatable, not for the rewards, but just for the stories. The first time can give the skill point, but then we can repeat the dungeon quest when we’re in a group where someone’s doing it for the first time and follow along the story with them for a little gold and experience.
    Edited by Elvenheart on February 18, 2026 9:58PM
  • SeaGtGruff
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    When I think of "repeatable content," I mean anything that isn't one-and-done content. That could be daily quests, or weekly quests, or even monthly quests, but it could also be non-quest content such as overland mobs and bosses, delves, dungeons, arenas, trials, etc. Yes, most of the latter type of content do have quests associated with them-- often one-and-done quests that grant skill points or access to skyshards-- but doing those quests doesn't mean you can't go back in another time to fight and loot your way through the mobs and bosses.

    It's like in TES3:Morrowind or TES4:Oblivion where (IIRC) there are certain caves and other locations which never reset as far as their inhabitants-- once you've "cleared" them, they will forever more be empty, giving you no reason to ever set foot there again, except maybe to look at the design of its environment and reminisce-- but a lot of other caves, crypts, ruins, etc. will be reset such that you can go back in another time and clear them again.

    Basically, I want reasons to keep playing RPGs even after I've completed all of their one-and-done quest-related content, at least until I get so tired of living in their worlds and doing "the same old same-old" that I want to move on to experience other worlds and complete other one-and-done quests.
    I've fought mudcrabs more fearsome than me!
  • Vaqual
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    I’ve been playing Guild Wars 2 for a few months while taking a break from ESO, and I think that game’s got “repeatable content” down pretty well. There’s daily incentives like rarer materials, equipment, in-game currency, and whatnot that makes doing the content daily worth it. There’s also all sorts of content: fractals (kinda like dungeons for ESO with daily quests+rewards), convergences (think the Writhing Fortress, zone world bosses/events that give daily rewards, and other things. The dynamic events in zone are also a big factor for “repeatable content”.’ The events give rewards, like currencies and some items, as well as a good chunk of experience.
    I think ESO could have more non-quest based daily events and whatnot, and I know they’re planning on that this year. Very curious to how they’re handling that.

    My reply to that is that most of that only even feels relevant because there are dozens of items linked to absolutely soulless levels of menial grind. A lot of that "content" isn't fun and actually pretty mindless, and, without the frequent mini dopamine triggers in the form of collectibles and material drops, "replayability" would feel like a big word to begin with. I have said it before and I stand by it, I don't think that game is a good reference. Slapping near meaningless rewards on almost afk-tier activities doesn't count as playing for me.

    If anything, I'd refer to GW1, were the main motivation was more of a challenge loop. You go with a party of 8, you split eight ways. You manage to farm it with 3 or 2 people, or even alone, you reap the extra benefits. Outside of maybe HM trial content and Archive, ESO doesn't have a lot of challenge/reward scaling, and both require rather significant time/effort commitments. ESO is missing some quick-acess + medium-difficulty content that is accessible enough for groups, but manageable for prolific players, with rewards that are properly scaled to the group size. You create content that is open to everyone in principle, where weaker players can try to group up, but are at the same time gradually motivated to prepare, practice and improve for more ambitious runs. Many dungeons are already set up in a way, where they would be compatible with this design, only the incentives for low-manning are missing. Between the content itself and the whole prep-to-clear-pipeline this can easily add a lot of replayability.
    The Archive 100 % went into the correct direction there, but the massive time commitment you have to make to reach the fun and worthwhile stages just often makes it a none-option. Another drawback of the Archive is that is cannibalizes other content a bit too much without adding a lot of world-flavour, which is a bit of a waste.

    Long story short: Between crafting, transmutation, recontruction, event rewards and the many forms of brainless daily activities, weak rewards have made harder/veteran content less and less attractive. The rewards are not worthwhile and this is aggravated by a lack of participant scaling when it comes to the loot. Personalized and guaranteed loot just enables lazy, boring and unengaged gameplay, whereas loot splitting can keep content fresh for a very long time if the rewards are chosen appropriately.

    How my ideal replayable content looks:

    > Mini-Dungeons designed to be moderately difficult for a PUG-group of novice players, clearable by very prepared and experienced solo players - no multi-player gates!
    > Relatively short overall playtime, no excessive HP sponges, but also punishing for pure glass cannon setups - one-shots or pre-cast burns should not be the answer to all fights!
    > Strategic trash pulls that do not feel like a pure chore, but pack some punch with rare drops on trash
    > Fully instanced, no other players can participate or interfere without group invitation - there are some things that just work better in instanced content, especially small scale challenges
    > Constant (within the margins of RNG) loot volume is divided by all participants, it should be worth your effort if you decide to jump in alone, but farming as an optimized team should be a viable option. Loot should be generally tradeable.
    > Split into many thematically different variants rather than a master-hub, where different dungeons play into the strengths of different setups (mitigation, burst, sustained DPS, movement, self-heal, sustain, etc.)
    > Inaccessible via Group Finder, world travel required
    > Rewards should be thematically linked and appropriate (Cosmetics, Sets, Furniture, etc..... maybe even a house?)
    > Ideally tie into related story releases

    (Out of time for now, might clear this list up later.)
  • Soarora
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    This poll is flawed in that it doesn’t have a “I don’t want more repeatable additions” option AND it’s making the assumption that people only want repeatable quests OR instanced group content OR dailies.

    It’s also not true that the ESO player is an elder scrolls player first, nor is that mutually exclusive with wanting group content. There are elder scrolls ESO players, there’s MMO players, and there’s people who are just here because they stumbled across it. The addition of the repeatable instanced content, to me, obviously isn’t for the overland questing-only individuals. It’s for people who like instanced content and thus it’s not a misunderstanding.

    I think it’d be for the best if generally posts here would drop the “most players are like me” assumption. We don’t have the numbers, only our own experiences. And a lot of PvE group players avoid the forums because it has a reputation of being filled with “casuals who don’t know anything but think that they do” (which is a self-fulfilling prophecy. Won’t have endgame perspectives if no endgamers post…).

    To answer the question, I desperately want the ability to repeat quests. But I also want instanced content like dungeons, Night Market, and new holiday event activities.
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • LunaFlora
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    i voted for the first option, but all of the above.

    1. Being able to reset and repeat any individual story quest content in the game at any time.
    2. Having more content like Solstice Fortress, Night Market, Infinite Archive, Arenas, Trials.
    3. More daily quests, of any kind (WBs, Events, Crafting, etc.).
    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • Tandor
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    I don't ask for more repeatable content, never have done. There's too much already.

    Story and exploration, those are what the game should be about and they should be at the heart of new content which shouldn't simply take the form of putting old content into an additional system.

    Take harvesting, for example. We already did it as part of exploration and crafting, now we have it as well for daily endeavours. Sometimes we have it as well for weekly endeavours, and additionally we now have it for golden pursuits. I haven't been on the PTS since it became a waste of time as nobody took any notice of the feedback, but I can imagine harvesting will feature in the new systems being introduced in U49. All in lieu of new content.
    Edited by Tandor on February 18, 2026 7:10PM
  • spartaxoxo
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    I really hope that all story quests don't become repeatable because it would make all stakes feel completely meaningless. And without stakes, the story loses immersion and memorability. I would bet that more people remember the proper story quests than they do the plot of the daily quests when talking about this game outside of it. The high cost of being permanently locked into to your decisions on your character isn't easily replaced. Yeah, you can make an alt but then that feels like a new character and not the same one, which does matter.
    Edited by spartaxoxo on February 18, 2026 7:10PM
  • Syldras
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    spartaxoxo wrote: »
    I really hope that all story quests don't become repeatable because it would make all stakes feel completely meaningless. And without stakes, the story loses immersion and memorability. I would bet that more people remember the proper story quests than they do the plot of the daily quests when talking about this game outside of it. The high cost of being permanently locked into to your decisions on your character isn't easily replaced. Yeah, you can make an alt but then that feels like a new character and not the same one, which does matter.

    I don't know if I'd use that feature at all. If so, then probably only for a few zone side quests I've done a decade ago that I'd like to see again. But it generally wouldn't be an important feature for me.

    But, I've seen several people wishing for exactly this feature, and that doesn't bother me at all. If I don't use it, it doesn't affect my immersion and my way of interact with the world, after all. I'd expect it to be some point on the UI where a reset for a single quest or a questline could optionally be chosen, not that every quest marker suddenly becomes a "repeatable quest marker" and npcs all reset to start position every morning. That would be something I'd dislike. But all suggestions for this feature that I saw emphasized that it should be optional and an individual choice, so I don't think this would happen. People who don't want this would never see it. And that sounds fine to me.

    Who knows, maybe the Sages Vault will be something like that?
    @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
  • LunaFlora
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    spartaxoxo wrote: »
    I really hope that all story quests don't become repeatable because it would make all stakes feel completely meaningless. And without stakes, the story loses immersion and memorability. I would bet that more people remember the proper story quests than they do the plot of the daily quests when talking about this game outside of it. The high cost of being permanently locked into to your decisions on your character isn't easily replaced. Yeah, you can make an alt but then that feels like a new character and not the same one, which does matter.

    i just want to repeat story quests, because i forgot some of it

    it would be nice to be able to do all zone stories again within a few days instead of years apart. Especially the stories that are connected.

    edited to add:
    with my main character importantly as it does indeed feel different with others
    Edited by LunaFlora on February 18, 2026 7:24PM
    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • Soarora
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    spartaxoxo wrote: »
    I really hope that all story quests don't become repeatable because it would make all stakes feel completely meaningless. And without stakes, the story loses immersion and memorability. I would bet that more people remember the proper story quests than they do the plot of the daily quests when talking about this game outside of it. The high cost of being permanently locked into to your decisions on your character isn't easily replaced. Yeah, you can make an alt but then that feels like a new character and not the same one, which does matter.

    On the flip side, I hardly remember the main quests and I cannot get immersed because I’m too stressed about doing the quests on the character who actually does them in my lore (all my characters exist at the same time, they’re not individual playthroughs). Because of the pressure that I can’t go back and take screenshots.

    Besides, what decisions? When have our decisions ever influenced major plot points?
    Edited by Soarora on February 18, 2026 7:35PM
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • spartaxoxo
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    Syldras wrote: »
    spartaxoxo wrote: »
    I really hope that all story quests don't become repeatable because it would make all stakes feel completely meaningless. And without stakes, the story loses immersion and memorability. I would bet that more people remember the proper story quests than they do the plot of the daily quests when talking about this game outside of it. The high cost of being permanently locked into to your decisions on your character isn't easily replaced. Yeah, you can make an alt but then that feels like a new character and not the same one, which does matter.

    I don't know if I'd use that feature at all. If so, then probably only for a few zone side quests I've done a decade ago that I'd like to see again. But it generally wouldn't be an important feature for me.

    But, I've seen several people wishing for exactly this feature, and that doesn't bother me at all. If I don't use it, it doesn't affect my immersion and my way of interact with the world, after all. I'd expect it to be some point on the UI where a reset for a single quest or a questline could optionally be chosen, not that every quest marker suddenly becomes a "repeatable quest marker" and npcs all reset to start position every morning. That would be something I'd dislike. But all suggestions for this feature that I saw emphasized that it should be optional and an individual choice, so I don't think this would happen. People who don't want this would never see it. And that sounds fine to me.

    Who knows, maybe the Sages Vault will be something like that?

    Just declaring something optional doesn't mean that it automatically has no impacts on others. If we could repeat each quest individually, I would imagine it would look like blue quest markers over every head and NPCs would reset themselves every day. And that's immersion breaking to a lot of people. It's a key reason why developers make quests one time only in the first place. Finality makes quests higher stakes. IDK how else could they ensure it happens on an individual quest level without doing blue markers.
    Edited by spartaxoxo on February 18, 2026 7:40PM
  • spartaxoxo
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    Soarora wrote: »
    spartaxoxo wrote: »
    I really hope that all story quests don't become repeatable because it would make all stakes feel completely meaningless. And without stakes, the story loses immersion and memorability. I would bet that more people remember the proper story quests than they do the plot of the daily quests when talking about this game outside of it. The high cost of being permanently locked into to your decisions on your character isn't easily replaced. Yeah, you can make an alt but then that feels like a new character and not the same one, which does matter.

    On the flip side, I hardly remember the main quests and I cannot get immersed because I’m too stressed about doing the quests on the character who actually does them in my lore (all my characters exist at the same time, they’re not individual playthroughs). Because of the pressure that I can’t go back and take screenshots.

    Besides, what decisions? When have our decisions ever influenced major plot points?

    Is that because of AWA?
  • Soarora
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    spartaxoxo wrote: »
    Syldras wrote: »
    spartaxoxo wrote: »
    I really hope that all story quests don't become repeatable because it would make all stakes feel completely meaningless. And without stakes, the story loses immersion and memorability. I would bet that more people remember the proper story quests than they do the plot of the daily quests when talking about this game outside of it. The high cost of being permanently locked into to your decisions on your character isn't easily replaced. Yeah, you can make an alt but then that feels like a new character and not the same one, which does matter.

    I don't know if I'd use that feature at all. If so, then probably only for a few zone side quests I've done a decade ago that I'd like to see again. But it generally wouldn't be an important feature for me.

    But, I've seen several people wishing for exactly this feature, and that doesn't bother me at all. If I don't use it, it doesn't affect my immersion and my way of interact with the world, after all. I'd expect it to be some point on the UI where a reset for a single quest or a questline could optionally be chosen, not that every quest marker suddenly becomes a "repeatable quest marker" and npcs all reset to start position every morning. That would be something I'd dislike. But all suggestions for this feature that I saw emphasized that it should be optional and an individual choice, so I don't think this would happen. People who don't want this would never see it. And that sounds fine to me.

    Who knows, maybe the Sages Vault will be something like that?

    Just declaring something optional doesn't mean that it automatically has no impacts on others. If we could repeat each quest individually, I would imagine it would look like blue quest markers over every head and NPCs would reset themselves every day. And that's immersion breaking to a lot of people.

    Oh, yeah, I would hate that too. It should be a menu in the zone guide that lets you restart any quest you’ve already completed with no additional rewards.
    spartaxoxo wrote: »
    Soarora wrote: »
    spartaxoxo wrote: »
    I really hope that all story quests don't become repeatable because it would make all stakes feel completely meaningless. And without stakes, the story loses immersion and memorability. I would bet that more people remember the proper story quests than they do the plot of the daily quests when talking about this game outside of it. The high cost of being permanently locked into to your decisions on your character isn't easily replaced. Yeah, you can make an alt but then that feels like a new character and not the same one, which does matter.

    On the flip side, I hardly remember the main quests and I cannot get immersed because I’m too stressed about doing the quests on the character who actually does them in my lore (all my characters exist at the same time, they’re not individual playthroughs). Because of the pressure that I can’t go back and take screenshots.

    Besides, what decisions? When have our decisions ever influenced major plot points?

    Is that because of AWA?

    Which part?

    I don’t care which character gets the achievement, I do questing on my main whose a self insert and not my Vestige. But I would enjoy questing more if I could do it on the relevant characters (like my Vestige doing Coldharbour, Summerset, CWC, and Solstice) without the fear of losing good screenshot potential. Or if their character has developed and now would be wearing different clothes or acting a different way.

    As for them not being distinct playthroughs, that’s just how I character create and play games. All characters I make exist at the same time and do different parts of the story (or no parts of the story and are just around).
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • Emeratis
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    spartaxoxo wrote: »
    Syldras wrote: »
    spartaxoxo wrote: »
    I really hope that all story quests don't become repeatable because it would make all stakes feel completely meaningless. And without stakes, the story loses immersion and memorability. I would bet that more people remember the proper story quests than they do the plot of the daily quests when talking about this game outside of it. The high cost of being permanently locked into to your decisions on your character isn't easily replaced. Yeah, you can make an alt but then that feels like a new character and not the same one, which does matter.

    I don't know if I'd use that feature at all. If so, then probably only for a few zone side quests I've done a decade ago that I'd like to see again. But it generally wouldn't be an important feature for me.

    But, I've seen several people wishing for exactly this feature, and that doesn't bother me at all. If I don't use it, it doesn't affect my immersion and my way of interact with the world, after all. I'd expect it to be some point on the UI where a reset for a single quest or a questline could optionally be chosen, not that every quest marker suddenly becomes a "repeatable quest marker" and npcs all reset to start position every morning. That would be something I'd dislike. But all suggestions for this feature that I saw emphasized that it should be optional and an individual choice, so I don't think this would happen. People who don't want this would never see it. And that sounds fine to me.

    Who knows, maybe the Sages Vault will be something like that?

    Just declaring something optional doesn't mean that it automatically has no impacts on others. If we could repeat each quest individually, I would imagine it would look like blue quest markers over every head and NPCs would reset themselves every day. And that's immersion breaking to a lot of people. It's a key reason why developers make quests one time only in the first place. Finality makes quests higher stakes. IDK how else could they ensure it happens on an individual quest level without doing blue markers.

    Almost everytime this is suggested that is also taken into account and most people also add/ask for it to be a toggle or a place you go to adjust the worldstate like a shrine or something that is out of the way of the average player unless they choose to interact with the system. For this system request I see people often being very specific of what they want and how they want it implemented. I think even proponents of the system would find endless blue markers annoying and are aware of the 50 dailies a day cap which would also add an artificial timegate to redoing quests if it was implemented like the average daily in the current system. I'm pretty sure nobody that wants to redo quests is asking for a system like you are describing. I could be wrong but I am pretty sure most of us are on the same page on our request and disagreements are more on rewards/xp or things that are more minor.
  • spartaxoxo
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    Soarora wrote: »
    spartaxoxo wrote: »
    Syldras wrote: »
    spartaxoxo wrote: »
    I really hope that all story quests don't become repeatable because it would make all stakes feel completely meaningless. And without stakes, the story loses immersion and memorability. I would bet that more people remember the proper story quests than they do the plot of the daily quests when talking about this game outside of it. The high cost of being permanently locked into to your decisions on your character isn't easily replaced. Yeah, you can make an alt but then that feels like a new character and not the same one, which does matter.

    I don't know if I'd use that feature at all. If so, then probably only for a few zone side quests I've done a decade ago that I'd like to see again. But it generally wouldn't be an important feature for me.

    But, I've seen several people wishing for exactly this feature, and that doesn't bother me at all. If I don't use it, it doesn't affect my immersion and my way of interact with the world, after all. I'd expect it to be some point on the UI where a reset for a single quest or a questline could optionally be chosen, not that every quest marker suddenly becomes a "repeatable quest marker" and npcs all reset to start position every morning. That would be something I'd dislike. But all suggestions for this feature that I saw emphasized that it should be optional and an individual choice, so I don't think this would happen. People who don't want this would never see it. And that sounds fine to me.

    Who knows, maybe the Sages Vault will be something like that?

    Just declaring something optional doesn't mean that it automatically has no impacts on others. If we could repeat each quest individually, I would imagine it would look like blue quest markers over every head and NPCs would reset themselves every day. And that's immersion breaking to a lot of people.

    Oh, yeah, I would hate that too. It should be a menu in the zone guide that lets you restart any quest you’ve already completed with no additional rewards.
    spartaxoxo wrote: »
    Soarora wrote: »
    spartaxoxo wrote: »
    I really hope that all story quests don't becoepeatable because it would make all stakes feel completely meaningless. And without stakes, the story loses immersion and memorability. I would bet that more people remember the proper story quests than they do the plot of the daily quests when talking about this game outside of it. The high cost of being permanently locked into to your decisions on your character isn't easily replaced. Yeah, you can make an alt but then that feels like a new character and not the same one, which does matter.

    On the flip side, I hardly remember the main quests and I cannot get immersed because I’m too stressed about doing the quests on the character who actually does them in my lore (all my characters exist at the same time, they’re not individual playthroughs). Because of the pressure that I can’t go back and take screenshots.

    Besides, what decisions? When have our decisions ever influenced major plot points?

    Is that because of AWA?

    Which part?

    I don’t care which character gets the achievement, I do questing on my main whose a self insert and not my Vestige. But I would enjoy questing more if I could do it on the relevant characters (like my Vestige doing Coldharbour, Summerset, CWC, and Solstice) without the fear of losing good screenshot potential. Or if their character has developed and now would be wearing different clothes or acting a different way.

    As for them not being distinct playthroughs, that’s just how I character create and play games. All characters I make exist at the same time and do different parts of the story (or no parts of the story and are just around).

    Just trying to understand the stress/fear about doing a part on the wrong character means. I thought maybe it was from the achievement going to the wrong toon. So, if I'm understanding you correctly, your characters are all in the same society and the people's problems aren't all necessarily solved by "the Vestige," sometimes it might be a different character that saves the day? And doing it that way is hard to keep track of? How do you keep track of which is which if you don't mind me asking?
  • Soarora
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    spartaxoxo wrote: »
    Soarora wrote: »
    spartaxoxo wrote: »
    Syldras wrote: »
    spartaxoxo wrote: »
    I really hope that all story quests don't become repeatable because it would make all stakes feel completely meaningless. And without stakes, the story loses immersion and memorability. I would bet that more people remember the proper story quests than they do the plot of the daily quests when talking about this game outside of it. The high cost of being permanently locked into to your decisions on your character isn't easily replaced. Yeah, you can make an alt but then that feels like a new character and not the same one, which does matter.

    I don't know if I'd use that feature at all. If so, then probably only for a few zone side quests I've done a decade ago that I'd like to see again. But it generally wouldn't be an important feature for me.

    But, I've seen several people wishing for exactly this feature, and that doesn't bother me at all. If I don't use it, it doesn't affect my immersion and my way of interact with the world, after all. I'd expect it to be some point on the UI where a reset for a single quest or a questline could optionally be chosen, not that every quest marker suddenly becomes a "repeatable quest marker" and npcs all reset to start position every morning. That would be something I'd dislike. But all suggestions for this feature that I saw emphasized that it should be optional and an individual choice, so I don't think this would happen. People who don't want this would never see it. And that sounds fine to me.

    Who knows, maybe the Sages Vault will be something like that?

    Just declaring something optional doesn't mean that it automatically has no impacts on others. If we could repeat each quest individually, I would imagine it would look like blue quest markers over every head and NPCs would reset themselves every day. And that's immersion breaking to a lot of people.

    Oh, yeah, I would hate that too. It should be a menu in the zone guide that lets you restart any quest you’ve already completed with no additional rewards.
    spartaxoxo wrote: »
    Soarora wrote: »
    spartaxoxo wrote: »
    I really hope that all story quests don't becoepeatable because it would make all stakes feel completely meaningless. And without stakes, the story loses immersion and memorability. I would bet that more people remember the proper story quests than they do the plot of the daily quests when talking about this game outside of it. The high cost of being permanently locked into to your decisions on your character isn't easily replaced. Yeah, you can make an alt but then that feels like a new character and not the same one, which does matter.

    On the flip side, I hardly remember the main quests and I cannot get immersed because I’m too stressed about doing the quests on the character who actually does them in my lore (all my characters exist at the same time, they’re not individual playthroughs). Because of the pressure that I can’t go back and take screenshots.

    Besides, what decisions? When have our decisions ever influenced major plot points?

    Is that because of AWA?

    Which part?

    I don’t care which character gets the achievement, I do questing on my main whose a self insert and not my Vestige. But I would enjoy questing more if I could do it on the relevant characters (like my Vestige doing Coldharbour, Summerset, CWC, and Solstice) without the fear of losing good screenshot potential. Or if their character has developed and now would be wearing different clothes or acting a different way.

    As for them not being distinct playthroughs, that’s just how I character create and play games. All characters I make exist at the same time and do different parts of the story (or no parts of the story and are just around).

    Just trying to understand the stress/fear about doing a part on the wrong character means. I thought maybe it was from the achievement going to the wrong toon.

    I appreciate the interest in understanding!
    spartaxoxo wrote: »
    So, if I'm understanding you correctly, your characters are all in the same society and the people's problems aren't all necessarily solved by "the Vestige," sometimes it might be a different character that saves the day?

    This is correct. For instance, my Vestige does Summerset, CWC, Coldharbour, Solstice, Covenant, etc. because she’s a Summerset-born Altmer who was kicked off Summerset for becoming a vampire (so the Daedric War trilogy is big for her). After being kicked out, she ended up in Covenant territory (to introduce her to Darien so his full arc is with one character), got cured, did the main quest series there, then ran into the Worm Cult, etc, etc.

    My thief character, a Breton vampire, does The Reach and High Isle because he was taken in by Reachmen when he was younger, then joined the Grey Host (thus conflict of choosing Grey Host or the Reachmen with Markarth), then later goes to High Isle to meet his mother’s family and gets caught up in the plot there.

    For two examples. I also have characters who are a part of the enemy team or background characters (Grey Host for Greymoor, the dragon cult in Elsweyr, a clockwork Apostle, an Orgnum-aligned Maormer, etc) who I may want to do quests on to interact with their team, even if it is forced that I can’t actually join them.
    spartaxoxo wrote: »
    And doing it that way is hard to keep track of? How do you keep track of which is which if you don't mind me asking?

    It’s not that it’s hard to keep track of, I choose what character goes where based on building an overarching story. Whatever’s narratively interesting. My problem is that because I can’t redo them, if I want to experience the story on the character who would do them (for screenshots, to continue developing their character, or just for fun) I would have to rebuild them completely. And I’m not doing that. So it’s like self-caused FOMO.

    Edit: for context, I’m currently not questing on the correct character for the most part. I prefer to choose characters who have absolutely nothing to do with the plot because I’m scared of missing out on screenshots/roleplay/etc by doing it on the right character. Realistically, this means playing my main and any repeats of the quest are on characters who would absolutely never be there.
    Edited by Soarora on February 18, 2026 8:39PM
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • Soarora
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    ^ I actually have this problem in Skyrim too and it’s now to a point I can’t play the characters I have in lore because I get so stressed about quest order (I clearly have some problem with quest commitment due to wanting the roleplay to be as accurate as possible). I started a playthrough roleplaying as an aspect of Lorkhan (so it’s so far out there I can’t claim it as a lore character) and the last mod I played was daC0DA. I spent time stressing about “what if I want to play it again?” and convinced myself that if I want to, I can try uninstalling and reinstalling it again since its a mod.
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • SeaGtGruff
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    Tandor wrote: »
    I don't ask for more repeatable content, never have done. There's too much already.

    Story and exploration, those are what the game should be about and they should be at the heart of new content which shouldn't simply take the form of putting old content into an additional system.

    Take harvesting, for example. We already did it as part of exploration and crafting, now we have it as well for daily endeavours. Sometimes we have it as well for weekly endeavours, and additionally we now have it for golden pursuits. I haven't been on the PTS since it became a waste of time as nobody took any notice of the feedback, but I can imagine harvesting will feature in the new systems being introduced in U49. All in lieu of new content.

    I think that's because they wanted the endeavors and pursuits to be types of activities that a lot of players would already be doing anyway, such that players would be completing some of the endeavors and pursuits without needing to go out of their way to do activities that they wouldn't normally be doing.

    Obviously, the list of currently-available endeavors can't fulfill that goal for everyone, so there will be times when players need to deliberately engage in certain activities (such as a Heist or a Black Sacrament) which they wouldn't otherwise be doing if not for satisfying the goal of "3/3 daily endeavors completed."

    But if the new system is going to let us reroll our choice of offered activities, then hopefully players will be able to focus more on what they prefer to be doing anyway rather than engaging in activities they dislike merely to satisfy a checklist.
    I've fought mudcrabs more fearsome than me!
  • Emeratis
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    Soarora wrote: »
    ^ I actually have this problem in Skyrim too and it’s now to a point I can’t play the characters I have in lore because I get so stressed about quest order (I clearly have some problem with quest commitment due to wanting the roleplay to be as accurate as possible). I started a playthrough roleplaying as an aspect of Lorkhan (so it’s so far out there I can’t claim it as a lore character) and the last mod I played was daC0DA. I spent time stressing about “what if I want to play it again?” and convinced myself that if I want to, I can try uninstalling and reinstalling it again since its a mod.

    Your mileage might vary but I have a similar problem in both games and what helped me in Skyrim was milestone savestates so if I wanted to go back to a certain point and take screenshots/explore that worldstate/tweak or change things I could. Obviously it's a little harder to do that in eso unfortunately.

    My eso problem's slightly different. I have one vestige and she's involved in most storylines, but she often works together with my alts and sometimes they take a more main character role in that story and she's more a helper/side character. Similar paralysis at points and for my main since she's been my main since beta there are obviously quest locked locations I wish I could go back to due to reasons you said about outfits and changes and the fact when I first started eso my pc was a dinosaur that barely ran and now I have a very well specced computer. I'd love to redo some of my old screenshots that suffered from my old pc's specs visually.
  • Soarora
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    Emeratis wrote: »
    Soarora wrote: »
    ^ I actually have this problem in Skyrim too and it’s now to a point I can’t play the characters I have in lore because I get so stressed about quest order (I clearly have some problem with quest commitment due to wanting the roleplay to be as accurate as possible). I started a playthrough roleplaying as an aspect of Lorkhan (so it’s so far out there I can’t claim it as a lore character) and the last mod I played was daC0DA. I spent time stressing about “what if I want to play it again?” and convinced myself that if I want to, I can try uninstalling and reinstalling it again since its a mod.

    Your mileage might vary but I have a similar problem in both games and what helped me in Skyrim was milestone savestates so if I wanted to go back to a certain point and take screenshots/explore that worldstate/tweak or change things I could. Obviously it's a little harder to do that in eso unfortunately.

    My eso problem's slightly different. I have one vestige and she's involved in most storylines, but she often works together with my alts and sometimes they take a more main character role in that story and she's more a helper/side character. Similar paralysis at points and for my main since she's been my main since beta there are obviously quest locked locations I wish I could go back to due to reasons you said about outfits and changes and the fact when I first started eso my pc was a dinosaur that barely ran and now I have a very well specced computer. I'd love to redo some of my old screenshots that suffered from my old pc's specs visually.

    I’m glad it’s not just me. I do the saving thing but I don’t think I’ve actually ever made use of them except for full resets without having to redo all the sliders. Downside for doing it by quest is losing all your build progress until you go back to newest save, so doing quests in the right order still matters.

    That’s a cool way of organizing character lore! And yeah on the screenshots, especially if you wanted to edit both characters in together but can’t due to quality differences. I have screenshots from questing on the right character that pain me because they’re in completely wrong armor, there’s other players, the angles are bad, I didn’t have reshade… etc… etc…

    Got me thinking about the cool Maormer ship battle that would be perfect for my Maormer… since I have yet to find a house that I want to convert into his boat (the proper boat house was too obviously Breton cruise ship for me to feel like I could convert it, but maybe…).
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
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