thetookybird wrote: »In The Tower Sentinels quest there is a invisiblity/non-interactable bug.
Upon entering the Sapiarch College Labyrinth my character is invisible, as is the quest NPC that is required to speak with to further the quest. The dialogue option is there to speak to her, but it will not respond when toggled.
I cannot interact with my combat keys, or swap weapons.
Enemies are also invisible, but can attack me. I cannot initiate combat, or attack back.
Reloading ui, leaving the area and re-entering, and fully restarting the game have not worked.
I also tried to send a ticket, but the Submitting Ticket notification window is stuck on "Submitting..."
(To add: Exiting the area, my character does reappear. It is only in the Labyrinth that this issue happens)
I've heard this repeated in-game and across the forums too; this definitely needs to be looked at. In Morrowind it worked because if you had the quest, the map marker correctly told you where to go, and if you didn't, there was an NPC relatively near to both the wayshrine and the docks that started the quest for you. In order to address this for Summerset, they need to fix the map marker so that it updates when you arrive in the zone, and add a quest-giver for the Main Quest somewhere very close to Alinor docks.DemiurgeMCK wrote: »I've only completed one quest in the main story ("The Queen's Decree"), and I'll repeat a seemingly common sentiment here: It's incredibly un-intuitive to figure out where the main storyline starts.
I too took the boat/caravan from my alliance's capital, which dropped me off far away from Razum-dar, and instead to Rellenthil. Traveling to the nearest city, Alinor, didn't help (although it did give me a chance to get an inn room, which is nice). I even completed some side quests with the theater troupe, but that didn't end up pointing me in the right direction. Luckily I thought to visit the big city to the east (Shimmerene) rather than exploring elsewhere, or else I'd never have found that cat!
My review, having solely played through the main quest and nothing else so as not to spoil anything later in May.
BIG SPOILER ALERTThe main quest was overall quite good, if I were to describe it single sentence , it would be "base game main quest, but better". The stakes were higher than usual compared to previous main quests as well.
Although I prefer villains to not be Daedra, the MQ worked as it did. I liked the portrayal of the Daedric Princes as backstabbers, very fitting and explains why we don't see alliances between them as much.
I like how Sotha Sil specifically asked Divayth Fyr in CWC to take the Skeleton Key as far away from Nocturnal as he could, which ties back into how the Princes couldn't just break into the Crystal Tower, and needed to do some legwork.
The companions were great, and a major highlight for me. I like how the traitor was actually a nice and reasonable guy with clear motivations and a reasonable viewpoint (not wanting the world to end), goes a long way into showing that not all Daedric cultists are crazed lunatics (which can be seen in their general portrayal e.g. Veya being the most recent). I felt the introduction of Sotha Sil was a little rushed, though I'm happy he had a part to play in the MQ (as opposed to the usual modus operandi of NPCs letting me do all the work). Raz had a few lines and scenes which were gold (though a little less than expected) but Mr. D really stole the spotlight with some very, very good writing.
I also appreciate the portrayal of the Proxy Queen. I was certain she was going to be somehow a pawn or disguised Daedra but no! She's just a competent, slightly xenophobic queen, but firmly on our side.
Also big thumbs up for having the side quests you've completed in Summerset play a part in the main quest finale. That's a very nice touch which I noticed in Morrowind, glad to see that being continued here.
Compared to the Morrowind MQ, which really was hindered by nostalgia (I felt the writers were constrained with what we knew about Morrowind which meant it couldn't be too surprising), the Summerset MQ plot was new and interesting to me, and overall I enjoyed it.
The quest markers were also different than Morrowind MQ (which I suspect was intentional to get players to explore, though if you don't have max horse speed this could be quite slow). At one point Morrowind had you go in a single quest to three different corners of the island to get stuff to put a Macguffin together. In Summerset, every event led logically to another, while taking you to different parts of the island (which I think is a better way to do things).
One minor complaint was that Iachesis and the College of Sapiarchs were kinda pushovers? I'd expected a little more magical might from them considering who they are, but once again it's up to me to save them from their problems. This isn't too bad actually, just a minor nitpick.
My only major problem with the MQ was a visual one. I strongly did not like the way Nocturnal was visually portrayed throughout - I never liked that crown store outfit, it looks like cheap plastic and gave a bad impression. Maybe it would have worked if it had the graphics that she had in Skyrim (which was great), but the ESO Nocturnal costume is not nearly as good as the one in Skyrim. Difficulty wise the final boss fight was slightly more challenging than previous boss fights (as in more than just a faceroll, which was nice), but honestly I wish a giant Nocturnal wasn't just floating there in human form and costume in the background - I don't think she even moves her lips when talking (though I may have been mistaken on that point).
^In comparison, Mephala and Vile had significantly better NPC models, especially Mephala's
For final boss fights, I'd rate this very low just from the visual factor. Orsinium's was great, interesting mechanics, you could feel the strength of the orcs. I loved DB's final boss, the time stop mechanic was visually done well and something completely new and cool but expected from a priest of Akatosh. CWC had a great backdrop for the final boss fight, very beautiful to fight in the centre of the Cogitum Centralis, the shadows being banished by the light effect was great too. But the Summerset MQ final boss environment was... visually not impressive compared to the previous three. The actual final boss NPC has a great design though, looked suitably scary.
Okay. Wow.First of all, well done. Almost everything I criticized about Morrowind's MQ last year was improved upon.
- It's freaking long.
- The quest stages utilize existing locales much better.
- Some great "cinematic" events.
- More and more interesting characters.
That said, you'll probably need some feedback other than praise to work with, so I'll mention a few hiccups.
- The scene where Raz kills the Canonreeve's son in Rellenthil is a bit abrupt and jerky. The sound effects also didn't seem to be in the right place somehow. This moment needs some more polish I feel.
- Sotha Sil's first appearance is too sudden to be left unadressed, especially when you're a new player and don't know who he is. The same quest stage already had 2 other sudden appearances (The Golden Knight and K'Tora), so this part feels a bit like you're thrown into a blender. I tried to talk to other NPCs where Sotha Sil suddenly came from or where he went, but nobody even mentioned him.
- This one concerns continuity, and I'm not sure how this works if you've already finished Morrowind's questline because I had to play with a template, but Barbas still had Sunna'rah. If this is intentional, well done, if not, this should probably be looked at.
- The Crystal Tower probably needs some effect polish. The spiral stair cases in the air outside were interesting, but I couldn't even tell if that was intentional or a bug. I could also see the Crystal Tower from a window while inside the Crystal Tower, except that it was glowing. Really strange, again not sure if intentional.
- I didn't really understand the conflict in the last quest. Why is the Psijic Order so adamant that the Sapiarchs can't secure the Tower? They had done so successfully in the past. I really wanted to side with them, but the quest wouldn't let me.
- Overall, I wish there were choices in this mainquest again, like in Wrothgar. Yes, there one or two instances of "red text", but they don't seem to influence the course of events. Why was this omitted again?
- This is especially obvious - although only tangentially related to the main quest - in the matter of Summerset's new open border policy. Maybe you thought it would get too close to real world implications, but I wish we could have sided with isolationist positions, at least in dialogue. Even Kinlady Avinisse (?) who wrote the pamphlet against open borders comes around, and in the end Raz gives us the moral of the tale that "change is good". I felt this was at times uncomfortably preachy.
- I'll agree with some others that Nocturnal looks a bit lacking compared to Mephala and Vile, although I didn't see a huge problem with it as she's fine lore-wise.
By the way, I absolutely loved that it's never spelled out directly who Tundilwen, Nocturnal's Earl, really is. I think even some people in this thread haven't figured it out, as it's completely possible to miss the clues.
And that book at the end, which is possible to miss, too. Good grief.
I can't even imagine where you're taking ESO now that the Daedric War arc is over, but if you can keep this quality up, I'm along for the ride.
After receiving the quest from Calibar I go to Razum-dar & initiate dialogue.
Razum-dar is standing on the road next to a body.
At one point when speaking to him I say something to the effect: who were those strange creatures I saw you fighting with?
However, in the game I never saw Razum-dar fighting any creatures -- just standing on road with a quest arrow, after the fact. Is there a cut-scene or event to be added later?
NOTE: first time on PTS --> I just began and am using an established char right now from ESO.
At the beginning of the main quest when we have to "Investigate the monastery" I'm under the impression that we are trespassing but it seems I don't have to sneak around. NPCs are also telling me "you not suppose to be in here" and at the start i saw Raz lure the guard away.
Just wondering if I am missing something here.. since I'm not gaining any bounty.