Usually I am in here trying to discuss ideas to improve the game (it's very hard because there are so many naysayer trolls), but today I would like to give well deserved praise to the developers.
I haven't had a whole lot of time to play yet, but I'd like to share one experience that exemplifies
I arrived at Abah's Landing right after the first TG mission, stocked up to the brim with stolen goods, but also with a kill-on-sight bounty. I quickly bumped into a guard and had to run away because I didn't want to lose all my goods: A fast paced, hectic chase ensued, where I frantically ran upwards from the harbor to find the Thieves Den, being chased by and fending off more and more guards until I finally arrived at my safehouse. It was a great experience of feeling like a thief being chased by the authorities. Great Job!
I know I am only referring to old mechanics, but the implementation is different now for tow reasons. For one, the first TG missions allows the player to accumulate so much loot, that it actually feels valuable, and thus makes you actually afraid of the guards - instead of shrugging it off as a "meh, who cares about that 250g". And the second aspect is the vertical and accessible design of Abah's Landing with it's boards and balconies, that provides enough mobility so that you as a player can actually get everywhere if your fingers are nimble enough. Chasing around in the vanilla zones always feels a bit clunky because the cities were not designed for that.
So, again, great job on TG, ZOS!
Now please scale the vanilla zones like Wrothgar, get rid of power creep, add a difficulty slider and fix the loot system and the economy. :-)
Edited by spoqster on March 9, 2016 1:23AM