everseeing_njpreub18_ESO wrote: »I can understand wanting to make the dialogs easy to follow for everyone, but i agree.
My primary request would be to feel more like "I" am the hero, not the hired sword just following someone around. This could all be done with some simple dialog tweaks if nothing more.
Rather than:
NPC- This guys bad and is going to blow up a puppy!
Me- DUHHH what should we do???
NPC- Lets go stop him!
How about:
NPC- This guys bad and is going to blow up a puppy!
Me- ~Heroic Stance~ Than lets go stop him!!!
NPC- YEAH! Lets go stop him!
A basic and silly example sure but i hope it gets the point across.
VaranisArano wrote: »everseeing_njpreub18_ESO wrote: »I can understand wanting to make the dialogs easy to follow for everyone, but i agree.
My primary request would be to feel more like "I" am the hero, not the hired sword just following someone around. This could all be done with some simple dialog tweaks if nothing more.
Rather than:
NPC- This guys bad and is going to blow up a puppy!
Me- DUHHH what should we do???
NPC- Lets go stop him!
How about:
NPC- This guys bad and is going to blow up a puppy!
Me- ~Heroic Stance~ Than lets go stop him!!!
NPC- YEAH! Lets go stop him!
A basic and silly example sure but i hope it gets the point across.
Yeah, it would be nice if ZOS considered offering dialogue options at some point. Some players really like feeling like they aren't some big name hero, while others want to be acknowledged as the Vestige. Me, I'd love the opportunity to respond to yet another villain monologue with "You do know this hasn't worked out well for any other villain, right?"
On the other hand, offering dialogue options like Fallout 4 or Swtor would be a big departure from ESO's previous content, so I'm not getting my hopes up.
Gleitfrosch wrote: »And whenever you think it could not become worse, you are really forced to ask what a witch pike does or you cant continue the quest .... during the final western skyrim quest . After having to deal with these things through the whole story.
Ghanima_Atreides wrote: »Yes! It's been getting bad for a long time but Blackwood is especially atrocious - I am constantly being forced to ask the most obvious questions, often despite the fact that I'd already received the information!
Cases in point:
NPC: "You should ask Keshu Black Fin for help."
Quest update: speak to Eveli Sharp-Arrow
(to Eveli): "Do you have any idea who might help us?"
Eveli: "Oh yes! Keshu Black Fin!"
*I proceed to groan*
OR
*we arrive in a blasted land full of rocks and lava under a red sky, which we have visited before during the quest, and knowing that Mehrunes Dagon is the Big Bad and the Deadlands are his realm*
(to Eveli): "Any idea where we are?"
🤦♀️🤦♀️🤦♀️
These are just two of the most recent examples that come to mind, but it's actually severely putting me off the questline in general.
adriant1978 wrote: »There is always a certain amount of expository dialogue in RPGs because of the need to make players (especially new players) aware of things even when a character living within the setting would almost certainly already know, but it's becoming really over the top and cringe inducing in ESO now.
Blackwood, and Eveli's dialogue in particular, have really dialled this up to 11. As if I needed any more reasons to hate Eveli.
wenchmore420b14_ESO wrote: »Sorry, but had to necro this thread.
Was truly hoping that these posts might be heard by the writing team, but sadly no.
No spoilers, but did prologue quest in PTS.
NPC: Ok, we completed this. meet me at so & so and decide our next move.
"Ports to meeting location."
NPC: Good, you made it!
Me: Why are we here?
Come on, really!!
I am a TES Lore Nerd, I even stand around and listen to random NPC's conversations. Love the initial storylines.
But it is getting continually worse with the redundant and some cases just silly dialogs we are getting.
Yes, I know, "but returning players not knowing what's going on, etc".
Idea: How bout a actual journal associated with quest journal that answers those issues without our toon sounding like a complete moron.
Just my two drakes from a TES fan who loves the immersion and story telling. Please.
Huzzah!
Ghanima_Atreides wrote: »wenchmore420b14_ESO wrote: »Sorry, but had to necro this thread.
Was truly hoping that these posts might be heard by the writing team, but sadly no.
No spoilers, but did prologue quest in PTS.
NPC: Ok, we completed this. meet me at so & so and decide our next move.
"Ports to meeting location."
NPC: Good, you made it!
Me: Why are we here?
Come on, really!!
I am a TES Lore Nerd, I even stand around and listen to random NPC's conversations. Love the initial storylines.
But it is getting continually worse with the redundant and some cases just silly dialogs we are getting.
Yes, I know, "but returning players not knowing what's going on, etc".
Idea: How bout a actual journal associated with quest journal that answers those issues without our toon sounding like a complete moron.
Just my two drakes from a TES fan who loves the immersion and story telling. Please.
Huzzah!
Seriously?! This is the most disappointing news about the new chapter I've heard yet. It wil be so much fun feeling like an absolute idiot while trying to immerse myself in a story that's supposedly about political intrigue... NOT!
BroughBreaux wrote: »Yeah Blackwood was particularly atrocious like propertyOfUndefined said. Felt like the game was holding my hand through the whole questline and talking to me like I have a room temperature IQ. Keeping track of everything that was going on was just too much for me to handle on my own, so I need Eveli to do a recap after every singe thing happens. ESO is rated M for Mature, this ain't Sesame Street.
Not even Skyrim held my hand this much and Skyrim has a notorious reputation among long-time ES fans for treating the player like a child or an idiot.
Those conversations are meant to serve as a recap of the previous quests, in case you left the questline half finished and revisited it months later.
Or they are meant to introduce lore concepts that might be difficult to new players.
If you know every plot point in the story, or you have read every wiki page... those dialogue options are not for you. You can just skip them.
NotaDaedraWorshipper wrote: »In Western Skyrim an early quest have Lyris sending you to check on Kilkreath Temple, which she talks a little about. Like how it's a temple of Meridia etc. On the way there you meet Fennorian, who also talks a bit about the temple and you mention you were going to warn the priests. Then with the third character you meet (this is all within a short period of time), who is a priest of Meridia, you go something like "What is the Kilkreath Temple?" 🤦
Gleitfrosch wrote: »mean the conversation options during main quests since southern elsweyr.
Almost every discussion I am forced to ask for the most obious things, the npc then explains to me. I get more and more the impression that if I would find someone dead, with a knife in his back, I would only have the option to ask "do you think the knife in his back caused his death?" and most likely the answer would be "that is very likely, you need to know that if you stab someone with a knife, he could die". ... aaaah
I know the options need to be limited because of voice acting and to not uneccesary extend the discussions but the quest before elsweyr did a better job, the situation had been explained without making me to feel like an idiot who needs to ask for even the most obvious answers.
I wonder if it's part of trying to make chapter maps also function as starter maps? They think they need to explain everything because the player might be brand new to the game.
But even then some of the things they have your character asking about aren't TES lore or game mechanics or anything which might need explaining and in some cases the answer has already been made clear earlier in the conversation.
One option of course is to not click on those options, but normally I like to ask all the questions to see what additional story or lore details might come up so it's frustrating to feel like my only choices are to act like an idiot or potentially miss out on interesting info.
ShalidorsHeir wrote: »"Hi, i am an assassin of the morag tong ..." - seriously, an assassin would greet me like this?????
"My family could fall into dishonor in case someone in this city is still alive" --> only dialog option you have: ""WHAT ARE YOU GOING TO DO?" - ...... what the god damn hell, ZOS can you please address players who are not disabled as well? yes, they do exist ..... lost my [Snip]there on front of my PC and stopped questing nothern elsweyr 3 years ago and did not go on there so far seems like cyro rage whispers are better RP than questing in overland.
lemonizzle wrote: »"Hello main character, we will sail to a breton island to dabble in politics"
"How do I move forward?"
drsalvation wrote: »I wonder if it's part of trying to make chapter maps also function as starter maps? They think they need to explain everything because the player might be brand new to the game.
But even then some of the things they have your character asking about aren't TES lore or game mechanics or anything which might need explaining and in some cases the answer has already been made clear earlier in the conversation.
One option of course is to not click on those options, but normally I like to ask all the questions to see what additional story or lore details might come up so it's frustrating to feel like my only choices are to act like an idiot or potentially miss out on interesting info.
Yeah, but even non-rpg games have options for the player to ask an NPC to explain or not.
I know what ojel means, I know what xanmeers are, I played the murkmire expansion, but it's like my character completely forgot and still has to ask because it's the ONLY option we get.
I get that there's no role-playing in this role playing game in terms of story telling, but to completely eliminate player choices for non-impactful conversations is something I completely detested.
It's hard to get immersed in the story due to the excessive ludonarrative dissonance (Molag Bal, a daedric prince, is as hard to defeat as a generic delve boss, but the dreugh in the end of fungal grotto I in normal mode is way harder and more frightening), but not even allowing us to be a jerk and tell eveli she looks bad in the dress even if it has no significant impact...
Hell, There ARE recorded dialogues for players who are not part of the brotherhood...
And yet, players who did join the guild are forced to confess to Eveli that you're part of the guild.
Couldn't we simply get the dialogue choice to say it or not?
But the answer is no.
Because the dialogue choices don't get picked based on your finished quests, but rather on your skill lines. It's a rather dumb way to verify it.
I know this because my main character has NEVER done any thief's guild quests before, Quen is still in the outlaws refuge asking for help ever since. And yet, the ONE time I ever tried to open a trove, it turns out I COULD open it AND I got the skill line. This isn't a bad thing per-se, but consider that I was on my way to do the main quests from borderwatch in blackwood.
For those who haven't done that quest, you encounter lady twilight and seeks-the-shadows, apparently two characters from the original thief's guild questline.
And the only choice I had was "I'm part of the guild, I've never heard of you before"
I get that people want casual gameplay, but that's no excuse for insultingly lazy dialogues.
Story content is the huge majority of content in this game, and yet it's delivered so poorly and half-assed. Simply because all the effort goes into making character builds for dungeons and PvP (and they still break the game so not even THAT is well-made).
I don't expect oscar-winning dialogue, but giving us choice is even if it has no impact at all is something so basic, so simple, that could improve dialogue and story content a lot more, and yet we can't even have that.