I didn't say most of this, but I agree with all of it.Noggin_the_Nog wrote: »Morrowind Starting Area-
I've done this twice with new alts, and have to agree with you. It's a very weak introduction to the game; rather like a dumbed down version of the Skyrim Intro.
On my first runthrough I thought 'where's the Wailing Prison?', until I eventually found it. On my second I just rushed through, picked up some training gear from the starter Island, and then off to the Wailing Prison.
It does explain why you see max CP in the Prison.
I'm sorry ZOS but you have got this wrong. Wailing Prison first for everyone. It's a good area to learn basic skills and level your first class abilities. It fits into lore, and the whole story line, much better. Then set up a quest for Morrowind once out of prison.
cgregsweeney wrote: »I didn't say most of this, but I agree with all of it.Noggin_the_Nog wrote: »Morrowind Starting Area-
I've done this twice with new alts, and have to agree with you. It's a very weak introduction to the game; rather like a dumbed down version of the Skyrim Intro.
On my first runthrough I thought 'where's the Wailing Prison?', until I eventually found it. On my second I just rushed through, picked up some training gear from the starter Island, and then off to the Wailing Prison.
It does explain why you see max CP in the Prison.
I'm sorry ZOS but you have got this wrong. Wailing Prison first for everyone. It's a good area to learn basic skills and level your first class abilities. It fits into lore, and the whole story line, much better. Then set up a quest for Morrowind once out of prison.
Also, I've heard people say there's a skill point that only those who start in Morrowind can get? If that's true, it should probably be fixed so even older characters who started in the Wailing Prison can get it.
Anyway, I'm currently in Vvardenfell running errands for an alleged "living god" so I should probably get back to that. The amount of quests in that area is kinda overwhelming, especially for a starter area.
ProfessorKittyhawk wrote: »
ProfessorKittyhawk wrote: »
Which afaik does not give you that extra skill point that was exclusively given through the Morrowind tutorial.
If you do want this extra skill point and are planning to create more characters I would consider to do it now and rush them through the Morrowind tutorial while you still can.
cgregsweeney wrote: »let us choose which weapon we want from a selection.
what's with rescuing the other captured slaves? It doesn't seem to grant you any reward, not that I mind. What really bugs me is there's one slave that I can't rescue. The Khajiit one. I keep clicking rescue, and my character will bend down and try to undo his manacles, but to no end. It makes my eye feel like twitching.
Also, what happens if I destroy the slaver's disguise? Will I still be arrested for being found in the shipwreck wearing the guise? Will the dialog change? If not, it really should.
Vercingetorix wrote: »The Morrowind starting area is actually the best IMO. You can actually pick whatever weapon/armor combo you want before the scripted enemy attack. There's a hut you can pick the lock to and gain access to a bunch of weapons, including a few destro staves and a resto staff by the cauldron. I ALWAYS go to this optional hut first to get my armors and weapon squared away before going to the sleeping guard in the other hut.
You have to pick up the 2H sword and equip it, but can immediately un-equip it and choose your preferred weapon instead - then you can fight him. You are only forced to keep the 2H in your inventory until the tutorial is over - you don't have to actually use it. I like the tutorial because it lets you customize your armor/weapon far more than Coldharbour did and it looks like the Summerset tutorial is set up to give you some weapon/armor choices before combat as well.
Even if you don't take the main storyline and just do the Morrowind tutorial, and just keep running away every time the Hooded Figure tries to give you the quest that sends you to the wailing prison, the rest of the game still considers you the soulless one. Every quest that would have mentioned it before, still mentions it.
If we are getting pigeonholed into being the Vestige, why make going there optional? Having to do Coldharbor first and then having the OPTION of doing the morrowind starting quest would also eliminate the 'missing skillpoint' issue where characters made after Morrowind that have that chapter get an extra skillpoint that characters made before then cannot gain.
Short answer, yes. Longer answer, I'm crazy neurotic. Oh- I guess both answers are actually short. Go figure.Out of curiosity, why don't you want the skill line unlocked? You never have to spend any skill points on it or put any of its skills on your bar.
Is it just to keep the character sheet tidier?
Agreed, agreed, 100 times over agreed.Even if you don't take the main storyline and just do the Morrowind tutorial, and just keep running away every time the Hooded Figure tries to give you the quest that sends you to the wailing prison, the rest of the game still considers you the soulless one. Every quest that would have mentioned it before, still mentions it.
If we are getting pigeonholed into being the Vestige, why make going there optional? Having to do Coldharbor first and then having the OPTION of doing the morrowind starting quest would also eliminate the 'missing skillpoint' issue where characters made after Morrowind that have that chapter get an extra skillpoint that characters made before then cannot gain.
Well, most Bethesda games do that.Azuramoonstar wrote: »Vercingetorix wrote: »The Morrowind starting area is actually the best IMO. You can actually pick whatever weapon/armor combo you want before the scripted enemy attack. There's a hut you can pick the lock to and gain access to a bunch of weapons, including a few destro staves and a resto staff by the cauldron. I ALWAYS go to this optional hut first to get my armors and weapon squared away before going to the sleeping guard in the other hut.
You have to pick up the 2H sword and equip it, but can immediately un-equip it and choose your preferred weapon instead - then you can fight him. You are only forced to keep the 2H in your inventory until the tutorial is over - you don't have to actually use it. I like the tutorial because it lets you customize your armor/weapon far more than Coldharbour did and it looks like the Summerset tutorial is set up to give you some weapon/armor choices before combat as well.
unless i bugged my start out, I picked up an ice staff and i never picked up the greatsword. Just the slaver cloths.
I just went through the intro the other day.
having tried both coldharbor and morrowind. I prefer morrowind, I like getting to see the intro to coldharbor. I found it jarring you wake up in coldharbor with no context. like "oh hi, your dead in an oblivion prison" like umm gee thanks... how i die?
At least morrowind gives you come rp control. ya it best to do coldharbor at some point
Vercingetorix wrote: »The Morrowind starting area is actually the best IMO. You can actually pick whatever weapon/armor combo you want before the scripted enemy attack. There's a hut you can pick the lock to and gain access to a bunch of weapons, including a few destro staves and a resto staff by the cauldron. I ALWAYS go to this optional hut first to get my armors and weapon squared away before going to the sleeping guard in the other hut.