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Am i missing something?

channel84
channel84
Soul Shriven
Just started 2 days ago and i'm starting this to confirm some of the issue i'm having as i can't seem to find much info after digging around on my own. So i thought vet player might fill me in easier.

1)No auction house?
Reason people are giving is that it'll break the economy and the current system promote player interaction? Frankly i find it hard to accept those reasoning as joining a guild just to use the auction post isn't really considered much of an player interaction than a "get over the BS so i can trade" routine. With inventory space so valuable it really hit me quite hard at level 10.
The economy breaking aspect of auction house is what the dev need to solved and most mmo on the market do that by just introducing appropriate amount of coin sink in the game for high end content, quite simple solution unless dev don't really want to put in any effort.
Less inventory slot than most game + more misc ingredient/loot than most game + no auction house = zzzz
And player supporting the current system imo are just too stubborn to change for the better. Why walk from home to work when you can cycle? Role play value in walking?? If i'm missing any major point/big picture please do let me know as i'm still having a hard time understanding the rationale behind this.

2)The uncanny valley
ESO have some of the best questing element i've seen in mmo, only challenge by the secret world. The problem i'm having is that up till level 10 i'd yet to kill a single quest boss other than managing to snuck in a hit or 2 while other player steamroll thru it. It kinda break the immersion hard when you see dozen of players running by you while your're exploring a cave/tomb. In normal mmo this won't be a big issue but eso having spent so much effort in building a immersive questing experience, the problem stick out really obtrusively. Most mmo like guild wars 2 or even the secret world circumvent this issue by having a environment design that facilitate this type of gameplay design so far i'm not seeing ESO quest design around mob player. Is this problem gonna get worse the higher level i go?

3)Single player affair
So far aside from the alliance war unlock at level 10 (pvp), dungeon and to some extent the rift portal is there any other group content? This is by far the most single player mmo i've played. Perhaps due to the quest story design as well it seem to be design for single player audience. If there's any interesting content i'm missing please let me know.

4) Range vs Melee
Choose nightblade planning to dual wield(rankup to 16) but end up with staff spamming 1st siphoning skill. I mean i can obviously go dual wielding but it's just seem handicapping myself. Is melee properly balance in this game? I know i can melee in the game and still do ok but i'd like to know that i'm not gimping myself and that i have good reason for risking my neck in melee range. The issue where melee user sharing the same resource on their roll/block with their attack skill doesn't help enforcing this mentality on me. Am i missing something here?

5)UI/Mod Dependancy
Seem like the dev have sub contracted fixing the game UI in general to the community. Coming from the secret world where we also heavily rely on community mods to get the job done. I'm just curious is zenimax planning to follow funcom footstep in mmo developement outsourcing? While i love their non mainstream mmo design concept(Anarchy Online, Age of Conan, The Secret World) they are notorious for releasing buggy and clunky product. Is there any plan on improving the base game ui and quality of life update in the work or are they outsourcing to the community? Frankly i find the current game to be quite unenjoyable without addon mods. Everything is more clunky and tedious than it needs to. 1st mmo i've played without a minimap lol.

If i've miss anything major that lead me to come to this conclusion above please feel free to let me know. Normally i won't even bother asking but i felt ESO have quite a lot of potential to be a great mmo that i need to confirm those issue i'm facing with the community and decide whether to invest more time and money in ESO or succumb to my friend recruiting me to join him in FFXIV. Not trying to start a debate here just wanted to know if i'm missing anything on those issue above as i've just started 2 days into the game and might have overlook a lot of obvious simple stuff that lead me to this predicament.
  • MCMancub
    MCMancub
    ✭✭✭✭
    1. Join 3 big name trading guilds. Proceed to never having trouble finding what you need or selling what you have.
    2. This changes drastically from the time you're pre-10 to level 20 or 30. Then, by vet levels be prepared to do everything yourself, including world bosses, dolmens, and public dungeons.
    3. Each zone has 3 dolmens, 3 world bosses, 1 public dungeon, 1 public delve, and 1 group dungeon. There are 15 zones like this. Then, once you get veteran ranks, you gain access to veteran mode dungeons, pledges, Craglorn, and trials. I find it funny that people at low levels complain there isn't enough group content while the biggest complaint at end game is that there isn't enough solo content.
    4. Melee does just fine.
    5. I'm not sure any of us know the answer to this. You can use addons if you're on PC to tailor the UI to your needs for the time being.
    Edited by MCMancub on July 24, 2015 3:01PM
  • Baronh2o
    Baronh2o
    ✭✭✭
    channel84 wrote: »
    Just started 2 days ago and i'm starting this to confirm some of the issue i'm having as i can't seem to find much info after digging around on my own. So i thought vet player might fill me in easier.

    1)No auction house?
    Reason people are giving is that it'll break the economy and the current system promote player interaction? Frankly i find it hard to accept those reasoning as joining a guild just to use the auction post isn't really considered much of an player interaction than a "get over the BS so i can trade" routine. With inventory space so valuable it really hit me quite hard at level 10.
    The economy breaking aspect of auction house is what the dev need to solved and most mmo on the market do that by just introducing appropriate amount of coin sink in the game for high end content, quite simple solution unless dev don't really want to put in any effort.
    Less inventory slot than most game + more misc ingredient/loot than most game + no auction house = zzzz
    And player supporting the current system imo are just too stubborn to change for the better. Why walk from home to work when you can cycle? Role play value in walking?? If i'm missing any major point/big picture please do let me know as i'm still having a hard time understanding the rationale behind this.

    2)The uncanny valley
    ESO have some of the best questing element i've seen in mmo, only challenge by the secret world. The problem i'm having is that up till level 10 i'd yet to kill a single quest boss other than managing to snuck in a hit or 2 while other player steamroll thru it. It kinda break the immersion hard when you see dozen of players running by you while your're exploring a cave/tomb. In normal mmo this won't be a big issue but eso having spent so much effort in building a immersive questing experience, the problem stick out really obtrusively. Most mmo like guild wars 2 or even the secret world circumvent this issue by having a environment design that facilitate this type of gameplay design so far i'm not seeing ESO quest design around mob player. Is this problem gonna get worse the higher level i go?

    3)Single player affair
    So far aside from the alliance war unlock at level 10 (pvp), dungeon and to some extent the rift portal is there any other group content? This is by far the most single player mmo i've played. Perhaps due to the quest story design as well it seem to be design for single player audience. If there's any interesting content i'm missing please let me know.

    4) Range vs Melee
    Choose nightblade planning to dual wield(rankup to 16) but end up with staff spamming 1st siphoning skill. I mean i can obviously go dual wielding but it's just seem handicapping myself. Is melee properly balance in this game? I know i can melee in the game and still do ok but i'd like to know that i'm not gimping myself and that i have good reason for risking my neck in melee range. The issue where melee user sharing the same resource on their roll/block with their attack skill doesn't help enforcing this mentality on me. Am i missing something here?

    5)UI/Mod Dependancy
    Seem like the dev have sub contracted fixing the game UI in general to the community. Coming from the secret world where we also heavily rely on community mods to get the job done. I'm just curious is zenimax planning to follow funcom footstep in mmo developement outsourcing? While i love their non mainstream mmo design concept(Anarchy Online, Age of Conan, The Secret World) they are notorious for releasing buggy and clunky product. Is there any plan on improving the base game ui and quality of life update in the work or are they outsourcing to the community? Frankly i find the current game to be quite unenjoyable without addon mods. Everything is more clunky and tedious than it needs to. 1st mmo i've played without a minimap lol.

    If i've miss anything major that lead me to come to this conclusion above please feel free to let me know. Normally i won't even bother asking but i felt ESO have quite a lot of potential to be a great mmo that i need to confirm those issue i'm facing with the community and decide whether to invest more time and money in ESO or succumb to my friend recruiting me to join him in FFXIV. Not trying to start a debate here just wanted to know if i'm missing anything on those issue above as i've just started 2 days into the game and might have overlook a lot of obvious simple stuff that lead me to this predicament.

    1) Guild stores are the only thing similar to a traditional auction house.

    2) My opinion here is that there will always be other players traveling around and doing things with you, except group dungeons of course. Although in my opinion the boss enemies do take slightly longer to kill the higher level you are...so you get the potential for more hits?

    3) If you're looking for additional content, make sure you turn every map icon white within a zone. For group content:
    -Group dungeons
    -Public dungeons: not 'technically group content' but groups make them a whole lot easier
    -World bosses: big skull and crossbones icon on the map
    -Anchors
    -Arena

    4) There are some really good nightblade stamina using resource builds out there. The stamina based nightblade is one of the hardest hitting classes in the game. Most of the stamina nightblades are 2h, bow though

    5)Yes there is heavy UI/Mod use within the majority of the community. Essentially quality of play improvements.

    "Not all who wander are lost." - Tolkien

  • channel84
    channel84
    Soul Shriven
    Thanks for the information
  • TheShadowScout
    TheShadowScout
    ✭✭✭✭✭
    ✭✭✭✭✭
    MCMancub wrote: »
    3. Each zone has 3 dolmens, 3 world bosses, 1 public dungeon, 1 public delve, and 1 group dungeon. There are 15 zones like this. Then, once you get veteran ranks, you gain access to veteran mode dungeons, pledges, Craglorn, and trials. I find it funny that people at low levels complain there isn't enough group content while the biggest complaint at end game is that there isn't enough solo content.
    Actually its three dolmen, SIX world bosses, SIX public dwelves, one public dungeon (balanced for 2-man groups, but non scaling and even soloable at level for a well equipped, experienced player with a good build) and one level-scaling group dungen (which scales to group leader, so there is some wiggling room there... but balanced for a full group including healer and tank, generally).
    Per standard zone, coldharbour doesn't have any dolmen (duh) but all the rest as well. Cyrodil is sort of like three zones mixed in one, but had no public or group dungeons - but the dwelves are a bit tougher there then in normal zones. And Craglorn, again no dolmens, and the dwelves... are more balanced for four people, like all of that place. Though the mighty brag about how much of craglorn they can do on their own, so...

    But agreed, the thing with ESO is, grouping isn't really all that great at lower levels, (just think of the way the game tears a group apart if on different stages/versions of a quest), and post V11 there hasn't been any decent solo content since... eh, ever. But that's why we all have high hopes for orsinium!

    Ad 4) - my main is a dual-wielding, leather-wearing stamina melee nightblade, and I have to admit, that build sometimes seems like playing "hardmode". Still can be quite effective, but you have to be rather careful not to make any mistakes, use all advantages you can, fight mobile. Sometimes you need to run around an big enemy attacking while moving, which does take a bit of practice. Sneak attack as opener is almost a must. And remember, stamine nightblades just can't take a lot of hurt, not like self-healing DKs, Templars, or lifestealing magica nightblades...
    Heck, even my stamine sorceror plays more effectively then my nightblade did, thanks to two-handed (the brawler attack-and-shield is worth gold, and the momentum/rally tops of 2H as arguebly the best melee DPS skill IMO).
    But... once you DO learn to use your dual wield nightblade right... it can be lots of fun! And that's what all this is about, right? (though I have to admit, I mostly switch to bow for PvP. And still am barely adequate in cyrodil - some of the opponents you'll face there are insane combat monsters who ear full groups for snacks! But hey, thanks to the free range PvP in cyrodil, even loosing a close fight can sometimes be fun!)

    So, want an easy walk in the park, play something like dragonknight, want to have a bit more of a challenge, stamine nightblade. Of course, that's just my opinion, largely influenced by me having fun with my twin dagger dunmer bounty huntress ;)
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