I disagree. While this is an MMO, it is also an Elder Scrolls game and I feel like majority of the quests should be allowed to be done solo. Because I enjoy that sort of thing. I joined ESO for the ever expanding storyline and promise of updates, not for the group play. That's just a bonus.
But that is all up to preference anyway.
Besides, that ship has sailed and them revisiting it now wouldn't make them money.
Plus I get pissed off in Dungeons when people skip through the voice dialog... Like literally angers me to the point my boyfriend and I will kick them from our group. If I got matched with some ass who did that in the Main Story, or Coldharbour, I'd rage quit the game.
I disagree. While this is an MMO, it is also an Elder Scrolls game and I feel like majority of the quests should be allowed to be done solo. Because I enjoy that sort of thing. I joined ESO for the ever expanding storyline and promise of updates, not for the group play. That's just a bonus.
But that is all up to preference anyway.
Besides, that ship has sailed and them revisiting it now wouldn't make them money.
Plus I get pissed off in Dungeons when people skip through the voice dialog... Like literally angers me to the point my boyfriend and I will kick them from our group. If I got matched with some ass who did that in the Main Story, or Coldharbour, I'd rage quit the game. Because Coldharbour was my FAVORITE area.
You know @lordrichter I thought about that one required NPC and thought...that it would be cool if there was a player that had to choose to be sacrificed. It would be an unpopular opinion, I know... but damn wouldn't it be cool if there were a point where one player MUST be sacrificed and the other three are thinking "wait, what?"
That sacrificed player could go through a separate little side mission while the other players are completing the main mission. Maybe like... they are the ones that free their souls while the other players are the ones who defeat Molag Bal.
Those are just some initial thoughts. A little creativity can go a LONG way.
I actually had my questing partner quit ESO because the main quest was solo. They said "If I want to play a solo game, I'll go play a solo game."
*spoiler warning*... I guess
I personally feel that ZOS missed the mark with ESO's main quest. We all play THE vestige, THE person who can bring down Molag Bal... It always seemed kind of shortsighted for an MMO.
ESO's narrative could have been more along the lines of the player being one of many vestiges who are being tapped to help defeat Molag Bal. It's a task that requires many players to accomplish and you must work together with others to bring the Daedric Prince down. The five companions should have been roles that players fulfill to create the "New Council of Champions." Players should have been encouraged to find other players to group with during the campaign to have each of the roles of the five champions fulfilled. Groups that didn't have enough players would simply have those roles filled by the NPCs... as ESO does now. The four companions would have simply been there to act as mentors and to use in the case of groups having fewer than five. The group would have then done something like vote for the NPC companion they take with them, with the leader's vote counting twice in the case of a tie.
ESO would have had a matchmaking system that would allow players to search for other players who are at the same point of the quest as they are.
In the end, the last battle would have involved 5 players taking on Molag Bal instead of just one. Perhaps players would even go in with a whole horde of other players including characters from their questing adventures and other adventurers wanting to take on the Daedric prince. Those random adventurers could have acted as fodder and at the end of the battle the New Council of Champions could have stood on the battlefield, among a field of slain adventurers, Molag Bal defeated and the safety of Nirn well in hand.
Those are the ways I think the Main Narrative could have been better. Are there ways in which you think it could have been better?
I disagree wholeheartedly with the OP. The main storyline works well as it is - leave well alone! ESO isn't intended to be a traditional MMO and provides a good balance of solo and group content. Those MMOs that have gone down the group-based storyline approach have usually ended up being forced into making the content more soloable. Like it or not, grouping - especially pick-up grouping - has gone out of fashion and tying the main storyline quests to it makes no sense in the modern gaming world.
lordrichter wrote: »I disagree wholeheartedly with the OP. The main storyline works well as it is - leave well alone! ESO isn't intended to be a traditional MMO and provides a good balance of solo and group content. Those MMOs that have gone down the group-based storyline approach have usually ended up being forced into making the content more soloable. Like it or not, grouping - especially pick-up grouping - has gone out of fashion and tying the main storyline quests to it makes no sense in the modern gaming world.
Being a "non-traditional MMO" does not mean that it is not an MMO.
The single player TES games are limited in what they can present to the player in terms of epic game play. In the end, single player TES games are about a guy running around "saving the world" one more time. This is all heroic, but there is just so much that one guy with a "sword" can be expected to take on, even if they are the Dragonborn, Hero of Kvatch, or the Nerevarine.
ZOS should have designed a main quest for both solo and group play. They could have crafted the systems and quests that would have delivered a solo main quest common in the single player games, but also delivered an epic multiplayer main quest that no solo game could have touched.
What ZOS delivered was a solo main quest that is walled off from the rest of the game. They could have done better. They had years of development to make it happen. A game like ESO deserves an epic multiplayer main quest.
*spoiler warning*... I guess
I personally feel that ZOS missed the mark with ESO's main quest. We all play THE vestige, THE person who can bring down Molag Bal... It always seemed kind of shortsighted for an MMO.
ESO's narrative could have been more along the lines of the player being one of many vestiges who are being tapped to help defeat Molag Bal. It's a task that requires many players to accomplish and you must work together with others to bring the Daedric Prince down. The five companions should have been roles that players fulfill to create the "New Council of Champions." Players should have been encouraged to find other players to group with during the campaign to have each of the roles of the five champions fulfilled. Groups that didn't have enough players would simply have those roles filled by the NPCs... as ESO does now.
lordrichter wrote: »I disagree wholeheartedly with the OP. The main storyline works well as it is - leave well alone! ESO isn't intended to be a traditional MMO and provides a good balance of solo and group content. Those MMOs that have gone down the group-based storyline approach have usually ended up being forced into making the content more soloable. Like it or not, grouping - especially pick-up grouping - has gone out of fashion and tying the main storyline quests to it makes no sense in the modern gaming world.
Being a "non-traditional MMO" does not mean that it is not an MMO.
The single player TES games are limited in what they can present to the player in terms of epic game play. In the end, single player TES games are about a guy running around "saving the world" one more time. This is all heroic, but there is just so much that one guy with a "sword" can be expected to take on, even if they are the Dragonborn, Hero of Kvatch, or the Nerevarine.
ZOS should have designed a main quest for both solo and group play. They could have crafted the systems and quests that would have delivered a solo main quest common in the single player games, but also delivered an epic multiplayer main quest that no solo game could have touched.
What ZOS delivered was a solo main quest that is walled off from the rest of the game. They could have done better. They had years of development to make it happen. A game like ESO deserves an epic multiplayer main quest.
I agree and I would also like the message of "we can do it together!" to exist within the TES world. So far all we have ever had are Heros and "chosen ones" it would be nice to see people ban together to achieve something great.
*spoiler warning*... I guess
I personally feel that ZOS missed the mark with ESO's main quest. We all play THE vestige, THE person who can bring down Molag Bal... It always seemed kind of shortsighted for an MMO.
ESO's narrative could have been more along the lines of the player being one of many vestiges who are being tapped to help defeat Molag Bal. It's a task that requires many players to accomplish and you must work together with others to bring the Daedric Prince down. The five companions should have been roles that players fulfill to create the "New Council of Champions." Players should have been encouraged to find other players to group with during the campaign to have each of the roles of the five champions fulfilled. Groups that didn't have enough players would simply have those roles filled by the NPCs... as ESO does now. The four companions would have simply been there to act as mentors and to use in the case of groups having fewer than five. The group would have then done something like vote for the NPC companion they take with them, with the leader's vote counting twice in the case of a tie.
ESO would have had a matchmaking system that would allow players to search for other players who are at the same point of the quest as they are.
In the end, the last battle would have involved 5 players taking on Molag Bal instead of just one. Perhaps players would even go in with a whole horde of other players including characters from their questing adventures and other adventurers wanting to take on the Daedric prince. Those random adventurers could have acted as fodder and at the end of the battle the New Council of Champions could have stood on the battlefield, among a field of slain adventurers, Molag Bal defeated and the safety of Nirn well in hand.
Those are the ways I think the Main Narrative could have been better. Are there ways in which you think it could have been better?
Multi-player speechcraft dialogue roleplay during level questing in groups.
https://forums.elderscrollsonline.com/en/discussion/171138/advanced-speechcraft-expansion-concept
The five roles of champions players could be done with a 4 man dungeon quest every 5 levels or so that act as a rite of passage, meaning you can't level until you complete that section.This would also baby step players into doing group PvE content. I don't know if everyone would like that though since it would feel more like a normal mmo versus Elder Scrolls Online. Also it would jarring to supposedly have 5 player companions assist you throughout your journeys only they are different characters every phase of the story. There needs to be more Rites Of Passage in this game, scattered in the pre 50 cap and onto Champions and whatever else comes.
They should have added some Origins stories for the races and classes so every playthrough would yield a different experience than the last. And a speechcraft expansion would do wonders for making stories feel fresh even if the reward is the same, the different colors of story would be interesting.
Well sometimes a personal story can be country or city wide if the strife comes to your front door instead of the news. They have 3 nations and PvP that takes place in Cyrodil. Why can't there be dynamic events like Guild Wars 2, except in this context, players are involved in defending or strengthening their nations interest across Tamriel. A branching story with dynamic events and public events adding brevity to caring for or betraying one's nation. Political turmoil variances like assassinations, arson, etc.*spoiler warning*... I guess
I personally feel that ZOS missed the mark with ESO's main quest. We all play THE vestige, THE person who can bring down Molag Bal... It always seemed kind of shortsighted for an MMO.
ESO's narrative could have been more along the lines of the player being one of many vestiges who are being tapped to help defeat Molag Bal. It's a task that requires many players to accomplish and you must work together with others to bring the Daedric Prince down. The five companions should have been roles that players fulfill to create the "New Council of Champions." Players should have been encouraged to find other players to group with during the campaign to have each of the roles of the five champions fulfilled. Groups that didn't have enough players would simply have those roles filled by the NPCs... as ESO does now. The four companions would have simply been there to act as mentors and to use in the case of groups having fewer than five. The group would have then done something like vote for the NPC companion they take with them, with the leader's vote counting twice in the case of a tie.
ESO would have had a matchmaking system that would allow players to search for other players who are at the same point of the quest as they are.
In the end, the last battle would have involved 5 players taking on Molag Bal instead of just one. Perhaps players would even go in with a whole horde of other players including characters from their questing adventures and other adventurers wanting to take on the Daedric prince. Those random adventurers could have acted as fodder and at the end of the battle the New Council of Champions could have stood on the battlefield, among a field of slain adventurers, Molag Bal defeated and the safety of Nirn well in hand.
Those are the ways I think the Main Narrative could have been better. Are there ways in which you think it could have been better?
Multi-player speechcraft dialogue roleplay during level questing in groups.
https://forums.elderscrollsonline.com/en/discussion/171138/advanced-speechcraft-expansion-concept
The five roles of champions players could be done with a 4 man dungeon quest every 5 levels or so that act as a rite of passage, meaning you can't level until you complete that section.This would also baby step players into doing group PvE content. I don't know if everyone would like that though since it would feel more like a normal mmo versus Elder Scrolls Online. Also it would jarring to supposedly have 5 player companions assist you throughout your journeys only they are different characters every phase of the story. There needs to be more Rites Of Passage in this game, scattered in the pre 50 cap and onto Champions and whatever else comes.
They should have added some Origins stories for the races and classes so every playthrough would yield a different experience than the last. And a speechcraft expansion would do wonders for making stories feel fresh even if the reward is the same, the different colors of story would be interesting.
Someone linking one of my own concept threads in a discussion thread I created... woah.I like the idea of having some quests being solo and some being multiplayer. The game, as it is now, doesn't really teach you how to play. You're just thrown in and told to "go play".
Since this is a "what if thread", I would say that players should have experienced the skills of each of the classes in Coldharbour when we are escaping. Give the player a skill from each of the skill lines. and have the player play the role of DPS, Tank, and Healer at different times. Only at the end of the Coldharbour escape should we should have been given the choice of class.
Racial quests.. YES please @Kalifas ! But those, I think, would be more single-player since it would be a more personal story line.
@Volkodav Oh, that would be *gasp* me! (Insert heroic pose here)
Anywho, this is an Elder Scrolls game. In it's TL, it's a prequel to the games we know as Arena, Daggerfall, Morrowind, Oblivion, and Skyrim. To seperate the continents would mean they'd have to revisit all those games and fix the map, betray their loyal player base, and completely f'up what people have grown to love. I play, (bugs, glitches, and frustration with often incompetent ZOS employees) because of loyalty to the storytelling I know and love in this game.
And to remove the solo elements of the hero would also betray that player base. "To be a ring bearer (hero) is to be alone," - Gladriel LOTR. We have PLENTY of group content including dungeons, PVP, and the fact you can group in all the other zones.
To put it all in perspective:
Actually that one is pretty nifty.Remove that early quest where you have to walk through with the prophet for a history lesson...that would make it a bit better.
Every single player game places the player as THE hero - and in single player games, it works. In MMOs... not so much, when there are hundreds "THE Hero" players running around and stumbling over each other... Nothing to do with TES, because that is the world setting, and not the game flavor...It is a TES game which places the player as THE hero, which is what I like about TES games. Maybe you would prefer a different MMO which isn't related to the TES franchise?
When I pre-ordered it back in 2014, it came with a "16" rating. Later to be raised to "M" with the "Tamriel Unlimited" upgrade and the introduction of the justice system.WalkingLegacy wrote: »...but I feel like the story was too watered and toned down.
Like we have an M rated game but it's still trying to cater to kids...I wish it would own it's M rating.
TheShadowScout wrote: »Oh, well. Maybe some other game will dare to go there in a while...
@Volkodav Oh, that would be *gasp* me! (Insert heroic pose here)
Anywho, this is an Elder Scrolls game. In it's TL, it's a prequel to the games we know as Arena, Daggerfall, Morrowind, Oblivion, and Skyrim. To seperate the continents would mean they'd have to revisit all those games and fix the map, betray their loyal player base, and completely f'up what people have grown to love. I play, (bugs, glitches, and frustration with often incompetent ZOS employees) because of loyalty to the storytelling I know and love in this game.
And to remove the solo elements of the hero would also betray that player base. "To be a ring bearer (hero) is to be alone," - Gladriel LOTR. We have PLENTY of group content including dungeons, PVP, and the fact you can group in all the other zones.
To put it all in perspective:
TheShadowScout wrote: »Actually that one is pretty nifty.Remove that early quest where you have to walk through with the prophet for a history lesson...that would make it a bit better.
When you play through it the very first time.
The next few times... meh. And a "Hey prophet-dude, skip the history lession, I know all about the soulburst and stuff!" option would have been a good thing...Every single player game places the player as THE hero - and in single player games, it works. In MMOs... not so much, when there are hundreds "THE Hero" players running around and stumbling over each other... Nothing to do with TES, because that is the world setting, and not the game flavor...It is a TES game which places the player as THE hero, which is what I like about TES games. Maybe you would prefer a different MMO which isn't related to the TES franchise?When I pre-ordered it back in 2014, it came with a "16" rating. Later to be raised to "M" with the "Tamriel Unlimited" upgrade and the introduction of the justice system.WalkingLegacy wrote: »...but I feel like the story was too watered and toned down.
Like we have an M rated game but it's still trying to cater to kids...I wish it would own it's M rating.
But yeah, many among the players feel like you, me among them. I'd have wanted the game gritty and pushing the limits of a "M" rating rather then this watered down version... I'd even pay extra if they were to offer an option that might refit some of this, some sort of... "Brutality Pack"?
But not just that, also with many stories I felt they were needlessly "pulling punches". All those "rescue my kid" quests that turn out to be fully grown adults somehow incapable of setting one foot in front of the other without player assistance? The "my mom still treats me like a baby" shtick works that once in Stormhaven, not so much when you encounter a similar quest in Alik'r... or other quests where they carefully avoided some possibilities...
And of course, all those "please fulfill my last wish" people with no blood or visible wounds. [sarcasm] Because we cannot show that death in battle at medieval/fantasy tech levels was bloody and scary and painful [/sarcasm]
Oh, well. Maybe some other game will dare to go there in a while...