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Getting frustrated and angry at quest designers.

Tapio75
Tapio75
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From the launch and beyond, the game has been plagued by "dung" thats in other words..

Quest objective completed due being near a quest boss

This time in Vvardenfell.

Could we please get this *** away from the game allread? I mean if im doing a quest, which needs some interaction with certain object or has a boss, that has something to say.. Or for that matter any quest..

They never should be complete the objective unless i really..

-Do damage to boss
-Interact with boss/object
-Whatever else story is involved with quest and is missed due completion by other players who are npot in group with me.

I want to see the all aspects of the story, and im sure im not alone here.. This time i tried to log out when i heard players engaging the boss but alas.. Just before i logged out, the quest objective completed.. Bullcrap.

Then theres other bad design as well which are quest followers.. Why does some quests have one follower for the group and the other has one follower for each group member. For example in Wrothgar, we can have dozen King Kurogs on one small square at the same time if there are many players and couple of groups, having other name for the "Not my kings" does not help. Then Wrothgar shows in other quest, that game designers are fully capable of making a shared follower for the group.

These bad design "Choices# should go away.
>>PC-EU Mostly PVE. Played since BETA<<
  • Tan9oSuccka
    Tan9oSuccka
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    “It’s ruining my immersion!!”

    Obligatory :)

    Its an MMO...lots of other players involved. You are correct in the sense, maybe more instancing is needed.

  • logarifmik
    logarifmik
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    “It’s ruining my immersion!!”

    Obligatory :)

    Its an MMO...lots of other players involved. You are correct in the sense, maybe more instancing is needed.
    ^ this! I don't think, that more solo instances will make servers blow up. The Old Republic copes with it quite well.
    EU PC: @logarifmik | Languages: Русский, English
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  • Tapio75
    Tapio75
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    @Tan9oSuccka
    @logarifmik

    My apologies. I just read "Its an MMO" and "This^" .

    In my still angered mindset, i just assumed the normal "Not a real problem, deal with it" stuff and answered. Sorry. Have to learn to wait and read better.
    Anyway, more instancing would do good, but the fact that quests would NOT be completed without me/my groups interaction, would be a good start.

    I remember playing D&D online and Guild wars 1, where the cities/quest hubs were only shared areas and other were just for the group. It made amazing opportunities for immersive adventuring and gave everyone am imstance that fitted their playstyle.

    Many areas in ESo, could do better with such and many large outside areas too, would work better with few less players on one instance. The performance issues only come, with largey populated instances.
    Edited by Tapio75 on March 24, 2018 7:00PM
    >>PC-EU Mostly PVE. Played since BETA<<
  • Tapio75
    Tapio75
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    What im trying to say about instancing is, that i dont think more solo instances is the answer, but instances, that are for you OR the number of players in your group.

    Things like main quest solo instances (Vanilla main) would be good, if theyd allow you to bring someone tohelp you. I do understand the idea of solo there, the hero is the one player doing it, but who can say, that prophet or other companions would mind, if someone took a sellsword, mercewnary or long time adventurer friend with them.
    >>PC-EU Mostly PVE. Played since BETA<<
  • srfrogg23
    srfrogg23
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    logarifmik wrote: »
    “It’s ruining my immersion!!”

    Obligatory :)

    Its an MMO...lots of other players involved. You are correct in the sense, maybe more instancing is needed.
    ^ this! I don't think, that more solo instances will make servers blow up. The Old Republic copes with it quite well.

    Ironically, the quests and open-world content were heavily instanced when the game first came out. It was so bad that people couldn’t level with or even see their friends if they were on different stages of a quest.

    Long story short, Zos lost a whole lot of customers due to the quest instancing and they changed it to what we have now as a result.

    ESO has already been down the “immersion above all” road and it damn near killed the game. I wouldn’t recommend that anyone get their hopes up about instanced quests.
    Edited by srfrogg23 on March 24, 2018 11:51PM
  • Tapio75
    Tapio75
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    Game never did "Nearly die". It changed due greed of shareholders and developers were not willing to go the smaller MMO line, they wanted a big general MMO :)

    That has nothing to do with this. People rarely see each others friend with this new instancing as well, since it just throws people in whatever instance it feels like and even changes in mid session if it thinks its best.

    This really has nothing to do with instancing, not really. Why do people get that idea?

    The thing is, that quest design needs to change so that quest completions will not trigger, if someone outside you/your group engages/kills a boss or interacts with object. It just has to be like in any other MMO, people or group has to do their quests themselves or somehow interact with players doing the quest by healing or dealing damage.

    But game could use litle more selective instancing. Delves for example, should be like any dungeon, sacels with number of people in group/for you. No players outside groups allowed.

    Quest areas, that include events triggered by entering some area, could also use a Solo/group only instancing. The main game world in other hand, needs to change from throwing players to random instances in the game towards WOW style, where one selects a "Main realm" for their characters, and outside that, grouping. This way, people who know eachother or prefer a certain gameplay style, can choose an instance that has like minded players in it.
    >>PC-EU Mostly PVE. Played since BETA<<
  • starkerealm
    starkerealm
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    Tapio75 wrote: »
    Anyway, more instancing would do good, but the fact that quests would NOT be completed without me/my groups interaction, would be a good start.

    The alternative is way more annoying. MMOs used to be, "you need to kill this boss," and yeah, it needed to be you. Not a party member, not your buddy, not some random, you had to do it. If some random derp swooped in at the last second, you lost out completely, and had to wait around for the boss to respawn.

    ESO used to be more like this, (not on stealing kills, but on player involvement) which created a system where you'd need to actually be there, and if someone else wandered through ahead of you, and waxed the boss before you got there, you'd have to stand around and wait for them to come back before you could take a swing.

    I understand the frustration, but this is better.
  • Colecovision
    Colecovision
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    This game instances dungeons very well. Play by yourself or with others. Everyone is playing a game, so everyone gets a chance at the chests, heavy sacks and boss drops. No one is left out of the loot or the combat, no one shows up and sees the boss for their mission killed in front of them. No one waits for a respawn or have mobs respawn on top of them. Just do this for the missions. If they really can't then whatever, but it's still a big game flaw and it certainly doesn't have to be constant zerg missions or the old mmo way. There are other options and I think the dungeons absolutely nailed it.
  • Jayman1000
    Jayman1000
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    Try completing a dungeon and then as you are talking to or listening to the final quest giver deliver their lore speech at the end of the dungeon the dungeon kicks you out because everyone left... because clearly no player must EVER be alone in a dungeon for more than a few seconds. To think if that would happen, oh the travesty. No, kick them out I say.

    Well done quest and dungeon designers. I clap my hands at you. It really shows how you thought this through.
    Edited by Jayman1000 on March 24, 2018 10:40PM
  • Tapio75
    Tapio75
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    Its notI do say, this game really does most parts of it better than the best other MMORPG's..

    But whenever lore/story is disrupted by another player who is not with you, there is a flaw in place which needs correction.

    I dont think the storywriters do the speeches or texts just to get them skipped because some other fellow player far away from you happened to hit the boss.

    Its nice though, that people dont have to wait got respawns to get the credit for boss and that also healing a non party member can credit you a kill and quest completion and its in a way, immersive that if you need to kill a boss for a quest, it counts when someone else near you allready killed the boss. I myself, have played a a character and leveld with just by healing. It was very fun to just do a walkabout around Tamriel and level up by healing random players..

    But there are also those og us, who need to wait for other players to go away to get the immersive sneak, or get the full story on the boss or a challenging boss fight. I am currently playing with a friend and we love sneaking with our Khajits around places doing stuff, but this gamestyle is often disrupted in many places of the game by steamrollers. Also to get a fun boss fights.. Or sometimes to even get something to fight against at all, we have to wait for mob respawns because steamtrain has just cleared everything in in front of us. These often happen in small caves and locations, that could easily be turned to instances for group/solo stuff to give each playstyle the full joy they seek. I actually think, that this kind of system could make ESO even greater and more open to many other players.

    This is still foremost, an Elder scrolls game, then MMORPG. This is what has to be remembered. Its not just an random MMO with lore invented just for that single game, but a game like Warcraft with tons of stories, lore and players who have always loved the story. I think we deserve a chance to experience all the stories ESO has to offer.
    >>PC-EU Mostly PVE. Played since BETA<<
  • IsharaMeradin
    IsharaMeradin
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    I hear you. I have been there. I have gone so far as to abandon and restart quests so that I could experience the whole thing. But abandoning is not ideal. It might be fine for a short side quest. Not so much for the larger quest lines. You cannot just abandon a single leg of a quest line, it abandons the whole thing which can, depending on the quest, revert an hour or more of effort.

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  • Colecovision
    Colecovision
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    Jayman1000 wrote: »
    Try completing a dungeon and then as you are talking to or listening to the final quest giver deliver their lore speech at the end of the dungeon the dungeon kicks you out because everyone left... because clearly no player must EVER be alone in a dungeon for more than a few seconds. To think if that would happen, oh the travesty. No, kick them out I say.

    Well done quest and dungeon designers. I clap my hands at you. It really shows how you thought this through.

    If I were social enough, I would only go in with groups from my guilds. Since I'm not, I solo them. The few times I went in with a friend, he waited and we even went back and grabbed the chests. There's no guarantee you can do the story with a pug. It would be better if they fixed the kick at the end, but the story options available to you are to go in by yourself or with friends. It might not work out with strangers. In contrast, there are no good options in overland quests. It's just lots of people eliminating any hint of immersion and frequently eliminating combat entirely.
  • MaxwellC
    MaxwellC
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    I want to see a quest like Runescapes' One small favor, arguably one of the most annoying quests which is ironic AF.
    不動の Steadfast - Unwavering
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