BejaProphet wrote: »3. But here is the kicker! I get my soul stolen, watch Lyris swap places with the prophet, emotional swear to myself that I will find a way to save her. Next, I walk down memory lane with the prophet. I exit the harbor and immediately the psychic projection of the prophet tells me it’s time to rescue Lyris.
I think, “ok, good. But I’m going to get the fighter’s guild skill line really quick so I can be leveling that on the daedra I’ll kill.” I enter the fighters guild and who do I see??!! It’s Lyris herself recruiting me for another DLC!!! Are you kidding me?!
omegatay_ESO wrote: »I did the SAME as you a few days ago. I was like, yah, zos, great job. Not!
Good thing I am veteran and can sort it out. A new player is just screwed.
Had a friend try the game a few months ago. They liked it, but due to no direction, lack of a good new player experience, and just being overwhelmed in general, she quit.
BejaProphet wrote: »I come to Vulkhel Guard for the first time. What do I find? People offering me quests for every piece of content ZOS has ever created. Are you kidding me?? I’ve got quest starters there from a DLC and the prelude to the same content in a few cases??? How is any new player meant to sort out this mess? And that with you not 25 quest slots..
The original Coldharbour introduction was the best one they made. It taught the basic mechanics and it was EPIC.
You start as a lowly prisoner escaping gruesome and terrifying torture, sneaking around to avoid the guards, fighting your way out with the tattered prison rags on your back and escaping the Prince of Domination - what great way to start the game!
It set the scene, it set the stakes, and it gave you direction!
....There was not any of this confusing business to find the original introduction....
2. I come to Vulkhel Guard for the first time. What do I find? People offering me quests for every piece of content ZOS has ever created. Are you kidding me?? I’ve got quest starters there from a DLC and the prelude to the same content in a few cases??? How is any new player meant to sort out this mess? And that with you not 25 quest slots.
Players should start in the base game with the choice to go wherever they want from there. That's where the majority of the content is anyway, especially the Guild storylines & Undaunted. If a player wants to go the the latest chapter - then they can just take a wayshrine at Starter Island, or the boat.
This whole system of having to go find the original Main Quest - which then takes you to Starter island - is annoying & confusing for new players. Now players go from one tutorial to a stripped down tutorial just to properly start the actual main story of the game? That does not make any sense.
BejaProphet wrote: »Well as others mentioned. This is something we veteran players can navigate with only suffering a bit of annoyance. My real concern is how bad of an impression it must make on new players.
THIS is how you hook a player into the game, all the other starts were lackluster and had Zero direction.
https://youtu.be/jY6070A_hi8
yup
We've been talking about this mess for years
Aren't they fixing this in the new expansion?
I thought I saw a video on how a new player can pick their starting quest area?
I agree with the OP.
But not being able to use wayshrines until you lost your soul would be a bit annoying.
BejaProphet wrote: »So I never play alts, until the past week when I made one. ZOS badly needs to fix the starter experience. Here is three examples...
1. Starter zones talking about me not having a soul when I have not yet lost it. Can you imagine how this would confuse a true new player? But this is the smallest problem.
2. I come to Vulkhel Guard for the first time. What do I find? People offering me quests for every piece of content ZOS has ever created. Are you kidding me?? I’ve got quest starters there from a DLC and the prelude to the same content in a few cases??? How is any new player meant to sort out this mess? And that with you not 25 quest slots.
3. But here is the kicker! I get my soul stolen, watch Lyris swap places with the prophet, emotional swear to myself that I will find a way to save her. Next, I walk down memory lane with the prophet. I exit the harbor and immediately the psychic projection of the prophet tells me it’s time to rescue Lyris.
I think, “ok, good. But I’m going to get the fighter’s guild skill line really quick so I can be leveling that on the daedra I’ll kill.” I enter the fighters guild and who do I see??!! It’s Lyris herself recruiting me for another DLC!!! Are you kidding me?!
This starting experience is a complete train wreck! I LOVE this game. And I am embarrassed to get people to try it at this point knowing this is what they are walking into. It was confusing to me, when I can remember every aspect of when each thing was added. I can not imagine what a new player must feel like.
I agree with the OP.
But not being able to use wayshrines until you lost your soul would be a bit annoying.
If there is a link between losing your soul and the ability to use wayshrines in the story somewhere I have missed it on my many, many playthroughs.
I doubt simply ignoring this inconsistency would cause any extra confusion especially relative to the current nightmare of prologue/DLC/Chapter quest givers and phased NPC's that actively ruin immersion or spoil storyline.
Crazyprophet wrote: »I agree with the OP.
But not being able to use wayshrines until you lost your soul would be a bit annoying.
If there is a link between losing your soul and the ability to use wayshrines in the story somewhere I have missed it on my many, many playthroughs.
I doubt simply ignoring this inconsistency would cause any extra confusion especially relative to the current nightmare of prologue/DLC/Chapter quest givers and phased NPC's that actively ruin immersion or spoil storyline.
Re the wayshries: it's more obscure lore from a book if I recall. Basically there's a theory that all the wayshrines, which are shrines to the divines in one form or another, are connected on some sort of spiritual level that people could in theory access to form a vast teleportation network.... But only if that person was to unbind their soul from Nirn. Which we sorta did.
BejaProphet wrote: »I exit the harbor and immediately the psychic projection of the prophet tells me it’s time to rescue Lyris.
I think, “ok, good. But I’m going to get the fighter’s guild skill line really quick so I can be leveling that on the daedra I’ll kill.” I enter the fighters guild and who do I see??!! It’s Lyris herself recruiting me for another DLC!!! Are you kidding me?!
FrancisCrawford wrote: »I think the fix should go to the extreme that, as a default:
- The original opening to the game is restored.
- You land after that in a starter area (not capital city), as originally envisioned, where you don't get all the requests to go to various DLC zones.
Anything else should be an option for knowledgeable players who want variety.
Admittedly, I have the bias of somebody who first played in the DC. So my first starter area was Stros M'Kai and my second was Khenarthi's Roost. Somebody who had the misfortune to start in the EP might disagree with me a little ...