Why is the ESO storyline one massive puzzle to the casual player?

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Right, since Morrowind, the stroy has been going in a particular direction. However, we are getting NO map of how. where or when to do the storyline quests its so so SO stupid.

A new player can jump in CWC and do a quest with dialogue referring to the events that are meant to have happened AFTER Morrowind... but they havent stepped foot in Morrowind yet.

Can we PLEASE be provided a road map of the storyline, whats happening and where we are meant to be because it is one giant MESS atm. You give us these free Mages Guild quests but they can also be done at absolutely any stage of your progression of the main quests in other zones. I have no idea at what stage Azura's involvement began.

So many of us havent got a single clue atm and for that reason the lore side of ESO's main quest gets criticised.



Asking Wardens to be balanced is one thing okay but please can you at least make the STORYLINE clear for everyone to follow?
  • Rosveen
    Rosveen
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    My guess is that ZOS doesn't care about continuity at all, otherwise they wouldn't force new players to start in the latest chapter and play the story backwards.
  • VaranisArano
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    I wrote up a quick guide to quest order if you want to do quests "in order" for the major story arcs and the pre-One Tamriel order of alliance quests here:https://forums.elderscrollsonline.com/en/discussion/413807/what-order-should-i-do-esos-story-arcs-a-guide
  • Tandor
    Tandor
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    This has really been an issue since One Tamriel. It's all very well allowing people to go anywhere at any time and in any order, and it has huge advantages, but it totally wrecks any sense of continuity of story. I always advise new players to complete their native alliance zones together with the main story before heading off elsewhere, even tho' that wholly defeats the idea behind One Tamriel - the main advantage of which in my view is that you can now slot in the additional DLC content at any time without having to wait until you hit level 50 for fear of having out-leveled the base game content when you return to it as used to be the case.

    The problem was then compounded by the replacement of the original Coldharbour tutorial which set you off on both your native alliance questline and the main story questline by a new tutorial initially in Morrowind and now in Summerset. You can still do the Coldharbour one, but it isn't intuitive as to how and when you take it and starting in the new tutorial zones mean you miss out on things like Mundus Stones as well as the original tutorial islands which gave good experience, skill levels and plenty of harvest nodes. I still do them on all my characters, but again it's not intuitive to a new player.

    As an avid supporter of the game in general and One Tamriel in particular, even I have to admit that the storyline progression and continuity is now totally messed up! It needs tidying up, that's for sure.
  • Elsonso
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    Rosveen wrote: »
    My guess is that ZOS doesn't care about continuity at all, otherwise they wouldn't force new players to start in the latest chapter and play the story backwards.

    It is important to them that when someone buys a Chapter that they can go right into the Chapter content without having to play the entire game first.
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  • shadowwraith666
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    in terms of lore, the events of the DLC and chapter areas (Vvardenfell and sumerset isle) occur in 2E 583, whereas the base game events occur in 2E 582

    the proper progression sequence should be

    base game > Orsinium/hews bane/gold coast > Vvardenfell > sotha sil (clockwork city) > summerset isle but ZOS decided to change it all and throw that progression sequence through the nearest oblivion gate.

    in the previous TES games the DLC always followed on chronologically after the main game.
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  • Firemantim
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    in terms of lore, the events of the DLC and chapter areas (Vvardenfell and sumerset isle) occur in 2E 583, whereas the base game events occur in 2E 582

    the proper progression sequence should be

    base game > Orsinium/hews bane/gold coast > Vvardenfell > sotha sil (clockwork city) > summerset isle but ZOS decided to change it all and throw that progression sequence through the nearest oblivion gate.

    in the previous TES games the DLC always followed on chronologically after the main game.

    The thing is though, it's not any different from any other game. Canonically, they'd all take place in release order, but it was still playable out of order. It's a QoL thing, giving people freedom to play, and also letting new ESO players jump right into the newest active zones before going to play the old stuff.
  • starkerealm
    starkerealm
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    in terms of lore, the events of the DLC and chapter areas (Vvardenfell and sumerset isle) occur in 2E 583, whereas the base game events occur in 2E 582

    the proper progression sequence should be

    base game > Orsinium/hews bane/gold coast > Vvardenfell > sotha sil (clockwork city) > summerset isle but ZOS decided to change it all and throw that progression sequence through the nearest oblivion gate.

    in the previous TES games the DLC always followed on chronologically after the main game.

    It's a little more spread out than that. Last time I checked, we're closer to 3 years post Coldharbour in Summerset. Though the official stance is that everything happens simultaneously... which doesn't make a lot of sense.

    Not helped because some of the content is more optional than other pieces.
  • Minyassa
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    I have to agree it makes little sense for them to start new characters in the new zones. It should be an option to choose from, honestly, just like they give us an option to skip the tutorial once we've done it. The same condition that triggers the "skip the tutorial" option should also trigger a "do you want to start in Vvardenfell/Summerset" option, but otherwise start new characters with the original tutorial in Coldharbour and then dump them into their alliance zone.
  • ArchMikem
    ArchMikem
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    The main problem is ZOS introducing a new tutorial with every chapter. They want new players who bought the game for the new chapter to be put right into the new content that hooked them, but that just places them off the beaten path of the main storyline. The tutorial should have stayed as the Wailing Prison.

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  • zaria
    zaria
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    Rosveen wrote: »
    My guess is that ZOS doesn't care about continuity at all, otherwise they wouldn't force new players to start in the latest chapter and play the story backwards.
    Why, just why?
    Now if you make an alt you might want to jump around if done silver and gold at least if done it multiple times.
    Note that the old zones and quests is an way faster way to get skill point second is of TG and DB questlines.
    i don't like how the prophet nag you as soon as you exit, it should be an delay as in TG or DB, less than before but still some time / levels.

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • logarifmik
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    OP is so right about this one. The only character I play with pleasure is my main character, created before One Tamriel. In process I made up a story, which describes his motivation, personality and fits all DLC and chapters. New characters now, well, I don't want to play on them. Maybe, I'll continue an Argonian Warden, created with Morrowind, but later, when they upgrade the base content of the game. Other characters I have in mind will wait, until all this mess settles. If settles.
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  • DuskMarine
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    Rosveen wrote: »
    My guess is that ZOS doesn't care about continuity at all, otherwise they wouldn't force new players to start in the latest chapter and play the story backwards.

    actually if you pay attention summerset, clockwork and morrowind all happen before the main storyline in chronological order.
  • Teridaxus
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    The people asked for an open world tamriel where everyone can go anywhere they want no matter what level.
    The devs delivered that while every opposing voice was ridiculed by the player base.

    This is why open world npcs are a complety joke since even a lvl 5 player is supposed to kill powerful atronauchs, daedra or giants while the story flow can be ruined.
    I regulary read in zone chat how people are not even aware about the 3 factions and to which they belong if they ask for things like where you get undauted dailies and in return they being told in their faction capital.
    Mournhold is totally dominion right?
    Edited by Teridaxus on May 28, 2018 12:22AM
  • idk
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    TES games have always been open to exploring vs being on rails like many other games. In other words, no one is going to hold our hand can walk us through it.

    What I do, mostly because I want to see the main story line pure, is go through and only do the main story line then go back for the rest of the goodies.
  • MLGProPlayer
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    The official quest order is:

    Base game (includes FG and MG quest lines) > Orsinium > Dark Brotherhood > Morrowind > CWC > Summerset

    Thieves Guild and Craglorn can be done whenever you want. Dark Brotherhood is mostly optional. You get side quests from recurring characters there who reference past adventures and the Naryu stuff is referenced in MW if you do it, but it's otherwise skippable.

    I really don't understand the obsession with putting new players in the expansion zone. Right now, they're playing the end of the Daedric War story in Summerset. That makes zero sense. And it will make even less sense when they go to Morrowind or CWC or even Wrothgar and have to play through earlier parts of that story.
    Edited by MLGProPlayer on May 28, 2018 12:36AM
  • Marto
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    There's actually quite a lot of unique voice lines and dialogue that change depending on the order you do things in. You can do Clockwork City before Morrowind and get a slightly different story. You can also do Summerset before Morrowind and keep the story coherent, according to the devs (But I haven't tested it myself)

    But I do think there's not nearly enough of these voiceline and story changes. They have been slowly getting better at these details, but it's still not enough.

    One of my favorite things about the prologue quests (The Azura Dreamers quest, the Killing Shadows quest, and the Wyrd Prophecy quest) is that they help tie together different locations. They make you feel that what you do in one portion of the continent affects the opposite corner of the world, that your actions matter outside the bubble of a specific zone. It makes the world feel more alive, connected.

    I'd love to see more of that in the future.
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  • James-Wayne
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    If you play them in order of release there isn't really any issues in fact this is how most other MMOs work so just play them in order of release.

    EDIT: The only issue for this with new players is that you get dropped into the Summerset tutorial and therefore start there which is why the tutorial quest should always have been open to every player. When you travel to Morrowind for the time you get dropped into the tutorial with the capture, when you travel to Summerset same thing happens you do tutorial quest first and get your skill point at the end.

    When you start the game from any chapter you start on your chosen alliance zone and have done the base game tutorial and must travel to the other islands if you want to start that quest line.
    Edited by James-Wayne on May 28, 2018 1:14AM
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  • DanteYoda
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    I think a large issue is a vocal minority only care about hardcore dungeons and PvP so they would not play if they were forced to play the actual game in its actual order..

    I see it every day high levels shooting through content with no care for other customers getting their shards and training mobs through delves etc..

  • MLGProPlayer
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    DanteYoda wrote: »
    I think a large issue is a vocal minority only care about hardcore dungeons and PvP so they would not play if they were forced to play the actual game in its actual order..

    I see it every day high levels shooting through content with no care for other customers getting their shards and training mobs through delves etc..

    No. They do it because they market the expansions as standalone games to rope new players into the game. If a new player bought Summerset, they expect to be able to play Summerset right away.

    And I'm not sure how someone breezing through the content can have an negative impact on another player. It's PVE. Everything respawns.
    Edited by MLGProPlayer on May 28, 2018 4:30AM
  • DoctorESO
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    You look to your left, you see one way. You look to your right, you see another. But neither is any harder than the opposite. But the Elder Scrolls... they look left and right in the stream of time. The future and past are as one: Sometimes they even look up. What do they see then? What if they dive in? Then the madness begins.
  • Juju_beans
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    I wrote up a quick guide to quest order if you want to do quests "in order" for the major story arcs and the pre-One Tamriel order of alliance quests here:https://forums.elderscrollsonline.com/en/discussion/413807/what-order-should-i-do-esos-story-arcs-a-guide

    Bookmarked this..excellent writeup. I got through the Cadwell's silver/gold and then wasn't sure whether to start CWC or Morrowind to follow the story. This will help.

  • Rosveen
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    DuskMarine wrote: »
    Rosveen wrote: »
    My guess is that ZOS doesn't care about continuity at all, otherwise they wouldn't force new players to start in the latest chapter and play the story backwards.

    actually if you pay attention summerset, clockwork and morrowind all happen before the main storyline in chronological order.
    How? I'm really bad at chronology without an official timeline, so it's entirely possible I missed something. :P

    But Orsinium definitely happens after the main story and then foreshadows the Daedric troubles.

    There are notes in Vvardenfell that indicate it happens after the events in Deshaan (side quest, not the main story).

    And even if that storyline happened before the MQ, you'd still be playing out of order if you started in Summerset and later moved to Morrowind.
  • MLGProPlayer
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    DuskMarine wrote: »
    Rosveen wrote: »
    My guess is that ZOS doesn't care about continuity at all, otherwise they wouldn't force new players to start in the latest chapter and play the story backwards.

    actually if you pay attention summerset, clockwork and morrowind all happen before the main storyline in chronological order.

    This is definitely no true. Orsinium is the first DLC in the "Daedric War" story. It unambiguously happens after the events of the main stiry.
  • Marto
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    This is something every single Elder Scrolls game has had to deal with.

    Did the Dragonborn kill Alduin before the civil war ended? Was the Hero of Kvatch a member of the Dark Brotherhood? Is the Nerevarine a female argonian?

    It's confusing, it doesn't quite make sense sometimes. There's ESO DLC that has clear dates (Like Orsinium happening 1 year after the Coldharbour questline) and there's DLC that's a mess (Morrowind has NPCs that talk as if Molag Bal invasion is over, and it has NPCs that talk as if it hasn't started)

    At this point, I think ZOS is purposely trying to confuse us. And keep in mind this is not even the first game to do this. Other TES games also have a lot of conflicting evidence about timelines and past events. With perhaps the biggest example being TES II, that has half a dozen different endings that are all true, and all affect TES III-IV-V in different ways, at the same time.
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  • Integral1900
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    DoctorESO wrote: »
    You look to your left, you see one way. You look to your right, you see another. But neither is any harder than the opposite. But the Elder Scrolls... they look left and right in the stream of time. The future and past are as one: Sometimes they even look up. What do they see then? What if they dive in? Then the madness begins.

    (In the voice of comic book guy from the simpsons)

    “Best response ever!”
  • Integral1900
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    Here is a suggestion, a pattern to use if you like. Bear in mind that several of my charecters start as street rats in a little gang in abahs landing so you may want to tweak it for your own use.... also it’s a bit slow which is great for me but some folks are in more of a rush

    1 your charecter goes through charecter creation, after this the go towards the first Summerset zone quest and pause

    2 the biggest flashback in gaming history begins as you spend the next few months explaining how you got there, I do this by using a wayshrine to abahs landing, a mysterious stranger gives you a message to go to vulkelguard, ignore this for now, it’s the doorway to the main quest and remember that the planemeld involves a vast conspiracy decades in the making so it’s fine to leave it aside in your quest journal for now

    2 I play through theives guild and then on into dark brotherhood as their path turns towards evil, remember that they grew up starving amid the wealth of the merchant lords and have a very real hatred of the world. Make sure to talk to npc in fighters and mages guild, even though they don’t have quests they can still unlock the guild skill line if you choose the right dialogue, remember your a blade for hire as much as a thief, you need to make ends meat after all, also the charecter is more fun with the extra speech options. Also it’s important not to go beyond these wo zones or our story will start to loose focus

    3 events during these two zones help to balance out that hate, no spoilers but there are as far from a black and white tale as you could imagine, but the charecter is still a bitter and angry soul, one. in need of a purpose

    4 you decide to answer the requests by the fighters guild to go to speak with them, you already unlocked the guild skill line and those two little zones have enough stuff in them to trigger the guild messenger when you visit abahs landing, kvatch or anvil. Remember that your a thief, killer and mercinary, your doing this for the gold first and foremost. But first, being of a criminal nature the mysterious strangers request piques your interest and you take the wayshrine to vulkelguard

    5 the wrothgar orc may appear now, be reasonable and accept the request, you are an increasingly notorious mercinary after all. Don’t do wrothgar now though, it’s one more job for the future. Meet the stranger to start the main quest via the original prologue and a realy cool cinematic, touch nothing at this point or the stupid thing will skip this bit

    5 the sheer scale of the plane-meld forces a change in perspective, you are still that same ruthless charecter but now you are a righteous one as well. You can use brutal choices in quests if you think it appropriate but will normaly choose the kind option, your morality is pragmatic after all

    6 Play the base game beginning with the starter islands as the quests originally intended, when you reach the guilds they will treat you as an established charecter and you’ll be getting slightly altered dialogue, even the writ certifiers will have new options as by now all your crafting will be well into the thirties, complete all three alliances but leave cold harbour till you have done the first one. Also try to space out the main quest, doing one or two per zone feels right to me

    7 after that just follow the stories, I do craglorn them wrothgar after the base game as a wandering legendary warrior for hire, then wrothgar points you towards the next zone, pick up all the little introductory quests as you go, they appear in each zone Capitol. The stories will funnel you to morrowind, clockwork city and finaly back to the present in Summerset

    I hope that’s of help :)
  • Feanor
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    Does anyone remember the Reaper's March Wasps (level 30+) when you were level 15? Good old times :cry:
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  • Rosveen
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    Feanor wrote: »
    Does anyone remember the Reaper's March Wasps (level 30+) when you were level 15? Good old times :cry:
    All I remember are Craglorn wasps. *shudders*
  • Ilithyania
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    Feanor wrote: »
    Does anyone remember the Reaper's March Wasps (level 30+) when you were level 15? Good old times :cry:

    I remeber it when it was VR 15 or VR 16 Zone. I got rekt :(

    PC
  • ArchMikem
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    Feanor wrote: »
    Does anyone remember the Reaper's March Wasps (level 30+) when you were level 15? Good old times :cry:

    Pact had it bad too. After clearing the fort in Stonefalls on your lvl10 you'd go over the bridge straight into the Rift where lvl48 skeletons were waiting for you.
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