babykubrow wrote: »You still don't have to PvP for vigor. Load up, complete the intro quest (Without skipping and delivering it right away). You'll be rank 3, so enough for Vigor + mount speed passive + a couple of free skill points for ranking up in the Alliance war.
Anyways, stuff I dislike about the game:
- Majority of skills/morphs for class skills being magicka, thus resulting in stamina classes not feeling unique at all.
- Lack of any sort of new customisation, resulting in too many characters being clones of each other, even if not on purpose.
- Terrible performance at times, that can cost you time and patience.
- Quests feeling either way too short, or they have too much run from point A to point B without achieving anything.
- PvP being the same mess as it has always been. When are we finally going to have things changed accordingly to their purpose? Stop touching sets/skills for both PvE & PvP, and start giving them different effects instead based on where you are using them.
Starlight_Whisper wrote: »Questing cause it's extremely boring fights 😐
alberichtano wrote: »Oh, I have a looong list!! 3:)
1) The main stories. Some are good, some are less than great, but they are all always the same: ancient evil baddie wants to dominate the world, and only you and your merry band of worn out oldies (yes I am looking at you Sai and "snowlilly") can save it.
I would, at this point, welcome a long epic storyline of having to find the lost underpants of old Fails-to-remember. At least it would be a variation.
2) Cliché NPCs. Sure, not every NPC can be a full-blown character, but if I meet one more arrogant, snooty mage or tough but insecure female fighter I will scream. Seriously, for a game that wants to call itself an mmoRPG, many characters feel like having been taken from random Disney-movie.
3) Bad-timed jokes. "Oooh, it's my first time in an oblivion realm, but I will make a witty joke about it being called The Deadlands rather than Smell-lands" certainly doesn't build suspense, or the feel that this is a dangerous, exotic environment. It is the Jar-Jar scthick all over again.
4) The economy. You can buy a sword for less than what an apple costs. I am not surprised that all of Tamriel is swarming with bandits, when everyone has about 15-20 gold each, and a frepping apple costs 150 gold! Which also means that when the kings and queens of Tamriel thank you for your galant work of saving the world (yet again) and give you 300-500 gold, they are literally giving you a small tip worth 2-3 apples-worth.
5) The overpriced houses and crown-stuff. I love the items, but they are often ridiculously over-priced. I think (and ZOS economic experts may prove me wrong), but I think they would sell a lot more if they were a bit kinder with the prices.
6) Where are all the children? Sure, I understand, some people would go out and kill them, and that may upset someone. Because killing adults is just fine in our society. ;-)
7) The lack of consequences and actual threats. Seriously, what consequences are there for any of the (very few) choices we make? There is no reputation system or anything that changes depending on the choices we make. Being [snip] a helping angel, whatever. No one cares, no one reacts.
8) Armor penalties. Seriously? Damage penalty for heavy armor, that TANKS use? I could understand crit-penalties, even damage output-penaltis, but penalties that makes a tank take MORE damage? That just makes medium armor better for tanks than heavy, which is plain absurd.
And no, not a fan of damage taken-penalties for light armor either. I am sure other, more logical penalties could have been made.
9) The lack of logic in the game world. Getting as much, often more, skins from crabs (that don't even have skins) than from mammoths is... mind-boggling. Also, in the real world, you would use any good wood to make furniture, but only the best wood for weapons. In ESO, it is the exact reverse. Random wood goes to weapons, the super good and rare heartwood goes to make furniture, even furniture that is far from luxurious. Wut??
I got a lot more, but memory is rusty at the moment. :-P
alberichtano wrote: »Oh, I have a looong list!! 3:)
1) The main stories. Some are good, some are less than great, but they are all always the same: ancient evil baddie wants to dominate the world, and only you and your merry band of worn out oldies (yes I am looking at you Sai and "snowlilly") can save it.
I would, at this point, welcome a long epic storyline of having to find the lost underpants of old Fails-to-remember. At least it would be a variation.
2) Cliché NPCs. Sure, not every NPC can be a full-blown character, but if I meet one more arrogant, snooty mage or tough but insecure female fighter I will scream. Seriously, for a game that wants to call itself an mmoRPG, many characters feel like having been taken from random Disney-movie.
We really need some more nuanced characters. There's some gems, like Elam Drals and Raz, but then there's also nearly everyone from the Greymoor chapter. I'd like some more characters that I can identify with too.
3) Bad-timed jokes. "Oooh, it's my first time in an oblivion realm, but I will make a witty joke about it being called The Deadlands rather than Smell-lands" certainly doesn't build suspense, or the feel that this is a dangerous, exotic environment. It is the Jar-Jar scthick all over again.
4) The economy. You can buy a sword for less than what an apple costs. I am not surprised that all of Tamriel is swarming with bandits, when everyone has about 15-20 gold each, and a frepping apple costs 150 gold! Which also means that when the kings and queens of Tamriel thank you for your galant work of saving the world (yet again) and give you 300-500 gold, they are literally giving you a small tip worth 2-3 apples-worth.
Why do people keep so many melons and lockpicks in their nightstands?
5) The overpriced houses and crown-stuff. I love the items, but they are often ridiculously over-priced. I think (and ZOS economic experts may prove me wrong), but I think they would sell a lot more if they were a bit kinder with the prices.
I'd buy every single motif if they were 1000 crowns without thinking. No content should cost more than the game itself.
6) Where are all the children? Sure, I understand, some people would go out and kill them, and that may upset someone. Because killing adults is just fine in our society. ;-)
7) The lack of consequences and actual threats. Seriously, what consequences are there for any of the (very few) choices we make? There is no reputation system or anything that changes depending on the choices we make. Being a [snip] helping angel, whatever. No one cares, no one reacts.
8) Armor penalties. Seriously? Damage penalty for heavy armor, that TANKS use? I could understand crit-penalties, even damage output-penaltis, but penalties that makes a tank take MORE damage? That just makes medium armor better for tanks than heavy, which is plain absurd.
And no, not a fan of damage taken-penalties for light armor either. I am sure other, more logical penalties could have been made.
9) The lack of logic in the game world. Getting as much, often more, skins from crabs (that don't even have skins) than from mammoths is... mind-boggling. Also, in the real world, you would use any good wood to make furniture, but only the best wood for weapons. In ESO, it is the exact reverse. Random wood goes to weapons, the super good and rare heartwood goes to make furniture, even furniture that is far from luxurious. Wut??
I got a lot more, but memory is rusty at the moment. :-P
AuraoftheAzureSea wrote: »Hmm. I wanted to limit my "what I dislike" list to things that are specific to ESO and not the MMO genre at large, but it's been quite some time since I've played another MMO (like, several years before I picked up ESO, and I haven't played another since ESO). On the other hand, I picked up ESO because I realized I had played Skyrim for the nth time and it was getting ridiculous, haha. Might as well try a new Elderscrolls experience!
From the perspective of trying to be fair, then, my biggest dislikes were:
The way open world, choose your own story was handled. I really appreciated the sentiment behind keeping the "start where you want, go where you want" spirit of the game, but it came at the cost of coherency. I don't really care that much about having some amount of guardrails. For example, while I appreciate being able to go wherever I want in the world, that doesn't mean that I should be able to start every single quest in whatever order. I actually would have preferred it if my explorations/ability to run dungeons was left free, but the amount of quests available was more limited and had more prerequisites. Being able to do whatever I wanted just left the story a jumbled mess in my mind and really destroyed my sense of immersion and ability to role play, more than it added to it.
Which leads to my next issue...
The way dungeon quests/stories were handled. Running through the open world in single player, I honestly felt it was a little confusing the way some of the dungeon stories were integrated, especially because they are group content. Not only is it rare to have groupfinder groups that actually let you go through the dialogue options at a reasonable pace, but even when I wanted to (for my own fun!) play overworld in first person and just pretend I was Skyrim-ing it up, I still wasn't always clear when a dungeon quest would fit into the narrative. More typically, I would end up doing random normals and get thrown into dungeons all over the world that definitely did not align with where I was in the story. Very often in places I'd never been because I was taking my time but leveling up quickly. On top of that! I'd do the quest, not know what was going on, and then be unable to redo it on that character at the appropriate time because it was a one time thing.
The way DLC introductions and quests were handled. This is such a common complaint, but as so many others have said, I do not appreciate the same NPC materializing out of thin air reminding me that there's a quest I can take every single time I wander into a major city. There has got to be a better method of getting players directed to the DLC area when they are ready without being so in your face, annoying and immersion breaking.
Most of the other complaints I'd have, I think, are MMO mechanics specific so I'll end it here.
Thannazzar wrote: »Pet hates:
1. Being forced to wield a stick on a magicka build.(needs a melee Magicka line or weapon lines keying of highest stat)
2. Manga style unfeasibly large weapons.
3. Not having a vampire bat swarm gap closer.
4. Housing item limits.
5. Vampire ultimate transform and appearance.
Curious_Death wrote: »3. You must have ADDONS to see mechanics and its since beta.
alberichtano wrote: »"- Horse training. Oh my god. Just let me buy it all at once, or I dunno, get rid of it."
This is such an odd one, really... It is meant to train the horse (or whatever you are riding), but it counts for all mounts. Meaning that it seems to be a training of your character instead.
But then, why not just have a Riding-skill under World-skills instead? Say, thre four-tiered passive skills, each tier representing 15 points of the horse-traning (eg speed adding 15/30/45/60 to the speed).
This connects to one of my forgotten points from earlier - why are abilities that clearly should have been skills in the CP-trees? Things like fishing, gathering, hunting (that doesn't exist yet, but should being as gathering but for beasts) and movement speed could all be passives under a "Survival"-skill, for example. It would make immensily more sense, would it not?
alberichtano wrote: »"- Horse training. Oh my god. Just let me buy it all at once, or I dunno, get rid of it."
This is such an odd one, really... It is meant to train the horse (or whatever you are riding), but it counts for all mounts. Meaning that it seems to be a training of your character instead.
But then, why not just have a Riding-skill under World-skills instead? Say, thre four-tiered passive skills, each tier representing 15 points of the horse-traning (eg speed adding 15/30/45/60 to the speed).
This connects to one of my forgotten points from earlier - why are abilities that clearly should have been skills in the CP-trees? Things like fishing, gathering, hunting (that doesn't exist yet, but should being as gathering but for beasts) and movement speed could all be passives under a "Survival"-skill, for example. It would make immensily more sense, would it not?
This one was changed early in the game. Initially the mount was trained. This meant if you got a different mount it had to be trained also. Introducing new mounts to the game would have been mostly pointless as players would not want to have to train them. So training became character centric instead of mount. That is why it is what it is now.
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What I dislike is the furniture limitations in housing. I know why they are there I just wish they were not. We do need more small and medium homes instead of super grand ones. That would also be good.
