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Why so many wayshrines in Tamriel ?

  • kargen27
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    "In lore being able to teleport between them is unique to the Vestige, an artefact of being soul shriven and then having their soul reattuned to Nirn through the skyshards."

    Vestige plus one because companions.
    and then the parrot said, "must be the water mines green too."
  • FlopsyPrince
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    robwolf666 wrote: »
    I don't mind the wayshrines, but I don't use them very often.

    However, when a "go fetch" quest has you going from edge to edge on the map in a zone, fast travel makes it less annoying.

    I don't want to play a running simulator. Glad you enjoy it though.
    PC
    PS4/PS5
  • SeaGtGruff
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    Because for many people the world isn't immersive enough for them to enjoy the travel.

    I must be the odd man out, because I enjoy running around zones on foot, taking in the sights and (of course) harvesting all of the nodes and treasure chests. Naturally, I won't hesitate to mount up if I'm in a hurry. But for me the world is nice to look at.
    TaSheen wrote: »
    Dr_Con wrote: »
    performance in alliance war should dictate how many wayshrines people have access to.

    Do you mean that you feel every player should be required to pvp?

    My first thought was that he meant something like the Transitus Network in Cyrodiil, where the specific keeps and outposts you can fast travel to are dictated by which alliances control which keeps and outposts, as well as whether each one has a connection to the other ones. In that case, each player wouldn't need to engage in PvP themselves, since it would really be determined by their alliance's performance.

    But as intriguing as that idea seems, I'm not sure how it would work with there being multiple campaigns, unless it were to be based on one's home campaign. And even though there are invasions by the enemy alliances going on in the various base game zones, they don't really directly tie in with the Alliance War in Cyrodiil. Plus, the chapter and DLC zones are supposed to be neutral zones, so they don't fit in with that whole concept.
    I've fought mudcrabs more fearsome than me!
  • Dr_Con
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    TaSheen wrote: »
    Dr_Con wrote: »
    performance in alliance war should dictate how many wayshrines people have access to.

    Do you mean that you feel every player should be required to pvp?

    Correct. It's part of the game. You can still travel to the zones and get to where you need to go, but wayshrines should have never been always accessible to people ignoring a war.
  • TaSheen
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    Dr_Con wrote: »
    TaSheen wrote: »
    Dr_Con wrote: »
    performance in alliance war should dictate how many wayshrines people have access to.

    Do you mean that you feel every player should be required to pvp?

    Correct. It's part of the game. You can still travel to the zones and get to where you need to go, but wayshrines should have never been always accessible to people ignoring a war.

    *rolls eyes* Way to kill a fun game....
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • SilverBride
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    Dr_Con wrote: »
    TaSheen wrote: »
    Dr_Con wrote: »
    performance in alliance war should dictate how many wayshrines people have access to.

    Do you mean that you feel every player should be required to pvp?

    Correct. It's part of the game. You can still travel to the zones and get to where you need to go, but wayshrines should have never been always accessible to people ignoring a war.

    By that logic airplanes should not be accessible to anyone who isn't in the military. If civilians aren't going to fight the war they don't deserve fast travel.
    Edited by SilverBride on January 5, 2023 1:12AM
    PCNA
  • Dr_Con
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    TaSheen wrote: »
    Dr_Con wrote: »
    TaSheen wrote: »
    Dr_Con wrote: »
    performance in alliance war should dictate how many wayshrines people have access to.

    Do you mean that you feel every player should be required to pvp?

    Correct. It's part of the game. You can still travel to the zones and get to where you need to go, but wayshrines should have never been always accessible to people ignoring a war.

    *rolls eyes* Way to kill a fun game....

    I fail to see how this would kill the game. Additionally, I didn't say we should switch to it, but that it should be the way I described. People who die near them would still respawn near them, but there would be a nexus point where people travel to different areas to quest. The game would be much different if it was this way from the beginning.
  • The_Titan_Tim
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    My conditions to being okay with fewer wayshrines would be…

    -Difficult more rewarding Overland
    -No more self-reviving with Soul Gems
    -Account-wide mount speed

    If they went a Souls approach to dying, I would be okay with it, as long as progressing through the map meant something.
  • TaSheen
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    My conditions to being okay with fewer wayshrines would be…

    -Difficult more rewarding Overland
    -No more self-reviving with Soul Gems
    -Account-wide mount speed

    If they went a Souls approach to dying, I would be okay with it, as long as progressing through the map meant something.

    I wouldn't. I play this game for fun, and that would NOT be fun for me.
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • spartaxoxo
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    I don't think we have enough in some regions and I can't think of any region with too many. When I want to explore, I explore. The temptation to use a wayshrine is easily ignored when I want to look and ride around. But, when that's not what I want, I love being able to just go somewhere quickly.
    Edited by spartaxoxo on January 5, 2023 2:06AM
  • Dr_Con
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    Dr_Con wrote: »
    TaSheen wrote: »
    Dr_Con wrote: »
    performance in alliance war should dictate how many wayshrines people have access to.

    Do you mean that you feel every player should be required to pvp?

    Correct. It's part of the game. You can still travel to the zones and get to where you need to go, but wayshrines should have never been always accessible to people ignoring a war.

    By that logic airplanes should not be accessible to anyone who isn't in the military. If civilians aren't going to fight the war they don't deserve fast travel.

    If teleporters existed, I'm pretty sure they'd only be used for military purposes and not commercial reasons. You could materialize armaments anywhere.
  • Vevvev
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    Dr_Con wrote: »
    TaSheen wrote: »
    Dr_Con wrote: »
    performance in alliance war should dictate how many wayshrines people have access to.

    Do you mean that you feel every player should be required to pvp?

    Correct. It's part of the game. You can still travel to the zones and get to where you need to go, but wayshrines should have never been always accessible to people ignoring a war.

    I'm a PvPer, and I'd love more people to fight, but this doesn't sound like a wise decision. If you want to limit people's abilities to fast travel.... well... we do have a system in place in PvP that might spruce things up a bit.

    Have you thought about the idea of having the bad guys of a particular zone trying to capture a certain area of the map that can break a wayshrine's lattice much like how it is in Cyrodiil? This would necessitate more wayshrines so people can fast travel to the front line easier, but it'd give you that lock out you so crave, and add a dynamic world system that's desperately needed to an aging and stagnant PvE.

    If anyone's played Guild Wars this idea might sound similar with how certain fast travel spots got cut off if they were under enemy occupation. However, since ESO isn't designed for it you'd have to allow people to still fast travel to a wayshrine from outside a zone that can't see the ongoings of the zone they're going to. Could potentially be a mess unless the capturable wayshrines were new and added as like... camps or something.
    Edited by Vevvev on January 5, 2023 2:16AM
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • BretonMage
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    I'm all for people playing their own way. When players set themselves a no fast travel rule, I think it's great, they do them and all that. Don't advocate taking these functionalities from players who appreciate them, though.
    Dr_Con wrote: »
    If teleporters existed, I'm pretty sure they'd only be used for military purposes and not commercial reasons. You could materialize armaments anywhere.

    If I, the Vestige, am trying to stop daedric incursions, I should definitely be using these magic teleporters.
  • Dr_Con
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    Vevvev wrote: »
    Dr_Con wrote: »
    TaSheen wrote: »
    Dr_Con wrote: »
    performance in alliance war should dictate how many wayshrines people have access to.

    Do you mean that you feel every player should be required to pvp?

    Correct. It's part of the game. You can still travel to the zones and get to where you need to go, but wayshrines should have never been always accessible to people ignoring a war.

    I'm a PvPer, and I'd love more people to fight, but this doesn't sound like a wise decision. If you want to limit people's abilities to fast travel.... well... we do have a system in place in PvP that might spruce things up a bit.

    Have you thought about the idea of having the bad guys of a particular zone trying to capture certain area of the map that can break a wayshrine's lattice? This would necessitate more wayshrines so people can fast travel to the front line easier, but it'd give you that lock out you so crave, and add a dynamic world system that's desperately needed to an aging and stagnant PvE.

    If anyone's played Guild Wars this idea might sound similar with how certain fast travel spots got cut off if they were under enemy occupation.

    There has to be some resource to fuel the network is all I'm saying, and that resource should come from within Cyrodiil or IC. Within Cyrodiil, it could come from behind the gates at a normal rate, and at an accelerated rate from within the zone.

    Instead of this sort of system, we have anytime and everywhere travel, and the cost is in gold if you aren't at a wayshrine, but if this exchange requires a fee then what is the resource being used to teleport us at will?
  • Psiion
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    Greetings all,

    We have had to edit and remove some posts from this thread, and we'd like to leave a reminder that Baiting, mocking others, or otherwise provoking conflict on the forums is never acceptable. If you believe another member is breaking the Community Rules, we ask that you report the post for the moderation team to handle rather than further derail the thread by calling them out.

    Moving forward, please remember to keep all posts constructive and within the Community Rules.
    Staff Post
  • Hapexamendios
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    Northern Elsweyr could use a couple more actually
  • Molydeus
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    jecks33 wrote: »
    don't use them, you're not forced. They also look good, in theme with every region, better immersion ;)

    The theme of them is why they don't fit the regions.

    There are books in the game talking about the wayshrines. How the current races don't understand the technology, yet they built them to a proper theme? they should all look Ayleid if you wanted them to be proper theme.

    According to the lore, each race in Tamriel has its own distinct structural design for wayshrines, developed independently from one another, so they should not all appear Ayleid. Also, no one is certain who built the originals, though I submit the Ayleids are likely candidates.
    Edited by Molydeus on January 5, 2023 3:39AM
  • DreamyLu
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    I don't understand OP's concern. That there are too many wayshrines is a personal opinion and I respect that, no worries, but I fail to see in what way it's a problem? Is it because it's create an overload if looking at the overall map? Or a matter of aesthetic?

    Personally, I don't find there are too many, I would even like more of them in some area.
    I'm out of my mind, feel free to leave a message... PC/NA
  • Carcamongus
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    Too many wayshrines? Now there's a complaint I thought I'd never see (along with too many sweetrolls). This brings to mind Western Skyrim, where the shrines were so insufficiently placed two more were added a while afterwards. Granted, some of the base game zones have some odd shrine placement, like the pair serving Evermore, but that doesn't seem to me like a good enough reason to claim there are too many of them throughout Tamriel.
    Imperial DK and Necro tank. PC/NA
    "Nothing is so bad that it can't get any worse." (Brazilian saying)
  • Hurbster
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    What next, sticking the Mournhold one back in the middle of the lake?
    So they raised the floor and lowered the ceiling. Except the ceiling has spikes in it now and the floor is also lava.
  • robwolf666
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    robwolf666 wrote: »
    I don't mind the wayshrines, but I don't use them very often.

    However, when a "go fetch" quest has you going from edge to edge on the map in a zone, fast travel makes it less annoying.

    I don't want to play a running simulator. Glad you enjoy it though.

    I enjoy the environment that's been created for us and exploring it, it's not about the running.
  • Kiralyn2000
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    SeaGtGruff wrote: »
    Morrowind removed all of that "fast travel from just about anywhere to anywhere" business and made it so you can only fast travel by certain means (such as by silt strider, or boat, or guild guide) and only from specific locations to specific locations (such as from one city's silt strider station to a few other cities' silt strider stations). To get from one place to another you might need to make several in-between stops or even switch between different modes of fast travel.

    I could go on, but I didn't like to use fast travel in Oblivion and Skyrim

    Morrowind's fast travel was actually, in some ways, much more powerful than in OB/SK. If you include the Mark, Recall, and temple travel spells in "fast travel". Mark your location in a dungeon, use a scroll/potion/amulet/whatever of "teleport to temple", travel to wherever you need via silt strider/etc, buy/sell/heal/store loot/etc, then Recall back down into the dungeon.

    Oblivion & Skyrim, you could just FT in the overworld, and to/from any map points you'd found. (Skyrim also had some travel carriages at major cities, so you could do the "I want my fast travel 'realistic' and limited" thing if you wanted to.)

    Personally, I find fast travel in the Bethesda games to make exploration much more fun & rewarding. Because I'm a massive looter & hoarder. I'll start heading off towards some far away location, stopping at each interesting dungeon along the way. When my inventory is full, I can FT back to my house, empty out, and FT back to where I was to continue exploring. If I had to constantly walk/run back and forth along the entire route every time I had to unload, it would be vastly more tedious, I'd have a lot less time to explore & experience things, and I'd be bored out of my mind running back & forth along the same already-emptied roads.

    So yeah. Exploring is one of my most fun things to do in Beth games, and I love FT.
  • fred4
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    In general: So you don't have to run miles for your crafting surveys.
  • Dojohoda
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    I encourage everyone to use your local wayshrines



    (because that means more nodes for me to harvest as I walk, bwahaha)
    Fan of playing magblade since 2015. (PC NA)
    Might be joking in comments.
    -->(((Cyrodiil)))<--
  • kargen27
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    Dr_Con wrote: »
    Vevvev wrote: »
    Dr_Con wrote: »
    TaSheen wrote: »
    Dr_Con wrote: »
    performance in alliance war should dictate how many wayshrines people have access to.

    Do you mean that you feel every player should be required to pvp?

    Correct. It's part of the game. You can still travel to the zones and get to where you need to go, but wayshrines should have never been always accessible to people ignoring a war.

    I'm a PvPer, and I'd love more people to fight, but this doesn't sound like a wise decision. If you want to limit people's abilities to fast travel.... well... we do have a system in place in PvP that might spruce things up a bit.

    Have you thought about the idea of having the bad guys of a particular zone trying to capture certain area of the map that can break a wayshrine's lattice? This would necessitate more wayshrines so people can fast travel to the front line easier, but it'd give you that lock out you so crave, and add a dynamic world system that's desperately needed to an aging and stagnant PvE.

    If anyone's played Guild Wars this idea might sound similar with how certain fast travel spots got cut off if they were under enemy occupation.

    There has to be some resource to fuel the network is all I'm saying, and that resource should come from within Cyrodiil or IC. Within Cyrodiil, it could come from behind the gates at a normal rate, and at an accelerated rate from within the zone.

    Instead of this sort of system, we have anytime and everywhere travel, and the cost is in gold if you aren't at a wayshrine, but if this exchange requires a fee then what is the resource being used to teleport us at will?

    The merchants exchange maintains and operates the Wayshrines. They charge no fees because they are collecting data on every jump you make and using that data to decide where to place future merchants. They also track your purchasing habits and sell that information to prospective vendors.
    Gold is charged if you don't use the Wayshrine as a way to coerce us into providing more data through the use of Wayshrines. Much like people on Face Book we are not the customers we are the product.
    and then the parrot said, "must be the water mines green too."
  • APGaming
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    *cries in Northern Elsweyr*
  • ElvenOverlord
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    I'm never one to complain about to many wayshrines. The more, the better and the quicker to get around. I've traversed nearly every inch of Tamriel and I enjoy multiple quick teleports cause I earned them while leveling. The exploration and adventure of the game I felt was not diminished at all by there being lots of wayshrines. Weird thing to complain about tbh
  • ghastley
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    The current system of not being able to use a Wayshrine (except for the bootstrap one you need to get started in a zone) is abour right. You have to explore once, but don’t have to repeat if you don’t want to.

    The history of fast travel in earlier games also brings up the cost aspect of slow travel. Using stamina up when you sprint has its roots in earlier games. Morrowind effectively made you walk all the time, as running drained you so quickly. Again, they have learned, and ESO does it better.

    Boats and silt-striders exist in ESO, and both expose their destinations, without making you discover them. Those are fewer by far than the wayshrine network, or we’d all travel that way. There is no guild guide system, which more resembles the wayshrines rhe OP proposes. Replacing the wayshrines with a limited set like that basically reverts us to TES III, without any improvement. Just nostalgia?
  • Dark_Lord_Kuro
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    Why would i waste my time walking from a one side of the zone to the other if i already explored all there is ont the way? There is absolutly no benefit to it. Play riding simulator if you want but its not why i ply this game or any others
  • redlink1979
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    GBllt wrote: »
    (...) why so many wayshrines? (...)
    Wait until you get to Northern Elsweyr, Blackwood or Western Skyrim.


    Edited by redlink1979 on January 6, 2023 6:04PM
    "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear"
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