I keep running into players both in the game and in the forums who ask what the best order to do the story in or have No direction and No idea where to go and what to do.
Let's face it;
if you don't play the Story in release order then it doesn't make sense.
Elsweyr especially doesn't work if you haven't played the base game first, since you reunite with important characters from the base game's story.
I think it's its bad game design and bad storytelling that new players trying to figure out the real Main Quest have to "Google it", or even, "ask more experienced players in zone chat." It works but its band aid solutions. New Players should have a clear guide, or Rail, of a story to follow with the option to do what they want. That is how ESO One Tamriel worked before Chapters were released.
The issue is that the current chapter set up leaves players a little directionless and confused because they are dropped into the latest content, which is a fraction of the game, as opposed to the Base Game - where most of the game is.
Important things like;
-Guild skill lines (Undaunted, Mages, Fighters)
-World skill lines (Werewolf, Vampirism)
-PvP
All of these things which have storylines that revolve around the base game - this begs the question; why don't new players just start there?
This isn't about telling players how they should play - This is about providing clear Directions so that players know their Choices.SOLUTIONS1. ZOS should refine the Zone Guide. Specifically, the Main Quest metric. It should indicate the sequence of the quests,
Chronologically. From the Base Game to the DLCs.
This is especially needed now that Dungeon DLCs & Prologue Quests are added to the 'Year Long Storytelling Format'
The Prologue Quests shouldn't be in the Crown store. sorry - not sorry
Just like the build advisor, Players should have a clear guide for the Storyline that they can choose to follow.
Example:
It should tell you the story order of AD:
Khanarthi's Roost > Auridon > Grahtwood > Greenshade > Malabal Tor > Reapers March > Coldharbour
2. Fix the Original Tutorial, make it proper and Not Rushed. Here's how it should go.
1. Opening Cutscene
2. Create the character
3. A vision of the Prophet talks to you in your cell
4. Lyris breaks you out of your cell and you tell her about the prophet
5. You team up to break him out
6. Lyris hands you a weapon to use for now
7. You fight some enemies, get a basic idea of controls
8. Fight mini-boss
9. Head to armory and find some gear, a couple pieces of armor, and varying choices of weapons to try out
10. Sneak and Take out the Eyes
12. Meet Cadwell
13. Lockpick tutorial
14. break into Prophet's cell and get him out
15. Fight Boss
16. Take Skyshard & Esape Coldharbor
17. Start in the Starter island of your faction
Players who have already completed the tutorial have the option to skip it so then they can get right to doing whatever they want and going wherever they want. However, the Tutorial should always be the Coldharbour Wailing Prison.
It was the most EPIC introduction to the game (imo) and it also does a FAR better job of giving the players direction, which is important for new players that want to get into the game and not be overwhelmed.
Also the major Guild Storylines & Skill lines revolve around the base game so it is important to make sure players have some immediate access to those.
https://www.youtube.com/watch?v=fle96EAHlDg&t=1s3. In the Collections menu - give players the option to activate DLCs and Chapters if they want to start one
This way when a new player is starting they are not bombarded by DLC and Chapter characters clamoring for their attention - like Abnur Tharn talking about Dragons when the player is in the middle of the Plane Meld storyline - or
"Do You Know How Long I've Been Looking For You?"
Otherwise DLC storylines will activate in order of release upon completion.
Here's an idea of what happens when a player activates add-on content
The prologue quests and "tutorials" that ZOS made for the chapters will instead be "expansion intros".
-The first time your character goes to Vvardenfell, they take the boat that shipwrecks on firemoth isle
-The first time your character follows queen Ayrenns invitation to summerset, they get intercepted by sea-sload magic and end up in the mind trap
-The first time your character goes to Elsweyr, they get caught in a dragon attack and end up rescued by some friendly Khajiit
Here is a post for anyone curious how to play the story in the best order:
https://forums.elderscrollsonline.com/en/discussion/413807/what-order-should-i-do-esos-story-arcs-a-guide/p1
Also the official Website timeline release of content
https://www.elderscrollsonline.com/en-us/updates
Here's what I do:
- Coldharbor/Tamriel
- Imperial City (optional)
- Craglorn (optional)
- Orsinium
- Morrowind
- Clockwork City
- Summerset
- Murkmire
- Wrathstone Prologue
- Elsweyr
If I am doing a sneaking character then I do Thieves Guild + Dark Brotherhood in between Orsinium and Morrowind
As
@VaranisArano , the OP in that post put it;
Its entirely possible to have a great and fulfilling questing experience running around doing everything in whatever order you want. It's an Elder Scrolls game in that regard. If, on the other hand, you want to experience the coherent, cohesive, immersive storyline of the Elder Scrolls Online that spans the entire continent for the first time since TES: Arena, following the chronology of the original pre-One Tamriel ESO through the threat of the Planemeld, into the rising threat of the Daedric Wars, and now facing the rage of dragons is one of the best ways to do so.