Maintenance for the week of May 25:
• PC/Mac: No maintenance – May 25
• ESO Store and Account System for maintenance – May 27, 6:00AM EDT (10:00 UTC) - 4:00PM EDT (20:00 UTC)

AI generated text in Dragon Knight's passives

Dakarn
Dakarn
Soul Shriven
Hello. I have genuine concern about use of "AI" generated content in the descriptions of DK passives.
The way the sentences are constructed, phrasing, their lack of context makes them extremely generic.
By generic, I mean some kind of figurative metaphorical use of fire(which is very typical for generated texts), even personified and not how you wield/use it.
Notorious example will be "Traumatic burns" from Ardent Flame line.
It's telling zero about how your applying of fire cause "Traumatic burns". In that form, why it's even here? 100% generated.
Such text additions bloat description window, why they have separate line above and not incorporated in the main body as it was handled with Arcanist class?

DNlE8MC.png
or
trx5baG.png
Sy3N9I6.png

Arcanist would be a great example of how this could be done
(some other arc passives)
ViifW3u.png
iOf521z.png
EmhfIuh.png

aNUHMGs.png

on dk's Conbustion
"Flame is fuel. When you apply Burning to an Enemy..." - yes, simple as that, in one text as in Erudition, this will ensure and maintain uniformity and conciseness.
1CdgFAi.png

A lot of people noticed what they look and sound off, very different from what we had. It always starts small, but I wouldn't want ESO(and TES as a whole) to slide into aislopification.
In anticipation of future updates and class reworks would really like to see changes in the way descriptions are handled.

And if AI use occurred, you must disclose it in the "AI Generated Content Disclosure" section on the Steam page.
Edited by Dakarn on May 21, 2026 11:39AM
  • KalevaLaine
    KalevaLaine
    ✭✭✭✭✭
    Yeah, was wondering about this too. Even the german translation is kind of weird.
    💜 シカバネ // PC EU (3600CP)

    Fianna Rolaine - Templar Heal // Valie Finwe - Templar Heal & DD
    Madena Rolaine - Necromancer Heal // Julienne Rolaine - Nightblade Heal
    Mireli Telendas - Dragonknight Heal // From-Deepest-Ashes - Warden Heal
    Taarie Finwe - Arcanist Heal & DD // Elenwen Finwe - Sorcerer Heal & DD
    Jora Strong-Heart - Dragonknight Tank // Gharol gra-Shargakh - Templar DD

    Dro'marash - Nightblade Roleplay Thief // Freir Ice-Fist - Warden Roleplay Sorcerer

    Rad Red Rubbish - Templar PVP Heal

    My YouTube - https://www.youtube.com/@ShikabaneGaming
  • LunaFlora
    LunaFlora
    ✭✭✭✭✭
    ✭✭✭✭✭
    it looks like ZOS wanted to separate flavour text from the text actually describing the skill.

    And honestly to me Dragonknight passives look better to read than Arcanist.
    I am guessing and hoping that they will reformat other class passives similarly, including Arcanist.
    miaow this is my forum signature! my name is Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰

    PlayStation EU is my primary server.
    LunaFloraBlossom on PlayStation 5 and PC.
    my main character is a Bosmer Warden named Greehnhart in-game, Greenie Florahart in full.


    all characters on PS EU:
    - Luna Blossom, Bosmer Dragonknight.
    - Dotty Greehnhart, Bosmer Sorcerer.
    - Lía Greehnhart, Khajiit Nightblade.
    - Lady Greehnhart, Altmer Templar. Lady is her name and title.
    - Holly Blossom, Altmer Sorcerer.
    - Sally Jadehart, Argonian Nightblade. Like a green salamander.
    - Dorothy Pizzalover, Orc Warden. add pizzas to the game please.
    - Greehnhart, Bosmer Warden.
    - Lúcia Azurehart, imperial Necromancer. Azureblight, she has a Maarselok outfit.
    - Bunny Rubyhart, Dunmer Nightblade.
    - Wisteria Antheia, Khajiit Templar. blue hair like the wisteria.
    - Cynthia Turquesa, Breton Warden.
    - Rubyhart, Bosmer Nightblade.
    - Hestia Rubyhart, Dunmer Dragonknight.
    - Aurelia Cherryhart, Altmer Warden. Spriggan.
    - Aurora Honey, Redguard Templar. Meridian cultist.
    - Speaks-With-Blossom, Argonian Warden.
    - Lulu Nightshade, Nord Necromancer.
    - Lunetta Gleamblossom, Bosmer Arcanist. Ohmes Khajiit.
    - Dianna Hyacinth, Altmer Arcanist. Maormer, water hyacinth.

    Links to my Housing threads:
    Links to my Fashion threads:
  • Dakarn
    Dakarn
    Soul Shriven
    LunaFlora wrote: »
    it looks like ZOS wanted to separate flavour text from the text actually describing the skill.

    And honestly to me Dragonknight passives look better to read than Arcanist.
    I am guessing and hoping that they will reformat other class passives similarly, including Arcanist.

    How you like it more? Especially comparing to arcanist which has actual lore bits of how you wield Mora's powers. Like actual words from the setting and not bland metaphorical fire. What distinct it from any other fire? You can tear them away and nothing will say what it was from Dragon Knight.
  • ZOS_Zenke
    ZOS_Zenke
    mod
    Hey everyone! Michael Zenke here, Loremaster at large and incredible fan of flavor text.

    I just wanted to call out that these were not made with AI. All of the text shipped for the Elder Scrolls Online is hand-written, by humans, no exceptions.

    The Arcanist strings, as well as these Dragonknight entries, were an attempt by us to inject a little more context and flavor into our skills. The feedback I'm seeing here that the Arcanist was more successful on this front is super interesting, and I want to say I deeply appreciate that you all care enough to think about them.

    For some behind the scenes on this, Dragonknight and the other 'base game' classes offer a bit of a different challenge than Arcanist did. As a brand-new class, we had kind of 'blue ocean' (Mora joke) to explore when it came to their lore context. Hence the references to ancient Arcanist orders and mysterious figures.

    The DK, on the other hand, is a very well-established experience in our minds. We've been playing the DK for years!

    My thought was that suddenly announcing that there are orders of Dragonknights we've never talked about before (or the like), felt like the wrong approach. Which is why these flavor lines focus more on vibes and the experience of being a DK, rather than explicit worldbuilding.

    Thank you all for caring about the use of AI-generated text in our project. This is something we all care deeply about as well, and I hope we can continue to talk about stuff like this in the future in a positive way.
    Staff Post
  • Ratzkifal
    Ratzkifal
    ✭✭✭✭✭
    ✭✭✭✭✭
    ZOS_Zenke wrote: »
    Hey everyone! Michael Zenke here, Loremaster at large and incredible fan of flavor text.

    I just wanted to call out that these were not made with AI. All of the text shipped for the Elder Scrolls Online is hand-written, by humans, no exceptions.

    The Arcanist strings, as well as these Dragonknight entries, were an attempt by us to inject a little more context and flavor into our skills. The feedback I'm seeing here that the Arcanist was more successful on this front is super interesting, and I want to say I deeply appreciate that you all care enough to think about them.

    For some behind the scenes on this, Dragonknight and the other 'base game' classes offer a bit of a different challenge than Arcanist did. As a brand-new class, we had kind of 'blue ocean' (Mora joke) to explore when it came to their lore context. Hence the references to ancient Arcanist orders and mysterious figures.

    The DK, on the other hand, is a very well-established experience in our minds. We've been playing the DK for years!

    My thought was that suddenly announcing that there are orders of Dragonknights we've never talked about before (or the like), felt like the wrong approach. Which is why these flavor lines focus more on vibes and the experience of being a DK, rather than explicit worldbuilding.

    Thank you all for caring about the use of AI-generated text in our project. This is something we all care deeply about as well, and I hope we can continue to talk about stuff like this in the future in a positive way.

    @ZOS_Zenke Thanks for the quick response! I do have a follow-up question regarding the DK passive "The Storm Voice".
    Do you take this as confirmation that Dragonknights are using the Storm Voice aka Thu'um? All of them? Or are we to understand these flavour texts as something others attribute onto Dragonknights which may or may not reflect the truth?

    It was my understanding from what little books we do have on Dragonknights, that they are a kind of practitioner of Akaviri/Tsaesci martial arts with no (direct) connection to the Thu'um, who are applying ordinary magic in a colourful way to look like dragons. Or that alternatively, being part of their martial art the "Akaviri Kiai" - like Dwemer Tonal Architecture or the Thu'um - is a kind of reality-warping sound-based magic that gives Dragonknights their draconic powers while also being distinct and separate from the Thu'um / The Storm Voice.
    The most boring explanation would be that the Akaviri Kiai and the Thu'um are one and the same, which would also make the description of the Thu'um in "Children of the Sky" very redundant. But it would explain why DK's have that passive.

    If I could make a suggestion I would change this passive to be more ambiguously worded, perhaps referencing Reman ("Reman's Battlecry"?), which would neatly tie Tsaesci Akaviri lore, dragonborn, the Thu'um, the Blades and Dragonknights together without confirming or denying anything and keeping the mystery alive. Personally, I would find that preferable to Dragonknights being confirmed to using the Thu'um. It's not the Dovahkiin class after all.
    This Bosmer was tortured to death. There is nothing left to be done.
  • Dakarn
    Dakarn
    Soul Shriven
    ZOS_Zenke wrote: »
    The DK, on the other hand, is a very well-established experience in our minds. We've been playing the DK for years!

    My thought was that suddenly announcing that there are orders of Dragonknights we've never talked about before (or the like), felt like the wrong approach. Which is why these flavor lines focus more on vibes and the experience of being a DK, rather than explicit worldbuilding.

    Thank you all for caring about the use of AI-generated text in our project. This is something we all care deeply about as well, and I hope we can continue to talk about stuff like this in the future in a positive way.

    Skills and passives, all these flavor bits are like a little window to look in for "who and how they are". ESO's classes aren't typical range/melee/tank/healer archetypes, and that makes them unique and questions about their lore come all by themselves, how-when-why all these schools, clans, orders, teachings were founded and established.
    So, it would be great if the lore of the older classes were expanded one day. Or/and treated with care of what we already have.
    Future reworks are still suited for this wink wink

    @ZOS_Zenke Thank you for your response, I and many others will always appreciate and support transparency.



    Edited by Dakarn on May 21, 2026 4:42PM
  • Myrtogen
    Myrtogen
    Soul Shriven
    ZOS_Zenke wrote: »
    Hey everyone! Michael Zenke here, Loremaster at large and incredible fan of flavor text.

    I just wanted to call out that these were not made with AI. All of the text shipped for the Elder Scrolls Online is hand-written, by humans, no exceptions.

    The Arcanist strings, as well as these Dragonknight entries, were an attempt by us to inject a little more context and flavor into our skills. The feedback I'm seeing here that the Arcanist was more successful on this front is super interesting, and I want to say I deeply appreciate that you all care enough to think about them.

    For some behind the scenes on this, Dragonknight and the other 'base game' classes offer a bit of a different challenge than Arcanist did. As a brand-new class, we had kind of 'blue ocean' (Mora joke) to explore when it came to their lore context. Hence the references to ancient Arcanist orders and mysterious figures.

    The DK, on the other hand, is a very well-established experience in our minds. We've been playing the DK for years!

    My thought was that suddenly announcing that there are orders of Dragonknights we've never talked about before (or the like), felt like the wrong approach. Which is why these flavor lines focus more on vibes and the experience of being a DK, rather than explicit worldbuilding.

    Thank you all for caring about the use of AI-generated text in our project. This is something we all care deeply about as well, and I hope we can continue to talk about stuff like this in the future in a positive way.

    stupid question but are dragonknights based on oog dragonknights/dragoons? (without the spears of course)
    Miranyis is a Falmer hailing from a hidden Snow Elf enclave within the Velothi, carrying a spear and questions for and about Tamriel as it now is. He carries a cursed sword with the spirit of a foul Atmoran inside, named Gylfryk.
  • C_Inside
    C_Inside
    ✭✭✭✭
    Probably a hot take but I don't want to see any more of these roleplay tidbits in the passive descriptions. When I go to read a passive I want to know what it does and how I can use it in my build. I don't want to waste my time reading meaningless guff that doesn't affect what the passive does or how it's used. Besides, as someone who's dabbled into programming, I know exactly where each passive comes from in the context of the game: They all come from the brain of a designer at ZOS and are made to work by a programmer who wrote their code.
  • alternatelder
    alternatelder
    ✭✭✭✭✭
    ✭✭
    This "everything is AI" is the same brainrot we have when people repeat tiktok trends (6 7, etc).
  • Ratzkifal
    Ratzkifal
    ✭✭✭✭✭
    ✭✭✭✭✭
    C_Inside wrote: »
    Probably a hot take but I don't want to see any more of these roleplay tidbits in the passive descriptions. When I go to read a passive I want to know what it does and how I can use it in my build. I don't want to waste my time reading meaningless guff that doesn't affect what the passive does or how it's used. Besides, as someone who's dabbled into programming, I know exactly where each passive comes from in the context of the game: They all come from the brain of a designer at ZOS and are made to work by a programmer who wrote their code.

    Hot take, but if all that matters to you is math, you might as well play an excel sheet instead of a game.
    Following that logic, if roleplay tidbits don't matter to you in an MMORPG then maybe you'd prefer if all the unnecessary textures got removed so we could see just the hitboxes and collision boxes which would also vastly improve performance? No, that's a horrible idea. Just like Super Mario wouldn't be the same if you replaced Mario with a square and the enemies with trapezoids. It wouldn't be the same.

    The flavour is the stuff that ultimately makes us care about the numbers and calculations. Keep the tidbits.

    We can have a conversation about improving clarity in skill descriptions, like which passives apply where - but that's an entirely unrelated conversation to the lore tidbits, because we can already see creative solutions for this in other games through colour coding and symbol language without the tidbits being sacrificed there.
    This Bosmer was tortured to death. There is nothing left to be done.
  • Ardaghion
    Ardaghion
    ✭✭✭✭
    C_Inside wrote: »
    Probably a hot take but I don't want to see any more of these roleplay tidbits in the passive descriptions. When I go to read a passive I want to know what it does and how I can use it in my build. I don't want to waste my time reading meaningless guff that doesn't affect what the passive does or how it's used. Besides, as someone who's dabbled into programming, I know exactly where each passive comes from in the context of the game: They all come from the brain of a designer at ZOS and are made to work by a programmer who wrote their code.

    Sadly, meaningless guff seems to be the direction that ZOS is going with these days. I'm sure they are taking cues from the cash shop, the bright, flashy, gaudy mounts and styles appear to sell well, at least from the amount of audio/visual assaults I take when playing. Most of the time I play, it is night on Tamriel so the darkness is destroyed by other players. If you stay out of the cities it isn't a big deal but enemies and even some of your own skills appear to fill your visual field even when solo.

    One example is the new Prisoner gear that a new character gets from the MSQ. Five pieces produce a glowing blue mist or particle effect along with a breathing like sound effect the entire time you are sprinting. This is due to recovering magicka while sprinting, it wouldn't be so bad if the effect only proc'd when you actually gained magicka. The effect is persistent the entire time you are sprinting.

    I'm probably in the minority given the number of players that love sounding like a freezer with that blue "cold" fog effect around their feet that they get from some dungeon or something.
  • C_Inside
    C_Inside
    ✭✭✭✭
    Ratzkifal wrote: »
    C_Inside wrote: »
    Probably a hot take but I don't want to see any more of these roleplay tidbits in the passive descriptions. When I go to read a passive I want to know what it does and how I can use it in my build. I don't want to waste my time reading meaningless guff that doesn't affect what the passive does or how it's used. Besides, as someone who's dabbled into programming, I know exactly where each passive comes from in the context of the game: They all come from the brain of a designer at ZOS and are made to work by a programmer who wrote their code.

    Hot take, but if all that matters to you is math, you might as well play an excel sheet instead of a game.
    Following that logic, if roleplay tidbits don't matter to you in an MMORPG then maybe you'd prefer if all the unnecessary textures got removed so we could see just the hitboxes and collision boxes which would also vastly improve performance? No, that's a horrible idea. Just like Super Mario wouldn't be the same if you replaced Mario with a square and the enemies with trapezoids. It wouldn't be the same.

    The flavour is the stuff that ultimately makes us care about the numbers and calculations. Keep the tidbits.

    We can have a conversation about improving clarity in skill descriptions, like which passives apply where - but that's an entirely unrelated conversation to the lore tidbits, because we can already see creative solutions for this in other games through colour coding and symbol language without the tidbits being sacrificed there.

    That's a lot of mental gymnastics you're doing. I just said I don't want meaningless roleplay guff in the description of my passives. How exactly you extrapolated that all I care about is math from that is beyond me.

    The point of a description is to describe something. The description of a class passive should do exactly that, describe what they do. Any addition or deviation would just make it less efficient for no reason. Hence these lore tidbits are a pointless waste of a writer's time imo.

    If you want lore then an appropriate way to convey it is through dialogue, quests, lore books, and environmental story telling. Forcing it where it doesn't belong is like shoehorning in Fatecarver's damage value at the start of 36 Lessons of Vivec.
  • Ardaghion
    Ardaghion
    ✭✭✭✭
    I don't even see these "lore" tidbits as lore, they look like the platitudes you'd see on motivational posters at your workplace.

    The landslide skill says: "Given time, the smallest rock on the mountain can cascade into pure devastation." I'm not sure how this connects in any way with the DK.

    It could have easily been listed as "The avalanche has already started. It is too late for the pebbles to vote." and it wouldn't have been any more lore friendly.

    I can see why some people thought this was AI generated text.
  • AScarlato
    AScarlato
    ✭✭✭✭✭
    ✭✭
    I like the added lore/flavor.

  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    I never thought it was AI generated and glad to see that confirmed, I suppose. People got to stop acting like everything generic or not high quality is automatically AI. This really didn't have any of the hallmarks except being generic.

    It was concise, consistent, didn't use excessive punctuation, meaningful, etc

    Like yeah it had the generic "mega corporation advertising platitudes," vibe to it. But this game is commerical art from a mega corporation, so...
    Edited by spartaxoxo on May 21, 2026 8:15PM
  • Ratzkifal
    Ratzkifal
    ✭✭✭✭✭
    ✭✭✭✭✭
    C_Inside wrote: »
    Ratzkifal wrote: »
    C_Inside wrote: »
    Probably a hot take but I don't want to see any more of these roleplay tidbits in the passive descriptions. When I go to read a passive I want to know what it does and how I can use it in my build. I don't want to waste my time reading meaningless guff that doesn't affect what the passive does or how it's used. Besides, as someone who's dabbled into programming, I know exactly where each passive comes from in the context of the game: They all come from the brain of a designer at ZOS and are made to work by a programmer who wrote their code.

    Hot take, but if all that matters to you is math, you might as well play an excel sheet instead of a game.
    Following that logic, if roleplay tidbits don't matter to you in an MMORPG then maybe you'd prefer if all the unnecessary textures got removed so we could see just the hitboxes and collision boxes which would also vastly improve performance? No, that's a horrible idea. Just like Super Mario wouldn't be the same if you replaced Mario with a square and the enemies with trapezoids. It wouldn't be the same.

    The flavour is the stuff that ultimately makes us care about the numbers and calculations. Keep the tidbits.

    We can have a conversation about improving clarity in skill descriptions, like which passives apply where - but that's an entirely unrelated conversation to the lore tidbits, because we can already see creative solutions for this in other games through colour coding and symbol language without the tidbits being sacrificed there.

    That's a lot of mental gymnastics you're doing. I just said I don't want meaningless roleplay guff in the description of my passives. How exactly you extrapolated that all I care about is math from that is beyond me.

    The point of a description is to describe something. The description of a class passive should do exactly that, describe what they do. Any addition or deviation would just make it less efficient for no reason. Hence these lore tidbits are a pointless waste of a writer's time imo.

    If you want lore then an appropriate way to convey it is through dialogue, quests, lore books, and environmental story telling. Forcing it where it doesn't belong is like shoehorning in Fatecarver's damage value at the start of 36 Lessons of Vivec.

    Right, because descriptions about the class you are playing, about your literal character, the role that you play in this game and in the world - all that is "meaningless roleplay guff" and should be delivered entirely externally, where you don't have to read it. Because that makes so much sense.
    Why do abilities even have names and descriptions anyway?
    Pierce Armor might as well read:
    "1H&S A1" - instant 5000 Phys. damage 7m Taunt MBreach mBreach.
    That's all the relevant info you need. Everything else would just make it less efficient for no reason. /sarcasm

    Do you see how silly this is? What you are suggesting is the same kind of nonsense.
    Yes, the point of a description is to describe something - but you are so lazer focused on the efficiency and math part of it that you selfishly want to get rid of the lore descriptions that others actually want in their game. This might blow your mind, but there are these games that used to have stats with names like "Agility", "Intelligence", "Endurance", "Willpower" etc. They are called RPGs and the people that play them did not care that their character stat sheet said "16 Agility" instead of "8% roll dodge cost reduction". We have the technology to convey the relevant info to people that care about it. Anything beyond that is asking to get rid of the RPG in the MMORPG.

    If it's efficiency you care about, how about you ask the combat devs why "Critical Rating" is still a thing and not just a %value already, because that's something that actually gets in the way of efficiency because of the conversions people need to do. Or ask about why sets like Yandir's Might do not tell you how long the duration of their stacks is. Plenty of bigger fish to fry here than asking for the removal of skill and passive flavour text that was added for a reason.
    This Bosmer was tortured to death. There is nothing left to be done.
  • lolinternet
    lolinternet
    ✭✭
    Flavor text is awesome, bring it out !
  • L_Nici
    L_Nici
    ✭✭✭✭✭
    Honestly even before ZOS answered, I have not taken them for AI. They are to poetic in a way.

    Fire cares not for love, or coin, or creed. It consumes.

    I think an AI would have written way more generic (figurative or metaphorical descriptions are to me everything but generic). Also "creed" is not a word I would expect being used by AI, as its not really much used in usual day to day language. The way AI works is by taking probabilities of a word following another, "Creed" won't be high on that statistic.
    Edited by L_Nici on May 21, 2026 9:10PM
    PC|EU
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    L_Nici wrote: »
    Honestly even before ZOS answered, I have not taken them for AI. They are to poetic in a way.

    Fire cares not for love, or coin, or creed. It consumes.

    I think an AI would have written way more generic (figurative or metaphorical descriptions are to me everything but generic). Also "creed" is not a word I would expect being used by AI, as its not really much used in usual day to day language. The way AI works is by taking probabilities of a word following another, "Creed" won't be high on that statistic.

    Also, when you do ask it to get poetic, then it spews stuff that almost sounds like something but then falls apart as nonsense with even basic critical thinking.

    For example I asked AI to give me an ominous, poetic one liner about fire consuming and not caring

    This is what it gave me

    Fire does not care — it only consumes, and its indifference hangs in the air like a shadow that refuses to blink.

    Em dash. Very literally restated the prompt. And then adds utter nonsense. What is a shadow that refuses to blink even supposed to mean? How does this relate to literally anything else stated?

    That's what AI slop actually looks like
  • C_Inside
    C_Inside
    ✭✭✭✭
    Ratzkifal wrote: »
    C_Inside wrote: »
    Ratzkifal wrote: »
    C_Inside wrote: »
    Probably a hot take but I don't want to see any more of these roleplay tidbits in the passive descriptions. When I go to read a passive I want to know what it does and how I can use it in my build. I don't want to waste my time reading meaningless guff that doesn't affect what the passive does or how it's used. Besides, as someone who's dabbled into programming, I know exactly where each passive comes from in the context of the game: They all come from the brain of a designer at ZOS and are made to work by a programmer who wrote their code.

    Hot take, but if all that matters to you is math, you might as well play an excel sheet instead of a game.
    Following that logic, if roleplay tidbits don't matter to you in an MMORPG then maybe you'd prefer if all the unnecessary textures got removed so we could see just the hitboxes and collision boxes which would also vastly improve performance? No, that's a horrible idea. Just like Super Mario wouldn't be the same if you replaced Mario with a square and the enemies with trapezoids. It wouldn't be the same.

    The flavour is the stuff that ultimately makes us care about the numbers and calculations. Keep the tidbits.

    We can have a conversation about improving clarity in skill descriptions, like which passives apply where - but that's an entirely unrelated conversation to the lore tidbits, because we can already see creative solutions for this in other games through colour coding and symbol language without the tidbits being sacrificed there.

    That's a lot of mental gymnastics you're doing. I just said I don't want meaningless roleplay guff in the description of my passives. How exactly you extrapolated that all I care about is math from that is beyond me.

    The point of a description is to describe something. The description of a class passive should do exactly that, describe what they do. Any addition or deviation would just make it less efficient for no reason. Hence these lore tidbits are a pointless waste of a writer's time imo.

    If you want lore then an appropriate way to convey it is through dialogue, quests, lore books, and environmental story telling. Forcing it where it doesn't belong is like shoehorning in Fatecarver's damage value at the start of 36 Lessons of Vivec.

    Right, because descriptions about the class you are playing, about your literal character, the role that you play in this game and in the world - all that is "meaningless roleplay guff" and should be delivered entirely externally, where you don't have to read it. Because that makes so much sense.
    Why do abilities even have names and descriptions anyway?
    Pierce Armor might as well read:
    "1H&S A1" - instant 5000 Phys. damage 7m Taunt MBreach mBreach.
    That's all the relevant info you need. Everything else would just make it less efficient for no reason. /sarcasm

    Do you see how silly this is? What you are suggesting is the same kind of nonsense.
    Yes, the point of a description is to describe something - but you are so lazer focused on the efficiency and math part of it that you selfishly want to get rid of the lore descriptions that others actually want in their game. This might blow your mind, but there are these games that used to have stats with names like "Agility", "Intelligence", "Endurance", "Willpower" etc. They are called RPGs and the people that play them did not care that their character stat sheet said "16 Agility" instead of "8% roll dodge cost reduction". We have the technology to convey the relevant info to people that care about it. Anything beyond that is asking to get rid of the RPG in the MMORPG.

    If it's efficiency you care about, how about you ask the combat devs why "Critical Rating" is still a thing and not just a %value already, because that's something that actually gets in the way of efficiency because of the conversions people need to do. Or ask about why sets like Yandir's Might do not tell you how long the duration of their stacks is. Plenty of bigger fish to fry here than asking for the removal of skill and passive flavour text that was added for a reason.

    All I said was I don't want meaningless roleplay tidbits in the descriptions of my class passives. It's very weird that you consider this to be "nonsense" when we had it like that for 9 years before Arcanist started including them.

    The class descriptions when you're making your character, dialogue during quests, lorebooks, etc, are all perfectly acceptable and reasonable avenues to explore your class' lore. The whole point of those avenues is to explore the lore. The description of a class passive is not imo. Its purpose is to give you information about what the passive does. Nothing more, nothing less, and I would very much like it to remain that way.

    Also, "selfishly want to get rid of the lore descriptions that others actually want in their game"? Mate you do realize this argument can be swung the other way, right? You are so laser focused on your roleplay that you selfishly want to shoehorn it in places where others don't actually want it and where it doesn't belong.
  • AScarlato
    AScarlato
    ✭✭✭✭✭
    ✭✭
    C_Inside wrote: »
    Ratzkifal wrote: »
    C_Inside wrote: »
    Ratzkifal wrote: »
    C_Inside wrote: »
    Probably a hot take but I don't want to see any more of these roleplay tidbits in the passive descriptions. When I go to read a passive I want to know what it does and how I can use it in my build. I don't want to waste my time reading meaningless guff that doesn't affect what the passive does or how it's used. Besides, as someone who's dabbled into programming, I know exactly where each passive comes from in the context of the game: They all come from the brain of a designer at ZOS and are made to work by a programmer who wrote their code.

    Hot take, but if all that matters to you is math, you might as well play an excel sheet instead of a game.
    Following that logic, if roleplay tidbits don't matter to you in an MMORPG then maybe you'd prefer if all the unnecessary textures got removed so we could see just the hitboxes and collision boxes which would also vastly improve performance? No, that's a horrible idea. Just like Super Mario wouldn't be the same if you replaced Mario with a square and the enemies with trapezoids. It wouldn't be the same.

    The flavour is the stuff that ultimately makes us care about the numbers and calculations. Keep the tidbits.

    We can have a conversation about improving clarity in skill descriptions, like which passives apply where - but that's an entirely unrelated conversation to the lore tidbits, because we can already see creative solutions for this in other games through colour coding and symbol language without the tidbits being sacrificed there.

    That's a lot of mental gymnastics you're doing. I just said I don't want meaningless roleplay guff in the description of my passives. How exactly you extrapolated that all I care about is math from that is beyond me.

    The point of a description is to describe something. The description of a class passive should do exactly that, describe what they do. Any addition or deviation would just make it less efficient for no reason. Hence these lore tidbits are a pointless waste of a writer's time imo.

    If you want lore then an appropriate way to convey it is through dialogue, quests, lore books, and environmental story telling. Forcing it where it doesn't belong is like shoehorning in Fatecarver's damage value at the start of 36 Lessons of Vivec.

    Right, because descriptions about the class you are playing, about your literal character, the role that you play in this game and in the world - all that is "meaningless roleplay guff" and should be delivered entirely externally, where you don't have to read it. Because that makes so much sense.
    Why do abilities even have names and descriptions anyway?
    Pierce Armor might as well read:
    "1H&S A1" - instant 5000 Phys. damage 7m Taunt MBreach mBreach.
    That's all the relevant info you need. Everything else would just make it less efficient for no reason. /sarcasm

    Do you see how silly this is? What you are suggesting is the same kind of nonsense.
    Yes, the point of a description is to describe something - but you are so lazer focused on the efficiency and math part of it that you selfishly want to get rid of the lore descriptions that others actually want in their game. This might blow your mind, but there are these games that used to have stats with names like "Agility", "Intelligence", "Endurance", "Willpower" etc. They are called RPGs and the people that play them did not care that their character stat sheet said "16 Agility" instead of "8% roll dodge cost reduction". We have the technology to convey the relevant info to people that care about it. Anything beyond that is asking to get rid of the RPG in the MMORPG.

    If it's efficiency you care about, how about you ask the combat devs why "Critical Rating" is still a thing and not just a %value already, because that's something that actually gets in the way of efficiency because of the conversions people need to do. Or ask about why sets like Yandir's Might do not tell you how long the duration of their stacks is. Plenty of bigger fish to fry here than asking for the removal of skill and passive flavour text that was added for a reason.

    All I said was I don't want meaningless roleplay tidbits in the descriptions of my class passives. It's very weird that you consider this to be "nonsense" when we had it like that for 9 years before Arcanist started including them.

    The class descriptions when you're making your character, dialogue during quests, lorebooks, etc, are all perfectly acceptable and reasonable avenues to explore your class' lore. The whole point of those avenues is to explore the lore. The description of a class passive is not imo. Its purpose is to give you information about what the passive does. Nothing more, nothing less, and I would very much like it to remain that way.

    Also, "selfishly want to get rid of the lore descriptions that others actually want in their game"? Mate you do realize this argument can be swung the other way, right? You are so laser focused on your roleplay that you selfishly want to shoehorn it in places where others don't actually want it and where it doesn't belong.

    They aren't that long or hard to skip past if you aren't interested. I'm sure you could easily find the numbers. Probably spent more time upset at them in this thread than it would take cumulatively ignoring them.
  • Ratzkifal
    Ratzkifal
    ✭✭✭✭✭
    ✭✭✭✭✭
    C_Inside wrote: »
    Ratzkifal wrote: »
    C_Inside wrote: »
    Ratzkifal wrote: »
    C_Inside wrote: »
    Probably a hot take but I don't want to see any more of these roleplay tidbits in the passive descriptions. When I go to read a passive I want to know what it does and how I can use it in my build. I don't want to waste my time reading meaningless guff that doesn't affect what the passive does or how it's used. Besides, as someone who's dabbled into programming, I know exactly where each passive comes from in the context of the game: They all come from the brain of a designer at ZOS and are made to work by a programmer who wrote their code.

    Hot take, but if all that matters to you is math, you might as well play an excel sheet instead of a game.
    Following that logic, if roleplay tidbits don't matter to you in an MMORPG then maybe you'd prefer if all the unnecessary textures got removed so we could see just the hitboxes and collision boxes which would also vastly improve performance? No, that's a horrible idea. Just like Super Mario wouldn't be the same if you replaced Mario with a square and the enemies with trapezoids. It wouldn't be the same.

    The flavour is the stuff that ultimately makes us care about the numbers and calculations. Keep the tidbits.

    We can have a conversation about improving clarity in skill descriptions, like which passives apply where - but that's an entirely unrelated conversation to the lore tidbits, because we can already see creative solutions for this in other games through colour coding and symbol language without the tidbits being sacrificed there.

    That's a lot of mental gymnastics you're doing. I just said I don't want meaningless roleplay guff in the description of my passives. How exactly you extrapolated that all I care about is math from that is beyond me.

    The point of a description is to describe something. The description of a class passive should do exactly that, describe what they do. Any addition or deviation would just make it less efficient for no reason. Hence these lore tidbits are a pointless waste of a writer's time imo.

    If you want lore then an appropriate way to convey it is through dialogue, quests, lore books, and environmental story telling. Forcing it where it doesn't belong is like shoehorning in Fatecarver's damage value at the start of 36 Lessons of Vivec.

    Right, because descriptions about the class you are playing, about your literal character, the role that you play in this game and in the world - all that is "meaningless roleplay guff" and should be delivered entirely externally, where you don't have to read it. Because that makes so much sense.
    Why do abilities even have names and descriptions anyway?
    Pierce Armor might as well read:
    "1H&S A1" - instant 5000 Phys. damage 7m Taunt MBreach mBreach.
    That's all the relevant info you need. Everything else would just make it less efficient for no reason. /sarcasm

    Do you see how silly this is? What you are suggesting is the same kind of nonsense.
    Yes, the point of a description is to describe something - but you are so lazer focused on the efficiency and math part of it that you selfishly want to get rid of the lore descriptions that others actually want in their game. This might blow your mind, but there are these games that used to have stats with names like "Agility", "Intelligence", "Endurance", "Willpower" etc. They are called RPGs and the people that play them did not care that their character stat sheet said "16 Agility" instead of "8% roll dodge cost reduction". We have the technology to convey the relevant info to people that care about it. Anything beyond that is asking to get rid of the RPG in the MMORPG.

    If it's efficiency you care about, how about you ask the combat devs why "Critical Rating" is still a thing and not just a %value already, because that's something that actually gets in the way of efficiency because of the conversions people need to do. Or ask about why sets like Yandir's Might do not tell you how long the duration of their stacks is. Plenty of bigger fish to fry here than asking for the removal of skill and passive flavour text that was added for a reason.

    All I said was I don't want meaningless roleplay tidbits in the descriptions of my class passives. It's very weird that you consider this to be "nonsense" when we had it like that for 9 years before Arcanist started including them.

    The class descriptions when you're making your character, dialogue during quests, lorebooks, etc, are all perfectly acceptable and reasonable avenues to explore your class' lore. The whole point of those avenues is to explore the lore. The description of a class passive is not imo. Its purpose is to give you information about what the passive does. Nothing more, nothing less, and I would very much like it to remain that way.

    Also, "selfishly want to get rid of the lore descriptions that others actually want in their game"? Mate you do realize this argument can be swung the other way, right? You are so laser focused on your roleplay that you selfishly want to shoehorn it in places where others don't actually want it and where it doesn't belong.
    C_Inside wrote: »
    Ratzkifal wrote: »
    C_Inside wrote: »
    Ratzkifal wrote: »
    C_Inside wrote: »
    Probably a hot take but I don't want to see any more of these roleplay tidbits in the passive descriptions. When I go to read a passive I want to know what it does and how I can use it in my build. I don't want to waste my time reading meaningless guff that doesn't affect what the passive does or how it's used. Besides, as someone who's dabbled into programming, I know exactly where each passive comes from in the context of the game: They all come from the brain of a designer at ZOS and are made to work by a programmer who wrote their code.

    Hot take, but if all that matters to you is math, you might as well play an excel sheet instead of a game.
    Following that logic, if roleplay tidbits don't matter to you in an MMORPG then maybe you'd prefer if all the unnecessary textures got removed so we could see just the hitboxes and collision boxes which would also vastly improve performance? No, that's a horrible idea. Just like Super Mario wouldn't be the same if you replaced Mario with a square and the enemies with trapezoids. It wouldn't be the same.

    The flavour is the stuff that ultimately makes us care about the numbers and calculations. Keep the tidbits.

    We can have a conversation about improving clarity in skill descriptions, like which passives apply where - but that's an entirely unrelated conversation to the lore tidbits, because we can already see creative solutions for this in other games through colour coding and symbol language without the tidbits being sacrificed there.

    That's a lot of mental gymnastics you're doing. I just said I don't want meaningless roleplay guff in the description of my passives. How exactly you extrapolated that all I care about is math from that is beyond me.

    The point of a description is to describe something. The description of a class passive should do exactly that, describe what they do. Any addition or deviation would just make it less efficient for no reason. Hence these lore tidbits are a pointless waste of a writer's time imo.

    If you want lore then an appropriate way to convey it is through dialogue, quests, lore books, and environmental story telling. Forcing it where it doesn't belong is like shoehorning in Fatecarver's damage value at the start of 36 Lessons of Vivec.

    Right, because descriptions about the class you are playing, about your literal character, the role that you play in this game and in the world - all that is "meaningless roleplay guff" and should be delivered entirely externally, where you don't have to read it. Because that makes so much sense.
    Why do abilities even have names and descriptions anyway?
    Pierce Armor might as well read:
    "1H&S A1" - instant 5000 Phys. damage 7m Taunt MBreach mBreach.
    That's all the relevant info you need. Everything else would just make it less efficient for no reason. /sarcasm

    Do you see how silly this is? What you are suggesting is the same kind of nonsense.
    Yes, the point of a description is to describe something - but you are so lazer focused on the efficiency and math part of it that you selfishly want to get rid of the lore descriptions that others actually want in their game. This might blow your mind, but there are these games that used to have stats with names like "Agility", "Intelligence", "Endurance", "Willpower" etc. They are called RPGs and the people that play them did not care that their character stat sheet said "16 Agility" instead of "8% roll dodge cost reduction". We have the technology to convey the relevant info to people that care about it. Anything beyond that is asking to get rid of the RPG in the MMORPG.

    If it's efficiency you care about, how about you ask the combat devs why "Critical Rating" is still a thing and not just a %value already, because that's something that actually gets in the way of efficiency because of the conversions people need to do. Or ask about why sets like Yandir's Might do not tell you how long the duration of their stacks is. Plenty of bigger fish to fry here than asking for the removal of skill and passive flavour text that was added for a reason.

    All I said was I don't want meaningless roleplay tidbits in the descriptions of my class passives. It's very weird that you consider this to be "nonsense" when we had it like that for 9 years before Arcanist started including them.

    The class descriptions when you're making your character, dialogue during quests, lorebooks, etc, are all perfectly acceptable and reasonable avenues to explore your class' lore. The whole point of those avenues is to explore the lore. The description of a class passive is not imo. Its purpose is to give you information about what the passive does. Nothing more, nothing less, and I would very much like it to remain that way.

    Also, "selfishly want to get rid of the lore descriptions that others actually want in their game"? Mate you do realize this argument can be swung the other way, right? You are so laser focused on your roleplay that you selfishly want to shoehorn it in places where others don't actually want it and where it doesn't belong.

    It is nonsense. It's not like Arcanist passives are completely unreadable. You may find it cringe, and, sure, we can talk about the specifics of how hit-or-miss many of them are. But you are acting like the very idea of flavour text is somehow harmful, despite the many games out there that have it and are better for it. That is nonsense.
    But sure, we could even have a setting switching detailed descriptions and "efficient" descriptions on everything.
    The possibilities are infinite and yet the solution you came up with is "get rid of it". That's dumb and frankly, a skill issue.
    This Bosmer was tortured to death. There is nothing left to be done.
  • Personofsecrets
    Personofsecrets
    ✭✭✭✭✭
    ✭✭✭✭
    AI or not, the new DK is the ESO version of "slop."

    Meaning

    - Primarily for consumption
    - A less authentic "identity"
    - Overwought
    - Subversive toward a more authentic identity
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    ✭✭✭✭
    ZOS_Zenke wrote: »
    Hey everyone! Michael Zenke here, Loremaster at large and incredible fan of flavor text.

    I just wanted to call out that these were not made with AI. All of the text shipped for the Elder Scrolls Online is hand-written, by humans, no exceptions.

    The Arcanist strings, as well as these Dragonknight entries, were an attempt by us to inject a little more context and flavor into our skills. The feedback I'm seeing here that the Arcanist was more successful on this front is super interesting, and I want to say I deeply appreciate that you all care enough to think about them.

    For some behind the scenes on this, Dragonknight and the other 'base game' classes offer a bit of a different challenge than Arcanist did. As a brand-new class, we had kind of 'blue ocean' (Mora joke) to explore when it came to their lore context. Hence the references to ancient Arcanist orders and mysterious figures.

    The DK, on the other hand, is a very well-established experience in our minds. We've been playing the DK for years!

    My thought was that suddenly announcing that there are orders of Dragonknights we've never talked about before (or the like), felt like the wrong approach. Which is why these flavor lines focus more on vibes and the experience of being a DK, rather than explicit worldbuilding.

    Thank you all for caring about the use of AI-generated text in our project. This is something we all care deeply about as well, and I hope we can continue to talk about stuff like this in the future in a positive way.

    Is this rationale the same used for the flavor text added to the Werewolf skills/passives in Update 50? Also, we know that werewolves have insatiable hunger — but since "Devour" is more of a synergy than a passive, asking us to press the button to "Insatiable Hunger" a corpse doesn't read as clearly. Hopefully Vampire's "Feed" isn't renamed to "Bloodthirst" or something, for the same reason.

    The flavor text is cool, but when I'm looking at abilities, I'd rather see the function more clearly. Maybe the flavor text can be colored differently or made italicized so that we know it's separate from the part of the ability which describes its function?

    @ZOS_Zenke
    PC/NA — Lone Werewolf

    Werewolf Should be Allowed to Sneak Prowling added in Update 50!
    Please give us Werewolf Skill Styles (for customizing our fur color) Added in Update 50!, Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Ardaghion
    Ardaghion
    ✭✭✭✭
    spartaxoxo wrote: »
    L_Nici wrote: »
    Honestly even before ZOS answered, I have not taken them for AI. They are to poetic in a way.

    Fire cares not for love, or coin, or creed. It consumes.

    I think an AI would have written way more generic (figurative or metaphorical descriptions are to me everything but generic). Also "creed" is not a word I would expect being used by AI, as its not really much used in usual day to day language. The way AI works is by taking probabilities of a word following another, "Creed" won't be high on that statistic.

    Also, when you do ask it to get poetic, then it spews stuff that almost sounds like something but then falls apart as nonsense with even basic critical thinking.

    For example I asked AI to give me an ominous, poetic one liner about fire consuming and not caring

    This is what it gave me

    Fire does not care — it only consumes, and its indifference hangs in the air like a shadow that refuses to blink.

    Em dash. Very literally restated the prompt. And then adds utter nonsense. What is a shadow that refuses to blink even supposed to mean? How does this relate to literally anything else stated?

    That's what AI slop actually looks like

    You want AI slop, I took your query and added "in the manner of a fantasy game". ChatGPT-5 spewed out this: "Ash sings the world to ash with a smile that knows no mercy."

    No em dash but the reply makes little sense, it also didn't rephrase the prompt picking up the ash word as related to fire. Maybe it's the prompt I used along with my lack of experience using AI. I have only queried an AI about 5 times. Maybe I should have asked it to pretend to be an Elder Scrolls developer. lol
  • Aliyavana
    Aliyavana
    ✭✭✭✭✭
    ✭✭✭✭✭
    Ratzkifal wrote: »
    ZOS_Zenke wrote: »
    Hey everyone! Michael Zenke here, Loremaster at large and incredible fan of flavor text.

    I just wanted to call out that these were not made with AI. All of the text shipped for the Elder Scrolls Online is hand-written, by humans, no exceptions.

    The Arcanist strings, as well as these Dragonknight entries, were an attempt by us to inject a little more context and flavor into our skills. The feedback I'm seeing here that the Arcanist was more successful on this front is super interesting, and I want to say I deeply appreciate that you all care enough to think about them.

    For some behind the scenes on this, Dragonknight and the other 'base game' classes offer a bit of a different challenge than Arcanist did. As a brand-new class, we had kind of 'blue ocean' (Mora joke) to explore when it came to their lore context. Hence the references to ancient Arcanist orders and mysterious figures.

    The DK, on the other hand, is a very well-established experience in our minds. We've been playing the DK for years!

    My thought was that suddenly announcing that there are orders of Dragonknights we've never talked about before (or the like), felt like the wrong approach. Which is why these flavor lines focus more on vibes and the experience of being a DK, rather than explicit worldbuilding.

    Thank you all for caring about the use of AI-generated text in our project. This is something we all care deeply about as well, and I hope we can continue to talk about stuff like this in the future in a positive way.

    @ZOS_Zenke Thanks for the quick response! I do have a follow-up question regarding the DK passive "The Storm Voice".
    Do you take this as confirmation that Dragonknights are using the Storm Voice aka Thu'um? All of them? Or are we to understand these flavour texts as something others attribute onto Dragonknights which may or may not reflect the truth?

    It was my understanding from what little books we do have on Dragonknights, that they are a kind of practitioner of Akaviri/Tsaesci martial arts with no (direct) connection to the Thu'um, who are applying ordinary magic in a colourful way to look like dragons. Or that alternatively, being part of their martial art the "Akaviri Kiai" - like Dwemer Tonal Architecture or the Thu'um - is a kind of reality-warping sound-based magic that gives Dragonknights their draconic powers while also being distinct and separate from the Thu'um / The Storm Voice.
    The most boring explanation would be that the Akaviri Kiai and the Thu'um are one and the same, which would also make the description of the Thu'um in "Children of the Sky" very redundant. But it would explain why DK's have that passive.

    If I could make a suggestion I would change this passive to be more ambiguously worded, perhaps referencing Reman ("Reman's Battlecry"?), which would neatly tie Tsaesci Akaviri lore, dragonborn, the Thu'um, the Blades and Dragonknights together without confirming or denying anything and keeping the mystery alive. Personally, I would find that preferable to Dragonknights being confirmed to using the Thu'um. It's not the Dovahkiin class after all.

    I'm thinking the Storm Voice passive is talking about the Kiai, not the Thu'um.
  • wolfie1.0.
    wolfie1.0.
    ✭✭✭✭✭
    ✭✭✭✭
    ZOS_Zenke wrote: »
    Hey everyone! Michael Zenke here, Loremaster at large and incredible fan of flavor text.

    I just wanted to call out that these were not made with AI. All of the text shipped for the Elder Scrolls Online is hand-written, by humans, no exceptions.

    The Arcanist strings, as well as these Dragonknight entries, were an attempt by us to inject a little more context and flavor into our skills. The feedback I'm seeing here that the Arcanist was more successful on this front is super interesting, and I want to say I deeply appreciate that you all care enough to think about them.

    For some behind the scenes on this, Dragonknight and the other 'base game' classes offer a bit of a different challenge than Arcanist did. As a brand-new class, we had kind of 'blue ocean' (Mora joke) to explore when it came to their lore context. Hence the references to ancient Arcanist orders and mysterious figures.

    The DK, on the other hand, is a very well-established experience in our minds. We've been playing the DK for years!

    My thought was that suddenly announcing that there are orders of Dragonknights we've never talked about before (or the like), felt like the wrong approach. Which is why these flavor lines focus more on vibes and the experience of being a DK, rather than explicit worldbuilding.

    Thank you all for caring about the use of AI-generated text in our project. This is something we all care deeply about as well, and I hope we can continue to talk about stuff like this in the future in a positive way.

    Honestly, and yes this is just my opinion. I dont really like flavor text when trying to figure out what a passive, skill or peice of gear does.

    I prefer that stuff in the lore books or in quests, or other such sources.

    A good use of lore and high fantasy would be to have class specific dialog or have like the intro quest call out my class, etc.
  • BloodstainedFay
    BloodstainedFay
    ✭✭✭✭✭
    ZOS_Zenke wrote: »
    Hey everyone! Michael Zenke here, Loremaster at large and incredible fan of flavor text.

    I just wanted to call out that these were not made with AI. All of the text shipped for the Elder Scrolls Online is hand-written, by humans, no exceptions.

    The Arcanist strings, as well as these Dragonknight entries, were an attempt by us to inject a little more context and flavor into our skills. The feedback I'm seeing here that the Arcanist was more successful on this front is super interesting, and I want to say I deeply appreciate that you all care enough to think about them.

    For some behind the scenes on this, Dragonknight and the other 'base game' classes offer a bit of a different challenge than Arcanist did. As a brand-new class, we had kind of 'blue ocean' (Mora joke) to explore when it came to their lore context. Hence the references to ancient Arcanist orders and mysterious figures.

    The DK, on the other hand, is a very well-established experience in our minds. We've been playing the DK for years!

    My thought was that suddenly announcing that there are orders of Dragonknights we've never talked about before (or the like), felt like the wrong approach. Which is why these flavor lines focus more on vibes and the experience of being a DK, rather than explicit worldbuilding.

    Thank you all for caring about the use of AI-generated text in our project. This is something we all care deeply about as well, and I hope we can continue to talk about stuff like this in the future in a positive way.

    Hi Zenke! Thanks for the response on this topic. Whilst I did not believe it was AI I did find the DK ones a bit lackluster compared to Arcanist's. Arcanist's abilities had lovely lore fluff that even the UESP lore page on the class was able to source them as reference. DK's meanwhile, they're neat but they really are fluff in the most literal sense.
    IMO you shouldn't be afraid about introducing orders, referring to texts, figures in lore and so on like Arc did. Perhaps Warden's passives can mention Boldekh, the Warden from the cinematic (or his fallen companion!). Maybe Nightblade's could refer to Azra Nightwielder's studies and so on. Things like these make the classes feel less "ESO-Y" and more as a part of Tamriel, instead of them just being almost isolated things.

    However the other suggestion of class based quests being made is something I love also, but can see why that takes up time than skill lore.
    Edited by BloodstainedFay on May 22, 2026 10:36AM
    PC-EU: BloodstainedFay
    Find me on the UESP!
  • SerafinaWaterstar
    SerafinaWaterstar
    ✭✭✭✭✭
    ✭✭
    Gods, of all the things to get worked up about in the game!

    I like the descriptions.

    I’d also like it better if there was an explanation in game as to how the combat system actually works, as after years of playing it still seems like it is overly complex (this set gives you minor buff but if you want major buff you have to do/wear/use this but it only stacks in sets of 13 whilst crouching and if you breathe you lose stacks and the buff but if you are using x skill then the passive should allow you to keep 5 stacks if you move slightly to the left).
  • AScarlato
    AScarlato
    ✭✭✭✭✭
    ✭✭
    ZOS_Zenke wrote: »
    Hey everyone! Michael Zenke here, Loremaster at large and incredible fan of flavor text.

    I just wanted to call out that these were not made with AI. All of the text shipped for the Elder Scrolls Online is hand-written, by humans, no exceptions.

    The Arcanist strings, as well as these Dragonknight entries, were an attempt by us to inject a little more context and flavor into our skills. The feedback I'm seeing here that the Arcanist was more successful on this front is super interesting, and I want to say I deeply appreciate that you all care enough to think about them.

    For some behind the scenes on this, Dragonknight and the other 'base game' classes offer a bit of a different challenge than Arcanist did. As a brand-new class, we had kind of 'blue ocean' (Mora joke) to explore when it came to their lore context. Hence the references to ancient Arcanist orders and mysterious figures.

    The DK, on the other hand, is a very well-established experience in our minds. We've been playing the DK for years!

    My thought was that suddenly announcing that there are orders of Dragonknights we've never talked about before (or the like), felt like the wrong approach. Which is why these flavor lines focus more on vibes and the experience of being a DK, rather than explicit worldbuilding.

    Thank you all for caring about the use of AI-generated text in our project. This is something we all care deeply about as well, and I hope we can continue to talk about stuff like this in the future in a positive way.

    Hi Zenke! Thanks for the response on this topic. Whilst I did not believe it was AI I did find the DK ones a bit lackluster compared to Arcanist's. Arcanist's abilities had lovely lore fluff that even the UESP lore page on the class was able to source them as reference. DK's meanwhile, they're neat but they really are fluff in the most literal sense.
    IMO you shouldn't be afraid about introducing orders, referring to texts, figures in lore and so on like Arc did. Perhaps Warden's passives can mention Boldekh, the Warden from the cinematic (or his fallen companion!). Maybe Nightblade's could refer to Azra Nightwielder's studies and so on. Things like these make the classes feel less "ESO-Y" and more as a part of Tamriel, instead of them just being almost isolated things.

    However the other suggestion of class based quests being made is something I love also, but can see why that takes up time than skill lore.

    I agree with this take. I'd like future descriptions to share something about how we go about using the abilities or why we have them. General statements like "fire burns" is kind of just here and doesn't really add to class lore or our characters.
Sign In or Register to comment.