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Is anyone else frustated by One Tamriel?

  • Ti_Englesmythe
    JD2013 wrote: »
    The one thing I do not like about One Tamriel is the lack of consistency.

    You can go anywhere - great. Fab. Good change. But now, I notice a lot of people getting lost - like, where should they go to do things? Having everything open to you is both a blessing and a curse. There's a lot of zones in the game, and you can just hop from one to another to another, and it all seems a little wonky in that respect.

    I can see what you're getting at. But I entered Auridon for the first time on my EP NB and walked up to Skywatch. The NPC there, who usually gives you the quest to talk to Raz inside the Skywatch Manor had a different quest for me. I was asked to take a letter down to the watch captain in Vulkhel Guard, the NPC who gives 'The first quest of the zone' to you when you first arrive there. I think this might be the case all over to help direct players to where the quests for that zone begin, giving them a bit more direction to get on track with the story.

    Edit: Just noticed this is an OLD thread. What is it with people raising the undead threads today?

    I'll agree that it's quite hard to get lost, my gripe is the lack of continuity, the destruction of the framework for the game (i.e. disregarding factions even though that was to be a core point of the game), the distribution of materials native to an area with materials for ones level (materials should be native to an area, period, else it messes with immersion), the battle levelling of new players, and such like that. Tis why I stopped playing.

    I'm not sure why people are resurrecting this thread either, I just logged in and noticed close to 200 notifications.
    Edited by Ti_Englesmythe on April 27, 2017 12:10AM
  • Ti_Englesmythe
    Kesstryl wrote: »
    Sorry, I like the open structure of One Tamriel. Once I did all the quests in order on my main, I had very little incentive to repeat that 7 more times on my other alts. Now I'm leveling 4 of them simultaneously because I can pick my own order to do things which has really helped me to not get bored. I don't want every character of mine to have to do everything in the exact same way (via Caldwell's Silver and Gold). As far as I'm concerned, my main alt is the Vestige who saved Tamriel, and my alts are some of the people she saved. I'm having a lot more fun now!

    Glad to hear it, keep enjoying it. I just won't be playing. As a player, you could go anywhere before One Tamriel, excepting opposing faction areas, which made sense, one just couldn't compete with the monsters, which also makes sense.
  • Ti_Englesmythe
    Tasear wrote: »
    This game was never meant to be normal. We have dragon knight Healers and sorrecer tanks. But on point, one tamerial has made the game more enjoyable so come and try it

    I have tried it, and I still dislike the game after One Tamriel. It completely breaks immersion now and is not nearly as satisfying.
  • RavenEye
    RavenEye
    ✭✭
    I played during the beta but just a few months ago came back to the game so I can't really compare like you guys. However I'd just like to add that being free to go to the territories of other Alliances irks me a bit.
    I still haven't done everything, not even completed the main storyline but I was told there is a reason for this but, still, in this regard maybe they could of handled it a bit differently? I guess the whole Alliance identity gets lost in this is what I'm trying to say... :/
  • Ti_Englesmythe
    Zhor wrote: »
    I played during the beta but just a few months ago came back to the game so I can't really compare like you guys. However I'd just like to add that being free to go to the territories of other Alliances irks me a bit.
    I still haven't done everything, not even completed the main storyline but I was told there is a reason for this but, still, in this regard maybe they could of handled it a bit differently? I guess the whole Alliance identity gets lost in this is what I'm trying to say... :/

    Losing the faction identities does bother me, as does the distribution of materials and battle levelling. I'm all for environmental levelling to keep the challenge, but it's just weird to see level 3's in the Hollow City. The game lost much of its appeal once levelling became so easy. One poster commented that they were in Eastmarch at CP35. Prior to One Tamriel, I was in Eastmarch in my 30's. I'm also not a huge fan of account overlap (each subsequent character having access to Champion Points). Call me a traditionalist with progressive leanings, but One Tamriel hands new players too much.
  • RavenEye
    RavenEye
    ✭✭
    Zhor wrote: »
    I played during the beta but just a few months ago came back to the game so I can't really compare like you guys. However I'd just like to add that being free to go to the territories of other Alliances irks me a bit.
    I still haven't done everything, not even completed the main storyline but I was told there is a reason for this but, still, in this regard maybe they could of handled it a bit differently? I guess the whole Alliance identity gets lost in this is what I'm trying to say... :/

    Losing the faction identities does bother me, as does the distribution of materials and battle levelling. I'm all for environmental levelling to keep the challenge, but it's just weird to see level 3's in the Hollow City. The game lost much of its appeal once levelling became so easy. One poster commented that they were in Eastmarch at CP35. Prior to One Tamriel, I was in Eastmarch in my 30's. I'm also not a huge fan of account overlap (each subsequent character having access to Champion Points). Call me a traditionalist with progressive leanings, but One Tamriel hands new players too much.

    I can empathize and understand that sentiment having played other MMO's where if I did higher content underlevel it was certainly a challenge.

    What would you like to see done if the devs were to "redo" One Tamriel?
    Edited by RavenEye on April 27, 2017 12:31AM
  • MasterSpatula
    MasterSpatula
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    Safety+magic_bc467d_5671308.jpg

    LMAO.

    Like, literally. I now have no ass.
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • Ti_Englesmythe
    Zhor wrote: »
    Zhor wrote: »
    I played during the beta but just a few months ago came back to the game so I can't really compare like you guys. However I'd just like to add that being free to go to the territories of other Alliances irks me a bit.
    I still haven't done everything, not even completed the main storyline but I was told there is a reason for this but, still, in this regard maybe they could of handled it a bit differently? I guess the whole Alliance identity gets lost in this is what I'm trying to say... :/

    Losing the faction identities does bother me, as does the distribution of materials and battle levelling. I'm all for environmental levelling to keep the challenge, but it's just weird to see level 3's in the Hollow City. The game lost much of its appeal once levelling became so easy. One poster commented that they were in Eastmarch at CP35. Prior to One Tamriel, I was in Eastmarch in my 30's. I'm also not a huge fan of account overlap (each subsequent character having access to Champion Points). Call me a traditionalist with progressive leanings, but One Tamriel hands new players too much.

    I can empathize and understand that sentiment having played other MMO's where if I did higher content underlevel it was certainly a challenge.

    What would you like to see done if the devs were to "redo" One Tamriel?

    Keep materials in their respective areas, include environment levelling, exclude battle levelling, continue factional separation until the storyline merges the factions; basically don't handicap new players (as in a golf handicap, where high handicap players are given strokes to artificially make their game better and low handicaps [read: good players] are given strokes to worsen their game in the name of "fairness) and keep continuity with the story, factions, materials, etc. Prior to One Tamriel, players could explore nearly wherever they wanted, with some sensible exclusions (like the Hollow City); I know I went many areas ahead of my level. There are things I like about One Tamriel, but the negatives really outweigh them. Part of the fun of having friends join was the opportunity to create a new character in a new faction and experience a new facet of the storyline. I know I have a few different characters created so I could play with friends, and it was an absolute blast. I'm for as much realism in a fantasy game as possible (flying via magic is awesome, as well as being able to rain down fire and brimstone; I just ask that said fire and brimstone fall in a physically appropriate fashion).
    Fantasy is great, just ensure realism is present in the storytelling, animations, skills, progression, etc. to increase immersion. Before One Tamriel, I didn't feel like I was playing a game, I felt like I was working toward a life goal, like the time I was putting into the game was meaningful; afterward, the time felt wasted since levels were so easy to get, every area was immediately accessible, random materials from your level were interspersed with the native materials for an area, etc. For reference, I hate WoW ("Go play WoW" has been a recurring theme). I'm logging off though, as I have real world things to attend to.
  • RavenEye
    RavenEye
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    Keep materials in their respective areas, include environment levelling, exclude battle levelling, continue factional separation until the storyline merges the factions; basically don't handicap new players (as in a golf handicap, where high handicap players are given strokes to artificially make their game better and low handicaps [read: good players] are given strokes to worsen their game in the name of "fairness) and keep continuity with the story, factions, materials, etc. Prior to One Tamriel, players could explore nearly wherever they wanted, with some sensible exclusions (like the Hollow City); I know I went many areas ahead of my level. There are things I like about One Tamriel, but the negatives really outweigh them. Part of the fun of having friends join was the opportunity to create a new character in a new faction and experience a new facet of the storyline. I know I have a few different characters created so I could play with friends, and it was an absolute blast. I'm for as much realism in a fantasy game as possible (flying via magic is awesome, as well as being able to rain down fire and brimstone; I just ask that said fire and brimstone fall in a physically appropriate fashion).
    Fantasy is great, just ensure realism is present in the storytelling, animations, skills, progression, etc. to increase immersion. Before One Tamriel, I didn't feel like I was playing a game, I felt like I was working toward a life goal, like the time I was putting into the game was meaningful; afterward, the time felt wasted since levels were so easy to get, every area was immediately accessible, random materials from your level were interspersed with the native materials for an area, etc. For reference, I hate WoW ("Go play WoW" has been a recurring theme). I'm logging off though, as I have real world things to attend to.

    I think what you suggest seems reasonable to me.

    Aside from trying a different class I don't see a point of having a different character if everything is open to you :/

    Going to another territory that is not in your Alliance and having NPCs from your own Alliance attack you bothers me. I think they could of implemented something there. Maybe do the quests from a different point of view since you're not part of that Alliance.
  • Lavennin
    Lavennin
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    Lavennin wrote: »
    I'm new to ESO. One Tamriel is the reason I'm here.

    If I want regular, immersion-breaking character progression, I'd play any other MMO since ESO is the only one none of my friends was interested in.

    Well, managed to convert one friend, and she said the whole One Tamriel thing is awesome. So we can be anywhere we want. Been doing the brotherhood quest line together.

    Try to see it this way OP: new mobs and regions aren't the only incentive to level. Actually that's a pretty bad incentive. I'm motivated by the story, by all the stuff to explore. And I've met plenty of people just by wandering around.

    Also think about this: the higher level you attain, the more immersion will break. You'll go back to your respective starting areas and see materials from that area as well as materials for your level. Not very realistic. The story lines are intertwined with the areas they correspond to, so the incentive is to further the story while at the same time encountering new enemies and materials. The lack of continuity and regularity is an immersion killer, especially seeing supposed enemies from other factions roaming the land, or encountering your own faction in other areas that are keen to kill ya.

    Nah, mats don't break it for me. It actually makes a lot of sense: all the mats are found everywhere, I just didn't have the skill/experience to spot/collect them.

    Now, having a lvl 50 wolf and a lvl 6 mini-boss is a bigger problem. And that's the norm in other MMOs.

    You are talking about linear storytelling, which I'm not a fan of. Single-player games are actually more suited for linear storyline, where you won't get disturbed and will have plenty of alone time/patience. Being able to travel everywhere a.k.a the open world experience simply works beautifully in the MMORPG genre.

    It also hides the sloppiness of video game writing, since you are not bound to the storyline so rigidly. Same with Skyrim/Oblivion. The lack of depth in most NPCs matters less when you experience the world as a whole.

    I can't imagine what ESO was like. Must be pretty dull if I had to go fetch all the shinies for the queen's ceremony before embracing vampirism.

    Edited by Lavennin on April 27, 2017 1:46AM
  • henrycupcakerwb17_ESO
    Tasear wrote: »
    This game was never meant to be normal. We have dragon knight Healers and sorrecer tanks. But on point, one tamerial has made the game more enjoyable so come and try it

    I have tried it, and I still dislike the game after One Tamriel. It completely breaks immersion now and is not nearly as satisfying.

    have you heard of Everquest ? or the upcoming MMO developing by the same team ? Pantheon :rise of the fallen ?
    https://www.pantheonmmo.com/#section3

    it seems like you wanted the immersion and not some cookie cutter modern MMO like ESO ( I play it simply it looks good with an elder scroll theme & I am waiting for the pantheon mmo )

    For one thing, I really like dungeons from Everquest & pantheon : rise of the fallen that are far from civilization. Sometimes the journey to the dungeon is just as much, if not more memorable than the dungeon itself.

    It also makes you think ahead about not only your destination, but also about the path to get there and make sure you have enough supplies to last the whole trip.

    Hopefully it's a two-way trip, because once you do arrive, you really feel the need to avoid death even more, as it would take you so long just to get back to your corpse. But of course with great risk comes great reward, so those dungeons also usually hold the best loot! Another reason would be that the term "Reckless Magician" seems to suggest that all sorts of crazy things can happen there.

    I can imagine it being something like a mix between the Plane of Mischief and the Tower of Frozen Shadow in EverQuest. It's so much fun to explore zones where it feels like the dungeon itself is actively trying to trick you and kill you. Memories are made when you have no idea what might happen next and it may take weeks or months to learn the area.
  • Invincible
    Invincible
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    One Tamriel is a disaster. I was following around a level 16 sorc the other day on my 29 templar because he was erasing whole packs of mobs and I was blowing my full resource bar to kill one.

    It's broken.
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