I *DO NOT* want this. Not everyone wants to be forced to group up for content all the damned time.Promote group play, where friends team up to figure out objectives together.
I enjoy all the ESO quests as they are, with current difficulty and guidance.
The only change I think I'd like would be more dialogue and lore-based reading material. I enjoy those parts of the questing experience the most, especially all the voiced dialogue.I *DO NOT* want this. Not everyone wants to be forced to group up for content all the damned time.Promote group play, where friends team up to figure out objectives together.
ESO is superior to most other MMOs for the solo play experience, due to current voice acting and solo difficulty. It's immersive and something I can enjoy on my own. When I want to group with people, I can go to Cyrodiil, Battlegrounds, Dungeons, Trials, etc.
Craglorn is the only zone I found miserable, due to content being set for groups.
I found your survey of friends insightful, but I feel like they are playing the wrong MMO for their playstyle, if they do not enjoy story quests.
I prefer the quests the way they are with current guidance and difficulty (except for the bosses since High Isle). I'm not going to be able to do quest bosses that are as hard or harder than the ones since High Isle. And I don't care anything about rewards. I am definitely not interested in being forced to group to complete story quests - that's not why I play this game.
[I play this game for the non-static, evolving nature of it as an MMO, not because "MMO" means forced grouping. It doesn't.]
Enemy-of-Coldharbour wrote: »Or, you could just choose to turn off quest markers.
I prefer the quests the way they are with current guidance and difficulty (except for the bosses since High Isle). I'm not going to be able to do quest bosses that are as hard or harder than the ones since High Isle. And I don't care anything about rewards. I am definitely not interested in being forced to group to complete story quests - that's not why I play this game.
[I play this game for the non-static, evolving nature of it as an MMO, not because "MMO" means forced grouping. It doesn't.]
I have a feeling that you and previous poster do not understand fully what guidance is. It's about arrows over the objectives. About the fact that when there's a puzzle, you actually have to figure it out, rather than press the next arrow. It has nothing to do with difficulty of monsters, bosses, or forcing group quests. Please, read carefully
Recently, I conducted a small poll among players I play with, and their opinions on quests generally fall into three categories:
- “I only do quests to clear the map.” These players find questing a chore. They feel the rewards aren’t worth it, and the experience is easy and boring.
- “I want to enjoy the quests, but they’re boring.” These players do want to engage with the quests, but they end up skipping dialogue and just following arrows because there’s no value to it, no challenge, and the rewards aren’t exciting.
- “I don’t do quests at all.” These players simply avoid quests because they’re not interesting or rewarding enough to bother.
This is a BIG, BIG frustration for me. I hate when actual interesting lore content is presented inside a place where I can't enjoy it. I like doing vet prog trials, groups runs in imperial city, vet dungeon achievements, guild runs in cyrodiil, etc... but it's awful trying to actually pay attention to the quests, read the written materials, talk to the NPCs to see all their dialogue, explore the maps for visual pleasure, etc, when I would be holding up a group in PVE or getting ganked in PVP.My main interest in ESO is lore and questing. I've played almost all quests so far, except to those behind group content that I can't solo (or duo with a friend), and quests in PvP areas.
This is a very small thing, but, I still hate the quest choice I made in Phaer, Auridon. To this day, random Altmer still say "You let that woman kill that poor doctor in Phaer, shame on you!" while maybe 10% as often, you get "Auri-El would be proud" or something like that. I hate random NPCs constantly shaming me for over ten years now for letting a grieving mother have vengeance on an evil doctor who was feeding an entire village to his vampiric son. Just... geez, let me redo the ending, I hate that particular one, and it's on my main. It sucks. Now anytime I see red text in a quest, meaning it's a decision branch, I stop immediately, going to UESP to see how it all ends. I don't want another ten years of every NPC of a given race guilting me when I'm otherwise enjoying my day in every zone on the map.I'd enjoy having more dialogue options where I can choose something less generic, something that reflects my character's personality (including options that aren't the "always friendly and helpful good hero"). To me, roleplaying my character is important, and I'd like to see that reflected during questing, too. Basically everything that helps with immersion.
Agreed 1,000%. I stopped questing with people because it means I will always miss dialogue.Since you mentioned group questing: No, thank you. Not only do I often play at times where not many people are around, (and often deliberately because I love the feeling of travelling alone), questing in teams doesn't really work well in this game. Not sure if it ever was fixed, but when I quested with someone else the last time, the first person ending a dialogue ended it for everyone in the same group, too. So everyone who was slower missed it. It's not really fun.
I prefer the quests the way they are with current guidance and difficulty (except for the bosses since High Isle). I'm not going to be able to do quest bosses that are as hard or harder than the ones since High Isle. And I don't care anything about rewards. I am definitely not interested in being forced to group to complete story quests - that's not why I play this game.
[I play this game for the non-static, evolving nature of it as an MMO, not because "MMO" means forced grouping. It doesn't.]
I have a feeling that you and previous poster do not understand fully what guidance is. It's about arrows over the objectives. About the fact that when there's a puzzle, you actually have to figure it out, rather than press the next arrow. It has nothing to do with difficulty of monsters, bosses, or forcing group quests. Please, read carefully
I know exactly what you are talking about. The arrows are fine with me. I don't have any issues with the way the game questing is set up right now.
[Not to mention that after 7 years I know where EVERYTHING is anyway....]
I prefer the quests the way they are with current guidance and difficulty (except for the bosses since High Isle). I'm not going to be able to do quest bosses that are as hard or harder than the ones since High Isle. And I don't care anything about rewards. I am definitely not interested in being forced to group to complete story quests - that's not why I play this game.
[I play this game for the non-static, evolving nature of it as an MMO, not because "MMO" means forced grouping. It doesn't.]
I have a feeling that you and previous poster do not understand fully what guidance is. It's about arrows over the objectives. About the fact that when there's a puzzle, you actually have to figure it out, rather than press the next arrow. It has nothing to do with difficulty of monsters, bosses, or forcing group quests. Please, read carefully
I know exactly what you are talking about. The arrows are fine with me. I don't have any issues with the way the game questing is set up right now.
[Not to mention that after 7 years I know where EVERYTHING is anyway....]
To be honest, that’s another thing. For several quests the arrows are actually broken. For you and me, that’s just a minor inconvenience because we know where to go anyways. For new players its a nightmare because they’re sent from town to town just to use the boats instead of wayshrines, or they wayshrine into a city to find they need to actually go halfway across the map, or they leave an area going through the wrong door and end up in a cycle of confusion.
Avran_Sylt wrote: »You can turn off compass Quest markers via the Interface->Heads Up Display->Compass Active Quests
All they really would need to accommodate your vision as an optional setting is to allow players to disable quests markers on the map.
ESO's quests, and dialogue, were designed with quest markers in mind.
This would need an overhaul of all dialogues to give enough information as to where the player should go as if the NPC's were giving directions to the player if they knew where they should go. And also allow players to ask NPC's to mark on a map where they should go. (because why couldn't you?)
And inevitably it just means that players use a 3rd party site to tell them where to go (like they do in the games you list) and it just makes it more annoying for the general audience.
Avran_Sylt wrote: »You can turn off compass Quest markers via the Interface->Heads Up Display->Compass Active Quests
All they really would need to accommodate your vision as an optional setting is to allow players to disable quests markers on the map.
ESO's quests, and dialogue, were designed with quest markers in mind.
This would need an overhaul of all dialogues to give enough information as to where the player should go as if the NPC's were giving directions to the player if they knew where they should go. And also allow players to ask NPC's to mark on a map where they should go. (because why couldn't you?)
And inevitably it just means that players use a 3rd party site to tell them where to go (like they do in the games you list) and it just makes it more annoying for the general audience.
Making such things optional goes against the entire idea of the challenge and the nature of an MMO. I go more into detail in the part of the post you might have missed.
My main interest in ESO is lore and questing. I've played almost all quests so far, except to those behind group content that I can't solo (or duo with a friend), and quests in PvP areas.
The main issue I have is the writing. The first years were absolutely wonderful, but since Summerset, from my point of view, the stories became increasingly formulaic, less complex, and dialogue quality is also not on that level anymore, with many repetitions and tropes.
It got a bit better again after High Isle (but since I really can't stand that chapter, that's not surprising), but we're still miles aways from how it had been during Orsinium, Morrowind and Summerset.
There were two positive exceptions last year: Zerith-vars story, which I really enjoyed (If the writing was always on that level, I'd be happy!), and to some extent also the Scholarium questline, although that has a weird non-TES feel to it. It's nicely written as a fable, but it's not what I'd expect if I play a TES game.
Apart from that, yes, I'd also enjoy having to use my brain more. Actually listening to dialogues, making choices, riddles that are actual riddles and not just repeatedly clicking an object until an npc yells it's correct.
I'd also appreciate different endings to stories depending on player choice, or even the possibility to choose which faction to join (although of course I do understand that in an MMO there are limitations).
I'd enjoy having more dialogue options where I can choose something less generic, something that reflects my character's personality (including options that aren't the "always friendly and helpful good hero"). To me, roleplaying my character is important, and I'd like to see that reflected during questing, too. Basically everything that helps with immersion.
It would also be a plus if npcs would comment on my character's race, class or other individual factors more. And it would be even better if these factors would also matter and influence npc's opinions instead of just exchanging a noun and calling you "Hey Bosmer / Nord / Breton / alchemist / sorcerer / knight", without it making any difference.
I'd also like to see stories being rooted deeper in lore, including giving us new interesting facts. Less generic "Bandits kidnapped my father/husband/son" or "My dog/bunny/camel ran away" quests that could take place everywhere else and in any other game world, more lore-specific things. And no, exchanging the dog for a nixhound is not what I mean.
As for rewards: I don't care much for them, but I know other people do. I think it would be nice to have the rewards related to the quest content. Like getting an artifact from the story as a furnishing, or a character from a longer questline as a house guest at the end, or an animal from the story as a non-combat pet or mount, things like that.
When it comes to quest markers, let me say I played TES3 Morrowind. A lot. And I'm still playing it. So I'm very much used to having no quest markers and getting directions like "Go East then North then West, then run around that hill five times and at the big tree, turn left" - and sometimes they were so faulty that you still ended up in Vos instead of Gnisis(At least after 20 years I don't need them anymore because I know all paths anyway by now). While I don't really mind that, I know many people hate this. I think making quest markers optional in the menu would be okay. And removing them if the whole task of a riddle is to search for a place or item. Because in that situation, it really doesn't make any sense to point at the "hidden" object or place.
Since you mentioned group questing: No, thank you. Not only do I often play at times where not many people are around, (and often deliberately because I love the feeling of travelling alone), questing in teams doesn't really work well in this game. Not sure if it ever was fixed, but when I quested with someone else the last time, the first person ending a dialogue ended it for everyone in the same group, too. So everyone who was slower missed it. It's not really fun.
And when it comes to "content creators", I'm also sceptical. I want to be able to play the game without having to look things up in videos.
Hi everyone,
With the upcoming overland difficulty changes, I believe this is the perfect time to take a closer look at quest —specifically how much guidance is provided.
ESO has some of the best quests in any MMORPG. The developers and writers put an incredible amount of effort into crafting amazing stories. But right now, you don’t have to pay attention to any of it—you just follow arrows. This makes quests feel unengaging and repetitive, which is a shame given their potential.
Recently, I conducted a small poll among players I play with, and their opinions on quests generally fall into three categories:
- “I only do quests to clear the map.” These players find questing a chore. They feel the rewards aren’t worth it, and the experience is easy and boring.
- “I want to enjoy the quests, but they’re boring.” These players do want to engage with the quests, but they end up skipping dialogue and just following arrows because there’s no value to it, no challenge, and the rewards aren’t exciting.
- “I don’t do quests at all.” These players simply avoid quests because they’re not interesting or rewarding enough to bother.
The general consensus is that quests are boring and don’t give good rewards. Players who don’t care about quests just avoid them altogether, while players who do want to enjoy them are bored and would love to see higher challenge levels with better rewards.
Recent games like Elden Ring, Baldur’s Gate 3, and even Sea of Thieves have proven that players are more engaged when they aren’t led by arrows every step of the way. Solving problems, exploring the world, and figuring out what to do next are what make quests fun and memorable. These games show that gamers love to be challenged, not just in combat but in their problem-solving.
This would:
- Make quests more immersive and rewarding.
- Encourage players to pay attention to quest dialogue and lore.
- Quests and puzzles would require some thinking, so it would be more enjoyable to join forces with your friends (NOT REQUIRED!)
- Boost ESO’s online community and content creation, as players turn to forums and videos for guidance.
Some might argue that this should be optional, but I disagree. ESO is an MMO where your achievements are meant to be shared and celebrated. If players can simply lower the difficulty or rely on arrows to breeze through content, it devalues the effort of those who truly engage with the game. Games like Elden Ring and other multiplayer experiences show us that universal challenges make success feel more rewarding.
What are your thoughts?
EDIT: Because some people do not fully understand what guidance is: This has nothing to do with combat or group play. It's about the arrows over the objectives and solving puzzles.
Avran_Sylt wrote: »You can turn off compass Quest markers via the Interface->Heads Up Display->Compass Active Quests
All they really would need to accommodate your vision as an optional setting is to allow players to disable quests markers on the map.
ESO's quests, and dialogue, were designed with quest markers in mind.
This would need an overhaul of all dialogues to give enough information as to where the player should go as if the NPC's were giving directions to the player if they knew where they should go. And also allow players to ask NPC's to mark on a map where they should go. (because why couldn't you?)
And inevitably it just means that players use a 3rd party site to tell them where to go (like they do in the games you list) and it just makes it more annoying for the general audience.
Making such things optional goes against the entire idea of the challenge and the nature of an MMO. I go more into detail in the part of the post you might have missed.
I *DO NOT* want this. Not everyone wants to be forced to group up for content all the damned time.Promote group play, where friends team up to figure out objectives together.