Zershar_Vemod wrote: »silent88b14_ESO wrote: »Boredom is a symptom of a lazy mind.
This.
OP, if this isn't your own unique definition of "open world," and you are honestly too lazy to interact with the environment, well, this isn't the game for you.
It sounds like you want ESO to hold your hand and tell you what to do and when.
I dont know, for me its more natural that there is only one ore node and who gets to it first wins. Its not like there is one gold mine in the world and everyone can mine same ammount of gold, right?Coming from GW2 there is...
Like really? Second day the game is out and you have level 31? Now I know why you dont enjoy the game.I just got level 31 and I'm done for the day...
I'm not rushing to 50, I'm just doing quests, and running dungeons (which is almost fun, if it weren't for a *** LFG tool). I don't do crafting, I've never found it overly enjoyable. It's very simple, and that's the problem I'm having with the game, it feels shallow to me.Like really? Second day the game is out and you have level 31? Now I know why you dont enjoy the game.I just got level 31 and I'm done for the day...
Its fun for me to watch all those people with horses, i got one too, but everytime I mount my horse I find some gatherable, so I go to it. Then I stopped using horse at all because it was to slow to mount and dismount.
Try to look around, check what the game is offering. Look at craft, gatherable, go to explore every map. Just dont rush to level 50.
Classes in Morrowind worked just like in Oblivion except that you had another level of skills and more skills in Morrowind.driosketch wrote: »You know what, you're right. I'm thinking of Birth Signs in Oblivion. It's been a while. I don't remember how Morrowind did it. I do remember some weirds things going on in Daggerfall's classes like a sorcerer not being able to regenerate magic on their own.fougerec99b16_ESO wrote: »driosketch wrote: »This is actually incorrect. TES has always had classes, Skyrim was a huge exception. Further more, those classes came with special traits or spells. The only difference is while with Oblivion it was only a couple things, in ESO it's three whole skill lines. Everything else, gear choices, functions as it traditionally happens in an Elder Scrolls game.
I don't recall classes giving you any special abilities or anything, they were simply a collection of skills whose advancement indicated when your overall character level increased. IIRC you were always free to pick your own set of core skills that would define your own class though.
Like really? Second day the game is out and you have level 31? Now I know why you dont enjoy the game.I just got level 31 and I'm done for the day...
Its fun for me to watch all those people with horses, i got one too, but everytime I mount my horse I find some gatherable, so I go to it. Then I stopped using horse at all because it was to slow to mount and dismount.
Try to look around, check what the game is offering. Look at craft, gatherable, go to explore every map. Just dont rush to level 50.
I'm not rushing to 50, I'm just doing quests, and running dungeons (which is almost fun, if it weren't for a *** LFG tool). I don't do crafting, I've never found it overly enjoyable. It's very simple, and that's the problem I'm having with the game, it feels shallow to me.
Perhaps if we try to play ESO in ESO instead of trying to play GW2 in ESO we will find a better result?Coming from GW2 there is definitely a feeling of "old and slow" with ESO. Old as in mmorpg gaming method that was used in 01-04, such as poorly designed quest rewards, few to none quest instances, having to camp for quest spawn, mobs that dont scale with players (aka 10+ players on anchors/world bosses/public dungeon bosses is like fighting level 1 crabs). And my least favorite - resource nodes that will get snupped right infront of you as you deal with the mob that was guarding it (take a page from GW2, personalize resource nodes).
That said im not giving up on ESO, i still enjoy to an extend. I just feel quite exhausted after just 2-3 hours of it, to a point where i need to take a break for awhile before jumping back in again. Strange thing.
bjeardoeb14_ESO wrote: »The big thing I want changed is the stuff that breaks immersion. There needs to be heavier instancing on quests, and dungeons, because as it stands now this is a single player game that you can play with other people, i.e. Skyrim with a working multiplayer mod. I want to see that changed or I won't stick around long.
Because the bored mind is not creative. The bored mind isn't solving puzzles. You are not at the movies where your entertainment is scripted out for you while you passively absorb the experience. You are responsible for your condition. You are not a victim of the game. If you are bored you should be more productive with your time because otherwise you are a waste and a burden. Do your part in life, whether in the game or in meatspace.Foul_Corsair wrote: »silent88b14_ESO wrote: »Boredom is a symptom of a lazy mind.
How so? It seems to me . . . . oh I can't be bothered, I'm bored now!
silent88b14_ESO wrote: »
Good: I hadn't intended to be your echo. But I wasn't baiting I was making a point.silent88b14_ESO wrote: »
Yeah that isnt exactly what i was saying. You get B+ for baiting effort tho.
bjeardoeb14_ESO wrote: »The big thing I want changed is the stuff that breaks immersion. There needs to be heavier instancing on quests, and dungeons, because as it stands now this is a single player game that you can play with other people, i.e. Skyrim with a working multiplayer mod. I want to see that changed or I won't stick around long.
Not sure about your reasoning here, instancing separates players. If you want a more single player experience, more instancing would be the way to go.
Increasing mob difficulty in dungeons might be a better direction, as then you'd actually be happy to see other players in there. As it stands, mobs are quite easy - maybe it gets harder later on, I'm just doing low level stuff.
bjeardoeb14_ESO wrote: »bjeardoeb14_ESO wrote: »The big thing I want changed is the stuff that breaks immersion. There needs to be heavier instancing on quests, and dungeons, because as it stands now this is a single player game that you can play with other people, i.e. Skyrim with a working multiplayer mod. I want to see that changed or I won't stick around long.
Not sure about your reasoning here, instancing separates players. If you want a more single player experience, more instancing would be the way to go.
Increasing mob difficulty in dungeons might be a better direction, as then you'd actually be happy to see other players in there. As it stands, mobs are quite easy - maybe it gets harder later on, I'm just doing low level stuff.
I can see mob difficulty helping a bit, but the reason I'd like more semi-private areas is to encourage small group dynamics. As it stands now, there's like 10-20 people on some of these mobs in the "cave" quest areas, et cetera. That's why I'd like to see more instancing so you can enjoy gameplay with the people you want to play with. I'm not saying everywhere should be instanced, I just think they should design some quests with small groups in mind. I know not many people play it but games like Lord of the Rings Online do a pretty good job of developing content designed for say 3-6 players. Even some quest areas that are duoable that you and a friend can enjoy together would be awesome. There are sometimes I don't want to be in a quest cave with 30 other people is all.
bjeardoeb14_ESO wrote: »bjeardoeb14_ESO wrote: »The big thing I want changed is the stuff that breaks immersion. There needs to be heavier instancing on quests, and dungeons, because as it stands now this is a single player game that you can play with other people, i.e. Skyrim with a working multiplayer mod. I want to see that changed or I won't stick around long.
Not sure about your reasoning here, instancing separates players. If you want a more single player experience, more instancing would be the way to go.
Increasing mob difficulty in dungeons might be a better direction, as then you'd actually be happy to see other players in there. As it stands, mobs are quite easy - maybe it gets harder later on, I'm just doing low level stuff.
I can see mob difficulty helping a bit, but the reason I'd like more semi-private areas is to encourage small group dynamics. As it stands now, there's like 10-20 people on some of these mobs in the "cave" quest areas, et cetera. That's why I'd like to see more instancing so you can enjoy gameplay with the people you want to play with. I'm not saying everywhere should be instanced, I just think they should design some quests with small groups in mind. I know not many people play it but games like Lord of the Rings Online do a pretty good job of developing content designed for say 3-6 players. Even some quest areas that are duoable that you and a friend can enjoy together would be awesome. There are sometimes I don't want to be in a quest cave with 30 other people is all.
Some good points here. I'm very much enjoying the game so far and have had fun in the dungeons. But the ones I was in had too many other players. I went in with a group of 4 and it was sort of bedlam. Other groups pulling mobs into us and our group, solo players just piggybacking on us. The reason this bothers me is that a lot of the pulls were thus made super easy--a group of 4 mobs and there were like 5-9 players on them. Each fight ended almost instantly.
I believe there are supposed to be private instances later on? But I'm not loving the public dungeons. I suppose they're cool if your solo but in a group it can be annoying. No real challenge because players outnumber the mobs by 3:1. Then again, this is an issue that might be resolved with time: right now TONS of players are in the same level range as me (8-12) so naturally the dungeons are somewhat overpopulated with players. But more instancing would help.
I just got level 31 and I'm done for the day, I'm not really having fun and don't plan on subbing. Mostly just chugging along to get my money's worth.
.
We may not be big, but we're small.