Shgon_Dunstan wrote: »And on the issue of puzzles and locks... Huh? ESO is way better then past TES games in that department.
GrumpyDuckling wrote: »Shgon_Dunstan wrote: »And on the issue of puzzles and locks... Huh? ESO is way better then past TES games in that department.
I wouldn't mind a few more locked doors. In the very first quest of the game we have to pick a locked door to progress. How many other locked doors are there that can be lock-picked in the base game (non DLC)?
I have a bajillion (official number) lockpicks on most of my characters.
GrumpyDuckling wrote: »
What have they changed other than giving the delve boss waist and feet drops for overland sets?
GrumpyDuckling wrote: »Compared to other TES games which inspire feelings of spontaneity and adventure, ESO feels formulaic and simple - and I think the main reason is because the delve experience is too shallow and lacks deeply rich, challenging, and bountiful adventures.
The formula for almost every delve in the game is as follows: Enter, take care of trash mobs, grab your skyshard, defeat the delve boss, and leave. Delves do not contain enough:
- depth
- treacherous terrain
- traps
- locked doors
- environmental obstacles
- chests with worthwhile loot
- unique enemies
- unique npcs
- choices/consequences
- companions/followers
- lootable items
- interactive environments
- etc.
I'm not saying that every delve has to have all that is listed above, but it would be great if ZOS could strive for such a task. The potential is there; I have seen it. Play the quest "Brothers and Bandits," in Malabal Tor, and you'll see what I mean. It's the start of a great delve experience. It has a quest with consequences and choices that tug at your heart strings. I just wish there was more to it - the delve is simple and everything can be completed in a few minutes. The basic premise is there for an enjoyable experience, but the adventure suffers because the delve is too shallow.
I am aware of the fundamental differences between single player RPGs and online, multiplayer MMOs, so no... I am not expecting ESO to be Skyrim. I do think, however that ZOS could learn a lot about adventure and exploration from other TES games. Hopefully, in the future, they'll inject more sense of adventure and exploration into their delves. Thanks for hearing me out.
GrumpyDuckling wrote: »Compared to other TES games which inspire feelings of spontaneity and adventure, ESO feels formulaic and simple - and I think the main reason is because the delve experience is too shallow and lacks deeply rich, challenging, and bountiful adventures.
The formula for almost every delve in the game is as follows: Enter, take care of trash mobs, grab your skyshard, defeat the delve boss, and leave. Delves do not contain enough:
- depth
- treacherous terrain
- traps
- locked doors
- environmental obstacles
- chests with worthwhile loot
- unique enemies
- unique npcs
- choices/consequences
- companions/followers
- lootable items
- interactive environments
- etc.
I'm not saying that every delve has to have all that is listed above, but it would be great if ZOS could strive for such a task. The potential is there; I have seen it. Play the quest "Brothers and Bandits," in Malabal Tor, and you'll see what I mean. It's the start of a great delve experience. It has a quest with consequences and choices that tug at your heart strings. I just wish there was more to it - the delve is simple and everything can be completed in a few minutes. The basic premise is there for an enjoyable experience, but the adventure suffers because the delve is too shallow.
I am aware of the fundamental differences between single player RPGs and online, multiplayer MMOs, so no... I am not expecting ESO to be Skyrim. I do think, however that ZOS could learn a lot about adventure and exploration from other TES games. Hopefully, in the future, they'll inject more sense of adventure and exploration into their delves. Thanks for hearing me out.
I think you might be confused.Shgon_Dunstan wrote: »GrumpyDuckling wrote: »Compared to other TES games which inspire feelings of spontaneity and adventure, ESO feels formulaic and simple -
... You mean Skyrim?
Half the dungeons in Morrowind and Oblivion were pretty much just copy & paste. Arena's were largely the exact same... Indeed, about the only other one you could be talking about is Daggerfall, for all of it almost literally copy & pasting... "spontaneity and adventure" aren't exactly the words I'd use for it. -_-
Merlin13KAGL wrote: »I think you might be confused.Shgon_Dunstan wrote: »GrumpyDuckling wrote: »Compared to other TES games which inspire feelings of spontaneity and adventure, ESO feels formulaic and simple -
... You mean Skyrim?
Half the dungeons in Morrowind and Oblivion were pretty much just copy & paste. Arena's were largely the exact same... Indeed, about the only other one you could be talking about is Daggerfall, for all of it almost literally copy & pasting... "spontaneity and adventure" aren't exactly the words I'd use for it. -_-
There may have been certain aspects and assets seen in multiple dungeons, obviously, but to say most were the same?
I get the feeling you missed a few, and by a few, I mean most...
Tombs were about the only things that would bear similarity to one another, and rightfully so.
I found most delves always more of a chore (to get everything completed), and was happy when they were just a small circuit. So I dont really like them. I like the delves in hew's bane though.. and fortunately they were only 2..
otherwise I pretty much detested most of them.. but then I dont like the gloomy underground thing.. in skyrim atleast you could also enter some caves where there were no monsters.. and some where just really short or small other really long.. and I didnt really like the long ones either.. I like the open landscape..