It makes no difference which ones you do, they're just boxes to tick to get the sigil. It's not an issue at all. Going out of your way to avoid an easy one in favour of a more tedious one is insanity when the result is exactly the same regardless.
MreeBiPolar wrote: »It makes no difference which ones you do, they're just boxes to tick to get the sigil. It's not an issue at all. Going out of your way to avoid an easy one in favour of a more tedious one is insanity when the result is exactly the same regardless.
That's why I said it's a *conceptual* problem, with the way the indrik *talks* about it, NOT the mechanical or anything. Totally messed up, you can say, lore-wise.
MreeBiPolar wrote: »It makes no difference which ones you do, they're just boxes to tick to get the sigil. It's not an issue at all. Going out of your way to avoid an easy one in favour of a more tedious one is insanity when the result is exactly the same regardless.
That's why I said it's a *conceptual* problem, with the way the indrik *talks* about it, NOT the mechanical or anything. Totally messed up, you can say, lore-wise.
I don't really agree, calling it a problem or an issue implies it has a negative effect on something, which it doesn't. A small discrepancy at worst. You still choose your challenge, you just might get 2 for 1 without trying. In my case I killed the boss of the spider delve, because it was closest, and then still had to do a dolmen, which only had 10 of the required 15 undead. Maybe I just can't see it the same way.
MreeBiPolar wrote: »When you are given the test of power, you need to choose two out of four, and the indrik goes AT LENGTH about how they should be only be what you CHOOSE to do, and not in any way forced onto you.
The problem is, one of those is kill 15 undead, which happens unintentionally (and is hard to avoid) when you do two others, kill a delve boss -- a few of Auridon delves are populated by undead, including the bosses per se, and while you caaaaaan avoid killing enough of them, the dolmen can spawn rather excessive number of those.
Also, if you are grouped up, kills by other players count, too.
It wouldn't have been much of an issue if, again, the indrik didn't repeatedly tell you how you should be able to choose which challenges you do, not have them forced onto you.
MreeBiPolar wrote: »When you are given the test of power, you need to choose two out of four, and the indrik goes AT LENGTH about how they should be only be what you CHOOSE to do, and not in any way forced onto you.
The problem is, one of those is kill 15 undead, which happens unintentionally (and is hard to avoid) when you do two others, kill a delve boss -- a few of Auridon delves are populated by undead, including the bosses per se, and while you caaaaaan avoid killing enough of them, the dolmen can spawn rather excessive number of those.
MreeBiPolar wrote: »It makes no difference which ones you do, they're just boxes to tick to get the sigil. It's not an issue at all. Going out of your way to avoid an easy one in favour of a more tedious one is insanity when the result is exactly the same regardless.
That's why I said it's a *conceptual* problem, with the way the indrik *talks* about it, NOT the mechanical or anything. Totally messed up, you can say, lore-wise.
Talking about logic: Where did the parts for the first spell we create right at the beginning of the questline come from?
Consider who is directing you at that point.
Also, we are The Dragonborn, the Savior of Nirn, renowned adventurer of great powers. Considering how we've been casting magic comets and supernovas and whatnot for years, it should be within the reasonable realm of possibility.
MreeBiPolar wrote: »When you are given the test of power, you need to choose two out of four, and the indrik goes AT LENGTH about how they should be only be what you CHOOSE to do, and not in any way forced onto you.
The problem is, one of those is kill 15 undead, which happens unintentionally (and is hard to avoid) when you do two others, kill a delve boss -- a few of Auridon delves are populated by undead, including the bosses per se, and while you caaaaaan avoid killing enough of them, the dolmen can spawn rather excessive number of those.
Also, if you are grouped up, kills by other players count, too.
It wouldn't have been much of an issue if, again, the indrik didn't repeatedly tell you how you should be able to choose which challenges you do, not have them forced onto you.
valenwood_vegan wrote: »In addition to all that's been said already, just keep in mind too that ESO is a MMORPG... sometimes the MMO part must bend to the RPG part and sometimes the RPG must bend to the MMO part.
And ultimately, if it's *that* important... it's still your choice. Buy some invisibility pots and avoid attacking any undead. Idk. There are so many bigger issues with the game than this. Imo.
MreeBiPolar wrote: »I see your point. "Smaller problems don't count until all the bigger are dealt with, and writing quality takes the absolute backseat."
MreeBiPolar wrote: »I see your point. "Smaller problems don't count until all the bigger are dealt with, and writing quality takes the absolute backseat."
I'm not the user you quoted, but I'd still like to reply:
I criticize the writing all the time, because it is important for me. Cases of plot holes, lore and logic mistakes, cliché characters, silly innuendo, the need to ask extremely stupid questions in dialogues (which could be avoided by just wording the questions differently, as many users have already remarked) - I do address these things.
And as I said, I also see how rp-wise, the overlaps in the Indrik's tasks are unfortunate.
But compared with some other problems, it's still rather minor while changing it would require relatively high efforts. They wouldn't only have to think of alternative tasks, they would also have to rewrite all dialogue about it and record the new lines with the original voice actor (who might not even be available in the near future).
MreeBiPolar wrote: »It makes no difference which ones you do, they're just boxes to tick to get the sigil. It's not an issue at all. Going out of your way to avoid an easy one in favour of a more tedious one is insanity when the result is exactly the same regardless.
That's why I said it's a *conceptual* problem, with the way the indrik *talks* about it, NOT the mechanical or anything. Totally messed up, you can say, lore-wise.
I personally didn’t read the quest dialogue after a certain point, because the scribing quests are so dull…
MreeBiPolar wrote: »
I see your point. "Smaller problems don't count until all the bigger are dealt with, and writing quality takes the absolute backseat."
I personally didn’t read the quest dialogue after a certain point, because the scribing quests are so dull…
That's everyone's personal decision. I personally find the dialogues (and lorebooks) around this questline to be of a higher writing quality than what we got in the past few years. It's a pity though, and there I agree with you, that the quests are extremely repetative.
I personally didn’t read the quest dialogue after a certain point, because the scribing quests are so dull…
That's everyone's personal decision. I personally find the dialogues (and lorebooks) around this questline to be of a higher writing quality than what we got in the past few years. It's a pity though, and there I agree with you, that the quests are extremely repetative.
I enjoyed the “Nable of the Fetch” book, but that’s about it. The repetition was mind-numbing. There are far too many samey-samey tasks to complete for each quest, and they each follow the same boring, predictable pattern. It takes WAY too long. I usually try to read or listen to the dialogue the first time I do a quest on my main, but I eventually stopped caring about it because I wanted to make all the boring, repetitive tasks stop as quickly as possible.
I personally didn’t read the quest dialogue after a certain point, because the scribing quests are so dull…
That's everyone's personal decision. I personally find the dialogues (and lorebooks) around this questline to be of a higher writing quality than what we got in the past few years. It's a pity though, and there I agree with you, that the quests are extremely repetative.
I enjoyed the “Nable of the Fetch” book, but that’s about it. The repetition was mind-numbing. There are far too many samey-samey tasks to complete for each quest, and they each follow the same boring, predictable pattern. It takes WAY too long. I usually try to read or listen to the dialogue the first time I do a quest on my main, but I eventually stopped caring about it because I wanted to make all the boring, repetitive tasks stop as quickly as possible.
Yeah, it would have been a lot more enjoyable if we only had to do one thing per zone to get a complete key instead of doing the same thing three times to combine three key fragments. It gives the sense of artificially prolonging the quest the way it is currently.
MreeBiPolar wrote: »When you are given the test of power, you need to choose two out of four, and the indrik goes AT LENGTH about how they should be only be what you CHOOSE to do, and not in any way forced onto you.
The problem is, one of those is kill 15 undead, which happens unintentionally (and is hard to avoid) when you do two others, kill a delve boss -- a few of Auridon delves are populated by undead, including the bosses per se, and while you caaaaaan avoid killing enough of them, the dolmen can spawn rather excessive number of those.
Also, if you are grouped up, kills by other players count, too.
It wouldn't have been much of an issue if, again, the indrik didn't repeatedly tell you how you should be able to choose which challenges you do, not have them forced onto you.
kynesgrove wrote: »Some of my characters are evil, or at the very least pragmatic neutral. The quests are VERY good aligned. Like too much in my opinion.
It was so sweet and goody good, it almost gave me diabetes.
kynesgrove wrote: »Added to all that's been said:
Some of my characters are evil, or at the very least pragmatic neutral. The quests are VERY good aligned. Like too much in my opinion.
It was so sweet and goody good, it almost gave me diabetes. Where the main Mages Guild quest at least gives you the option to doom Valaste to eternal madness for some skill points.
(Just wanted to add a bit about the tone of the quests besides their mechanical nature)