Less of a problem but I think as more Chapters get added, it’ll become more overwhelming to choose a portal too. I’ve already done the tutorial a bunch and still take like 5 minutes staring at them all to figure out where to go. I can’t imagine its a good time for a new player unless they have a favorite TES game.
spartaxoxo wrote: »I think the new tutorial is a good way to show people there's more than one starting area. The ones that care enough about story cohesion for it to bother them will probably lookup where the best place to start is. The ones that don't and just want to play a specific zone can pick that too. Great setup
spartaxoxo wrote: »I think the new tutorial is a good way to show people there's more than one starting area. The ones that care enough about story cohesion for it to bother them will probably lookup where the best place to start is. The ones that don't and just want to play a specific zone can pick that too. Great setup
Hmmm. As usual, I mostly agree with you. This tutorial and the starting zone options was something people wanted, as I recall. I like it too. The only thing I would suggest adding is to make it very clear at the tutorial's end where the main quest begins. Direct the new player a bit more. The idea of getting offline to go research when I reach that point doesn't appeal to me.
Yup.
I'm pretty much a Rarity when I say I actually enjoy story content being locked behind progression, forcing you to do it in a determined order. Or at the very least, locking content to certain level ranges.
Before One Tamriel, when I was first questing thru the EP zones, the mobs in each zone were of steadily increasing levels. Stonefalls were like, level 10 to 15. Buy that zone has a land connection to The Rift, which is the last zone in the EP questline. If you traveled that you suddenly jumped 30 levels. I secretly loved it when I went from fighting lvl15 Covenant soldiers to getting my butt handed to me by lvl45 skeletons and Sabretooths.
I want restrictions.
Good_VS_Evil wrote: »I get wanting to let people have freedom and what not but there becomes a point where you are screwing over continuity and lore/logic because some people are impatient or just want to skip content because they can.
When I first played the game questing through everyone kept calling me "Soul Shriven" and telling me stuff like "only you can do this...", "something is strange about you..."And so im sitting here through these quests like: "umm ok but when the hell did I get my soul shriven?" Turns out you dont even start the main quest UNTIL you get to the hub town/city and the shrouded guy acts as a prologue to it effectively making the game pretty much have 2 tutorials.
Holycannoli wrote: »What's wrong with starting in the Wailing Prison then escaping to your starter island like it used to be? Why did it even have to be changed?
redlink1979 wrote: »I get that ZOS wants to sell new content but the start of the game for a new player is EXTREMELY confusing.
ZOS should never changed how a player starts the game: the Wailing Prison should always be the starting point for a new player. In the original start, all made a lot more sense (Wailing Prison > starter zone of the char's Alliance).
robwolf666 wrote: »I think it should start the way it originally started, in Coldharbour, then your alliance start zone, then you need to do your alliance area story - THEN you get access to the Tower, maybe via Cadwell when he's offering you the chance to do the other alliance stories, and the DLC zones are then also offered.
The way it is now does mess up the continuity and story a bit, well, a lot depending on where you go. But I get that people like the choice, but I think they are probably mostly the people who don't care about the story as much as getting to LvL 50 so they can get into PvP.
The game should start in Coldharbour as originally, but instead of being sent to Bleakrock Isle, Khenarthi's Roost, or Stros M'Kai at the end, you are sent to Balfiera. And by using the portals for the first 4 Chapters in the Keywright's Gallery, there should be an option to take on the currently disabled tutorial quests (Broken Bonds for Morrowind, The Mind Trap for Summerset, Bright Moons, Warm Sands for Elsweyr and Bound in Blood for Greymoor)
In a way I like it. Like I just did Elsweyr, met some lovely npcs like Abnur Tharn and Cadwell but since I haven't done Soul Shriven in Cold Harbor they treated me like the stranger I was to them.
But yeah, in general the games beginning phase is objectively better if you ditch the new tutorial, send everyone into the Wailing prison and then release them on the relevant starter island.
For a new player I think it's a much better experience then simply spawning near a wayshrine in Blackwood or Elsweyr with a quest npc in front of you.
spartaxoxo wrote: »I think the new tutorial is a good way to show people there's more than one starting area. The ones that care enough about story cohesion for it to bother them will probably lookup where the best place to start is. The ones that don't and just want to play a specific zone can pick that too. Great setup