People are complaining about the VR zones being a huge grindfest. I agree with them because even if most of the quests are very good it just is too much and at some point you lose interest and you just click through them to get it done. So it is not less mindless than just farming anomalies.
People say the need to do the other two factions' quests is lazy programming. I agree with them because the reason why we do it is just a sorry excuse for a story.
Here is what I expected would happen when I was sent to Coldharbor and what I make myself believe that happened to justify playing the other two alliances with the same character:
The leaders of the three alliances cannot find a common ground and refuse to take on Molag Bal together. So you and the Fighters' and Mages' guilds are sent to Coldharbor alone.
You complete the quests in Coldharbor, destroy the Great Shackle and thwart Molag Bal's plans. But something goes horribly wrong. Molag Bal is the God of Schemes after all and he has a trick up his sleeve. When you fight him you can force him to give back your soul but everything you have accomplished so far is reverted.
The two guilds realize that they cannot ultimately defeat Molag Bal without the armies of Nirn. Therefore you are sent to the other factions (undercover if you will) to build up a reputation there.
After you have completed the quests of the two factions you once again set up a meeting with the queen and the two kings. This time they recognize you as the hero who took a crucial part in establishing their alliances and they listen to you. They agree to form a joint army to defeat Molag Bal once and for all.
What follows is an epic and huge battle.
This last stand could open a lot of opportunities for future content. It could be another adventure (or war) zone, It could be an awesome 24-man dungeon or a quest with a huge army of NPCs and you are in the middle (or leading?) the final battle.
Edited by lovESOng on June 8, 2014 6:04AM