Is Lyris Titanborn still on the ground floor of the Daggerfall Fighters Guild trying to take you to Greymoor while the actual main fighters guild quest giver is upstairs with a totally nondescript arrow over his head? Fun times...
MaleAmazon wrote: »Is Lyris Titanborn still on the ground floor of the Daggerfall Fighters Guild trying to take you to Greymoor while the actual main fighters guild quest giver is upstairs with a totally nondescript arrow over his head? Fun times...
She is, however:
-The quest she gives is clearly not an introduction to the Fighters Guild.
-The game explicitly states that you will fast travel away if you choose to start the quest.
-Her quest is sorted under 'Prologue' in the quest log.
-Basil Fenandre is not upstairs but right next to her, and is labeled 'Hall Steward'.
So that one is mostly on the player, really.
I think a lot of this is due to people spamming 'activate' for dialogue choices. I don´t mind that - I do it myself. ESO is not great literature. But sometimes that comes with some consequences.
None of this would strike a new player, ever. It most certainly is not on them. It's simply awful design. Go to a faction main city these days as a new character -- they are absolutely drowning in quests, almost none of which make clear on their face what they even are.
In the Fighters Guild example, is the player supposed magically to know what a guild starter quest is supposed to sound like (if anyone does know, please tell me because I don't), that the fighters guild quest isn't supposed to take you to Skyrim, and that the less important marker in the venue is the actual Fighters Guild quest? Are they supposed to know what a "Hall Steward" is in the head of an ESO designer?
I get that over time the game has become unwieldy, but often it feels like the design gives no thought to new players and what it plays like *at all*.
I've said this before but the developers' allergy to breaking the fourth wall, to labelling in plain English what things actually do, makes the game almost impossible for new players to understand. A mysterious hooded figure comes into contact with you. Well, *obviously*, that's the single most important quest in the game (sarcasm).
MaleAmazon wrote: »
The 'hooded figure' quest is literally labeled "Main Quest" in the quest log even before you talk to her. Really, how much hand holding do you want?
Honestly, I think your perception is coming from your knowing the game and, presumably, having got to know it long before it became this convoluted. Why would you be looking in your journal to check what every quest is when you're ten minutes into playing a game and, in some cases, have been presented what must be 20 different possible quest arrows. You'd have to *know* to do that AND have picked up the quest.
Unless they've changed it, when you start the main quest doesn't even appear at all until you've left chapter zones, which the game used to force you to start in and the room with portals still enables you to start in.
Witcher 3, incidentally, is not an example of a game doing it worse.
MaleAmazon wrote: »
However, just for fun I started a new character to see how the tutorial plays out (I am a veteran so I tend to speedrun it if I make a new character). And really, it´s much improved. It teaches combat well, skyshards, stealth etc. And at the end you can explicitly ask about the different zones and what´s happening. And as you enter the portal it (again, sort of breaking the 4th wall) tells you explicitly what story will start in that zone.
So, at least ZOS have improved the game quite a bit in this regard IMO.
MaleAmazon wrote: »
However, just for fun I started a new character to see how the tutorial plays out (I am a veteran so I tend to speedrun it if I make a new character). And really, it´s much improved. It teaches combat well, skyshards, stealth etc. And at the end you can explicitly ask about the different zones and what´s happening. And as you enter the portal it (again, sort of breaking the 4th wall) tells you explicitly what story will start in that zone.
So, at least ZOS have improved the game quite a bit in this regard IMO.
I cannot imagine how many players give ESO one try and then never return. Honestly, while the portal cave thing gives players a choice where to start, in some ways it actually makes things worse because it doesn't explain anything. It just says you can start here, here, here or here and then dumps you in exactly the same problems that have been growing the more the game has developed, but with even less direction.
In an ideal world, if there isn't one already, it might be an idea to set up a dedicated team of developers to work solely on the new player experience, including updating existing content (at least the text) so that it actually makes sense.
Part of this is just plain bad design in that what worked for the base game simply doesn't when you have this much additional content. But part of this is also because the move to One Tamriel made much of the base game content incoherent, but nothing in the game explains that because it's been left in exactly the same shape it was before One Tamriel happened.
Why, as a new player, are you helping an entire army break through a gate from one zone to another when there's a wayshrine *right next to it* that allows you to port there immediately?! It's utterly baffling. What exactly is Cadwell's Silver and Gold when you've already done most of the content it leads you to -- have you played the game wrong? Have you broken something? What does this mean?
It also feeds into other things that presumably were more intuitive when the game started with walled off factions. For instance, Wayrest is the capital of the Daggerfall Covenant. Which means some things only happen there. And when the game was launched that didn't need much discussion in the writing because you didn't need it: the zones were literally walled off so the player *knew* that factions mattered and where was where. But that intuitive sense of capital and membership of a faction has essentially evaporated -- your faction is essentially irrelevant and something you never have reason to even think about except when howlers come up like that "we must get through the gate" example of "what on earth is going on here" -- so players do need some help with something in the status screens saying (for example) "your capital city is Wayrest and you need to go to the capital to do X, Y and Z". And with subsequent DLC, a new player would be entirely within their rights to assume the capital of the Aldmeri Dominion was in Summerset, for example.
Another major problem, the zone story quests. Since they in the base zones form part of the main story and can be played out of sequence, they either need numbers added or some sort of warning that they are part of the main quest and you are playing them out of order. Those quests also need to be made persistent in the journal. Unless this has been changed, you can actually drop them right now and never be able to find where you were again. Indeed, there are instances when the game sends you from one quest *to find* the next one, without telling you precisely where it is. Fun game design when there aren't many quests to look for, almost impossible now that the quest numbers have bloated.
The very nature of what was done in One Tamriel more or less demands an explanatory note that is not remotely in Tamriel lingo of "when we started this game the three factions were zone locked and then we decided to change it; some of the story content was made before that happened". But there also needs to be clear differentiation of which zones *were* the base zones in the first place, and which came with subsequent DLCs.
At the end of the day, it almost feels like what's needed is an actual new player *town* or *city* with a dedicated storyline designed for new players to set you up. This is probably how the game felt when you started from the starter zones. It certainly doesn't feel like that for a new player now. What is there is not nearly enough.
I cannot imagine how many players give ESO one try and then never return. Honestly, while the portal cave thing gives players a choice where to start, in some ways it actually makes things worse because it doesn't explain anything. It just says you can start here, here, here or here and then dumps you in exactly the same problems that have been growing the more the game has developed, but with even less direction.
4) Skyshards barely make sense without the old coldharbour tutorial. The new tutorial tries, but its explanation doesn't fit the rest of the story. Similarly, there are quests all over the place that talk about you not having a soul, and they only make sense after the coldharbour tutorial.
MaleAmazon wrote: »Well, they did redo the starts if you play the tutorial, so AFAIK it is no longer referenced that you fell out of the sky since you don´t (there can be remnants). You also start with the quest giver right in front of you - so actually it works rather well under the circumstances. Skipping the tutorial does dump you in a DLC zone which I agree is a bit confusing and wrong. But then, you deliberately skip the tutorial in order for this to happen, so I mean... making that choice sort of implies that you know the original story.
I have no idea why you seem to be so against trying to fix it. As far as I can tell, you're just white knighting for ZOS and blindly defending their obviously terrible new player experience.
I agree, and this thread exists largely because there isn't a good in-game indicator of what the correct order is.MaleAmazon wrote: »3. In order for quests to make perfect sense you should play them in order.

Prologue quests should be removed from default game. They should be activated through another menu. So if a new player starts, this menu would allow them to turn those quests on. So they can just go their respective cities and take them.
Currently if you just start as Aldmeri Dominion and reach Auridon you will be seeing at least eight or more prologue quest givers. Which would be very overwhelming. Not the mention some of them ports you to other cities directly which would create even more overwhelming situations.
Take all the prologue guest givers out of the main city and scatter them in interesting places: put bounty / message boards up in as many towns as you like with quest descriptions and directions to the quest giver.
Colour main and zone quest markers including mages and fighters differently to side quests.
It can be done for writs , and dailies in Gold Coast so it’s obviously not impossible.
Job done.
I cannot imagine how many players give ESO one try and then never return. Honestly, while the portal cave thing gives players a choice where to start, in some ways it actually makes things worse because it doesn't explain anything. It just says you can start here, here, here or here and then dumps you in exactly the same problems that have been growing the more the game has developed, but with even less direction.
MaleAmazon wrote: »
3. In order for quests to make perfect sense you should play them in order. You have the freedom not to, but then if you do that, you should not complain that quests don´t make sense. Should we remove Lyris and the Western Skyrim questline for all characters until they´ve completed the vanilla MQ because otherwise the game "doesn´t make sense"?
As another poster has pointed out, there is literally nothing in the game to tell players what the correct order actually *is*, nor, indeed, anything that even says that there is a correct order in the first place! The quests are presented simply as standalone quests.
Forgive me for repeating myself, but the answer to "it is difficult for new players to know how this game works" cannot be "they just need to know how it works".