Complaints?

Post » Sun Feb 16, 2014 2:50 am

Yeah, the "treasure map" quests were fun - if a little annoying for all the chat spam they generated. :P

My question, though, is did you ever see a runner who gave you a genuinely new quest, and not just an alternate choice to one of the three-parter quests I described?

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T. tacks Rims
 
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Post » Sun Feb 16, 2014 1:15 am

Yep did see one of those, though it was only a smallish questline and nothing big.

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c.o.s.m.o
 
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Post » Sun Feb 16, 2014 10:04 am

Oh, well if I can already respec once we launch then I am golden. I am still a little concerned about having no privacy (other players knowing when I am online regardless the character I am on, being forced to join all my characters into every guild I join, etc).

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Leilene Nessel
 
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Post » Sat Feb 15, 2014 8:53 pm

Did everyone use /feedback and the mail they got to ask for the radiant quests (yes that's the name of the random quests you can get in skyrim, which aren't that random as they always come from the same questgivers). I know I did, because that system was quite nice.

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Lindsay Dunn
 
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Post » Sat Feb 15, 2014 11:49 pm

When attacking a target with a bow in the crouched position, my character was involuntarily pulled out of crouch. Left a few bug reports about that.

It would be synonymous with a well-concealed sniper firing a single shot from his muffled weapon, then jumping out of the prone position and shouting, "Aha! I got you!"

Also want to see instanced dungeons, vice the public dungeons we saw in beta.

Did like the feel of the game overall, and enjoyed crafting a helmet for my Khajiit character that had pointed ears built into it.

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Strawberry
 
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Post » Sat Feb 15, 2014 8:52 pm

My Mac Pro had none of those issues, though did have problems getting the lock-picking function to work correctly on the OS X side.

Even got the game to run on my old '08 MacBook Pro, albeit at dirt-low settings.

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Eddie Howe
 
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Post » Sun Feb 16, 2014 6:44 am

My complaints are as follows:

Some end quest bosses are entirely too difficult for the advertised level of the quest. For instance, the beginning Fighters Guild and Mages Guild questlines are both level 8 quests. At the end, you face Dorsha and Gutsripper. Both of these bosses are closer to level 12 than to level 8. Even if you know the tells of the bosses, they are both far more difficult to defeat than should be necessary for a level 8 quest.

Low level quests are still broken. There is a level 9 quest in Stonefalls where you travel back in time to fight ancient Nede warriors and speak to a couple of spectral warriors who summon Daedra for you to defeat. One of these spectral warriors, Vildras, has been bugged for the last two stress test weekends. I (and others judging from the players around me) reported this bug months ago as you could not interact with him which blocked the quest. Vildras was still bugged during last weekend's test. Other than system crashes and failures, broken quests are the highest priority bug you can have in this game. It wasn't fixed back in January and it was not fixed last weekend either. If these low level quests are broken, what's that say about all of the upper level quests which the mass public has not touched as of yet? How many of them are broken?

Cyrodiil desperately needs an option where you ignore all Alliance War combat (ie. prevent other players from killing you and prevent you from killing other players). This is needed because you simply cannot explore or complete non-Alliance War quests. I found some NPCs in the Cyrodiil countryside that gave me quests unrelated to the Alliance War. Unfortunately, I had to venture to Bruma and Cropsford, both of which were are on the other side of the map from where I was in Ebonheart Pact controlled Cyrodiil. Between dodging enemy players roaming Cyrodiil, evading the ones around the gates and entry points into the enemy territories where those cities are, and then encountering all of the enemy players patrolling those cities, those NPC quests I received were impossible to complete because I kept getting killed by other players simply because they could kill me even though I never provoked or attacked them. I would gladly give up my ability to kill other players in Cyrodiil if that meant other players could not kill me.

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Melung Chan
 
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Post » Sat Feb 15, 2014 8:45 pm

Well I found M'aiq

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Carlos Vazquez
 
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Post » Sun Feb 16, 2014 1:41 am

I heard the same from a few others during the beta. But when I did them, I got through them somewhat easily at level 8. Granted my Nightblades had a healthy supply of decent pots that i had crafted, crafted and enchanted a full set of armor pieces/weapons, and kited quite a bit.

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Assumptah George
 
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Post » Sun Feb 16, 2014 8:01 am

Tried to do a boss fight with the queen down in some dungeon (first one with the elf queen) and was repeatedly slaughtered no matter what I did with the character. Had to abandon the quest, at least in single-player mode.

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naomi
 
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Post » Sun Feb 16, 2014 5:48 am

Wrong wrong wrong wrong wrong.

there are literally dozens of quests you can pick up in the various cities and wilderness of cyrodiil. there are also a tonne of random dungeons and locations.

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jesse villaneda
 
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Post » Sun Feb 16, 2014 8:52 am

M'aiq the Liar is present in ESO. In fact, there is even an Achievement for finding him in a series of locations. I found him twice last weekend - once in Bal Foyen and once in Stonefalls.

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kiss my weasel
 
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Post » Sun Feb 16, 2014 2:03 am

I seem to be alone with this point of view, but I think the game feels like a drag in the beginning because it's not a good RPG.

What I mean by this is that there is no attractive carrot on a stick to chase, nothing you really want except "get off this island", which only leaves you frustrated while powering through the quests.

  • You have no real motivation to unlock new skills because they don't increase your performance significantly, either because combat in the beginning is too easy or because the skills are weak (especially passives).
  • Even if you get a new skill, because ESO has a resource-based combat system (which I generally love!), that new skill is in direct competition with your other skills. You don't gain more power, you gain more options. Which is great for combat that throws different situations at you, but naturally that doesn't happen in the early levels.
  • You have no real motivation to level up for attribute distribution because the increase is insignificant. +10 worked in Skyrim because you gained levels faster and there was no auto-increase for attribtues from levelup, so 100 was always the baseline.
  • Because skill costs increase with your level, you won't get to use a skill more often when you increase its attribute resource. Again, no alleviation of inter-skill-competition, no sense of progression.
  • There is no incentive to reach a new tier of equipment, because there is one at every level, and the increase in power is only marginal at best. Once you can wear your new equipment, it will already be obsolete at the next level.
  • Even if you wanted to work for new equipment, the merchant prices are too high. At the same time, the drop chance of equipment is pretty high, but random, so you can never chase after something specific you want.

Most MMOs are rather boring in the beginning. You don't have a lot of tools to use in combat, the enemies are rather easy, and you can't go many places. But they always have some goodie on the horizon that keeps you going, either a new weapon from a merchant you farm gold for, a new class tier, a new set of skills that greatly impact your performance, anything to keep you motivated to play.

Currently, ESO only has "let me get out of here", and that is a horrible incentive.

Further, redo enchanting. It's not up to par to the other crafting skills. The skills are lackluster, you can't farm for specific ingredients like you can for the other professions, and the system has absolutely ZERO connection to the Elder Scrolls IP. You could put it into any random fantasy RPG. At least include soul gems somehow when enchanting or applying a glyph.

Also, no glass armor? Come on.

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celebrity
 
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Post » Sun Feb 16, 2014 6:05 am

I didn't even feel the need to use enchanting at low level, since I only found one or two items with glyph slots, hopefully ill be able to utilise more as I level up come launch.
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Tanika O'Connell
 
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Post » Sun Feb 16, 2014 1:30 am

Sweet, our favorite troll Khajiit is in the game!

I bet he made some crack about being in a different world but it looks familiar to him (On TES going online).

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Project
 
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Post » Sat Feb 15, 2014 8:45 pm

TO the misinformation about day-night cycles.

I dont take changing texture of the sky every 2 hours as day-night cycle.

What I mean the NPC does not live, they dont sleep, they dont eat, they just stand on same spot for centuries. There are few NPC as an exception with simple "watch" function(going back and forth) and thats all.

Yes, ESO is an MMO - but if they implemented the "megaserver" phrasing technology - why didnt they used the phrasing for day-night cycles as well? The world is static and standing still - just like the time stoped.

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Cameron Wood
 
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Post » Sun Feb 16, 2014 8:29 am

I know. I hear they are getting rid of sweet rolls too.

Glass armor is a high level armor. Did you make it to max level during beta?

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biiibi
 
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Post » Sun Feb 16, 2014 5:22 am

It was said in another thread, but come to think of it where are those big crystal buildings at in Alinor? Everything is made of stone and frankly looks little different than Morrowind architecture.

There is just something lacking about the place. It didn't strike me at first, but then I was going back through some lore and realized the Elves were supposed to have big crystal spires, and glass buildings.

Maybe an update can fix this sometime down the road.

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Kirsty Collins
 
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Post » Sun Feb 16, 2014 9:28 am

I have another complaint. I can't play right now!! argggggg!

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Ruben Bernal
 
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Post » Sun Feb 16, 2014 11:22 am

My main problem with the game is that it dosen't play like a TES game(unless to you play your TES games like any other RPG and just systematicly do quests, not exploring or entering caves or runins unless you have a quest specificly tied to it).

A TES game is an exploration driven sandbox game while TESO is a linear storydriven game, it's not even open ended compared to other themepark MMOs and you just get pushed down to the end of the zone doing quest after quest.

I never expected it to be anywhere near as open ended as the single player games once i heard it was going to be a themepark, but i atleast hoped it would have a simmilar feel to atleast Guildwars 2 which gave you that "here's a big open world for you to conqer, go nuts" feel.

In Morrowind i was atleast level 10 before even talking to Casius beacuse my Khajiit had been swept up rescuing slaves, i was level 25 when i finnally made it to High Hrothgaar beacuse i met a man named Sam in Windhelm on my way there.

But in TESO it's just the same quest ping pong like every other MMO like WoW or SWTOR. There's just nothing to find or randomly stumble across while exploring like the other games.

There's maby 4-5 optional dungeons clearly marked on a map spanning 10 levels that's ussually filled with other players and that's it, atleast it's something but would have loved to see more random places and less narrow constricting zones.

More akin to Cyrodiil wich was awsome.

Atleast the quests are good.

The first person combat is really lame aswell, it feels stale clunky and without hardly any weight and some of the animations are just awkward. Even compared to TES games which ussually have pretty mediocre or flat out bad combat.

This would be so much more satisfying or immersive if the added some camera shakes, made the FOV much wider and made the annimations abit more fluid

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Sarah MacLeod
 
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Post » Sun Feb 16, 2014 7:48 am

The single biggest complaint everyone should have is with all the phasing.

Every bugged quest has been due to the engine not handling your phasing properly, and unfortunately, every quest you get makes a new phase for you to be in.

This needs their top attention because no one wants to have to do /reloadui every 15 secs because they are getting killed by invisible creatures.

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Dewayne Quattlebaum
 
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Post » Sat Feb 15, 2014 11:34 pm

I don't think your alone although I don't know what the reason was for me, but the game didn't really click with me until after I'd played about 7 days.

I mentioned this on the beta forums as did a fair few other people.

I cant put my finger on what, but something didn't grab me initially with the wow (word not the game) factor other mmos I've played for years have. I also think that this could be why so many press reviews have been fairly negative.

When I was invited to my second beta (last one) I had to force myself to stop messing around in EQ2 and give it another try, and that speaks volumes to me. Any other mmo I've got into, I've loved from the first few hours of game play.

However, by the end of day 6, and the start of day 7, I knew this is the next big mmo that I will be playing for years and I was totally hooked. Now I cant wait for the next beta or the game to be released.

I was level 9 when I reached that point. Then I made it to level 10 about 1hr before I had to log n the last day of beta. I managed to get into the PvP area and all I can say is it was awesome. I've never been that into PvP before but I know I am going to love this, This was the icing on the cake.

I think that some (not all) the people that say they dislike TESO could change their minds if they stick at it for a few more days.

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Michael Korkia
 
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Post » Sun Feb 16, 2014 11:34 am

The reason is quite simple really, if you have a day and night cycle then content is barred from players who can only/mostly play at certain times...

You could make a cycle every 10 minutes but honestly that would svck too.

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kelly thomson
 
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Post » Sun Feb 16, 2014 2:37 am

Ok, good to know.

Anyway, I guess I should complain about a few things since that's what the thread is about and all...

1. Coldharbor. Long empty hallways, bajillions of crates and chests and urns... There's no rhyme nor reason to any of it. It felt like a massive time sink every time I did it. On top of that, the "boss" fight in the previous beta was pointless, once I realized that the Prophet was healing me faster than the "boss" could do damage. That was a good opportunity to help integrate the combat options the player had learned, but was rendered irrelevant by the infinite heals.

2. Quest structure. This may be purely subjective, but the way the quests were presented and arranged just didn't grab my interest. Voice acting doesn't do much for me (other than make me wonder how expensive it was). The quests themselves felt very short and offered little to no challenge. My character was never in danger, even with mobs spawning right on top of her. Challenge and involvement are important gameplay elements to me, and I didn't feel much of either (again, I know this is subjective).

3. Character models. More subjectivity, but the characters all looked like deadpan string beans to me. Hardly any shape, whether male or female, regardless of sliders, and disproportionately tall for their girth. The facial expressions felt "flat" and unemotional even when the characters were trying to emote something, and a lot of the facial sliders didn't seem to make a significant enough difference. It's fine to go for a realistic style, but as much as I hate to invoke Skyrim, at least that game offered face options that could convey a lot more personality. This is all my opinion, of course, so I'd encourage screenshots and video clips that folks think would be good counter-examples.

4. Open dungeons. I found these to be the most counter-immersive and least challenging aspects of the game. The prison in Stros M'Kai was the biggest offender in my experience - how much of a prison could it possibly be if a dozen yahoos with no organization can steamroll the place and release any prisoner pretty much at will? I'd like to see an option to do these as instances, and to allow significant scalability for instanced versions.

4a. Traps. If there were any, there were too many, too obvious, and they were all weak timing puzzles. I much preferred DDO's implementation, or even NWO's (much as I hate that game otherwise), where the traps were really traps and not simply dynamic barriers. Hopefully these will be reviewed and revamped if/when TESO ever gets a Thieves' Guild.

All in all, not a bad game as far as MMOs go, and I know I missed a lot (no PvP, no crafting, never played AD, max level 15 (I think) across three beta weekends) . But after an hour of gameplay I couldn't help but feel I'd rather play something else.

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Alexandra walker
 
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Post » Sat Feb 15, 2014 8:11 pm

wrong. I have stumbled upon many Npc's going to sleep. the main ones might not sleep but the less important ones do, they also eat, and just do other idle things. they might not be good by Single player standards but these NPC's are bloody amazing by MMO standards.

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Tina Tupou
 
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