SantieClaws wrote: »Khajiit will make everything alright again.
Anyone who is unhappy with this decision may get one free puddles worth of fishing company from this one - also possibly a fishy stick.
Travel is at your own expense. Puddle time must be taken during the Fishmas Festival - between 24 and 30 of Evening Star.
This offer is not limited to any alliance but is limited to European Tamriel.
Yours with paws
Santie Claws
nimander99 wrote: »As far as people arguing that this breaks continuity I'll say this: All the Elder Scrolls Games had a Main Quest Line and Side Quest Stories, Dark Brotherhood, Fighter's Guild etc. Plus local city quest lines and the like. Allowing us to just head in any direction we want and start any of the quest lines we want actually makes this game (finally!) extremely similar to the original games.
@Robbmrp The game already dynamically creates new instances (or "shards") based on population, so the setup won't really be any different. Consider the case where there are 150 DC players in one instance of Glenumbra, and another 150 DC players in a second instance of Glenumbra. Then 200 AD players in a third Glenumbra, and 100 EP players in a fourth.For me, this raises some really big questions.
Current system performance is based off 1/3 of the player base. Meaning we only see those within our faction. What's that going to do to server performance when we can now see everyone in the entire zone? What is Zenimax doing to ensure that this will still be a "playable" game? Some Campaigns in Cyrodil are already over encumbered with server lag, is the entire game going to be this same way now? If they can pull it off with the performance we need to enjoy the game as it should be, then this should be a great change.
@Robbmrp The game already dynamically creates new instances (or "shards") based on population, so the setup won't really be any different. Consider the case where there are 150 DC players in one instance of Glenumbra, and another 150 DC players in a second instance of Glenumbra. Then 200 AD players in a third Glenumbra, and 100 EP players in a fourth.For me, this raises some really big questions.
Current system performance is based off 1/3 of the player base. Meaning we only see those within our faction. What's that going to do to server performance when we can now see everyone in the entire zone? What is Zenimax doing to ensure that this will still be a "playable" game? Some Campaigns in Cyrodil are already over encumbered with server lag, is the entire game going to be this same way now? If they can pull it off with the performance we need to enjoy the game as it should be, then this should be a great change.
After this change, that would adjust to, for example, 75 DC, 50 AD and 25 EP in one instance of Glenumbra, 75/50/25 again in a second, 100 DC, 67 AD and 33 EP in a third, and 50 DC, 33 AD and 17 EP in a fourth. The distribution of players is different, but the number of players in each server shard, and thus the total server resources required, is the same.
I guess that depends on how often the server decides to create a new shard. A few more shards with a few less people probably wouldn't be a bad thing.The game already dynamically creates new instances (or "shards") based on population, so the setup won't really be any different. Consider the case where there are 150 DC players in one instance of Glenumbra, and another 150 DC players in a second instance of Glenumbra. Then 200 AD players in a third Glenumbra, and 100 EP players in a fourth.For me, this raises some really big questions.
Current system performance is based off 1/3 of the player base. Meaning we only see those within our faction. What's that going to do to server performance when we can now see everyone in the entire zone? What is Zenimax doing to ensure that this will still be a "playable" game? Some Campaigns in Cyrodil are already over encumbered with server lag, is the entire game going to be this same way now? If they can pull it off with the performance we need to enjoy the game as it should be, then this should be a great change.
After this change, that would adjust to, for example, 75 DC, 50 AD and 25 EP in one instance of Glenumbra, 75/50/25 again in a second, 100 DC, 67 AD and 33 EP in a third, and 50 DC, 33 AD and 17 EP in a fourth. The distribution of players is different, but the number of players in each server shard, and thus the total server resources required, is the same.
It is worth noting, however, that a starting area from a Gold Zone, like Stros M'kai, will definitely have more players in the shard, because now it is practically empty. I think every shard is more likely to be full; which is fine, but will it mean trading zone type lag for every area?
MasterSpatula wrote: »nimander99 wrote: »As far as people arguing that this breaks continuity I'll say this: All the Elder Scrolls Games had a Main Quest Line and Side Quest Stories, Dark Brotherhood, Fighter's Guild etc. Plus local city quest lines and the like. Allowing us to just head in any direction we want and start any of the quest lines we want actually makes this game (finally!) extremely similar to the original games.
Sure, but you couldn't skip ahead in the individual questlines of any of those factions or locations. (At least, not without Console commands.)
And the best RPGs of the franchise had areas where you would be completely slaughtered if you went there too early. This is good. In later games, they decided to cast a wider net, getting more money from people who had no interest in a real sense of progression. It made them more money, but it was all telling their core audience that they could f*** right off.
As I've mentioned before, there's a reason the #1 category of Oblivion mods was mods to remove scaling. Mods to make the whole game brutal at level 1. Mods to make remote areas more dangerous than local areas. Mods that turned dungeons filled with nothing but Goblin warlords into groups of multiple goblins and occasional warlord. Mods to fix an element of the game that was just appallingly, awfully, infuriatingly BAD. And now, hey, here comes that same bad element to ESO.
In One Tamriel, you'll have no opportunity to go test yourself with enemies way above your level. The game will always upscale you to be able to beat them. You'll never have the chance to go into that Public Dungeon that was hard when you were first starting out and see how much more powerful you've become. The game will always downscale you.
So we end up with an Arcade Game with an RPG skin over it, but the gameplay won't be RPG. And core fans can, once again, f*** right off. Arcade Game fans are the people who actually matter.
TES games always gave us freedom, but the better TES games gave us consequences for doing stupid things with that freedom. Comparing ESO to the TES franchise can be a bit problematic, since there franchise evolves and, to some, devolves with every chapter.
I imagine they'll have to tweak some of the quests a bit to make them flow better with the concept of no alliances -- or perhaps we'll have Daggerfall specific quests in Aldmeri territory? Or more? I dunno.
crazybluegrrlub17_ESO wrote: »I"m just worried that the quests and monsters that I have to level up in order to beat. If they level up with me, how will I be able to beat them (being a preferred solo player). It would force me to find more groups, which is hard to begin with. I will deal, of course, but this is my opinion.
MasterSpatula wrote: »nimander99 wrote: »As far as people arguing that this breaks continuity I'll say this: All the Elder Scrolls Games had a Main Quest Line and Side Quest Stories, Dark Brotherhood, Fighter's Guild etc. Plus local city quest lines and the like. Allowing us to just head in any direction we want and start any of the quest lines we want actually makes this game (finally!) extremely similar to the original games.
Sure, but you couldn't skip ahead in the individual questlines of any of those factions or locations. (At least, not without Console commands.)
And the best RPGs of the franchise had areas where you would be completely slaughtered if you went there too early. This is good. In later games, they decided to cast a wider net, getting more money from people who had no interest in a real sense of progression. It made them more money, but it was all telling their core audience that they could f*** right off.
As I've mentioned before, there's a reason the #1 category of Oblivion mods was mods to remove scaling. Mods to make the whole game brutal at level 1. Mods to make remote areas more dangerous than local areas. Mods that turned dungeons filled with nothing but Goblin warlords into groups of multiple goblins and occasional warlord. Mods to fix an element of the game that was just appallingly, awfully, infuriatingly BAD. And now, hey, here comes that same bad element to ESO.
In One Tamriel, you'll have no opportunity to go test yourself with enemies way above your level. The game will always upscale you to be able to beat them. You'll never have the chance to go into that Public Dungeon that was hard when you were first starting out and see how much more powerful you've become. The game will always downscale you.
So we end up with an Arcade Game with an RPG skin over it, but the gameplay won't be RPG. And core fans can, once again, f*** right off. Arcade Game fans are the people who actually matter.
TES games always gave us freedom, but the better TES games gave us consequences for doing stupid things with that freedom. Comparing ESO to the TES franchise can be a bit problematic, since there franchise evolves and, to some, devolves with every chapter.
MasterSpatula wrote: »nimander99 wrote: »As far as people arguing that this breaks continuity I'll say this: All the Elder Scrolls Games had a Main Quest Line and Side Quest Stories, Dark Brotherhood, Fighter's Guild etc. Plus local city quest lines and the like. Allowing us to just head in any direction we want and start any of the quest lines we want actually makes this game (finally!) extremely similar to the original games.
Sure, but you couldn't skip ahead in the individual questlines of any of those factions or locations. (At least, not without Console commands.)
And the best RPGs of the franchise had areas where you would be completely slaughtered if you went there too early. This is good. In later games, they decided to cast a wider net, getting more money from people who had no interest in a real sense of progression. It made them more money, but it was all telling their core audience that they could f*** right off.
As I've mentioned before, there's a reason the #1 category of Oblivion mods was mods to remove scaling. Mods to make the whole game brutal at level 1. Mods to make remote areas more dangerous than local areas. Mods that turned dungeons filled with nothing but Goblin warlords into groups of multiple goblins and occasional warlord. Mods to fix an element of the game that was just appallingly, awfully, infuriatingly BAD. And now, hey, here comes that same bad element to ESO.
In One Tamriel, you'll have no opportunity to go test yourself with enemies way above your level. The game will always upscale you to be able to beat them. You'll never have the chance to go into that Public Dungeon that was hard when you were first starting out and see how much more powerful you've become. The game will always downscale you.
So we end up with an Arcade Game with an RPG skin over it, but the gameplay won't be RPG. And core fans can, once again, f*** right off. Arcade Game fans are the people who actually matter.
TES games always gave us freedom, but the better TES games gave us consequences for doing stupid things with that freedom. Comparing ESO to the TES franchise can be a bit problematic, since there franchise evolves and, to some, devolves with every chapter.
The annoying part with Oblivion leveling was less that the enemies scale with you, but that you would see any common bandit at one point in time in full glass or full daedric armor, which killed the fun of having these sets yourself, because everyone else and their grandmother had these sets now as well.
As others have said, going through Cadwell's now and doing sidequests I'm once again reminded that a lot of quests in ESO tie in to each other (which is great), which means there is a certain chronological order to them. This goes for a lot of sidequests as well as the faction stories. Skipping ahead from Khenarthi's Roost to Malabar Tor and back again will mess everything up - some of the sidequests only make sense when they're seen as the result of the preceding story in Khenarthi's, Auridon and Grahtwood.
I really wonder how ZOS will adress this, looks like complete spaghetti to me to untangle but not untangling it would be equally bad: if sense of the story orders you to do the zones in a certain order, it kinda defeats the purpose of One Tamriel.
As others have said, going through Cadwell's now and doing sidequests I'm once again reminded that a lot of quests in ESO tie in to each other (which is great), which means there is a certain chronological order to them. This goes for a lot of sidequests as well as the faction stories. Skipping ahead from Khenarthi's Roost to Malabar Tor and back again will mess everything up - some of the sidequests only make sense when they're seen as the result of the preceding story in Khenarthi's, Auridon and Grahtwood.
I really wonder how ZOS will adress this, looks like complete spaghetti to me to untangle but not untangling it would be equally bad: if sense of the story orders you to do the zones in a certain order, it kinda defeats the purpose of One Tamriel.
As others have said, going through Cadwell's now and doing sidequests I'm once again reminded that a lot of quests in ESO tie in to each other (which is great), which means there is a certain chronological order to them. This goes for a lot of sidequests as well as the faction stories. Skipping ahead from Khenarthi's Roost to Malabar Tor and back again will mess everything up - some of the sidequests only make sense when they're seen as the result of the preceding story in Khenarthi's, Auridon and Grahtwood.
I really wonder how ZOS will adress this, looks like complete spaghetti to me to untangle but not untangling it would be equally bad: if sense of the story orders you to do the zones in a certain order, it kinda defeats the purpose of One Tamriel.
Nothing hinders people, who want to follow the story line to keep doing that. To do things out of order is just an option, not mandatory. Not everyone is deeply into the lore and for some a quest might just be go to the quest giver, get the quest, see where the next quest marker is and what you have to do there, they might not even read or listen to the quest giver, because the journal tells them in short, what to do at the next quest marker and the map shows them where it is. And for those who play like this, it is not a problem at all, if things are out of order, because they basically give a damn about the story itself, they want the quest reward, the XP and eventually a skill point - and that's it for them. With One Tamriel they have the option to ignore what they do not want to do and pick up something else somewhere, where they like the area and the quest. Some might even not quest at all, but just level up by fighting mobs - and this will as well be more fun with a more open world.