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Might be unpopular opinon

Ordinator199
Ordinator199
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As a returning player who stopped playing on console in 2017, it kinda frustrates me that every delve in "new zones" has to be like an entire dungeon, with unique quest for each dungeon, that results with asking NPC that gives it "What will you do now?" after completion, floors, entire zones inside delves, its a real chore imo. Like I get it ZOS wants people to play longer, but this walking simulator/mindless killing of enemies just to get from point a to point b is counter productive. I wouldn't mind if such delves where placed here and there, but its like every single one of them is like this... What happened to old good short delves, where you just come in, run in a circle collect your shard, kill boss and exit?
  • Ordinator199
    Ordinator199
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    Also the quests are just routine lazy fetch quests with no substance for the most part..
    Edited by Ordinator199 on March 6, 2026 11:13PM
  • spartaxoxo
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    I also miss short delves. There are dozens of us.
  • DenverRalphy
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    I hear ya! There's something to be said for quick, simple, in-n-out. Admittedly too much of it does get stale, so I didn't mind that they started getting a bit more creative. Unfortunately they went overboard IMO.

    Necrom was the first chapter where after the first runthrough, I knew then and there that I would avoid returniing to any of its delves at all costs. I'd only return when I didn't have any other choice if it were required for something I was after. Gold Road and Solstice dialed it down a little bit, and are a bit more tolerable. But not so much as I still occasionally cringe a little when I realize I need to go back to one.

    I'll still look for just about anything else, anything, to do before I return to a Necrom/Apocrypha delve. Don't get me wrong. I really enjoyed the first runthroughs. Very memorable and worth doing. Once.

    [edit] I will concede that the Anchre Egg Mine in TP isn't so bad.
    Edited by DenverRalphy on March 6, 2026 11:40PM
  • wolfie1.0.
    wolfie1.0.
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    If your going to make long delves... in open air, with not a lot of mob spawns....

    Then please let us use mounts in them.
    Edited by wolfie1.0. on March 9, 2026 4:34PM
  • Soarora
    Soarora
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    I'm directionally challenged so I try to avoid newer delves when looking for skill points... I get frustrated when I have to do a puzzle or have to run through a giant area to find the skyshard. I made a poll about this in 2024, actually: https://forums.elderscrollsonline.com/en/discussion/658944/do-you-like-the-relatively-new-delve-and-public-dungeon-style/p1 (don't comment or it'll get locked LOL just showing!)
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
  • SilverBride
    SilverBride
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    I'm not a fan of the puzzles anywhere.
    PCNA
  • Xarc
    Xarc
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    wolfie1.0. wrote: »
    If your going to make long delves... in open air, with not a lot of mobility spawns....

    Then please let us use mounts in them.

    Really agree with this
    @xarcs FR-EU-PC -
    "Death is overrated", Xarc
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  • dcrush
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    It’s to artificially increase in-game time while at the same time capping rewards. If you pick up a daily that says you have to fetch one item in a small delve, it’ll take three minutes. If you have a daily where you have to find four items that are scattered across a dungeon where you can only follow a certain path because of walls/rocks/trees and attempting any shortcut means having to start over… it’ll take ten mins.
  • ISO_Flow
    ISO_Flow
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    Personally I have the opposite opinion, where I don't want shorter delves with less to do in them. But I want the area inside to be more meaningfully used and make me feel like I should be in there, and want to be in there.
    Short ones without depth or meaning, are slightly better than long ones without depth or meaning.

    But really I would want them to make longer ones with depth and meaning instead
  • BardokRedSnow
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    As a returning player who stopped playing on console in 2017, it kinda frustrates me that every delve in "new zones" has to be like an entire dungeon, with unique quest for each dungeon, that results with asking NPC that gives it "What will you do now?" after completion, floors, entire zones inside delves, its a real chore imo. Like I get it ZOS wants people to play longer, but this walking simulator/mindless killing of enemies just to get from point a to point b is counter productive. I wouldn't mind if such delves where placed here and there, but its like every single one of them is like this... What happened to old good short delves, where you just come in, run in a circle collect your shard, kill boss and exit?

    I dont get this mentality at all, I got the dlc so i could enjoy more content like this with more lore, story etc. I really cant even begin to comprehend why people would want more mindless delves just to run in get shard and dip.
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • Vaqual
    Vaqual
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    As a returning player who stopped playing on console in 2017, it kinda frustrates me that every delve in "new zones" has to be like an entire dungeon, with unique quest for each dungeon, that results with asking NPC that gives it "What will you do now?" after completion, floors, entire zones inside delves, its a real chore imo. Like I get it ZOS wants people to play longer, but this walking simulator/mindless killing of enemies just to get from point a to point b is counter productive. I wouldn't mind if such delves where placed here and there, but its like every single one of them is like this... What happened to old good short delves, where you just come in, run in a circle collect your shard, kill boss and exit?

    I dont get this mentality at all, I got the dlc so i could enjoy more content like this with more lore, story etc. I really cant even begin to comprehend why people would want more mindless delves just to run in get shard and dip.

    Yeah for real, you'd think that this is an uncontroversial topic. Large, handcrafted maps that complement existing zones and make Tamriel feel big by adding significant landmarks vs linear copy paste instances is a real topic now?
    Sure, a short delve can also be well designed. But what is the general logic here? Less game = less chores? If so, I have some big revelations for anyone that is interested....
  • AScarlato
    AScarlato
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    As a returning player who stopped playing on console in 2017, it kinda frustrates me that every delve in "new zones" has to be like an entire dungeon, with unique quest for each dungeon, that results with asking NPC that gives it "What will you do now?" after completion, floors, entire zones inside delves, its a real chore imo. Like I get it ZOS wants people to play longer, but this walking simulator/mindless killing of enemies just to get from point a to point b is counter productive. I wouldn't mind if such delves where placed here and there, but its like every single one of them is like this... What happened to old good short delves, where you just come in, run in a circle collect your shard, kill boss and exit?

    I dont get this mentality at all, I got the dlc so i could enjoy more content like this with more lore, story etc. I really cant even begin to comprehend why people would want more mindless delves just to run in get shard and dip.

    I agree with this. The delves have been getting more complex but I thought their design was much more interesting.

    Yes they are longer, but they feel more like part of the world and I am exploring over older delves that mostly felt like rectangles with paths.
  • Ordinator199
    Ordinator199
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    I hear ya! There's something to be said for quick, simple, in-n-out. Admittedly too much of it does get stale, so I didn't mind that they started getting a bit more creative. Unfortunately they went overboard IMO.

    Necrom was the first chapter where after the first runthrough, I knew then and there that I would avoid returniing to any of its delves at all costs. I'd only return when I didn't have any other choice if it were required for something I was after. Gold Road and Solstice dialed it down a little bit, and are a bit more tolerable. But not so much as I still occasionally cringe a little when I realize I need to go back to one.

    I'll still look for just about anything else, anything, to do before I return to a Necrom/Apocrypha delve. Don't get me wrong. I really enjoyed the first runthroughs. Very memorable and worth doing. Once.

    [edit] I will concede that the Anchre Egg Mine in TP isn't so bad.

    Some of them feel like cold harbour public dungeon for sure, I just finished
    As a returning player who stopped playing on console in 2017, it kinda frustrates me that every delve in "new zones" has to be like an entire dungeon, with unique quest for each dungeon, that results with asking NPC that gives it "What will you do now?" after completion, floors, entire zones inside delves, its a real chore imo. Like I get it ZOS wants people to play longer, but this walking simulator/mindless killing of enemies just to get from point a to point b is counter productive. I wouldn't mind if such delves where placed here and there, but its like every single one of them is like this... What happened to old good short delves, where you just come in, run in a circle collect your shard, kill boss and exit?

    I dont get this mentality at all, I got the dlc so i could enjoy more content like this with more lore, story etc. I really cant even begin to comprehend why people would want more mindless delves just to run in get shard and dip.

    Playing running simulator as you run for 10 minutes through largely copy pasted delves which are mostly empty except for the copy pasted mobs every 20-30 meters does not = lore/story
  • BardokRedSnow
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    I hear ya! There's something to be said for quick, simple, in-n-out. Admittedly too much of it does get stale, so I didn't mind that they started getting a bit more creative. Unfortunately they went overboard IMO.

    Necrom was the first chapter where after the first runthrough, I knew then and there that I would avoid returniing to any of its delves at all costs. I'd only return when I didn't have any other choice if it were required for something I was after. Gold Road and Solstice dialed it down a little bit, and are a bit more tolerable. But not so much as I still occasionally cringe a little when I realize I need to go back to one.

    I'll still look for just about anything else, anything, to do before I return to a Necrom/Apocrypha delve. Don't get me wrong. I really enjoyed the first runthroughs. Very memorable and worth doing. Once.

    [edit] I will concede that the Anchre Egg Mine in TP isn't so bad.

    Some of them feel like cold harbour public dungeon for sure, I just finished
    As a returning player who stopped playing on console in 2017, it kinda frustrates me that every delve in "new zones" has to be like an entire dungeon, with unique quest for each dungeon, that results with asking NPC that gives it "What will you do now?" after completion, floors, entire zones inside delves, its a real chore imo. Like I get it ZOS wants people to play longer, but this walking simulator/mindless killing of enemies just to get from point a to point b is counter productive. I wouldn't mind if such delves where placed here and there, but its like every single one of them is like this... What happened to old good short delves, where you just come in, run in a circle collect your shard, kill boss and exit?

    I dont get this mentality at all, I got the dlc so i could enjoy more content like this with more lore, story etc. I really cant even begin to comprehend why people would want more mindless delves just to run in get shard and dip.

    Playing running simulator as you run for 10 minutes through largely copy pasted delves which are mostly empty except for the copy pasted mobs every 20-30 meters does not = lore/story

    If you think this, you aren't bothering to read or listen to the lore and story, their delves have not been just mobs for a long time. I am one of the players that clears the entire map before finishing the chapter stories mind you, they've been getting surprisingly better and even the fighting itself for delve bosses has been getting more interesting.

    If you're just running in and clicking through dialogue, not reading, that's really on you.
    Edited by BardokRedSnow on March 7, 2026 3:53AM
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • BardokRedSnow
    BardokRedSnow
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    There's plenty of mindless content in eso as it is, I don't want to lose the interesting parts of the game just because some fans have short attention spans. And its honestly a large part of the player base to be fair so I'm not discrediting the OP.

    Even though most people likely do just run in blah blah blah the dialogue, kill and dip, people appreciate depth being present to explore if they wish to. Rather than it being shallow and empty because most players don't bother to digest lore and story anyway.

    That same thinking is why for instance people think its acceptable to try and get the devs to rid the game of pvp, just because its not for the majority of players who for whatever reason like doing the same dungeons and trials on repeat.

    MMOs are like amusement parks, you may not like every activity but its always good to have lots of interesting ones available.
    Edited by BardokRedSnow on March 7, 2026 3:58AM
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • Ordinator199
    Ordinator199
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    There's plenty of mindless content in eso as it is, I don't want to lose the interesting parts of the game just because some fans have short attention spans. And its honestly a large part of the player base to be fair so I'm not discrediting the OP.

    Even though most people likely do just run in blah blah blah the dialogue, kill and dip, people appreciate depth being present to explore if they wish to. Rather than it being shallow and empty because most players don't bother to digest lore and story anyway.

    That same thinking is why for instance people think its acceptable to try and get the devs to rid the game of pvp, just because its not for the majority of players who for whatever reason like doing the same dungeons and trials on repeat.

    MMOs are like amusement parks, you may not like every activity but its always good to have lots of interesting ones available.

    If you read the first post, it included "have long delves here and there" but not almost every single one.
    Edited by Ordinator199 on March 7, 2026 5:00AM
  • Hotdog_23
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    I am of the opposite opinion. I really like the new delves vs. the ones in the base game. Each to their own.

    Stay safe :)
  • allochthons
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    I think there's a middle ground. We go into delves for 4 main reasons, right? 1) Skyshard 2) Delve quest and exploration, 3) Daily quests for coffers, 4) leads that drop from delve bosses.

    I think it would be pretty easy to make delves that make both camps happy by arranging those 4 things carefully. The skyshard can be off in a far corner to facilitate exploration*, and the delve boss can be off in a far corner at the end of the quest.

    But keep whatever the daily coffer quest goal is close to the entrance.

    I'm thinking of delves like Desert Wind Caverns or The Tangle in Northern Elsweyr, and Lair of the Black Worm and Sea and Sword Lodge in Solstice. Those daily coffer quests are very long and contain a ton of running and mob killing. The daily quest goals could be much closer to the entrances and not require the player to re-run the entire loop to get their goal. But the delve quests and skyshard would still lead people deep into the depths to appreciate the hard work of the writers and designers.

    For people getting the skyshard on multiple toons that is still a hassle, but I think by now there are enough skill points in overland that not that many people *have* to do delve skyshards to get all the skill points they need.

    *There are some truly memorable delve skyshard paths I love, like Baraha's Gloom in the Gold Coast.
    She/They
    PS5/NA (CP3000+)
  • spartaxoxo
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    To be clear, I enjoy the story and exploration of bigger delves. I don't think a small delve necessarily has to lack story though. And even if it did, variety is nice.
  • Displaced_Salad
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    I don't think it's fair game to say someone doesn't have attention span because they don't want every delve to be four doors that lead to four more doors ad nauseum. No one said they wanted them all cut out, just not all of them to be that way. There should be something for everyone in a persistently online game.
    Maythor: honestly we're getting the supermarket treatment here ... shrinkflation with the addition of simply moving things about so they seem fresher .. all the while being told a corporation is our friend :P

    If it comes with strings, it ain't free. It isn't a gift with purchase; you were overcharged.

    I_CraftwithPntButter: 2023 is the year your supposed to be doing better , remember ? (Still waiting)

    KlauthWarthog: Well, they can definitely measure fun on their spreadsheets, otherwise they would not be able to nerf it so consistently.
  • Jestir
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    I think delves are best with variety, which means a few short to the point ones have definitely felt missing in recent years
  • ADarklore
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    I don't think it's fair game to say someone doesn't have attention span because they don't want every delve to be four doors that lead to four more doors ad nauseum. No one said they wanted them all cut out, just not all of them to be that way. There should be something for everyone in a persistently online game.

    But there is 'something for everyone' but the OP is complaining about certain newer delves, yet in older zones the delves are mostly very short. So in newer zones we get longer delves, older zones have shorter delves, hence 'something for everyone', right?
    Edited by ADarklore on March 7, 2026 11:02AM
    CP: 2105 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • Frayton
    Frayton
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    No matter how badly I need a skyshard for skill points, I will look everywhere else first even Cyrodiil and would rather do a full 4 man dungeon for a skill point than enter those big, convoluted, confusing, mult-level maze delves.
  • whitecrow
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    I miss asking people what they will do now. It hasn't been in the script for a while.
  • AcadianPaladin
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    The only thing I don't like about quite a few of the DLC delves is that to find the skyshard I need to go look at a YouTube walkthrough.
    PC NA(no Steam), PvE, mostly solo
  • AzuraFan
    AzuraFan
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    I like variety in terms of length. I don't like delves that I can't navigate using the map because of different levels. Yeah, I can switch the level I'm looking at, but sometimes that doesn't help much.
  • mdjessup4906
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    dcrush wrote: »
    It’s to artificially increase in-game time while at the same time capping rewards. If you pick up a daily that says you have to fetch one item in a small delve, it’ll take three minutes. If you have a daily where you have to find four items that are scattered across a dungeon where you can only follow a certain path because of walls/rocks/trees and attempting any shortcut means having to start over… it’ll take ten mins.

    I cannot comprehend this kind of design. Why design a delve that takes 10 minutes for 1 quest when if it were shorter I could do 2 or 3 quests in the same amount of time and feel like im actually playing and not mindlessly grinding.
  • theoverseer
    theoverseer
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    The only thing I don't like about quite a few of the DLC delves is that to find the skyshard I need to go look at a YouTube walkthrough.

    Gloomreach has entered the chat.
  • wolfie1.0.
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    I think there's a middle ground. We go into delves for 4 main reasons, right? 1) Skyshard 2) Delve quest and exploration, 3) Daily quests for coffers, 4) leads that drop from delve bosses.

    I think it would be pretty easy to make delves that make both camps happy by arranging those 4 things carefully. The skyshard can be off in a far corner to facilitate exploration*, and the delve boss can be off in a far corner at the end of the quest.

    But keep whatever the daily coffer quest goal is close to the entrance.

    I'm thinking of delves like Desert Wind Caverns or The Tangle in Northern Elsweyr, and Lair of the Black Worm and Sea and Sword Lodge in Solstice. Those daily coffer quests are very long and contain a ton of running and mob killing. The daily quest goals could be much closer to the entrances and not require the player to re-run the entire loop to get their goal. But the delve quests and skyshard would still lead people deep into the depths to appreciate the hard work of the writers and designers.

    For people getting the skyshard on multiple toons that is still a hassle, but I think by now there are enough skill points in overland that not that many people *have* to do delve skyshards to get all the skill points they need.

    *There are some truly memorable delve skyshard paths I love, like Baraha's Gloom in the Gold Coast.

    I would actually place the skyshards in the middle or lean them close to the entrance. Often when skyshard hunting the focus is on getting skill points not exploring. Instead ad an explorer achievements with certian collectible or other incentive to push into delves more.

    But really for a lot of the newer delves that are under open sky, we should be able to use mounts.
  • Everest_Lionheart
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    Delves are fine. The DLC world bosses and world events on the other hand are getting out of control. When these zones population die players will have to solo bosses with upwards of 10 million HP to complete daily quests, farm motifs and collect antiques. It’s fine when a zone is new and still full of players but has anyone tried soloing a Harrowstorm on a pure class build lately? 10 minute delves are absolutely tame by comparison.
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