Why is the game "playing" my character for me? Why is the game forcing me to like this character?
allhailskippy wrote: »This is a problem with the way they designed quests from the very beginning.
Nothing matters. Period.
Your choices, regardless of what they may be. End up with the same footnote above a quest areas marker.
"Resolved the conflict present there"
Even the main storyline is like this. Choose the "wrong person". Too bad. Skyhook comes and brings them back regardless. At best, you'll get an extra line or two of dialog.
But while irritating. I don't think that's a huge problem. This is an MMO, not a single player RPG. And while it belongs to a franchise, it will always be separate.
Think of it this way. A single player RPG is designed to have 1 character play through it, and then be done. If you want to explore different options, then you re-roll a character and play again (or save your game, murder the entire populace of the game, and then reload like nothing happened).
But MMOs carry on. New content comes out on the regular. We are meant to keep playing the same character. Over, and over, and over.
So what happens when everyone ends up at different possible outcomes for a quest. You get maybe 2 endings to track. So when the next story comes along you'll have 2 starting points instead of 1. Each of which, unless they railroad you into an ending, will have their own outcomes. If they each have 2, then you now have 4 possible starting points for the next story. And then 8, 16, 32. And so on.
So while it would be nice to have this type of control/behaviour over our own destinies. It is an understandable outcome of a necessary design decision.
We're just passengers along this particular ride.
Remathilis wrote: »This is why a video game, ANY video game, can't beat face to face gaming like Dungeons and Dragons. You're always gonna be on the rails in an mmo, so enjoy the ride or disembark.
I don't think the OP is asking for alternative endings in different questlines. I agree with him: It's the forced dialogue choices that are the problem. I get that it's an MMO and not everyone is going to make the same selections and, with it being a shared world, the outcome of quests are limited. But that doesn't mean the dialogue has to always make our dialogue choices the same. His character may dislike Josajeh and mine might. That doesn't require a different outcome for the quest, but we shouldn't all be wishing her a fond farewell by default, either.
I would like the option to side with the Worm Cult and ultimately be defeated, for example. But I know it's an MMO, so I have to fight Molag Bol and so on. That doesn't mean I should have the exact same dialogue as every other Vestige in the game.
The outcome may be a foregone conclusion, and that's fine. There's no reason we can't have a little more variety in our dialogue choices, though. It's an easy thing to do on a case-by-case basis (not so much going back, given the scope of the game at this point), so there's no reason we should all be forced into only one dialogue option. This would, however, be an easy thing to fix moving forward.
TL:DR - Fixed quest outcomes are fine, fixed dialogue is not.
Thank you.
allhailskippy wrote: »This is a problem with the way they designed quests from the very beginning.
Nothing matters. Period.
Your choices, regardless of what they may be. End up with the same footnote above a quest areas marker.
"Resolved the conflict present there"
Even the main storyline is like this. Choose the "wrong person". Too bad. Skyhook comes and brings them back regardless. At best, you'll get an extra line or two of dialog.
the1andonlyskwex wrote: »allhailskippy wrote: »This is a problem with the way they designed quests from the very beginning.
Nothing matters. Period.
Your choices, regardless of what they may be. End up with the same footnote above a quest areas marker.
"Resolved the conflict present there"
Even the main storyline is like this. Choose the "wrong person". Too bad. Skyhook comes and brings them back regardless. At best, you'll get an extra line or two of dialog.
But while irritating. I don't think that's a huge problem. This is an MMO, not a single player RPG. And while it belongs to a franchise, it will always be separate.
Think of it this way. A single player RPG is designed to have 1 character play through it, and then be done. If you want to explore different options, then you re-roll a character and play again (or save your game, murder the entire populace of the game, and then reload like nothing happened).
But MMOs carry on. New content comes out on the regular. We are meant to keep playing the same character. Over, and over, and over.
So what happens when everyone ends up at different possible outcomes for a quest. You get maybe 2 endings to track. So when the next story comes along you'll have 2 starting points instead of 1. Each of which, unless they railroad you into an ending, will have their own outcomes. If they each have 2, then you now have 4 possible starting points for the next story. And then 8, 16, 32. And so on.
So while it would be nice to have this type of control/behaviour over our own destinies. It is an understandable outcome of a necessary design decision.
We're just passengers along this particular ride.
Hold up there. When ESO released, tons of quests actually had consequences and affected the world. The problem was that then everyone was dumped into a different instance based on the choices they made, which badly fragmented the player base and even prevented friends from playing together. It caused tons of problems and complaints, so they removed most of it over the course of the next year.
the1andonlyskwex wrote: »allhailskippy wrote: »This is a problem with the way they designed quests from the very beginning.
Nothing matters. Period.
Your choices, regardless of what they may be. End up with the same footnote above a quest areas marker.
"Resolved the conflict present there"
Even the main storyline is like this. Choose the "wrong person". Too bad. Skyhook comes and brings them back regardless. At best, you'll get an extra line or two of dialog.
Hold up there. When ESO released, tons of quests actually had consequences and affected the world. The problem was that then everyone was dumped into a different instance based on the choices they made, which badly fragmented the player base and even prevented friends from playing together. It caused tons of problems and complaints, so they removed most of it over the course of the next year.
I don't think the OP is asking for alternative endings in different questlines. I agree with him: It's the forced dialogue choices that are the problem. I get that it's an MMO and not everyone is going to make the same selections and, with it being a shared world, the outcome of quests are limited. But that doesn't mean the dialogue has to always make our dialogue choices the same. His character may dislike Josajeh and mine might. That doesn't require a different outcome for the quest, but we shouldn't all be wishing her a fond farewell by default, either.
I would like the option to side with the Worm Cult and ultimately be defeated, for example. But I know it's an MMO, so I have to fight Molag Bol and so on. That doesn't mean I should have the exact same dialogue as every other Vestige in the game.
The outcome may be a foregone conclusion, and that's fine. There's no reason we can't have a little more variety in our dialogue choices, though. It's an easy thing to do on a case-by-case basis (not so much going back, given the scope of the game at this point), so there's no reason we should all be forced into only one dialogue option. This would, however, be an easy thing to fix moving forward.
TL:DR - Fixed quest outcomes are fine, fixed dialogue is not.
Thank you.
Exactly that! That is my opinion, and that is exactly what I meant when I wrote the post. Sure, there are limits and the quest outcomes will probably always be very limited due to the game being an mmo, but a few dialogue options is not much to ask for and it is not something that would be hard to implement.
I don't think the OP is asking for alternative endings in different questlines. I agree with him: It's the forced dialogue choices that are the problem. I get that it's an MMO and not everyone is going to make the same selections and, with it being a shared world, the outcome of quests are limited. But that doesn't mean the dialogue has to always make our dialogue choices the same. His character may dislike Josajeh and mine might. That doesn't require a different outcome for the quest, but we shouldn't all be wishing her a fond farewell by default, either.
I would like the option to side with the Worm Cult and ultimately be defeated, for example. But I know it's an MMO, so I have to fight Molag Bol and so on. That doesn't mean I should have the exact same dialogue as every other Vestige in the game.
The outcome may be a foregone conclusion, and that's fine. There's no reason we can't have a little more variety in our dialogue choices, though. It's an easy thing to do on a case-by-case basis (not so much going back, given the scope of the game at this point), so there's no reason we should all be forced into only one dialogue option. This would, however, be an easy thing to fix moving forward.
TL:DR - Fixed quest outcomes are fine, fixed dialogue is not.
Thank you.
Exactly that! That is my opinion, and that is exactly what I meant when I wrote the post. Sure, there are limits and the quest outcomes will probably always be very limited due to the game being an mmo, but a few dialogue options is not much to ask for and it is not something that would be hard to implement.
Sometimes I kind of wish I was one of those people who thought everything was awesome, though. Life must be blissful for those folks, haha.
spartaxoxo wrote: »
Sometimes I kind of wish I was one of those people who thought everything was awesome, though. Life must be blissful for those folks, haha.
Well sometimes I wonder if displeasure at this is an extension of how the character is viewed. Is the vestige their own characters who's story you're helping to form or an extension of yourself, storytelling wise? Like for me, I don't care that the vestige isn't doings how I would do them, because I'm not the vestige
spartaxoxo wrote: »
Sometimes I kind of wish I was one of those people who thought everything was awesome, though. Life must be blissful for those folks, haha.
Well sometimes I wonder if displeasure at this is an extension of how the character is viewed. Is the vestige their own characters who's story you're helping to form or an extension of yourself, storytelling wise? Like for me, I don't care that the vestige isn't doings how I would do them, because I'm not the vestige