EramTheLiar wrote: »Yes, if you don't choose the one they expect you to choose to do the thing, and then the one you chose shows up later to do some other thing, I imagine there are questions that are not answered to anyone's satisfaction.
Holycannoli wrote: »Every character should always start in the Wailing Prison, as it was in the beginning. From there there should be options on where to go, with that portal system.
Is there any reason for this besides personal preference?
Holycannoli wrote: »Holycannoli wrote: »Every character should always start in the Wailing Prison, as it was in the beginning. From there there should be options on where to go, with that portal system.
Is there any reason for this besides personal preference?
Story continuity. Everyone starts off the same.
Holycannoli wrote: »Every character should always start in the Wailing Prison, as it was in the beginning. From there there should be options on where to go, with that portal system.
Is there any reason for this besides personal preference?
Holycannoli wrote: »Every character should always start in the Wailing Prison, as it was in the beginning. From there there should be options on where to go, with that portal system.
Is there any reason for this besides personal preference?
Always? Sort of... Either actually or in spirit, it helps clean up the big picture story by giving everyone the same starting point, one that is in tune with all of the quest lines, not just the DLC quest lines. At the end, or when skipped, just drop them in the Gate Room, and let the player pick where they want to go next.
EramTheLiar wrote: »The only issue I have with Balfiera is that I'm never sure I'm actually spelling it right. Well, OK, I have two issues. The second issue is that you're not really a prisoner there - sure you wake up in a locked room but she just put you there because she didn't know if you were going to freak out or anything.
It's just a minor thing, but starting out the game as a prisoner is Elder Scrolls' thing. I'd like it a lot better if Norianwe said something to the effect of "look, I don't know what you did to get put in here but I'm in a bit of a bind so I'll make you a deal..."
Holycannoli wrote: »Every character should always start in the Wailing Prison, as it was in the beginning. From there there should be options on where to go, with that portal system.
Is there any reason for this besides personal preference?
Always? Sort of... Either actually or in spirit, it helps clean up the big picture story by giving everyone the same starting point, one that is in tune with all of the quest lines, not just the DLC quest lines. At the end, or when skipped, just drop them in the Gate Room, and let the player pick where they want to go next.
Well, I know both versions and prefer the actual one to be honest. I see in fact no real discrepancies between the present starting point and the base game (which I still enjoy too btw).
Holycannoli wrote: »Every character should always start in the Wailing Prison, as it was in the beginning. From there there should be options on where to go, with that portal system.
Is there any reason for this besides personal preference?
Always? Sort of... Either actually or in spirit, it helps clean up the big picture story by giving everyone the same starting point, one that is in tune with all of the quest lines, not just the DLC quest lines. At the end, or when skipped, just drop them in the Gate Room, and let the player pick where they want to go next.
Well, I know both versions and prefer the actual one to be honest. I see in fact no real discrepancies between the present starting point and the base game (which I still enjoy too btw).
It starts everyone with the whole "no soul" thing, and while the player is free to do what they want after that, it syncs with stories in the game that assume the character does not have a soul. The puzzle pieces fit together better, and the only thing that would have to happen is starting the game with an updated Waiting Prison tutorial before going to the Balfiera gate room. The rest of the Balfiera tutorial and island outside of the gate room could be scrapped.
Then, in the gate room, rather than having the three alliance portals across the room, have those portals plus a "base game main quest" portal next to the Chapter portal so the player could choose to start with the DLC, or easily start with the base game main quest.
Honestly, I like that they never acknowledge the original main story anymore. It was bad, like really bad. Written by people who did not know the lore and did not care about good story telling or character work. Mannimarco was basically Skeletor, other then Abnur the companions were as milk toast as it got, with no personality, and the ending made Mass Effect 3's ending look like the Godfather's. ALSO, the quests were boring.
They could remove the entire thing from the game and I wouldn't care less.
Is there anything about this game that you like?
EramTheLiar wrote: »EramTheLiar wrote: »I think about this a lot and I think there are two problems that need to be fixed in order for there to be more continuity, and honestly I don't know how complicated each are.
The first isbthe game needs some way to track not just level progression but story progression. And to a very precise level of detail: character is Vestige AND did covenant arc BUT has not done cadwells silver or gold AND is doing Summerset arc BUT has not done clockwork city is should have different conversations with sotha sil than someone who has done the Pact arc AND morrowind AND clockwork city BUT never started the Vestige arc (it's possible to do this) and keeping track of all the possible branches and how far along them you are requires a personal database for each character that does not appear to exist. I keep thinking the easiest way to do this is to give the character undroppable "mementos" (that don't take up inventory space) that the game can scan to see what your character has done.
Second, you'd have to pay all those voice actors to speak a bunch of new lines for old content and those Iines would NOT sound the same because it's been years. But recording all those lines requires first figuring out what specific situations they need to cover.
Instead, I just assume Molag Bal caused a dragon break when the attempted the plane meld and parts of my character's life are occurring out of order. He just rolls with it.
It shouldn't need a separate database, it can query each character's quest progress (an already existing database) in exactly those things you mentioned. It would only need additional voice lines and a programming logic tree that hits each of those points you mentioned to get to the final voice line appropriate for that character and where they currently are. It's not impossible with the current technology, they only need to pay for additional voice lines and really small scripts for the major NPCs.
Well, I think it would probably be easier to create a second database than it would to try to mod the current one, because you'd have less chance of breaking the current one by leaving it alone. Adding more writes and tracking more things (a LOT more writes and a LOT more things) just feels safer on something new, that way if it really breaks you can just wipe it and start over without wrecking, you know, the entire rest of the game.
But "it would only need" is I think a dangerous underestimation of the complexity of what's being tracked. There are a LOT of variables, and it's not just variables for one player in a single player game, it's every player currently logged in to the game having conversations with NPCs. If a game wasn't built from the ground up with that level of detail in mind (which I think ESO probably wasn't, because when it first came out it was a LOT more linear and it just needed to keep track of things like "who was the sacrifice" and "did you let mannimarco go free" rather than "did you complete orsinium before you became the vestige, making the final conversation at the very very end of the entire arc a little out of context" or "is this delve the first time you meet Kireth and Raynor, or should they remember you from coldharbor, or should they NOT remember you because you're doing Caldwell's Gold and Magic is Making Them Forget?"
I suspect tracking and untangling all of that would be ridiculously complicated, at this point. I would love to see it done. I'm not sure how much of the game they'd have to change to do it. I suspect if they devoted the time to doing it the PvPers would complain though
CoolBlast3 wrote: »Just a small rant of mine. Whilst I appreciate ZOS' effort to make sure players can play in whatever order, even without playing the original main quest at all, I am a bit sick of well- that main quest being ignored throughout the game.
This happens in every chapter, every dlc, every story- but in Necrom particularly it annoyed me.
NECROM MAIN QUEST SPOILER FREE
At one point in the main quest, a daedric NPC tells you something along the lines of "Be careful mortal, Daedra may reform when we die, but you will not." When...that's just incorrect? That's our entire gimmick- being an immortal warrior. (And no, getting your soul back does not canonically take that power away, we are still made of Azure Plasm)
What annoyed me the most was this one sidequest, the Numinous Grimmoire.
SIDEQUEST SPOILER
The sidequest is about a mortal trying to become immortal through a rite which "unmoors a living soul" and which fuels this immortality by "consuming something, the souls of others in this case".
Sounds familiar to the Vestige right? Hell, "Numinous" was the alpha ESO term for the Vestige. Of course however, we don't have a single way of interacting with this, not even a throwaway line of "hey, that's sort of like me!"
This happens in *every* gods damn chapter. In Blackwood's prologue there was a ward which blocked out daedra. We can argue that our mortal soul protects us from it...but our body is daedric (azure plasm) and that isn't brought up either!
I'm not asking ZOS to remove this freedom of any playthrough timeline, but please, just like you guys make efforts for everyone elses' play order with misc dialogues that only appear depending on what we've done, can we also have some optional dialogues that at the very minimum allow us to bring up our immortality or partial daedric-ness?
EX:
NPC: "Be careful mortal, Daedra may reform when we die, but you will not."
Player: "About that..."
NPC: "Ah, still, be wary, death is painful regardless"
Something this simple and throwaway-y would help keep immersion for us that actually care about the original main quest and The Vestige as a character. It just saddens me you guys go through all this effort for people that play in non-release order and completely throw those that do play in release order under the bus so to speak..
What they replaced it with is a drab, meaningless situation that doesn't part any purpose on the character.