I agree that this is the way to do it. Supplement the new Zone Guide with a "Story Guide", which would list all the zone stories relevant to a larger overarching story in one place - currently, those would be the Planemeld (covering the Alliance Zones, the Main Quest, and the Imperial City), the Daedric War (covering Vvardenfell, Clockwork City, and Summerset), the new Season of the Dragon, and "Other" (Craglorn, Wrothgar, Hew's Bane, Gold Coast, Murkmire). The Prologue Quests could be added in here too, as they are by definition relevant to the story of the zone that they precede, but don't fit anywhere else.It's not a terrible idea, but I don't think it should be mandatory at all. An in-game guide that shows you where to start any of the main stories that the game has told through multiple content-releases that suggests where to start the different ones would be amazing.
Strictly locking content simply to guide players towards the proper story goes against what this game encourages, but I see no reason not to guide them in the right order instead. There's a difference between "enforce" and "suggest".
It's not a terrible idea, but I don't think it should be mandatory at all. An in-game guide that shows you where to start any of the main stories that the game has told through multiple content-releases that suggests where to start the different ones would be amazing.
Strictly locking content simply to guide players towards the proper story goes against what this game encourages, but I see no reason not to guide them in the right order instead. There's a difference between "enforce" and "suggest".
It's not a terrible idea, but I don't think it should be mandatory at all. An in-game guide that shows you where to start any of the main stories that the game has told through multiple content-releases that suggests where to start the different ones would be amazing.
Strictly locking content simply to guide players towards the proper story goes against what this game encourages, but I see no reason not to guide them in the right order instead. There's a difference between "enforce" and "suggest".
russelmmendoza wrote: »Is it so bad to force chronological order of quest to new players?
Just to weave the lore and story to them.
Maybe only let them leave alliance story quest after coldharbor, then they can go anywhere and do any quest they want.
Taleof2Cities wrote: »As many have said, @ArchMikem, your idea has a lot of merit ... provided players are given the option to turn this feature off.
I honestly thought the same thing yesterday.
I made a new character and he was forced to do Elsweyr, with not even an Option.
Then I port to Davons Watch to get Undauntend skilline and all around me NPCs spawned, screaming in my ear.
MainQuest, Orzimmar (or whatever the Orc-Thing is called), Murmire, Summerst, Morrowind, Craglorn, Thievesguild, MurderousPsychoguild.....
Are you kidding me? Can we at least have some kind of continuity, if only optional?
Plus, why do I still need an Addon to distinguish Mainquests (as in Chains that advance a Sotryline) from Sidequests?
I shouldve realized writing OP that locking entire zones would be much more controversial than maybe locking just the quests, or just putting the order in the zone guide so players can be informed.
If not an addon to the Zone Guide then how about just a Main Quest lock? The zones themselves can be available to explore and quests associated with delves, and the world are open but the main questlines would have prerequisites.
logarifmik wrote: »This whole situation with the story in TESO needs a good explanation.