FabresFour wrote: »
The part 2 of the main quest don't appear (I thought that in the PTS build wasn't necessary finish Necrom to finish Gold Road stoey... I'll try rushing Necrom tomorrow to make sure that's it that is happening
chessalavakia_ESO wrote: »FabresFour wrote: »
The part 2 of the main quest don't appear (I thought that in the PTS build wasn't necessary finish Necrom to finish Gold Road stoey... I'll try rushing Necrom tomorrow to make sure that's it that is happening
Did you use the Scribing Tools Template or the Max level template?
I used the Max level template and I didn't need to do Necrom first to get part two.
Just something to think about -scribing quest length.
Vet players have 10-16 characters each.
This is essential content.
So would really appreciate that being taken into consideration for feedback.
FabresFour wrote: »Just something to think about -scribing quest length.
Vet players have 10-16 characters each.
This is essential content.
So would really appreciate that being taken into consideration for feedback.
but the scribing quest only unlock the upgrades for the account, after you have done with one character, u do not need to do de questline with other character to use de scribing system, no?
FabresFour wrote: »Okay, now here we go, the quest feedback: The story of Gold Road is really, really good. The characters are interesting and the narrative is, perhaps, the most cinematic in ESO since its launch. I really liked the use of the camera on the characters, the way it turned, got closer and was relocated. Completely different from anything we've seen before.
The course of the adventure was not overwhelming, even the classic return to the hub, here, in this case, Beragon's house, seemed very natural to me (although I would prefer if we explored the province more effectively with the main quest, than such a defined hub - a trend that started with High Isle). Finishing and starting all the quests in the same place is a little... disconcerting.
The solution to Ithelia's plot is... okay. It's not bad, in fact it makes all the sense in the world and whether or not it was what everyone wanted to see, but I must admit that I'm a little sad that the status quo was maintained and that the story wasn't changed. All in all, this story was fun but yeah... Ithelia technically "never existed." Which is sad, because she's a great character (unless, somehow, we explore the plane where Ithelia ended up... Which would be very interesting in the future! An entire reality without magic, it's a fun concept).
Of all the problems I had with this story, the one that became most clear is that there are no consequences. And I don't say that lightly. High Isle and Galen questlines, as bad as they were, at least had a somewhat bittersweet ending. Here? Everyone ends happily, there is no loss. When there is no loss, sorry, but the victory seems smaller, the effort seems smaller. This story about an NPC dying or coming back, which became very common after The Reach, is starting to get quite tiring. I mean, we're not in real danger, that's clear, but it's strange not to feel the slightest fear even for the characters we should love, you know?
Gadayn is a great character, and if he had actually died during the final quest, the story might have had a greater impact and Leramil would have possibly become a MUCH more interesting character. I like Gadayn, but I think that preserving the characters infinitely is VERY detrimental to the story. (Or perhaps, the other way around. If Leramil died, Gadayn could become an excellent character!)
I'm serious. How are we going to take the threat of the new Daedric Prince seriously, if none, and I repeat, no NPC in the player's circle of friends is lost? We don't feel the urgency, the fear, the power of Ithelia, precisely because we don't have ANY consequences of her form - just as everyone forgot her, she didn't make any really impactful change to our reality (in this case, when I say this, I'm talking of the player). It's disappointing, unfortunately.
Overall, I really liked the story and the more cinematic narrative really surprised me. The final fight is perhaps the best constructed of all the game's quests. However, that disappointing point remains, I hope you consider this for the next ESO stories!
CoolBlast3 wrote: »I am a bit disappointed at the ending to the Main Quest. Don't get me wrong, I still think this is -peak- ESO. It's a really fun multi-year arc with very interesting characters on all sides.
To me it however just feels like the main quest heavily implies or even outright says it's Mora's fault that Ithelia's like this, that it'd be different if he hadn't imprisoned her in the first place and yet Ithelia's the one that gets punished for it...
It feels very "victim blame-y" especially since her punishment is literally retconning her out of the setting, making a character we've grown to like and relate with just be..shafted and meaningless in the long run of things.
I would've much preferred a Jygallag styled ending, where she just leaves to roam Oblivion (and beyond maybe? Magna Ge after all!). Her not interfering with Nirn because her presence destroys it or something would be a fair way to explain this. But instead, it just feels like 2 years of content were "wasted" by making the primary discovery, Ithelia, just get deleted again. Hell, I'd be fine-ish with her deletion if at least most people were allowed to REMEMBER and learn about her. But it seems overkill to teleport her to a far away realm with no magic, sever the path AND delete her memory again.
I'd just like for her to stick around in lore so to speak. Sure, she's still there for us, the player, but ultimately in-world it means nothing if she's just deleted from 99% of Tamriel's memory again...
FabresFour wrote: »Oh, and perhaps: A little warning that "to continue this story, do zone X" for this type of content is quite valid, huh?
I mean, imagine a first-time player jumping straight into Gold Road, loving the story and ending it on a big cliffhanger? I genuinely don't doubt that they'll simply not know that can continue the story by making Necrom.
And I'm not talking about a tutorial, which appears once, but every time something like this happens (like in the annual stories, or in Necrom and Gold Road), having a warning would be very coherent!
chessalavakia_ESO wrote: »FabresFour wrote: »Just something to think about -scribing quest length.
Vet players have 10-16 characters each.
This is essential content.
So would really appreciate that being taken into consideration for feedback.
but the scribing quest only unlock the upgrades for the account, after you have done with one character, u do not need to do de questline with other character to use de scribing system, no?
Presently, you need to complete the quest for the Indrik to get full access to the system on alts after finishing the full quest line on another character.
The scripts also unlock on a character basis and appear to have a daily account wide cooldown.
So, it's probably around two weeks of dailies per character to get all of the scripts on each character.
I purposely haven't done this main quest yet, but before I do I would like to know please - is any final encounter as tough/impossible as the main quest ending in Necrom? If the intention with new chapters is for new players to be able to level up significantly in just the chapter zone then there's no point in ending the main zone quest with a solo encounter that's more equivalent to a group world boss!