With the introduction of Summerset there's a new starting zone experience. The new starting zone allows you to jump to any of the "Chapters" you own. Think people feel like the Prophet Quest lines is the beginning, The Prophet Quest line now with the leveling as it it is, can be done in less then a day.
Also noticed "Diamond" shaped quest markers are main lines of story per region. It's pretty easy to navigate imho . Triangle are dailies and or filler. Just look for the diamonds
This is good for players who want to do an alt, for a first character they should be doing what makes the most sense lore wise for their race. I am not saying this is WoW levels of lore madness or anything but ESO (apart from One Tamriel) is solid on lore, that is a strength too much "quality of life not lore" detracts from.
With the introduction of Summerset there's a new starting zone experience. The new starting zone allows you to jump to any of the "Chapters" you own. Think people feel like the Prophet Quest lines is the beginning, The Prophet Quest line now with the leveling as it it is, can be done in less then a day.
Also noticed "Diamond" shaped quest markers are main lines of story per region. It's pretty easy to navigate imho . Triangle are dailies and or filler. Just look for the diamonds
Aha, knew it! I don't see how people can get these mixed up, but then again, most people can't follow simple instructions properly.
I enjoy the game quite a bit but doubt most will agree with your declaration. I think it more likely that FFXIV would instead be seen so in comparison.
FFXIV imho is way more linear then ESO. ESO you can go anywhere and do the content, FFXIV sticks to the old tradition level based content, which imho is not very Kingly
The freedom of ESO comes with a cost. Yes, you can go anywhere, anywhen. Good luck having a story that makes much in the way of sense without consulting out of game guides as to the proper order of content to have a coherent story.
The majority of theme park MMORPGs are linear and that hasn't been an issue generally. Rather, many players coming to ESO find the lack of structure impairs their enjoyment instead of enhancing it.
This. 100%.
The story makes no sense now, and I don't understand why they refuse to fix it. As a new player who has tried multiple times to get into ESO, it's practically impossible without following an outsourced guide to make sense of the story.
So it boils down to it being an RPG without the Roleplaying. The only thing it is, is an MMO at this point. A time sink. I have no attachment to any character, it just feels like going through the normal MMO motions and that's just a part time job I have no dedication to.
FF14 does this well. So well, in fact, that people just sub to go through the new story bits from time to time.
For something to be fixed it must first be broken. They ability to play where you want in the game when you want regardless of story order is their intended design.
What I am hoping is that someday they will decide to add the option to play through content in story order, selected during character creation. Then both those that want the freedom and those that want story fluidity will both be satisfied without the latter having to bother with external guides to enjoy content in the manner they prefer.
Role-playing is not a MMORPG function. It is entirely player based and driven, whether with others or on your own. If you want that and the character attachment that comes along with you'll have to do it yourself by either finding others to role-play with or playing your character in line with what you feel they would do even if you as the player know that choice is sub-optimal.
Can't you just play the game in the order that makes sense storywise? Why would you need an external system for that?
You can, if you know the proper order so that you can take pains to follow it. The game doesn't present content to you in that order nor is there any in game resource to consult as to what the order should be.
When playing through the tutorial at the conclusion of it you are presented with a chamber full of gates that allow you to start play anywhere along the story including the latest released expansion. Once outside the tutorial the game aggressively presents quests that if taken cause the player to go through content out of story order.
Essentially if you haven't researched what you must do to play content in order and stick to it religiously it's not going to happen as the game actively lures you away from it on a regular basis.
They must've changed something. Because back when I tried it(some 3 years ago or so), you could finish Coldharbor and then were put in your racial starter zone and quests made sense as they unfolded. You could also skip Coldharbor part. There weren't any gates or what have you. But it was also either prior to Morrowind DLC or parallel to it.
If they changed anything about this formula, now THAT doesn't make any sense. Because it just confuses new players and why do that? What do they possibly stand to gain from such a thing?
I think they found any players new or returning to the game who joined due to the release of an expansion are more interested in playing the new content immediately and not very concerned about following the storyline so much.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
I enjoy the game quite a bit but doubt most will agree with your declaration. I think it more likely that FFXIV would instead be seen so in comparison.
FFXIV imho is way more linear then ESO. ESO you can go anywhere and do the content, FFXIV sticks to the old tradition level based content, which imho is not very Kingly
The freedom of ESO comes with a cost. Yes, you can go anywhere, anywhen. Good luck having a story that makes much in the way of sense without consulting out of game guides as to the proper order of content to have a coherent story.
The majority of theme park MMORPGs are linear and that hasn't been an issue generally. Rather, many players coming to ESO find the lack of structure impairs their enjoyment instead of enhancing it.
This. 100%.
The story makes no sense now, and I don't understand why they refuse to fix it. As a new player who has tried multiple times to get into ESO, it's practically impossible without following an outsourced guide to make sense of the story.
So it boils down to it being an RPG without the Roleplaying. The only thing it is, is an MMO at this point. A time sink. I have no attachment to any character, it just feels like going through the normal MMO motions and that's just a part time job I have no dedication to.
FF14 does this well. So well, in fact, that people just sub to go through the new story bits from time to time.
For something to be fixed it must first be broken. They ability to play where you want in the game when you want regardless of story order is their intended design.
What I am hoping is that someday they will decide to add the option to play through content in story order, selected during character creation. Then both those that want the freedom and those that want story fluidity will both be satisfied without the latter having to bother with external guides to enjoy content in the manner they prefer.
Role-playing is not a MMORPG function. It is entirely player based and driven, whether with others or on your own. If you want that and the character attachment that comes along with you'll have to do it yourself by either finding others to role-play with or playing your character in line with what you feel they would do even if you as the player know that choice is sub-optimal.
Can't you just play the game in the order that makes sense storywise? Why would you need an external system for that?
You can, if you know the proper order so that you can take pains to follow it. The game doesn't present content to you in that order nor is there any in game resource to consult as to what the order should be.
When playing through the tutorial at the conclusion of it you are presented with a chamber full of gates that allow you to start play anywhere along the story including the latest released expansion. Once outside the tutorial the game aggressively presents quests that if taken cause the player to go through content out of story order.
Essentially if you haven't researched what you must do to play content in order and stick to it religiously it's not going to happen as the game actively lures you away from it on a regular basis.
They must've changed something. Because back when I tried it(some 3 years ago or so), you could finish Coldharbor and then were put in your racial starter zone and quests made sense as they unfolded. You could also skip Coldharbor part. There weren't any gates or what have you. But it was also either prior to Morrowind DLC or parallel to it.
If they changed anything about this formula, now THAT doesn't make any sense. Because it just confuses new players and why do that? What do they possibly stand to gain from such a thing?
Actually the current tutorial was introduced in Blackwood, not Summerset.
To start the main quest you make way to your Alliance's starter city. That will trigger the quest giver for the initial mission of the main story. Once done you will be packed off to Coldharbour and on your way.
That's just the tip of the confusion iceberg as many of those starting areas take place after the main story is over so not only can you level where and when you want you are effectively often time travelling when you do.
What is gained is unparalleled freedom in approaching content in a theme park MMORPG. While it plays havoc with the story that freedom has numerous advantages, especially for group play.
What I am hoping is that someday they will decide to add the option to play through content in story order
Why would you need an option when you can simply play from the starting zone and move through. When you are dealing with multiverse, like this game does as Oblivion is a completely different verse then the main game world, it even more redundant to think "things are in order" when the game first came out...
I guess I'm blessed with a huge Imagination were I can fill in my own blanks and enjoy one of the greatest mmos ever made. imho:)
The only other mmo that surpasses content wise is BDO.
Utility.
As things are one must consult a resource outside the game to even know what and when things must be done to play through the content in order. For that to even happen the person must be aware of that this atypical need exists.
Providing an explained selectable option to advance through the story in order allows those that prefer that to do so without that bother. It could also be made in such a way that NPCs aren't constantly trying to get you to pick up quests out of story order.
It doesn't take an especially huge imagination to not care about playing content in order when the game allows you to do otherwise. It's simply not caring. For those that do care the game currently serves them inadequately.
If you don't know what the order is, how do you know it's out of order ? If the order is not known why does order even matter ?
kind of weird concept to pick "order" as a something that must be. How many times have mmorpg players played anything in order lol, not a lot of times.
In the last 18 years I can't even remember how many time some said in a chat "how do I.." and the reply is "you got to go back and..." xD
You'll know when your interaction with NPCs no longer make sense based on the content you've played to up to then which can happen early on.
It's not a weird concept at all. Major story elements are meant to happen in order as earlier events with NPCs provide context for later ones. What's weird is being able to play main events out of sequence in the story and thus out of context.
Weird from a story perspective, that is. If one doesn't care about story, which is the case for some that play MMORPGs, it's not an issue at all. For them it's far better to be free of such ordinal constraints. It still remains an issue for those that do.
I get this now, as I finished Summerset not knowing it all started in Morrwind. So I will run alts through Morrwind to see the first part of the story arch, no harm no foul
I enjoy the game quite a bit but doubt most will agree with your declaration. I think it more likely that FFXIV would instead be seen so in comparison.
FFXIV imho is way more linear then ESO. ESO you can go anywhere and do the content, FFXIV sticks to the old tradition level based content, which imho is not very Kingly
The freedom of ESO comes with a cost. Yes, you can go anywhere, anywhen. Good luck having a story that makes much in the way of sense without consulting out of game guides as to the proper order of content to have a coherent story.
The majority of theme park MMORPGs are linear and that hasn't been an issue generally. Rather, many players coming to ESO find the lack of structure impairs their enjoyment instead of enhancing it.
This. 100%.
The story makes no sense now, and I don't understand why they refuse to fix it. As a new player who has tried multiple times to get into ESO, it's practically impossible without following an outsourced guide to make sense of the story.
So it boils down to it being an RPG without the Roleplaying. The only thing it is, is an MMO at this point. A time sink. I have no attachment to any character, it just feels like going through the normal MMO motions and that's just a part time job I have no dedication to.
FF14 does this well. So well, in fact, that people just sub to go through the new story bits from time to time.
For something to be fixed it must first be broken. They ability to play where you want in the game when you want regardless of story order is their intended design.
What I am hoping is that someday they will decide to add the option to play through content in story order, selected during character creation. Then both those that want the freedom and those that want story fluidity will both be satisfied without the latter having to bother with external guides to enjoy content in the manner they prefer.
Role-playing is not a MMORPG function. It is entirely player based and driven, whether with others or on your own. If you want that and the character attachment that comes along with you'll have to do it yourself by either finding others to role-play with or playing your character in line with what you feel they would do even if you as the player know that choice is sub-optimal.
Can't you just play the game in the order that makes sense storywise? Why would you need an external system for that?
You can, if you know the proper order so that you can take pains to follow it. The game doesn't present content to you in that order nor is there any in game resource to consult as to what the order should be.
When playing through the tutorial at the conclusion of it you are presented with a chamber full of gates that allow you to start play anywhere along the story including the latest released expansion. Once outside the tutorial the game aggressively presents quests that if taken cause the player to go through content out of story order.
Essentially if you haven't researched what you must do to play content in order and stick to it religiously it's not going to happen as the game actively lures you away from it on a regular basis.
They must've changed something. Because back when I tried it(some 3 years ago or so), you could finish Coldharbor and then were put in your racial starter zone and quests made sense as they unfolded. You could also skip Coldharbor part. There weren't any gates or what have you. But it was also either prior to Morrowind DLC or parallel to it.
If they changed anything about this formula, now THAT doesn't make any sense. Because it just confuses new players and why do that? What do they possibly stand to gain from such a thing?
Actually the current tutorial was introduced in Blackwood, not Summerset.
To start the main quest you make way to your Alliance's starter city. That will trigger the quest giver for the initial mission of the main story. Once done you will be packed off to Coldharbour and on your way.
That's just the tip of the confusion iceberg as many of those starting areas take place after the main story is over so not only can you level where and when you want you are effectively often time travelling when you do.
What is gained is unparalleled freedom in approaching content in a theme park MMORPG. While it plays havoc with the story that freedom has numerous advantages, especially for group play.
What a weird game. Sounds like dumpsterfire to me.
For me, ESO is a great game - but all the damn talking…i mean..i get that voiceovers are cool for pivotal story moments, but every single «kill 5 gars» quests comes with an oversharing quest giver - some times you feel like all you’re doing, is listening to whining
I enjoy the game quite a bit but doubt most will agree with your declaration. I think it more likely that FFXIV would instead be seen so in comparison.
FFXIV imho is way more linear then ESO. ESO you can go anywhere and do the content, FFXIV sticks to the old tradition level based content, which imho is not very Kingly
The freedom of ESO comes with a cost. Yes, you can go anywhere, anywhen. Good luck having a story that makes much in the way of sense without consulting out of game guides as to the proper order of content to have a coherent story.
The majority of theme park MMORPGs are linear and that hasn't been an issue generally. Rather, many players coming to ESO find the lack of structure impairs their enjoyment instead of enhancing it.
This. 100%.
The story makes no sense now, and I don't understand why they refuse to fix it. As a new player who has tried multiple times to get into ESO, it's practically impossible without following an outsourced guide to make sense of the story.
So it boils down to it being an RPG without the Roleplaying. The only thing it is, is an MMO at this point. A time sink. I have no attachment to any character, it just feels like going through the normal MMO motions and that's just a part time job I have no dedication to.
FF14 does this well. So well, in fact, that people just sub to go through the new story bits from time to time.
For something to be fixed it must first be broken. They ability to play where you want in the game when you want regardless of story order is their intended design.
What I am hoping is that someday they will decide to add the option to play through content in story order, selected during character creation. Then both those that want the freedom and those that want story fluidity will both be satisfied without the latter having to bother with external guides to enjoy content in the manner they prefer.
Role-playing is not a MMORPG function. It is entirely player based and driven, whether with others or on your own. If you want that and the character attachment that comes along with you'll have to do it yourself by either finding others to role-play with or playing your character in line with what you feel they would do even if you as the player know that choice is sub-optimal.
Can't you just play the game in the order that makes sense storywise? Why would you need an external system for that?
You can, if you know the proper order so that you can take pains to follow it. The game doesn't present content to you in that order nor is there any in game resource to consult as to what the order should be.
When playing through the tutorial at the conclusion of it you are presented with a chamber full of gates that allow you to start play anywhere along the story including the latest released expansion. Once outside the tutorial the game aggressively presents quests that if taken cause the player to go through content out of story order.
Essentially if you haven't researched what you must do to play content in order and stick to it religiously it's not going to happen as the game actively lures you away from it on a regular basis.
They must've changed something. Because back when I tried it(some 3 years ago or so), you could finish Coldharbor and then were put in your racial starter zone and quests made sense as they unfolded. You could also skip Coldharbor part. There weren't any gates or what have you. But it was also either prior to Morrowind DLC or parallel to it.
If they changed anything about this formula, now THAT doesn't make any sense. Because it just confuses new players and why do that? What do they possibly stand to gain from such a thing?
Actually the current tutorial was introduced in Blackwood, not Summerset.
To start the main quest you make way to your Alliance's starter city. That will trigger the quest giver for the initial mission of the main story. Once done you will be packed off to Coldharbour and on your way.
That's just the tip of the confusion iceberg as many of those starting areas take place after the main story is over so not only can you level where and when you want you are effectively often time travelling when you do.
What is gained is unparalleled freedom in approaching content in a theme park MMORPG. While it plays havoc with the story that freedom has numerous advantages, especially for group play.
What a weird game. Sounds like dumpsterfire to me.
For playing the story in order, ESO is a bother. For many other elements it is excellent. On balance it is nowhere near a dumpster fire, but is definitely atypical.
What I am hoping is that someday they will decide to add the option to play through content in story order
Why would you need an option when you can simply play from the starting zone and move through. When you are dealing with multiverse, like this game does as Oblivion is a completely different verse then the main game world, it even more redundant to think "things are in order" when the game first came out...
I guess I'm blessed with a huge Imagination were I can fill in my own blanks and enjoy one of the greatest mmos ever made. imho:)
The only other mmo that surpasses content wise is BDO.
Utility.
As things are one must consult a resource outside the game to even know what and when things must be done to play through the content in order. For that to even happen the person must be aware of that this atypical need exists.
Providing an explained selectable option to advance through the story in order allows those that prefer that to do so without that bother. It could also be made in such a way that NPCs aren't constantly trying to get you to pick up quests out of story order.
It doesn't take an especially huge imagination to not care about playing content in order when the game allows you to do otherwise. It's simply not caring. For those that do care the game currently serves them inadequately.
If you don't know what the order is, how do you know it's out of order ? If the order is not known why does order even matter ?
kind of weird concept to pick "order" as a something that must be. How many times have mmorpg players played anything in order lol, not a lot of times.
In the last 18 years I can't even remember how many time some said in a chat "how do I.." and the reply is "you got to go back and..." xD
You'll know when your interaction with NPCs no longer make sense based on the content you've played to up to then which can happen early on.
It's not a weird concept at all. Major story elements are meant to happen in order as earlier events with NPCs provide context for later ones. What's weird is being able to play main events out of sequence in the story and thus out of context.
Weird from a story perspective, that is. If one doesn't care about story, which is the case for some that play MMORPGs, it's not an issue at all. For them it's far better to be free of such ordinal constraints. It still remains an issue for those that do.
I get this now, as I finished Summerset not knowing it all started in Morrwind. So I will run alts through Morrwind to see the first part of the story arch, no harm no foul
Yeah, there is a lot of that, hence the need for an external guide to play through the story in order for those that prefer that. Part of that is these inconsistencies compound the further the game extends.
Eventually the story will resemble a book being run though a paper shredder before the remains are scooped up and offered to you to read.
It's still not an issue for those that don't care greatly about story order but over time it is increasingly more so for those that do, hence my suggestion.
What I am hoping is that someday they will decide to add the option to play through content in story order
Why would you need an option when you can simply play from the starting zone and move through. When you are dealing with multiverse, like this game does as Oblivion is a completely different verse then the main game world, it even more redundant to think "things are in order" when the game first came out...
I guess I'm blessed with a huge Imagination were I can fill in my own blanks and enjoy one of the greatest mmos ever made. imho:)
The only other mmo that surpasses content wise is BDO.
Utility.
As things are one must consult a resource outside the game to even know what and when things must be done to play through the content in order. For that to even happen the person must be aware of that this atypical need exists.
Providing an explained selectable option to advance through the story in order allows those that prefer that to do so without that bother. It could also be made in such a way that NPCs aren't constantly trying to get you to pick up quests out of story order.
It doesn't take an especially huge imagination to not care about playing content in order when the game allows you to do otherwise. It's simply not caring. For those that do care the game currently serves them inadequately.
If you don't know what the order is, how do you know it's out of order ? If the order is not known why does order even matter ?
kind of weird concept to pick "order" as a something that must be. How many times have mmorpg players played anything in order lol, not a lot of times.
In the last 18 years I can't even remember how many time some said in a chat "how do I.." and the reply is "you got to go back and..." xD
You'll know when your interaction with NPCs no longer make sense based on the content you've played to up to then which can happen early on.
It's not a weird concept at all. Major story elements are meant to happen in order as earlier events with NPCs provide context for later ones. What's weird is being able to play main events out of sequence in the story and thus out of context.
Weird from a story perspective, that is. If one doesn't care about story, which is the case for some that play MMORPGs, it's not an issue at all. For them it's far better to be free of such ordinal constraints. It still remains an issue for those that do.
I get this now, as I finished Summerset not knowing it all started in Morrwind. So I will run alts through Morrwind to see the first part of the story arch, no harm no foul
Yeah, there is a lot of that, hence the need for an external guide to play through the story in order for those that prefer that. Part of that is these inconsistencies compound the further the game extends.
Eventually the story will resemble a book being run though a paper shredder before the remains are scooped up and offered to you to read.
It's still not an issue for those that don't care greatly about story order but over time it is increasingly more so for those that do, hence my suggestion.
I care greatly about story so this would upset me.
I care greatly about story so this would upset me.
Fortunately guides exist to help with playing the story in order, despite having to be aware of the issue to begin with to know to seek them out as less than ideal.
Of particular note, one must not have the Demon Weapon prologue quest active when trying to do The Tharn Speaks in the main quest line or the latter will bug out and be impossible to complete without first finishing all the Demon Weapon quests despite them all coming far after in the story.
I don't know if there are similar cases where the game can break but this particular instance shows it has happened at least once.
I care greatly about story so this would upset me.
Fortunately guides exist to help with playing the story in order, despite having to be aware of the issue to begin with to know to seek them out as less than ideal.
You think you care greatly about following the storyline ...but you really don't.
Sure, in the interest of keeping the story line pure you might try to start at the very beginning, but quite soon you'll likely run into people talking about and participating in the content delivered in more recent years and realize you are probably doing yourself a bit of a disservice in doing so.
Later expansions and DLC's deliver several cool new classes, Warden and Necromancer (which unfortunately you have to pay extra for), NPC companions, the antiquities cartography system with it's many powerful artifacts to piece together and aquire.
Don't forget the very well built Thieves guild content which added entire storylines and game mechanics around the art of sneaking and stealing from others (NPCs only).
The Assassin's guild content was actually a bit disturbing on how one joins (murder of innocents) and carries out their craft which I never actually finished as practicing murder for hire (regardless of the reasons) even in a fantasy setting wasn't for me.
Entire new zones, Vvardenfall and it's God King, the oppression of the "lessor" races including the lizard like Argoninans was a fascinating storyline since I was one and the in game NPCs treated me differently because of it.
Somerset Isles is brilliant in it's story telling of the haughty High Elves and their unrestrained distain of pretty much all outsider races.
Many of the expansions and events offer the opportunity to earn special housing if one jumps through all of the hoops, not my thing but some very grand dwelling can be earned.
Can't forget the many "prequel" stories which were added to introduce players to new content, and in some cases introduce characters from the mainline who the player may not have met yet assuming they haven't completed the mainline yet, which does take quite a bit of time and is totally optional when or even whether to complete it. (You'll want to)
Or.....one can start at the beginning and complete the original content in order, and for the average player get to everything I mentioned above, in about 9 months to a year or more, while everyone else gushes about yet another annual expansion or mid year dlc which was just been made available.
It would take a very strong person to resist leaping forward, or someone playing totally alone which I would recommend against, ESO truly shines when you play with a group of like minded friends or guild mates.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
I care greatly about story so this would upset me.
Fortunately guides exist to help with playing the story in order, despite having to be aware of the issue to begin with to know to seek them out as less than ideal.
You think you care greatly about following the storyline ...but you really don't.
Sure, in the interest of keeping the story line pure you might try to start at the very beginning, but quite soon you'll likely run into people talking about and participating in the content delivered in more recent years and realize you are probably doing yourself a bit of a disservice in doing so.
Later expansions and DLC's deliver several cool new classes, Warden and Necromancer (which unfortunately you have to pay extra for), NPC companions, the antiquities cartography system with it's many powerful artifacts to piece together and aquire.
Don't forget the very well built Thieves guild content which added entire storylines and game mechanics around the art of sneaking and stealing from others (NPCs only).
The Assassin's guild content was actually a bit disturbing on how one joins (murder of innocents) and carries out their craft which I never actually finished as practicing murder for hire (regardless of the reasons) even in a fantasy setting wasn't for me.
Entire new zones, Vvardenfall and it's God King, the oppression of the "lessor" races including the lizard like Argoninans was a fascinating storyline since I was one and the in game NPCs treated me differently because of it.
Somerset Isles is brilliant in it's story telling of the haughty High Elves and their unrestrained distain of pretty much all outsider races.
Many of the expansions and events offer the opportunity to earn special housing if one jumps through all of the hoops, not my thing but some very grand dwelling can be earned.
Can't forget the many "prequel" stories which were added to introduce players to new content, and in some cases introduce characters from the mainline who the player may not have met yet assuming they haven't completed the mainline yet, which does take quite a bit of time and is totally optional when or even whether to complete it. (You'll want to)
Or.....one can start at the beginning and complete the original content in order, and for the average player get to everything I mentioned above, in about 9 months to a year or more, while everyone else gushes about yet another annual expansion or mid year dlc which was just been made available.
It would take a very strong person to resist leaping forward, or someone playing totally alone which I would recommend against, ESO truly shines when you play with a group of like minded friends or guild mates.
Yes, but do you need to do the entire zones new content to pick the new classes, get companions and the cartography system, you could just buy them? Also, if you are in a guild, you could bypass the need for doing the zone (can't remember which) for the Vampire by asking a guildie who is one to bite you or advertise on the chat channel if you are prepared to pay. Likewise, if the Thief and Assassin lines are that useful you could ask a guidie to take you there and get you started. I believe the best story way to start is still the starter zone for your alliance, after that you will need to follow a guide.
If you are an immersion player this may sound like an anathema to you, but I think it is the best way to balance story with the demands of gameplay. If you are a roleplayer the occasional detours to areas you would not go to at this stage (or ever!), are just part and parcel of playing a MMORPG and going with the gameplay flow. Oh, and if you want to know what the difference is between a role-player and an immersion player are that could take another thread to sort out, I am not really sure myself.
I care greatly about story so this would upset me.
Fortunately guides exist to help with playing the story in order, despite having to be aware of the issue to begin with to know to seek them out as less than ideal.
You think you care greatly about following the storyline ...but you really don't.
Sure, in the interest of keeping the story line pure you might try to start at the very beginning, but quite soon you'll likely run into people talking about and participating in the content delivered in more recent years and realize you are probably doing yourself a bit of a disservice in doing so.
Later expansions and DLC's deliver several cool new classes, Warden and Necromancer (which unfortunately you have to pay extra for), NPC companions, the antiquities cartography system with it's many powerful artifacts to piece together and aquire.
Don't forget the very well built Thieves guild content which added entire storylines and game mechanics around the art of sneaking and stealing from others (NPCs only).
The Assassin's guild content was actually a bit disturbing on how one joins (murder of innocents) and carries out their craft which I never actually finished as practicing murder for hire (regardless of the reasons) even in a fantasy setting wasn't for me.
Entire new zones, Vvardenfall and it's God King, the oppression of the "lessor" races including the lizard like Argoninans was a fascinating storyline since I was one and the in game NPCs treated me differently because of it.
Somerset Isles is brilliant in it's story telling of the haughty High Elves and their unrestrained distain of pretty much all outsider races.
Many of the expansions and events offer the opportunity to earn special housing if one jumps through all of the hoops, not my thing but some very grand dwelling can be earned.
Can't forget the many "prequel" stories which were added to introduce players to new content, and in some cases introduce characters from the mainline who the player may not have met yet assuming they haven't completed the mainline yet, which does take quite a bit of time and is totally optional when or even whether to complete it. (You'll want to)
Or.....one can start at the beginning and complete the original content in order, and for the average player get to everything I mentioned above, in about 9 months to a year or more, while everyone else gushes about yet another annual expansion or mid year dlc which was just been made available.
It would take a very strong person to resist leaping forward, or someone playing totally alone which I would recommend against, ESO truly shines when you play with a group of like minded friends or guild mates.
Yes, but do you need to do the entire zones new content to pick the new classes, get companions and the cartography system, you could just buy them? Also, if you are in a guild, you could bypass the need for doing the zone (can't remember which) for the Vampire by asking a guildie who is one to bite you or advertise on the chat channel if you are prepared to pay. Likewise, if the Thief and Assassin lines are that useful you could ask a guidie to take you there and get you started. I believe the best story way to start is still the starter zone for your alliance, after that you will need to follow a guide.
If you are an immersion player this may sound like an anathema to you, but I think it is the best way to balance story with the demands of gameplay. If you are a roleplayer the occasional detours to areas you would not go to at this stage (or ever!), are just part and parcel of playing a MMORPG and going with the gameplay flow. Oh, and if you want to know what the difference is between a role-player and an immersion player are that could take another thread to sort out, I am not really sure myself.
Players who have played ESO more or less continuously since launch know the DLC order. And new players don't even need a guide. All they need to do is google the DLC release order and they're set.
People make too much of this. It's really not a big deal and easy enough to play it all in order if you wish and from what I personally have seen watching new players the vast majority don't want to do it in order - they want to go "where the action is" where everyone is doing content.
Games that are not as open as ESO know this, and that's why selling boosts (or giving one away with an expac purchase as WOW does) is a thing.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
I enjoy the game quite a bit but doubt most will agree with your declaration. I think it more likely that FFXIV would instead be seen so in comparison.
FFXIV imho is way more linear then ESO. ESO you can go anywhere and do the content, FFXIV sticks to the old tradition level based content, which imho is not very Kingly
The freedom of ESO comes with a cost. Yes, you can go anywhere, anywhen. Good luck having a story that makes much in the way of sense without consulting out of game guides as to the proper order of content to have a coherent story.
The majority of theme park MMORPGs are linear and that hasn't been an issue generally. Rather, many players coming to ESO find the lack of structure impairs their enjoyment instead of enhancing it.
This. 100%.
The story makes no sense now, and I don't understand why they refuse to fix it. As a new player who has tried multiple times to get into ESO, it's practically impossible without following an outsourced guide to make sense of the story.
So it boils down to it being an RPG without the Roleplaying. The only thing it is, is an MMO at this point. A time sink. I have no attachment to any character, it just feels like going through the normal MMO motions and that's just a part time job I have no dedication to.
FF14 does this well. So well, in fact, that people just sub to go through the new story bits from time to time.
For something to be fixed it must first be broken. They ability to play where you want in the game when you want regardless of story order is their intended design.
What I am hoping is that someday they will decide to add the option to play through content in story order, selected during character creation. Then both those that want the freedom and those that want story fluidity will both be satisfied without the latter having to bother with external guides to enjoy content in the manner they prefer.
Role-playing is not a MMORPG function. It is entirely player based and driven, whether with others or on your own. If you want that and the character attachment that comes along with you'll have to do it yourself by either finding others to role-play with or playing your character in line with what you feel they would do even if you as the player know that choice is sub-optimal.
Bit of a conversation res, but I didn't see this reply at the time. The option is all I'm asking for, but I would still label this as broken due to this complaint being lodge constantly. If it's bad enough where the community has to step in and make a guide, that's a problem. A broken problem.
Now, for the Roleplaying bit: I feel like you're confusing player Roleplaying in an MMO. There are two versions of it:
1) Where one real person acts as their character to interact with another person playing as their character. This is common and great if you enjoy it, but not much cup of tea.
2) Story progression Roleplaying where the story evolves acting in accordance with you, the player, as your character.
Those are two separate things and I wish it was called something else other than roleplaying but here we are. If a story jumps around, that story roleplaying is broken because there is no cohesion. Which sucks. It's 'story' is developing without any purpose.
...Also RPing is in the name - MMO*RP*G. It'd be odd if it wasn't a function of said genre.
I care greatly about story so this would upset me.
Fortunately guides exist to help with playing the story in order, despite having to be aware of the issue to begin with to know to seek them out as less than ideal.
You think you care greatly about following the storyline ...but you really don't.
Sure, in the interest of keeping the story line pure you might try to start at the very beginning, but quite soon you'll likely run into people talking about and participating in the content delivered in more recent years and realize you are probably doing yourself a bit of a disservice in doing so.
Later expansions and DLC's deliver several cool new classes, Warden and Necromancer (which unfortunately you have to pay extra for), NPC companions, the antiquities cartography system with it's many powerful artifacts to piece together and aquire.
Don't forget the very well built Thieves guild content which added entire storylines and game mechanics around the art of sneaking and stealing from others (NPCs only).
The Assassin's guild content was actually a bit disturbing on how one joins (murder of innocents) and carries out their craft which I never actually finished as practicing murder for hire (regardless of the reasons) even in a fantasy setting wasn't for me.
Entire new zones, Vvardenfall and it's God King, the oppression of the "lessor" races including the lizard like Argoninans was a fascinating storyline since I was one and the in game NPCs treated me differently because of it.
Somerset Isles is brilliant in it's story telling of the haughty High Elves and their unrestrained distain of pretty much all outsider races.
Many of the expansions and events offer the opportunity to earn special housing if one jumps through all of the hoops, not my thing but some very grand dwelling can be earned.
Can't forget the many "prequel" stories which were added to introduce players to new content, and in some cases introduce characters from the mainline who the player may not have met yet assuming they haven't completed the mainline yet, which does take quite a bit of time and is totally optional when or even whether to complete it. (You'll want to)
Or.....one can start at the beginning and complete the original content in order, and for the average player get to everything I mentioned above, in about 9 months to a year or more, while everyone else gushes about yet another annual expansion or mid year dlc which was just been made available.
It would take a very strong person to resist leaping forward, or someone playing totally alone which I would recommend against, ESO truly shines when you play with a group of like minded friends or guild mates.
Yes, but do you need to do the entire zones new content to pick the new classes, get companions and the cartography system, you could just buy them? Also, if you are in a guild, you could bypass the need for doing the zone (can't remember which) for the Vampire by asking a guildie who is one to bite you or advertise on the chat channel if you are prepared to pay. Likewise, if the Thief and Assassin lines are that useful you could ask a guidie to take you there and get you started. I believe the best story way to start is still the starter zone for your alliance, after that you will need to follow a guide.
If you are an immersion player this may sound like an anathema to you, but I think it is the best way to balance story with the demands of gameplay. If you are a roleplayer the occasional detours to areas you would not go to at this stage (or ever!), are just part and parcel of playing a MMORPG and going with the gameplay flow. Oh, and if you want to know what the difference is between a role-player and an immersion player are that could take another thread to sort out, I am not really sure myself.
Players who have played ESO more or less continuously since launch know the DLC order. And new players don't even need a guide. All they need to do is google the DLC release order and they're set.
People make too much of this. It's really not a big deal and easy enough to play it all in order if you wish and from what I personally have seen watching new players the vast majority don't want to do it in order - they want to go "where the action is" where everyone is doing content.
Games that are not as open as ESO know this, and that's why selling boosts (or giving one away with an expac purchase as WOW does) is a thing.
I am all for players coming at the game in the best way they enjoy, if you want to see more players and feel more involved in what's going on now, then go where the action is. If story is more important to you, follow the story. It is an issue in guilds though, we encouraged an "at your own place" approach, if you make everything in the guild about high end content all you will do is make new players put on a pair of blinkers and level. ESO is a beautiful game that encourages exploration, soak it up. I do know players who would want to keep doing it the story way even with alts, that's going way too far for me personally.
The fact is with the baulk of MMOs you don't get to talk about proper expansions, following a story or gameplay path, deciding how much PvP as opposed to dungeons you want to do. It's all there and well executed, which is why it is a prince among MMOs in my eyes.
Comments
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
To start the main quest you make way to your Alliance's starter city. That will trigger the quest giver for the initial mission of the main story. Once done you will be packed off to Coldharbour and on your way.
That's just the tip of the confusion iceberg as many of those starting areas take place after the main story is over so not only can you level where and when you want you are effectively often time travelling when you do.
What is gained is unparalleled freedom in approaching content in a theme park MMORPG. While it plays havoc with the story that freedom has numerous advantages, especially for group play.
I get this now, as I finished Summerset not knowing it all started in Morrwind. So I will run alts through Morrwind to see the first part of the story arch, no harm no foul
Yeah, there is a lot of that, hence the need for an external guide to play through the story in order for those that prefer that. Part of that is these inconsistencies compound the further the game extends.
Eventually the story will resemble a book being run though a paper shredder before the remains are scooped up and offered to you to read.
It's still not an issue for those that don't care greatly about story order but over time it is increasingly more so for those that do, hence my suggestion.
Fortunately guides exist to help with playing the story in order, despite having to be aware of the issue to begin with to know to seek them out as less than ideal.
Of particular note, one must not have the Demon Weapon prologue quest active when trying to do The Tharn Speaks in the main quest line or the latter will bug out and be impossible to complete without first finishing all the Demon Weapon quests despite them all coming far after in the story.
I don't know if there are similar cases where the game can break but this particular instance shows it has happened at least once.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
If you are an immersion player this may sound like an anathema to you, but I think it is the best way to balance story with the demands of gameplay. If you are a roleplayer the occasional detours to areas you would not go to at this stage (or ever!), are just part and parcel of playing a MMORPG and going with the gameplay flow. Oh, and if you want to know what the difference is between a role-player and an immersion player are that could take another thread to sort out, I am not really sure myself.
People make too much of this. It's really not a big deal and easy enough to play it all in order if you wish and from what I personally have seen watching new players the vast majority don't want to do it in order - they want to go "where the action is" where everyone is doing content.
Games that are not as open as ESO know this, and that's why selling boosts (or giving one away with an expac purchase as WOW does) is a thing.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Bit of a conversation res, but I didn't see this reply at the time. The option is all I'm asking for, but I would still label this as broken due to this complaint being lodge constantly. If it's bad enough where the community has to step in and make a guide, that's a problem. A broken problem.
Now, for the Roleplaying bit: I feel like you're confusing player Roleplaying in an MMO. There are two versions of it:
1) Where one real person acts as their character to interact with another person playing as their character. This is common and great if you enjoy it, but not much cup of tea.
2) Story progression Roleplaying where the story evolves acting in accordance with you, the player, as your character.
Those are two separate things and I wish it was called something else other than roleplaying but here we are. If a story jumps around, that story roleplaying is broken because there is no cohesion. Which sucks. It's 'story' is developing without any purpose.
...Also RPing is in the name - MMO*RP*G. It'd be odd if it wasn't a function of said genre.
The fact is with the baulk of MMOs you don't get to talk about proper expansions, following a story or gameplay path, deciding how much PvP as opposed to dungeons you want to do. It's all there and well executed, which is why it is a prince among MMOs in my eyes.