I don't rate ESO's questing. I came from Oblivion, Skyrim, Fallout 3 and New Vegas. I remember having fun questing in those games, but the ones that really stood out were the Bioware games from a decade ago, e.g. Dragon Age Origins, DA2 and the Mass Effect trilogy. Inquisition was already a step backwards for me. I suppose those games were more story driven, with a defined beginning, middle and end, which made the writer's jobs easier. The Landsmeet in DA:O stood out as an outstanding culmination of previous developments. Nonetheless ZOS / Bethesda could IMO learn from those games:Anyway what are your views on the questing in this game coming from long term players and what would you want improved or tackled differently
I ditched my White Mage over a year ago, and settled here on Tamriel, I find the Quests in ESO much more immersive(have you done the quest chain for a white mage? omg shoot me now-ZZZzz), plus areas aren't gated behind a dungeon that must be completed first before you can explore them.
And for my playstyle ESO just works better, I may need to go afk at a moments notice, and that really wasn't working out for me on FF, here I solo for the most part, and couldn't be happier.
i much prefer ESO companion system VS FF Trust system, eventho they both have their negative sides
I do miss Hildibrand and his antics questlines from FF tho
PS -The only things I feel would make questing for me personally more fun would be if the enemys were slightly more difficult, and puzzles that are actual puzzles that you have to think about, not move this block x amount of times, and the "puzzle" actually solves itself, and when you have to search for clues for anything suspicious, there shouldn't be an icon exactly where your suppose to inspect, the game is rated M for mature, but sometimes these quests make me feel like the game is rated D for Dumb.
Really depends what your yardstick is. If it's New World, then yes. If it's The Old Republic then, from what I've heard, no.Besides the limited player dialog though, non-repeatable quests are fairly engaging.
But unfortunately the the writing, length, snd presentation of the the main quest story is very lacking and in Greymoor’s case just plain bad. Compare that to FFXIV’s MSQ for shadowbringers and endwalker. These two stories are absolutely next level with better writing and pacing than even most AAA single players games today.
Starlight_Knight wrote: »For me though the worst thing is the incentive to do them, there is none. as a player since lauch i havnt played a quest in years. becuase i get nothing for it.
Quests are fun, but I feel like the damage NPCs do needs to be looked at. They can still keep their health as it is now, but it'd be nice if I actually need to cast a heal instead of letting my HP regeneration do all the work. Even if it's not much of a damage boost it'd be nice to have to engage a little more with the fight scenes.
FlopsyPrince wrote: »Quests are fun, but I feel like the damage NPCs do needs to be looked at. They can still keep their health as it is now, but it'd be nice if I actually need to cast a heal instead of letting my HP regeneration do all the work. Even if it's not much of a damage boost it'd be nice to have to engage a little more with the fight scenes.
CP is probably the core problem there. You can't fix it for high CP players without making it really hard for low/new CP players.
SeaGtGruff wrote: »Starlight_Knight wrote: »For me though the worst thing is the incentive to do them, there is none. as a player since lauch i havnt played a quest in years. becuase i get nothing for it.
You get Skill Points for completing zone storyline quests. I think each major zone's storyline is divided into 3 parts-- which, in the old base game (which I never got to experience in that version), corresponded to the 3 subzones of each major zone-- and you get a Skill Point (plus an Achievement/Title) upon completing each part. I'm not sure about the starter zones and smaller DLC zones, but I think you get at least 1 Skill Point from them, if not more. So doing the zone questlines is important if you're wanting to earn as many Skill Points as possible.
Also, the zone questlines seem to be designed to move you through each zone, and they-- along with the various side quests-- usually take you to out-of-the-way locations where there are skyshards, as well as lore books, treasure chests, etc. So if you're not using addons or websites that tell you exactly where everything is, or haven't done everything so many times on so many characters that you've memorized where everything is, doing the zone questlines and side quests can be helpful for finding all of the skyshards and lore books in a given zone. Even with the recent addition of skyshards to the map, it can still be difficult to find every single skyshard in a zone if you aren't doing the quests, since they don't show up on the map until you get within a certain distance of them.
Of course, you don't actually need all of the Skill Points that are available in the game, especially now that we have the Armory and can switch to different builds on our characters without having to pay respec fees each time.
Starlight_Knight wrote: »SeaGtGruff wrote: »Starlight_Knight wrote: »For me though the worst thing is the incentive to do them, there is none. as a player since lauch i havnt played a quest in years. becuase i get nothing for it.
You get Skill Points for completing zone storyline quests. I think each major zone's storyline is divided into 3 parts-- which, in the old base game (which I never got to experience in that version), corresponded to the 3 subzones of each major zone-- and you get a Skill Point (plus an Achievement/Title) upon completing each part. I'm not sure about the starter zones and smaller DLC zones, but I think you get at least 1 Skill Point from them, if not more. So doing the zone questlines is important if you're wanting to earn as many Skill Points as possible.
Also, the zone questlines seem to be designed to move you through each zone, and they-- along with the various side quests-- usually take you to out-of-the-way locations where there are skyshards, as well as lore books, treasure chests, etc. So if you're not using addons or websites that tell you exactly where everything is, or haven't done everything so many times on so many characters that you've memorized where everything is, doing the zone questlines and side quests can be helpful for finding all of the skyshards and lore books in a given zone. Even with the recent addition of skyshards to the map, it can still be difficult to find every single skyshard in a zone if you aren't doing the quests, since they don't show up on the map until you get within a certain distance of them.
Of course, you don't actually need all of the Skill Points that are available in the game, especially now that we have the Armory and can switch to different builds on our characters without having to pay respec fees each time.
I dont need skill points. i have a million already i cant even use them all and i havnt done a quest since morrowind. besides that you dont even need to quest for them you can just walk into a place a grab some skyshards or kill a group boss or something.
Another thing that triggers me, its not like i can even make an alt to go questing on becuase they already have 2.5k CP like me as well.
IMHO questing is an absolute waste of time, its incredably easy and pointless.
In fact if i was struggling to sleep one night i might consider doing a quest.
Maybe the majority of my time in-game is spent on questing, and I'm loving it. The writing in its core is definitely better than in other Elder Scroll games, except for Morrowind. I've got nothing against Oblivion or Skyrim in that department, though, but the main plots in those games were a bit flatter than they needed to be. There were many jewels among the side quests, but most of them were rather cookie-cutter. Not even going into Daggerfall, as it was a typical 90's video game mess writing-wise - a string of cool but often incoherent concepts tied haphazardly together.
In ESO there are quite enough of the fetch- and/or kill-monster/villain-quests, but they feel quite a bit more varied. Also, there sometimes are nice twists to the stories and choices to be made. I think the very good dialogue is behind this. The quest-givers can be quite quirky personalities, and their dialogue is mostly interesting. The mostly excellent voice acting is a huge help, too.
Also, I like how the writers reuse many NPCs in different quests, even if they only appear at minor ones. It makes it seem like they do have lives of their own, and as a bonus they mostly have different dialogue if the player character has met them before. Some great NPCs, like Crafty Lerissa and Lady Laurent, can also pop up in the unlikeliest of places with fun quests. It makes the world feel much more alive and inter-connected between its parts. No wonder I like the questing so much. I even bought the game in large part because I read in reviews that it had great quests, and for once the reviews didn't lie.
As for alliance and main quests, they are very well constructed, too. For instance, I spent most of the previous few days playing the Dominion questline to its end, and one or two evenings were stretched too long because I simply couldn't stop playing. Because of how naturally the quests flowed into the next one, I had a bad case of the "one more quest"-itch, a feeling that's always a mark of a good game.
One thing I particularly loved was how some of the villains were somewhat ambiguous or even a bit sympathetic. Magistrix Vox in the Pact questline is a great villain, for example. She is actually very believable, because her path from a true believer to an apostate avenger is perfectly understandable. Besides, seeing how the Tribunal is presented between the lines in the game, she also isn't nearly entirely wrong. So, her being a villain isn't so much about her views as about her extreme deeds. This is storytelling I very much like, especially when mixed in with all the other storylines where the villain is just a straight up villain. So, variety again, which is always good.
Nothing is perfect, however. For instance, I said "very good" dialogue, not "excellent". This is because of the often annoying repetition. I do understand why the writers make NPCs regurgitate things so much, but sometimes it seems to underestimate the player's intelligence just a tad too much. Speaking of which, I would wish the player character didn't look like an idiot so often in his/her dialogue options. Too much asking about the obvious or something the NPC said just a second ago. Fortunately I have a good imagination, so often I just imagine something less inane. Also, there are moments when there is too much lecturing in the NPC dialogue (some parts of Alchemy's lines in the Rellenthil quest, for instance).
There are problems with quest difficulty, too. These villains that are built up as so powerful go down all too easily. Killing them is all too often somewhat of an anti-climax. A partial solution is to play the questlines with a new, under-50 character, but even like that the challenge is a bit too small. Thus, I'd like if one could for instance choose a "hard-mode" in all quests, where the main villains would be so tough that they would present a lvl 50 solo player some true challenge (but still be beatable without a million CP or hours of training).