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The non organisation of main quests drives away new players..

  • STEVIL
    STEVIL
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    For every main zone quest line, the quest giver appears basically as soon as you finish the current location. The Prophet appears, as well for the main actual quest line.

    If you want each zone questline to be in a journal, it's going to also be confusing because it will have 15 sub tabs - you can do any zone in any order

    This is correct. The main zone quests are easily the most roadmapped ones in the game. Its not foolproof but once you know how your map works, you can follow their plan straight thru with relative no lack of knowing where to go.

    Now for me the side quests are more of the fun and really made the game for me - at least the first dozen times thru.

    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • sevomd69
    sevomd69
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    This list of the Alliance Quests helped me out a lot... There is even a flow chart...

    http://www.uesp.net/wiki/Online:Quests
  • starkerealm
    starkerealm
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    When I played previous Elder Scrolls games, I always enjoyed getting sidetracked. You start out bringing some medicine or something or other to some lady on the other side of the world but along the way wander into a cave and end up doing something completely different for 300 hours and totally forget who that lady was.

    The only problem I have with ESO's quest system is that it maxes out when you reach 25 open quests, and then you have to delete a quest to accept a new one. With Skyrim and previous games I would have dozens or even hundreds of open quests.

    In Oblivion, I hated the main quest line so much, it was the last part I usually finished. I almost always did the arena and mages guild quests first. I loved the game, but the oblivion portals were super annoying.

    There was some really non-intuitive stuff buried in Oblivion that made the main quest far more annoying than it needed to be. Like needing a silver or enchanted weapon to bypass the Daedric damage resistances, something the game never mentioned or explained. If you came in from Morrowind, it made perfect sense. If Cyrodiil was your first port of call on Tamriel, it was, "why are all these monsters so stupidly tanky?"
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