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So, the main feature this whole year are two whole overworld companions.

  • dave_harter_ESO
    dave_harter_ESO
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    I'm looking forward to having a little npc party to experience overworld questing with, and their dialogue they will contribute.

    I am thankful for any additions to this game. I don't feel it is warranted to speak poorly about additions.

    This is my feeling as well. I enjoyed companions in SWToR quite a bit. Some of the companion stories were very good. Therefore, I am looking forward to companions coming to ESO.

    Meanwhile, the most important thing for me remains improving performance of the game. I had my main character spend a week trapped due to an story instance bug that caused near instant disconnects. Stabilizing then Improving the performance is my most important issue.
  • Celephantsylvius_Bornasfinmo
    Celephantsylvius_Bornasfinmo
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    Lysette wrote: »
    Youyouz06 wrote: »
    And yet quests are literally mind numbingly easy? Why do we need a travel companion?
    It's literally going to get to a point to where I don't even need to attack the mobs myself anymore. New here to the forums, needless to say I hope this isn't the only system being touched upon or added this year.

    I know they said they were adding less but damn.

    This means now nobody should complain when a ton of people ask for harder overland and more meaningful quests/content imo. Now that we have the option to take an npc with us.

    I've lurked on here for a bit and have seen many people complain about how easy overland is. That seems to be a common issue. I can't imagine those people are too happy.

    I also can't imagine that the camp who wanted some meaningful chapter additions this year are too pleased either.

    Maybe this would have had more impact if the overland was actually challenging and we felt the need to have someone "at our aid" as the text says it.

    I agree that my idea of a companion in another game is to help you in a difficult environment. Are they going to fight or just be another payable inventory bank? (I haven't read all the details yet).

    It sounds like they will be very similar to Fallout 4 companions, with their own likes and dislikes, their own background story and their own personal quests - just like it has been in Fallout 4. This kind of game play was actually quite interesting, if one is more into the role play content than combat - in combat those companions were not bad, but as well not good either.

    Sounds interesting, but also sounds rather short lived, no? (quest bound companions - if it is the case)
    I think a solid package is always better than choosing one direction/target. You can't please all, but at least you've hit general desires for long term enjoyment as a little sandbox doesn't hurt ;)
  • Lysette
    Lysette
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    Youyouz06 wrote: »
    Lysette wrote: »
    Youyouz06 wrote: »
    And yet quests are literally mind numbingly easy? Why do we need a travel companion?
    It's literally going to get to a point to where I don't even need to attack the mobs myself anymore. New here to the forums, needless to say I hope this isn't the only system being touched upon or added this year.

    I know they said they were adding less but damn.

    This means now nobody should complain when a ton of people ask for harder overland and more meaningful quests/content imo. Now that we have the option to take an npc with us.

    I've lurked on here for a bit and have seen many people complain about how easy overland is. That seems to be a common issue. I can't imagine those people are too happy.

    I also can't imagine that the camp who wanted some meaningful chapter additions this year are too pleased either.

    Maybe this would have had more impact if the overland was actually challenging and we felt the need to have someone "at our aid" as the text says it.

    I agree that my idea of a companion in another game is to help you in a difficult environment. Are they going to fight or just be another payable inventory bank? (I haven't read all the details yet).

    It sounds like they will be very similar to Fallout 4 companions, with their own likes and dislikes, their own background story and their own personal quests - just like it has been in Fallout 4. This kind of game play was actually quite interesting, if one is more into the role play content than combat - in combat those companions were not bad, but as well not good either.

    Sounds interesting, but also sounds rather short lived, no? (quest bound companions - if it is the case)
    I think a solid package is always better than choosing one direction/target. You can't please all, but at least you've hit general desires for long term enjoyment as a little sandbox doesn't hurt ;)

    It was interesting enough in Fallout 4 for me to forfeit the "lone wanderer" benefits to be able to experience what each of the companions is like and what kind of personal quests they have. Pretty much all of them but X6-88 (a synth companion from the institute) had a quite interesting background story and personal quest, and all of them had likes and dislikes, which had to be cared for or they would just getting mad at you. Well, and in the end all but X6-88 could be romanced as well.
  • Uvi_AUT
    Uvi_AUT
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    We need a new Casterweapon. Staves got old 4 years ago.
    Registered since 2014, Customer Service lost my Forum-Account and can't find it.....
  • eso_lags
    eso_lags
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    karekiz wrote: »
    Community:
    YOU IDIOTS DON'T JAM MORE FEATURES. THIS IS WHY 2020 ESO WAS A MESS!

    ZoS:
    K, umm here is companions that we don't have to balance other than voice lines.

    Community:
    WTF ZOS I WON'T USE THIS NEW FEATURE.

    Uh who ever said dont add more features? The community isnt just one person. Plenty of people wanted a new class, skill line, guild, or something cool. Not useless companions that you dont need while questing and cant use anywhere else where they might be useful as a body block if nothing else.

    And if theyre going to fight they will need balancing so idk what you mean by that.
  • Sylvermynx
    Sylvermynx
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    Trevore wrote: »
    Mary- Hoooo boy, this one. I totally was not expecting a Dark Elf named Mary at all.

    I hope this might be just a working title or something, otherwise it's going to seem really weird.

    Well, there's a Dunmer merchant in Stonefalls named "Mariia Marys"....
  • Suna_Ye_Sunnabe
    Suna_Ye_Sunnabe
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    Iccotak wrote: »
    If I wanted bland, annoying, useless npc companions, I would just play Skyrim. What a massive disappointment.

    We don’t know anything about the characters yet

    I don't really have to know anything about them to know I have no interest in them whatsoever, quite honestly. It seems to be the worst selling point of any chapter I've seen to date, and I'm also fairly certain I can't adjust the appearance or race of said companions. Even worse, for me.
    Angua Anyammis Ae Sunna
  • robertthebard
    robertthebard
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    exeeter702 wrote: »
    Scardan wrote: »
    Overland is easy when you have CP and gear. Without CP overland was not easy for me. I have done Vvardenfell first and story bosses made me die and try hard.

    Sure, lets scale content to Craglorns difficulty for solo questing, based on CP and gear rating. At least story bosses would feel like bosses.

    No one is suggesting that exclusively. Stop with the strawman.

    There is such am overhwlimgy dense amount of actual content for solo casual players compared to what seasoned accounts have to do. It's like they sell these sweeping chapter experiences with a big zone and the very audience that fully engages with the games various systems to be a strong as they can be and get told "you get 4 dungeons and a trial every year" and even those have extremely easy normal modes.

    There is such a paltry amount of actual meaningful content for end game players in solo and group content that provides agency. Yet it's completely unreasonable that they would like to be able to enjoy the new overland content added to the game without having to arbitrarily handicap themsleves for some semblance of self imposed difficulty?

    This companion system is a huge slap in the face to long time players who have committed the cardinal sin of spending their 810 champion points and used well thought out gear sets and ability loadouts, as being the only game expanding feature for the entire year..

    I've got some great news for you, it's not required to play, and so you can just ignore it. I know that I'm likely to.
  • barney2525
    barney2525
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    SWTOR comes to ESO

    Eggzactly

    :#
  • barney2525
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    Sylvermynx wrote: »
    I am very pleased to see the introduction of companions! I love soloing and it will be lovely to have a constant in game companion to keep my elf company and whose schedule perfectly mirrors ours. My elf is nurturing by nature and favors supporting roles so we're looking forward to having our very own private companion to support. One nice feature of the companions is that, if you don't want them, you don't have to use them. :)

    Yep. I've never wanted companions in any game I've played since I started CRPGs in 1985 - even though I've had issues with overland questing due to lack of teenage reflexes, and having only satellite for connection. It's nice for those who have really wanted them. I'd have preferred story-mode for dungeons.

    I'd love Story/Solo mode for all dungeons so you can actually experience the story content there vs. rushing through for gear farming.


    I too would like a solo mode for all dungeons, but for a different reason.

    Currently, the account I now play main, my character is level 35. There have never been any level 50s, and thus no CPs.
    I have been focused on Achievements, going zone to zone, clearing all delves, skyshards, lorebooks, special interest locations, fishing, wayshines.
    There is always one skyshard in a public dungeon - which I can generally weeble through by fighting/sneaking/dying and rezzing.
    There is a lorebook in the sewers of Wayrest. So I went in to get it. Killed the first boss. Got to the room with the second, and just the setup seemed like there was no way to beat the boss one on one. So I sneaked around to the exit (according to the map). It was a solid wall. It does not open until the second boss is killed - which is something I could not possibly do.

    So, in effect, I am just not allowed to collect that lorebook by myself.

    Additionally, unlike the vast majority of lorebooks that appear in 4 locations, this is the Only one of its kind.

    IMHO ... that sux

    :#
  • Kalik_Gold
    Kalik_Gold
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    Companions > Antiquities.. and they aren't even in game yet.
    Main Character:
    Ras Kalik a Redguard Templar, the Vestige

    PvP Pure-class:
    Goliath of Hammerfell a Redguard Dragonknight
    Jux Blackheart a Redguard Nightblade
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: Subclassed or Specialty
    Movárth Piquine a Nord Vampiric Necromancer (Tank)
    Voa a Priest of Sep a Redguard* Necromancer (Healer)
    Tsar af-Bomba a Redguard Vampiric Nightblade (Bomber)
    Two-Big-Horns an Argonian Arcanist /Sorcerer
    Uri Ice-Heart the Twin a Nord Vampiric Warden (Ice-Theme)

    PvE:
    Cinan Tharn an Imperial Dragonknight (Tank)
    Herzog Zwei the Genesis an Akavari* Templar (Healer)
    Bates Vesuius of Dawnstar an Redguard** Dragonknight (Raid Damage) --- Name change needed

    PvE: Specialty
    Tyrus Septim an Imperial Sorcerer (Dungeon Damage)
    Tav'i at-Shinji a Redguard** Warden (Arenas)
    Lucky Hunch the Gambler - a Redguard Nightblade (Thief)

    Leveling...
    Styx of Akatosh a Goblin*** Arcanist --- Race change needed
    Zenovia at-Tura a Redguard** Lycan Sorcerer
    Yesi af-Kalik a Redguard Templar
    ======
    Passives of another race used:
    *Breton
    **Imperial
    ***Argonian




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant
  • Eedat
    Eedat
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    Jaxious79 wrote: »
    Starlock wrote: »
    Uhhhh...no. nobody on this forum has ever said the main feature is the zone.

    I thought that was pretty self-explanatory, to be honest. Story-driven chapter zones have always been... erm.... about the zone. If they released a new chapter/DLC with just new zone/story, good enough for me. That's what Orsinium was, and it was great.

    huh. That's a new one for me.

    Im pretty sure the new zone isn't thought of as a feature, it's just the chapter location. It's a new 'thing' but it isn't a major selling point for the entire chapter, I don't think. Especially with how formulaic the new zones have been recently.

    When saying a major selling point, people often refer to what that chapter adds aside from the new zone.

    Totally right...I mean the zone is definitely NOT a selling point. I forgot the new DLCs were called "New Skill Line" or "The Warden" and not silly names like "Greymoor" or Elysweyr" or "Summerset".

    The zones were NEVER the selling point ever...

    They're not. That's the selling point of a DLC. The way they justified charging the price of a full new game and not including it in ESO+ is the extra systems and classes that came with the "chapter". We get new zones all the time in regular DLCs.
  • MajThorax
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    I still don't know what blackwood's selling point is.
  • asuitandtyb14_ESO
    asuitandtyb14_ESO
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    MajThorax wrote: »
    I still don't know what blackwood's selling point is.

    CONSUME
  • Raideen
    Raideen
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    In haste, excitement and ignorance I put my preorder in for the collectors set. I currently have a ticket in for a refund. The more I read and experience on the PTR about the new chapter (I use the term chapter loosely), the more I think my ESO days are limited.
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