Complaints?

Post » Sun Feb 16, 2014 5:39 am

So now that the NDA is down, http://elderscrollsonline.com/en/news/post/2014/02/15/the-beta-nda-has-lifted, what are your complaints or concerns based on what you've actually seen in the game?

Here's mine.

1) Questing is like a watered down version of Skyrim. There's no ambient events or random encounters like in Skyrim. Makes it very stale, doesn't feel like TES at all.

2) Only 1 PvP map. Yes it's huge, but it's going to get old fast. Your entire base of PvP players is getting confined to 1 map, this isn't good at all, there needs to be variety.

3) All PvE in Cyrodiil is comprised of dailies. Everyone knows how much people hate hate hate HATE dailies. All grind, no fun.

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Cassie Boyle
 
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Post » Sat Feb 15, 2014 8:03 pm

What are you considering random encounters?

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Elina
 
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Post » Sun Feb 16, 2014 4:33 am

1) wrong, there actually is quests where someone just runs to you and askas for help. Also there is a lot of quest stuff you encounter in the world and it starts by finding an item or location etc, there is also very hard to get quests also.

2) You havent seen anything yet, all the public dungeons in that area are also PvP inside em, and some of those dungeons r HUGE.

3) no, as far as i have seen, all the quests in Cyrodiil are repeatable.

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u gone see
 
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Post » Sun Feb 16, 2014 5:51 am

Its an entire province, not a "map"!

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Jake Easom
 
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Post » Sun Feb 16, 2014 7:34 am

@Talaran, I think he means "random encounters" like M'aiq the Liar from past TES games or random events like in Fallout.

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Dezzeh
 
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Post » Sun Feb 16, 2014 8:42 am

My main and only real complaint is public quest dungeons and having to wait in a que to kill a boss mob to end the quest.

I love public dungeons but sometimes public just doesn't work when faced with a story quest for one player and seeing 20 to 40 players all in the same place doing the same things. If ZOS can split these up and make questing dungeon private and keep the public ones open to all it would be great. Also the public dungeons need to be bigger, much bigger.

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jennie xhx
 
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Post » Sun Feb 16, 2014 2:55 am

That's what I was going to say; I've gotten nicely sidetracked and distracted by npcs coming up and asking for help. The random npcs weren't a part of anything I was currently working on; separate quests entirely.

I'm not going to say where, but I will say exploring pays off. I didn't get to every topic, but I did find M'Aiq.

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Hayley O'Gara
 
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Post » Sun Feb 16, 2014 8:47 am

1) Waaay too many game-breaking bugs. No way they can fix all that in just a month and a half. Like every other quest had a bug.

2) Combat too floaty. It felt like my attacks had no impact at all.

3) Leveling feels like a solo adventure. The way quests are designed, other players just ruin immersion (imagine 20 people sneaking around in a room trying to steal a scroll, lol). This is the biggest draw back.

4) Only one PvP mode (I agree with the OP that its not enough)

5) Adventure Zones are still a secret. Three to four months after release you will not be questing, you will be doing either PvP (and there are a lot of good PvP games out there that are free) or doing Adventure Zones. So its up to AZ to make the game worth a subscription or not in the long term. We definitely need more info on AZs, because if they end up being easymode, carebear zergfests, then ESO will fail in the long term.

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+++CAZZY
 
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Post » Sun Feb 16, 2014 1:18 am

one hit to the boss triggers your quest when the boss dies, problem ?

the later dungeons are bigger and bigger, starting ones r smaller. Quest dungeons r smaller also... coz they r quest .. :D

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renee Duhamel
 
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Post » Sun Feb 16, 2014 5:21 am

Random and infinite questing that sends you to places you haven't been in a while. Coming across groups of enemies, allies, etc in the wilderness all interacting with each other in different ways. Everything that the wonderful AI in Skyrim made possible.

1) A quest giver running up to you and giving you a 1 time quest doesn't count as an ambient quest or random encounter. More like a portable quest giver as opposed to a stationary one.

2) Public dungeons aren't that huge, I've been through several of them. Still the same issue of PvP players being limited.

3) Exactly.....repeatable....dailies. Not sure why you said no there when you're agreeing with me.

I meant this thread more for people to post their concerns than to flame people cause they're posting opinions on your most favorite game that will ever exist ever.

But it is still a single map. And it's pretty symmetrically divided into 3 sections for each faction, further adding to the problem.

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Jesus Duran
 
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Post » Sun Feb 16, 2014 12:49 am

There are random encounters like Skyrim. Though as in Skyrim it's an area that triggers different possible encounters.

For example ran past one spot and there was a mage being attacked by 3 scamps who thanks and flees upon killing the scamps. The next time I ran past there was a female mage being attacked by wolves, and another time a mage opening a rift to oblivion whereby scamps popped out and started attacking her.

Almost every quest that has an NPC run up and give you the quest is triggered by completion of an existing quest, or upon entering a set dungeon/ new area (as in a town, not in the wilds). The concept of NPCs running up to an offering quests out of the blue never happened and I got to level 18.

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Austin England
 
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Post » Sun Feb 16, 2014 1:41 am

yes the public dungeons! i also dislike them!

i remember a mages` guild quest where they sent me to find a book in an elven ruin and then the spirit of a powerful mage apeared trying to talk to me.there were lik 20 more ppl in there and it ruined my immersion. i mean I was supposed to be the chosen one

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Code Affinity
 
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Post » Sat Feb 15, 2014 11:20 pm

1) the only bugs they had in quests were based on same problem, server lag. (we tested on stress test weekend) when i played later at night time when there was less people on, there was no bugs for me.

2) 1h weapons only make a huge impact when you use a skill, 2h weapons give impact everytime you hit with power or skill attack. (was totally ok to me).

3) Levelling in PvE is a solo/duo adventure , it is designed that way, thus they have succesfully done what they planned.

4) you mean only one PvP Map, its enuff until they expand with DLC level content patches. (dont be greedy, Cyrodiil is a huge area and will be awesome for many many many months+++).

5) I dont know any good PvP games that are free, care to enlighten us ? PvE "raids" and etc endgame is stuff we will see shortly. If its on par with group dungeons i am VERY happy.

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Eduardo Rosas
 
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Post » Sat Feb 15, 2014 7:28 pm

I loved this aspect of public dungeons where you can all tag the quest mob and get kill credit. And the mobs (unless bugged) only took a minute or so to respawn. I also NEVER saw that many players camping a single quest mob. Usually 3-5 if any and maybe 10 on quest mobs that were bugged and players were just waiting instead of moving on.

I disagree on the questing bit and I actually found NPC's running up to me randomly or road ambushes relatively random. I played 5 or 6 characters and altho I was able to obtain most of the area quests on each playthru, I didn't always get the quests the same way.

1 HUGE pvp map! With so many points, keeps, nodes, siege warfare, this place will NEVER get old. It's basically one huge dynamic zone that is ever changing.

Can't say dailies appeal to me either, but they are a necessary evil in some cases it seems.

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Elisabete Gaspar
 
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Post » Sun Feb 16, 2014 6:58 am

1) I had a really good time regarding the questing, yes no big random events but tbh they got extremely old extremely fast in gw2 (and thats how an mmo would need to implement it) so I am not sorry they are not here.

In general though the quest quality was overall better then anything in any tes game before actually.

2) Seeing that I am an old daoc player, which had pretty much the same setup and kept me interested for 7 years I dont see it as a problem. You can do lots of different stuff in there to keep it fresh.

Do 4vs4 group combat, zerg around or play solo stealther? everything not only possible but great fun!

3) see 2) ;)

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Christine
 
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Post » Sun Feb 16, 2014 7:47 am

Gamebreaking bugs? I didn't see a single one after about 30 hours playtime last beta. Sure there were some quests that I didn't get credit for, but that's a 5min fix on the devs side. They have a month+ so what's the gripe again?

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TOYA toys
 
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Post » Sat Feb 15, 2014 9:06 pm

From what I experienced (got to level 10, played on AD) I didn't experience many different bugs at all, I was surprised how few there was.

Sure, it got a little frustrating last beta the amount of quests where a mob didn't spawn, but I think it's the same bug affecting them all, hence once they solve it for one, they solve it for all.

It seemed to me this bug was caused when a lot of people were around, as if the mob didn't spawn and I logged out and back in a few times, when I finally got into one where there was just me, the mob always spawned, so while it affected a fair few quests, it is one bug (I think)

The only other major annoying bug I encountered (although not on the last beta) was when talking to a NPC, sometimes I got stuck and had to do the /reloadui command to continue.

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joseluis perez
 
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Post » Sun Feb 16, 2014 1:13 am

If im not mistaken there are 18 keeps + resource points.

So its more like having 18 big maps merged into one.

Add the dungeons to that...

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Monika Fiolek
 
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Post » Sun Feb 16, 2014 7:52 am

my 2c

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Arnold Wet
 
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Post » Sun Feb 16, 2014 4:31 am

Maybe I'm mistaken, but I believe that random encounters do exist. I've found a guy tied to a stake screaming for help in the middle of nowhere; if you help him, he says sorry and then bandits attack. I've also found Maiq the Liar wandering near the coast at another seemingly random location.

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Milagros Osorio
 
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Post » Sun Feb 16, 2014 2:21 am

I forgot what they called it exactly, it was a long time ago when Skyrim came out. It was their infinite quest system that sent you to random spots to do random things. This combined with their AI interacting with each other in endless ways made for a world that really felt alive. This is lacking in TESO, and makes it feel like less of a TES game IMO.

I agree with this. I saw a bug or two, but nothing close to anything that would be considered "gamebreaking."

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Robyn Lena
 
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Post » Sat Feb 15, 2014 9:05 pm

I have two very minor complaints.

1 - I do not like how the armor looks painted on the body.

2 - I wanted my Altmer to have black hair, or at least darker hair than the available colors.

Nothing really bad, but still, this MMO is pretty much all I even wanted so these are really the only things that really bothered me.

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suniti
 
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Post » Sat Feb 15, 2014 8:13 pm

Now what I disliked:

1) 2h combat felt mediocre both dual wield and especially sword+shield felt much better, so they really have to work on that I think.

2) some of the animations felt a bit stiff (minor complaint since graphics only can entertain you for so long)

3) group play needs a bit more work, going into phases (like a public dungeon) sometimes put the group in different ones (thoguh that might be beta stuff)

And overall that is it, in general I was extremely pleased with the game!

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carly mcdonough
 
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Post » Sun Feb 16, 2014 12:00 am

1) Having your name in-game presented with an @handle is bad. I don't want people to be able to see when I am online. I want them to see only when a specific character is online, and I don't want all my characters to join a guild that I choose to put a character in. I want all "Account Forced" features to be "Character Based". I would pay $50 bucks for it. I double my offer, $100. I am serious.

2) The inability to respec well leaves every level up as a bad thing instead of a good thing. Every choice you make, you fear making the wrong one because you can't reverse your decision later. This makes the result of leveling (gaining abilities) unfun for me.

These are the 2 things that stick out to me.

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Nicole Elocin
 
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Post » Sun Feb 16, 2014 6:36 am

you are misleading yourself if you think a random quest generator is well a random encounter, as it always has its parameters, pre terminated. so where is the randomness, after a while you have done all of the available quest types and the only thing that changes is the location, so i dont see any better solution there.

i think the best solution is what Zenimax is doing, DLC level content patches every month or so, so we get new stuff and not some random generated stuff lol.

i prefer man made quests.

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Hilm Music
 
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