Quest ideas from Oblivion

Post » Wed Mar 26, 2014 3:26 am

I was just thinking why while creating ESO the ideas from Oblivion quests had not be used.

Name a few:

- Glarthir in Skingrad

- Canvas the Castle - Chorrol

- Separated at Birth - Chorrol

I mean not just copy paste, but there were quests that provided short story behind, were almost not related to killing, but short puzzles. These did not influenced a world so it would be no problem to make similar in ESO.

Wouldn't it be nice if some of these ideas were restored in ESO?

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Laura Richards
 
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Post » Tue Mar 25, 2014 8:35 pm

The Ultimate Heist' and 'Whodunit?' are my two all-time favourite Elder Scrolls quests, both from Oblivion. I hope that when The Thieves' Guild and the Dark Brotherhood are implemented, they take some inspiration from those two quests. A five player instanced heist would actually be amazing.
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anna ley
 
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Post » Tue Mar 25, 2014 10:00 pm

I did actually play some puzzle quests where you had to activate some lights in the right order(don't remember the faction). These were enjoyable if you look away from the fact that people shouted the solution in chat once they found it.

What I believe would be cool was if they added group puzzles (instanced) where you and your team mates have to activate levers at the same time or similar. Effectivily separating a group for short moments of time.

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Chris Johnston
 
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Post » Tue Mar 25, 2014 7:50 pm

Ya, those who want wikis and spoilers to complete quests quickly would not have problems, but I guess a lot of people would first try to solve alone.

Group puzzles would be more spoilered (group always tries to complete asap) or need to active voice communication to coordinate.

There are few similar in ESO, but the difficulty of them I would rate to 0. There should be also quests that do not have direct guide how to complete - these require you to really stop and think a moment about story and listen to dialogues.

I would imagine it that while taking and in journal un-guided (so there are no jumps from quest marker to quest marker) are marked and everybody might choose to take them or not. This is not very MMO idea, because solving puzzles is more matching single player games, but still solo playing is part of game.

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biiibi
 
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Post » Tue Mar 25, 2014 8:51 pm

I agree that for people using a wiki there will be no point in puzzles and that groups often want to run through a dungeon rather than play it casually.

I still believe that puzzles which force a group of four persons to separate into two smaller groups, or even individuals, to be an interessting idea. (as long as it's done at short moments of time) Adding a solo or 2+ boss for each of the smaller groups would add some cool requirements on the people involved; being able to swap between two different grouping styles on a short notice.

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Katie Pollard
 
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