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Again with allowing players to repeat quests

Lyserus
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I believe many of you had the struggle
first time doing dungeon, you random up, some dudes show up and together you guys enter the dungeon

And you got the quest first time enter........but those dudes just storm through the dungeon, you don't have any time to have a good look at the quest dialogs.

Annnnd zip, dungeon finished, and the dudes left the group, and you have to hand in the quest just before you forced to teleport out because you are no longer in a group.
Skill point got, but you lost your chance to fully experience the dungeon story with this character forever.

Or when you did some overland quest long ago or wasn't paying attention, and then looong time after, when you are doing another quest, some NPC shows up and acting all old-friend-ish, and you are like "waitt a minute who the hell is he/she?", so you want to re-experience something with him/her in the past, sorry you can't

I know there will be a LOT of ppl come here without reading my thread and babbling "create a new toon" "this is what multiple toons are for", would you please shut up if you do not care about story telling. Because another toon isn't for re-experiencing.

Creating another character is about you wanting to do something different. Different character background, different class/race, different build, different choices. If you really care about story telling, you do not want to create another character just for the sake of doing the exact same thing again. The logic is the same for pvper won't create another character with same race same class same build same alliance, there is hardly any point.

Besides, say you want to re-experience a zone main quest in bangkorai, you will have to "re-experience" the whole DC quest line, and doing everything over again completely, which beats the purpose of just wanting to have some re-cap about what happened before in that place

I don't get it why stoies aren't allowed to be repeated with same toon. Hell I'd love to redo some quests again without any reward, or even cannot change the choice you made. We who actually want to experience elder scroll series' lore and story need this function

And pleaseeeeeeeeeee do not talk about "create a new toon" without giving good reasons, I cannot promise to stay polite with some of the toxic ppl on this forum
  • THWIP71
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    So, create a new toon?

    *runs away like a scared mouse*
  • Lyserus
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    THWIP71 wrote: »
    So, create a new toon?

    *runs away like a scared mouse*

    damnnn ppl like you are the ones that keep this forum's light mood :)

    I thank you ;)
  • CheepsNSalsa
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    You can look up the name of the quest on Google or something and you should find a walk through which you can reference to find out who that friendly npc is.
  • Lyserus
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    You can look up the name of the quest on Google or something and you should find a walk through which you can reference to find out who that friendly npc is.

    the thing is, the story telling in ESO is so neglected that there is hardly anything online. Almost all the eso quest pages on elder scroll wiki are stub with only name. Compare that with previous elder scroll games' quest wiki pages you will realize the difference
  • Coggage
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    Lyserus wrote: »
    ...you don't have any time to have a good look at the quest dialogs.

    Never read them, never will. I've played online mmorpgs for nearly 18 years and when you've read one game's quest dialogues you've read them all.

  • UnseenCat
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    This is something I noticed too -- and why I prefer solo questing or questing only with a group I know who have the same affinity for experiencing the story aspect as I do. I found early on while playing in a group just out running around collecting lorebooks and overland skyshards, that just rapidly zig-zagging about wasn't for me. Couldn't even get a feel for the "lay of the land" to return later to do quests.

    I settled on a tactic where once I enter a region, I'll take the time just to ride the roads on the main map to get a feel for how the geography comes together -- ignoring the quest prompts -- and "discovering" the wayshrines along the main route and spotting the sorts of nearby enemies I'll be dealing with later. That way I can get around a bit easier as I work through the quests. I'll work through the quests solo as the story presents them to me. I'll group up with friends to grind experience in dungeons in areas I've already covered the quests in solo, or I'll ignore the dungeon quests until I can come back and do them at my leisure. There's usually plenty of random players in dungeons to informally band together with to take out bosses and tougher enemies. Solo dungeons that are integral to the story have to be solo'd anyway, and normal public and group dungeons are optional, so I usually pass those by until I'm further along in the story and just want to pick up more experience and drops. I'll solo the public dungeons, just ad-hoc grouping with other players who need help or like to tag along with me and combine attacks, and I'll save the group dungeons for later when my wife who plays, and other friends we know feel like grouping up to run dungeons.

    Solo play is really the only way to take your time and immerse yourself in quests. Level scaling in One Tamriel mostly helps, although I've encountered a few bosses which seem out of whack for whatever meta build has been working all along, and force re-working gear and/or abilities, or grinding to a different level to counter the boss' meta. That's probably the biggest issue in solo play -- there's still a meta of sorts (especially for a new player with no CP), but not a lot of good advice out there on how to work it because of the focus on PVP and min/max at high CP levels. That leads to solo players feeling left-out when their build isn't really working, so they group up and then get swept into a rush just to complete a bunch of stuff in a hurry in an effort to level up. And just leveling up won't fix a broken build -- so they're kind of running on a treadmill and not getting to enjoy the game like they wanted.

    My advice to solo players who want to experience the story -- Go ahead and take your time. If you need to build up your character before advancing in the story, take the time. If your build just isn't working, go ahead and re-spec. But, it still can be worthwhile to start an alt character just to experiment with varying the build. Then apply what you learned to your main. You'll get a better understanding of the meta anyway by doing it yourself, rather than taking everybody's word for it. You don't need to work up a perfect endgame/PVP build while playing the story line anyway. Play how it makes you happy, but once in a while the game may throw something odd at you and it's worth stepping back and finding a way to overcome.
  • zaria
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    For dungeon quest it makes some sense, other in group do them all the time.
    Lyserus wrote: »
    Annnnd zip, dungeon finished, and the dudes left the group, and you have to hand in the quest just before you forced to teleport out because you are no longer in a group.

    ....

    Or when you did some overland quest long ago or wasn't paying attention, and then looong time after, when you are doing another quest, some NPC shows up and acting all old-friend-ish, and you are like "waitt a minute who the hell is he/she?", so you want to re-experience something with him/her in the past, sorry you can't

    I think this is two separate issues.

    1. Dungeon quest turn-in. I totally agree with you. I would really like them to add a 5-minute 'last person standing' timer bonus before being removed. 5 minutes has to be enough time to read whatever quest dialogue, and if there is some risk that staying behind can be exploited, then make the toon ghostly (like when resurrecting) and thus incapable of interacting with the environment.

    2. This led me to an interesting thought. (Or at least interesting to me). I think its too late for ESO (or any live MMO), but, if I kickstarted an MMO, as a backer idea, I would ask for this:

    The ability to 're-live' previous quests. I would see it like this, when confronted with your example, a quest-giver who seems to know you, there would be a 'yes,' 'no,' and a 'who the hell are you' option. If you chose the later, a flashback would play showing a highlight reel of the quest.

    That'd be cool, I think.
    Had been nice if you could redo the dungeon quest, with an note that you have done it before so no reward.
    This would only be dungeon quests, as they run if players activates them anyway.
    Not other quests as they often is part of quest chains and affect everything from instancing to npc reactions.

    As for getting kicked from dungeon, don't see any reason why only issue is that you keep the instance open on server.
    Dungeons with exit near like wayrest sever I tend to leave without leaving group so anybody can listen to quest, look for chests or just explore.
    No exploit as if you ask other to keep in group and port out it would work the same.

    Add that some dungeons like IcP has chance for chest and bags after the end boss area.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • VaranisArano
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    The only part I do want to point out from your main post is that with One Tamriel, you can experience a part of the main quest in Bangkorai without having to redo the entire DC questline. I've really appreciated this feature as its let me level a Nord stamDK by doing quests in Eastmarch and the Rift without having to do the whole EP questline.

    Personally, I don't have a problem with not re-experiencing quests (though I certainly understand that group dungeons are the exception, since they can be difficult to take your time on). As a roleplayer, once my character did that quest, its a part of her history. Very similar to most RPGs I'm familiar with, once a quest has been done, there's no way to revisit it without starting a new character.
  • totzummrdave_ESO
    totzummrdave_ESO
    Soul Shriven
    Games like DDO have had repeatable quests from day one. How else are you supposed to farm that piece of gear that supposedly drops from the boss you just killed? Non repeatable quests is failure on an epic level.
  • Mindcr0w
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    Rise from your grave.
  • red_emu
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    I get what you mean. In 6000 hours playing Eso I still have no idea what the storyline in any of the dungeons is apart from the 'cutscenes' 😔
    PC - EU:
    Falathren Noctis - AD MagNecro
    Falathren - AD StamSorc
    Falathren Eryndaer - AD StamDen
    Falathren Irimion - AD MagPlar
    Talagan Falathren - AD StamDK
    Falathren Infernis - AD MagDK
    Your-Ex - AD MagBlade
  • D0PAMINE
    D0PAMINE
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    I wish it was 2017 again. I think.
  • Everest_Lionheart
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    Necro AF but still relevant in 2020 lol!

    Been through some of the toughest dungeons in the game myself, no idea what happened but nice drops though so there is that!
  • max_only
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    Coggage wrote: »
    Lyserus wrote: »
    ...you don't have any time to have a good look at the quest dialogs.

    Never read them, never will. I've played online mmorpgs for nearly 18 years and when you've read one game's quest dialogues you've read them all.

    No.

    Op, I’m forever in favor of a no rewards story mode.
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • Krileon
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    Arise Chicken. Arise. Chicken. Arise. Arise Chicken. Arise.
  • Mindcr0w
    Mindcr0w
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    Krileon wrote: »
    Arise Chicken. Arise. Chicken. Arise. Arise Chicken. Arise.

    One convenient locations...in Africa.
  • kargen27
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    Lyserus wrote: »
    Annnnd zip, dungeon finished, and the dudes left the group, and you have to hand in the quest just before you forced to teleport out because you are no longer in a group.

    ....

    Or when you did some overland quest long ago or wasn't paying attention, and then looong time after, when you are doing another quest, some NPC shows up and acting all old-friend-ish, and you are like "waitt a minute who the hell is he/she?", so you want to re-experience something with him/her in the past, sorry you can't

    I think this is two separate issues.

    1. Dungeon quest turn-in. I totally agree with you. I would really like them to add a 5-minute 'last person standing' timer bonus before being removed. 5 minutes has to be enough time to read whatever quest dialogue, and if there is some risk that staying behind can be exploited, then make the toon ghostly (like when resurrecting) and thus incapable of interacting with the environment.

    2. This led me to an interesting thought. (Or at least interesting to me). I think its too late for ESO (or any live MMO), but, if I kickstarted an MMO, as a backer idea, I would ask for this:

    The ability to 're-live' previous quests. I would see it like this, when confronted with your example, a quest-giver who seems to know you, there would be a 'yes,' 'no,' and a 'who the hell are you' option. If you chose the later, a flashback would play showing a highlight reel of the quest.

    That'd be cool, I think.

    Quite a while back we were told (by who I don't know) that the reason there is a timer is because the instance doesn't end until all players leave. Keeping the instance open costs server resources.

    Wasn't done typing and hit the save button. I know there was one player that was doing videoing all dungeons story mode. They went through and let all the dialog play out. Can't help with the name though because I am terrible at remembering names.
    Edited by kargen27 on May 8, 2020 4:18AM
  • ProfessorKittyhawk
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    I remember trying to do the Vaults of Madness quest and got kicked half way through for trying to listen to the long winded dialogue before I can talk to the npc's despite stating at the beginning I had to do the quest. To say I was pissed was an understatement. While I try to do stuff with friends or guildies as much as possible, that's not always an option so, have to take chances with pugs and hope you get some understanding ones.

    Thats one thing I like about the newer dungeons. No long-winded dialogue exchanges between npc's or requiring you to talk to them to progress things along.
    Edited by ProfessorKittyhawk on May 8, 2020 9:14AM
  • Tandor
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    For overland content, I would have no problem with this, provided that you only got the experience and reward the first time the character did the quest. That would avoid certain quest-givers becoming besieged 24/7 like the dolmens in Alik'r just because they offered the best experience/time ratio or most valuable rewards.

    For group dungeons, I don't do them and can't really comment except to say that the whole "rush through" mentality is one of the main reasons I gave up doing group content in MMOs years ago. I much prefer to take things at my own pace, reading the quest dialogue along the way, and it isn't always easy to find like-minded or sympathetic group members.
  • idk
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    When I want to see a dungeon storyline I form a group for that purpose. Even with serious raiders, there are many that will take the time to check out the story when new dungeons are released and are happy to go slow when someone in the party has not seen it before.

    At that, most of the dialogue still occurs even when were are not on the quest.

    In the end, the types of quests that are not repeatable in ESO would not be repeatable in other MMORPGs as well.
    Really, idk
  • robertthebard
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    Games like DDO have had repeatable quests from day one. How else are you supposed to farm that piece of gear that supposedly drops from the boss you just killed? Non repeatable quests is failure on an epic level.

    While true, the most valued gear doesn't drop in regular quests, but raids, which are also repeatable for the grind. However, DDO also imposes a penalty for constantly running the same quest, you may be familiar with it, it's called Ransack. Once it "caps", you're not getting that gear anyway. DDO also has the Reincarnation system, which allows you to play the same character, from level 1, with some benefits, depending on when, and how, you use the system.
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