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don't hold our hands so much when doing quests.

craybest
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I think in general ESO makes it too easy to follow quests, and I'm not talking about enemy difficulty. I'm talking about everything has it objective shown on the map and the screen all the time, many times i don't even read the quests, because I just ski dialogue, go the place marked on the map, then get back and get my reward. npc's that give quests also are all clearly signaled, and it's pretty much impossible to miss any of it if you've got 2 working neurons.
At most there are some puzzles you have to pay attention to get them done, but even then, there's no prblem if you mess them up, no consequences. only try again right away.
I wish for future quests, there could be more choices, even not always signaled on the map, npc's that give you a quest ony after talking about certian issues, or other quests, not marked on the map. having not all quest steps and objectives so clearly shown all the time, let us investigate and explore a bit, there's really no need to hold our hands like a baby the whole time.
Quest in general are well written and thought, and if people had to pay more attention to it, we would finally enjoy them more too, instead of doing one after the other.
this is my opinion of course, I'd like to know what other people think.
  • Turelus
    Turelus
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    They normally have to aim it in a way that everyone can complete it.

    Whilst I enjoy thinking and figuring things out for myself, I also understand that some people just want to clear the content without too much focused thought or slow down.

    I believe there is a toggle for quest markers though right? Also puzzles is a hard line, because what's fun and challenging for some might make the game impassible for others without guides.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Vigawatt
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    If the quests are well written, why are you not reading the quests and skipping the dialogue? I do quests to get in to the story, I think the game has some great story telling. It would be nice if the quests were more than "go here and kill said bandit leader", but it helps make the simple quests more interesting if you know why you are doing it.

    You can toggle quest markers under Settings. I think the options are to have markers for all of your quests, only the active quest, or none of the markers.
  • craybest
    craybest
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    i had no idea about turning off quest markers was avaiable, thanks!
    also even though quests are well written indeed, because you don't need to pay attention to it because everything is signaled, sometimes I don't read it if I'm just wanting to complete a zone.
  • Nestor
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    Yep, turn off the quest markers, then you have to pay attention to the dialog and books.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Danikat
    Danikat
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    Turelus wrote: »
    They normally have to aim it in a way that everyone can complete it.

    Whilst I enjoy thinking and figuring things out for myself, I also understand that some people just want to clear the content without too much focused thought or slow down.

    I believe there is a toggle for quest markers though right? Also puzzles is a hard line, because what's fun and challenging for some might make the game impassible for others without guides.

    The problem with turning off the quest markers is that a lot of the dialogue appears to have been written with the expectation that players will be using the markers so there's no detail given on where to go.

    For example the Wrothgar daily quest Heresy of Ignorance, where you have to find obelisks throughout Wrothgar then kill Zandadunoz the Reborn. Arzorag (the original quest giver) says "The worms have built a series of obelisks on the frontier. Examine these pillars and and kill any cultists you find. Talk to Lilyameh if you need some guidance." and Lilyameh says ""The cultists conduct their foul rites near ancient obelisks scattered throughout Wrothgar." Neither says anything at all about where Zandadunoz is.

    These obelisks only actually appear in 3 or 4 locations, all relatively close together, but based on the dialogue it sounds like they could be anywhere in Wrothgar, so without the markers you could easily waste a huge amount of time going to entirely the wrong place, and you'd be completely on your own finding the boss. (Or you'd have to ask other players, who would be using the quest markers, so that comes to the same thing as using them yourself.)

    It's not consistent - I started the Court of Contempt quest in Coldharbour on a character yesterday and I remember being surprised at how detailed the NPC was - he tells you roughly where the key is and that you need to destroy 1 crystal in each tower, and he's standing right in front of the gate so it's clear where these towers will be. But I suspect the writers were more concerned with adding context or flavour and imagining what that NPC might say than giving clear instructions because they knew players would have the quest marker to use.

    That could be fixed of course - add optional dialogue, alongside the existing optional extra text, for quest givers to give you more specific directions. But that would be a huge amount of work for the writers for what I imagine is a relatively minimal benefit.

    Another option could be vaguer quest markers - just have the circle to show the general area of the map without the arrows pointing to the exact item/s within it, but again that would require work to do. (Although on PC maybe an addon could do that?)
    PC EU player | She/her/hers | PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    "Remember in this game we call life that no one said it's fair"
  • craybest
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    i tried disabling quest markers on map, but it still shows them, it only says the ones marking a door or passage will be hidden, but all the rest is still shown... is there something I¿m missing?
  • Ragnork
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    There is another game I played that had a sudoku puzzle in the main quest line. I hated that quest, not because I can not do sudoku puzzles, but the answer to the sudoku had to be entered line by line in the chat box, the interface was painfully poor to handle the puzzle.
    I chose to play a game as a form of escape not punishment.
  • AcadianPaladin
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    I like the quests as they are. It is very easy to carefully follow dialogues and figure the quests out if you pay attention. On the other hand, if you are questing with others, it is possible to focus on your group, click through all dialogue and follow the quest hints. Nothing says you have to read those tips/hints nor focus on quest markers if you don't want to. As far as puzzles, I'm very happy with the level of difficulty of most ESO puzzles. My elf can normally figure them out all by herself. If they were much harder, it would send us straight to a walk through (very immersion breaking). Just my two septims. :)
    PC NA(no Steam), PvE, mostly solo
  • Nestor
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    Danikat wrote: »
    Turelus wrote: »
    They normally have to aim it in a way that everyone can complete it.

    Whilst I enjoy thinking and figuring things out for myself, I also understand that some people just want to clear the content without too much focused thought or slow down.

    I believe there is a toggle for quest markers though right? Also puzzles is a hard line, because what's fun and challenging for some might make the game impassible for others without guides.

    The problem with turning off the quest markers is that a lot of the dialogue appears to have been written with the expectation that players will be using the markers so there's no detail given on where to go.

    This is a Hallmark of Elder Scrolls games. In past games we have never been given clear directions on way Quest objective is . You're always supposed to go explore the map to try and find the objectives. Back in the single player Morrowind game we're even given bad directions sent in the wrong direction. The intention was to explore the world as you play the game. One of the most common or popular websites for Morrowind was Hannah's where is it website it contained about 45 or 50 specific locations that you were sent to in the game that were very difficult to find unless you had outside help.

    I am not saying it is the best way to do things, just it is the Elder Scrolls way.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • SidraWillowsky
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    I dunno man, I spent a solid hour in the Coldharbour public dungeon JUST trying to find one of the NPCs since the quest markers were so damn bad.
  • VaranisArano
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    Nestor wrote: »
    Danikat wrote: »
    Turelus wrote: »
    They normally have to aim it in a way that everyone can complete it.

    Whilst I enjoy thinking and figuring things out for myself, I also understand that some people just want to clear the content without too much focused thought or slow down.

    I believe there is a toggle for quest markers though right? Also puzzles is a hard line, because what's fun and challenging for some might make the game impassible for others without guides.

    The problem with turning off the quest markers is that a lot of the dialogue appears to have been written with the expectation that players will be using the markers so there's no detail given on where to go.

    This is a Hallmark of Elder Scrolls games. In past games we have never been given clear directions on way Quest objective is . You're always supposed to go explore the map to try and find the objectives. Back in the single player Morrowind game we're even given bad directions sent in the wrong direction. The intention was to explore the world as you play the game. One of the most common or popular websites for Morrowind was Hannah's where is it website it contained about 45 or 50 specific locations that you were sent to in the game that were very difficult to find unless you had outside help.

    I am not saying it is the best way to do things, just it is the Elder Scrolls way.

    Its the Morrowind way. Oblivion and Skyrim were a lot more forgiving, since they were designed with quest markers and fast travel in mind.

    Morrowind got away with having NPCs give specific directions because those bits of dialogue weren't voiced. Once you start paying voice actors, you probably aren't going to want to pay them to say "Turn left at the first foyada until you come to the forked tree. The kwama mine is north, beyond two hills," when you can do that at a glance with a quest marker.
  • MartiniDaniels
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    Skyrim had best balance between casual-ness and immersion. In ESO devs decided that players completely shut off brain when going to questing or overland.
  • Aurie
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    OP you would have liked FFXI if you had played it 15 years or so ago. Hardcore to the extreme in the quest dept.
  • Mik195
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    My brain works quite hard at work. I don't want to have to put the same effort into my free time. Sorry, I like just being able to follow the arrow and then kill stuff.
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