@ Redlag:
Yeah, I know what you mean but what you are describing are the unavoidable consequences of creating an "open world" MMO, it is truly an incredible complexity. I don't know if you've ever player Skyrim, or Oblivion, or any other TES games. I played those, and I created mods for Skyrim too. It helps you understand how these worlds are brought to life. Put up roughly, they are made of different cells visually brought together to give you the feeling of an open world, and I think they did a brilliant job in that matter.
What you are describing as some places or rocks rejecting you back and forcing you to run around them are cells' borders, see them like safety nets that prevent you to fall off the grid - or fall out of the game. That is a small price to pay for an open world feeling. I'll nonetheless agree to your son's opinion that ESO is more repetitive than other TES games were, I guess that was necessary too, at least for now, in order to turn TES worlds into an MMO.
I understand what cell borders are. What I reffering to is creating them over a rock knee high to just waste the players time to run around to find another opening 40 seconds away. My point is that its completely unnecessary for the object and they put a cell border to buy 30 seconds. When done repetitively with the only goal to waste the gamers time.. To extend your game time. Its really sad. Desperate. When then same man power could have went into making the game fun. Then you get way more return on fun. Rather then.. Oh waste my time. Maybe you don't comprehend that developers do this. Maybe I have been gaming a tad but longer and Im actually plugging a hole that no one has a real beef with.. Right, but once they see it in their brain. They say. Ya, no doubt. Why are they coding the game intentionally to waste time with longer routes, rather than more fun.
@ Redlag:
Yeah, there's that too, obviously, the need to sort of artificially extend your game time to bring in subs. Personally, I don't see it so much in the navigating system as in the crafting system for instance. Leveling up Enchanting or taking over a month to search an armor or weapon trait for instance cries out "sub time" a little too loud for me. That's where designers and marketers need to walk hand in hand to make it subtle and cleverly weave it into the story - that's a tough job...
@HoamaiiOkay, so what you're saying guys is, if you buy a horse that's level 0, you can level it to to 50 by buying more stats, if you buy a horse that's level 20, you can level it up to 20 + 50 = 70?
Basically, you can add 50 stats tops to the said-horse base level?
And horses never make it to VR? Is that right?