What do you think I should do next?
"The Keywright's Gallery opened doors to every corner of Tamriel. Places, I suspect, that desperately need a hero's aid.
This choice is yours to make. But wherever you choose to go, I'm sure adventure awaits. May the stars protect you." Norianwe
I disagree. We are told what's expected from us at the end of the tutorial:What do you think I should do next?
"The Keywright's Gallery opened doors to every corner of Tamriel. Places, I suspect, that desperately need a hero's aid.
This choice is yours to make. But wherever you choose to go, I'm sure adventure awaits. May the stars protect you." Norianwe
Just explore the chosen destination for a bit and you will find yourself something to do rather quick.
And there is definitely no need to bring back the coldharbour tutorial and forcing players to start the allegedly "main quest". The story of the 5 companions is a major quest-arc next to many others (daedric war being just one example for that). Everyone interested in a chronologial experience is already free to play it that way.
I disagree. We are told what's expected from us at the end of the tutorial:What do you think I should do next?
"The Keywright's Gallery opened doors to every corner of Tamriel. Places, I suspect, that desperately need a hero's aid.
This choice is yours to make. But wherever you choose to go, I'm sure adventure awaits. May the stars protect you." Norianwe
Just explore the chosen destination for a bit and you will find yourself something to do rather quick.
And there is definitely no need to bring back the coldharbour tutorial and forcing players to start the allegedly "main quest". The story of the 5 companions is a major quest-arc next to many others (daedric war being just one example for that). Everyone interested in a chronologial experience is already free to play it that way.
Very strongly disagree with this. Frankly, ESO makes no sense at all without the main quest and becomes a listless, "pick up random quests" experience for new players in which nothing matters and you can enter into the middle of stories in which characters talk to you like they've known you years when you've only just met.
It is weird, alienating, and actually unpleasant to play -- it makes you feel you are either completely stupid as a player or that the game has some sort of chronic bug. The game becomes impossible to navigate, the world ends up feeling empty and completely random (why are strange black chains dropping down from the sky, why is everyone calling me vestige, why is this person talking to me in gibberish about something I have never done), and it very rapidly leads new players to drop the game and play something that is both more fun and better designed.
The game, at a bare minimum, needs to explain to players -- in real world language -- that the main quest exists, is designed to get them to level 50, and where to go to find it. Without it, literally all the zones in the original base game *do not make sense*.
I disagree. We are told what's expected from us at the end of the tutorial:What do you think I should do next?
"The Keywright's Gallery opened doors to every corner of Tamriel. Places, I suspect, that desperately need a hero's aid.
This choice is yours to make. But wherever you choose to go, I'm sure adventure awaits. May the stars protect you." Norianwe
Just explore the chosen destination for a bit and you will find yourself something to do rather quick.
And there is definitely no need to bring back the coldharbour tutorial and forcing players to start the allegedly "main quest". The story of the 5 companions is a major quest-arc next to many others (daedric war being just one example for that). Everyone interested in a chronologial experience is already free to play it that way.
Very strongly disagree with this. Frankly, ESO makes no sense at all without the main quest and becomes a listless, "pick up random quests" experience for new players in which nothing matters and you can enter into the middle of stories in which characters talk to you like they've known you years when you've only just met.
It is weird, alienating, and actually unpleasant to play -- it makes you feel you are either completely stupid as a player or that the game has some sort of chronic bug. The game becomes impossible to navigate, the world ends up feeling empty and completely random (why are strange black chains dropping down from the sky, why is everyone calling me vestige, why is this person talking to me in gibberish about something I have never done), and it very rapidly leads new players to drop the game and play something that is both more fun and better designed.
The game, at a bare minimum, needs to explain to players -- in real world language -- that the main quest exists, is designed to get them to level 50, and where to go to find it. Without it, literally all the zones in the original base game *do not make sense*.
That's a bit much exaggeration, lol.
The "main quest" isn't necessary at all to play the original zones in a joyful manner. Just play the alliance zones in the correct order and you're good to go. In fact this zones have next to nothing to do with the story of the 5 companions.
I agree regarding the need of better explanations tho. I vote for sorting the "stories" tab in chronological order.
I disagree. We are told what's expected from us at the end of the tutorial:What do you think I should do next?
"The Keywright's Gallery opened doors to every corner of Tamriel. Places, I suspect, that desperately need a hero's aid.
This choice is yours to make. But wherever you choose to go, I'm sure adventure awaits. May the stars protect you." Norianwe
Just explore the chosen destination for a bit and you will find yourself something to do rather quick.
And there is definitely no need to bring back the coldharbour tutorial and forcing players to start the allegedly "main quest". The story of the 5 companions is a major quest-arc next to many others (daedric war being just one example for that). Everyone interested in a chronologial experience is already free to play it that way.
Very strongly disagree with this. Frankly, ESO makes no sense at all without the main quest and becomes a listless, "pick up random quests" experience for new players in which nothing matters and you can enter into the middle of stories in which characters talk to you like they've known you years when you've only just met.
It is weird, alienating, and actually unpleasant to play -- it makes you feel you are either completely stupid as a player or that the game has some sort of chronic bug. The game becomes impossible to navigate, the world ends up feeling empty and completely random (why are strange black chains dropping down from the sky, why is everyone calling me vestige, why is this person talking to me in gibberish about something I have never done), and it very rapidly leads new players to drop the game and play something that is both more fun and better designed.
The game, at a bare minimum, needs to explain to players -- in real world language -- that the main quest exists, is designed to get them to level 50, and where to go to find it. Without it, literally all the zones in the original base game *do not make sense*.
That's a bit much exaggeration, lol.
The "main quest" isn't necessary at all to play the original zones in a joyful manner. Just play the alliance zones in the correct order and you're good to go. In fact this zones have next to nothing to do with the story of the 5 companions.
I agree regarding the need of better explanations tho. I vote for sorting the "stories" tab in chronological order.
I quit the game twice because I could not understand what was going on. It's no exaggeration.
Nothing in the original zones tells you what the correct order is and there is no reason for new players to suppose there *is* a correct order!!
I had killed Glenumbra's big bad before I'd even started the Gleumbra zone story, which made every quest there into complete nonsense. I had married off the Silvenar without ever seeing him become the Silvenar. And then a day later I met him "for the first time". I finished bits of the main quest without knowing it was the main quest which, when I found out the main quest existed and played again, meant having to work out by process of elimination where the giant gap in the middle of the story picked up again.
It is a total mess and rapidly becomes unplayable and impossible to enjoy. It is not an exaggeration.
I disagree. We are told what's expected from us at the end of the tutorial:What do you think I should do next?
"The Keywright's Gallery opened doors to every corner of Tamriel. Places, I suspect, that desperately need a hero's aid.
This choice is yours to make. But wherever you choose to go, I'm sure adventure awaits. May the stars protect you." Norianwe
Just explore the chosen destination for a bit and you will find yourself something to do rather quick.
And there is definitely no need to bring back the coldharbour tutorial and forcing players to start the allegedly "main quest". The story of the 5 companions is a major quest-arc next to many others (daedric war being just one example for that). Everyone interested in a chronologial experience is already free to play it that way.
Very strongly disagree with this. Frankly, ESO makes no sense at all without the main quest and becomes a listless, "pick up random quests" experience for new players in which nothing matters and you can enter into the middle of stories in which characters talk to you like they've known you years when you've only just met.
It is weird, alienating, and actually unpleasant to play -- it makes you feel you are either completely stupid as a player or that the game has some sort of chronic bug. The game becomes impossible to navigate, the world ends up feeling empty and completely random (why are strange black chains dropping down from the sky, why is everyone calling me vestige, why is this person talking to me in gibberish about something I have never done), and it very rapidly leads new players to drop the game and play something that is both more fun and better designed.
The game, at a bare minimum, needs to explain to players -- in real world language -- that the main quest exists, is designed to get them to level 50, and where to go to find it. Without it, literally all the zones in the original base game *do not make sense*.
That's a bit much exaggeration, lol.
The "main quest" isn't necessary at all to play the original zones in a joyful manner. Just play the alliance zones in the correct order and you're good to go. In fact this zones have next to nothing to do with the story of the 5 companions.
I agree regarding the need of better explanations tho. I vote for sorting the "stories" tab in chronological order.
I quit the game twice because I could not understand what was going on. It's no exaggeration.
Nothing in the original zones tells you what the correct order is and there is no reason for new players to suppose there *is* a correct order!!
I had killed Glenumbra's big bad before I'd even started the Gleumbra zone story, which made every quest there into complete nonsense. I had married off the Silvenar without ever seeing him become the Silvenar. And then a day later I met him "for the first time". I finished bits of the main quest without knowing it was the main quest which, when I found out the main quest existed and played again, meant having to work out by process of elimination where the giant gap in the middle of the story picked up again.
It is a total mess and rapidly becomes unplayable and impossible to enjoy. It is not an exaggeration.
Neither Angof nor the Silvenar have anything to do with the main quest. You mixed that up with the alliance stories (which should be done mostly in order to make sense). The story of the 5 companions is a self-contained story, except for the need to finish coldharbour (which isn't part of the main quest) beforehand.
Your examples show very clearly, that better explanations are necessary, especially for base game zones (DLC zones are fine, as they are also mostly self-contained). None of that is connected to the "main quest" tho, not in the slightest.
I disagree. We are told what's expected from us at the end of the tutorial:What do you think I should do next?
"The Keywright's Gallery opened doors to every corner of Tamriel. Places, I suspect, that desperately need a hero's aid.
This choice is yours to make. But wherever you choose to go, I'm sure adventure awaits. May the stars protect you." Norianwe
Just explore the chosen destination for a bit and you will find yourself something to do rather quick.
And there is definitely no need to bring back the coldharbour tutorial and forcing players to start the allegedly "main quest". The story of the 5 companions is a major quest-arc next to many others (daedric war being just one example for that). Everyone interested in a chronologial experience is already free to play it that way.
Very strongly disagree with this. Frankly, ESO makes no sense at all without the main quest and becomes a listless, "pick up random quests" experience for new players in which nothing matters and you can enter into the middle of stories in which characters talk to you like they've known you years when you've only just met.
It is weird, alienating, and actually unpleasant to play -- it makes you feel you are either completely stupid as a player or that the game has some sort of chronic bug. The game becomes impossible to navigate, the world ends up feeling empty and completely random (why are strange black chains dropping down from the sky, why is everyone calling me vestige, why is this person talking to me in gibberish about something I have never done), and it very rapidly leads new players to drop the game and play something that is both more fun and better designed.
The game, at a bare minimum, needs to explain to players -- in real world language -- that the main quest exists, is designed to get them to level 50, and where to go to find it. Without it, literally all the zones in the original base game *do not make sense*.
That's a bit much exaggeration, lol.
The "main quest" isn't necessary at all to play the original zones in a joyful manner. Just play the alliance zones in the correct order and you're good to go. In fact this zones have next to nothing to do with the story of the 5 companions.
I agree regarding the need of better explanations tho. I vote for sorting the "stories" tab in chronological order.
I quit the game twice because I could not understand what was going on. It's no exaggeration.
Nothing in the original zones tells you what the correct order is and there is no reason for new players to suppose there *is* a correct order!!
I had killed Glenumbra's big bad before I'd even started the Gleumbra zone story, which made every quest there into complete nonsense. I had married off the Silvenar without ever seeing him become the Silvenar. And then a day later I met him "for the first time". I finished bits of the main quest without knowing it was the main quest which, when I found out the main quest existed and played again, meant having to work out by process of elimination where the giant gap in the middle of the story picked up again.
It is a total mess and rapidly becomes unplayable and impossible to enjoy. It is not an exaggeration.
Neither Angof nor the Silvenar have anything to do with the main quest. You mixed that up with the alliance stories (which should be done mostly in order to make sense). The story of the 5 companions is a self-contained story, except for the need to finish coldharbour (which isn't part of the main quest) beforehand.
Your examples show very clearly, that better explanations are necessary, especially for base game zones (DLC zones are fine, as they are also mostly self-contained). None of that is connected to the "main quest" tho, not in the slightest.
Well on the second point, I have learnt that literally just now from your post!
They have got to do something about how the game order is explained. It was awful at the time of Morrowind. I cannot see how the tutorial, so many chapters and wild quest arrows later, improves anything at all.
I'm all for freedom of choosing where to start, but if they do that, they need to set out in plain English how the quest orders work and what the quests are. Not "go out and have grand adventures of your choosing" without any further guidance beyond the zone guide. The underlying game was not written for you to have grand adventures of your choosing. It was written to be played in a set order. If you try to have grand adventures of your choosing the whole thing falls apart and that is how you lose players permanently.
I disagree. We are told what's expected from us at the end of the tutorial:What do you think I should do next?
"The Keywright's Gallery opened doors to every corner of Tamriel. Places, I suspect, that desperately need a hero's aid.
This choice is yours to make. But wherever you choose to go, I'm sure adventure awaits. May the stars protect you." Norianwe
Just explore the chosen destination for a bit and you will find yourself something to do rather quick.
And there is definitely no need to bring back the coldharbour tutorial and forcing players to start the allegedly "main quest". The story of the 5 companions is a major quest-arc next to many others (daedric war being just one example for that). Everyone interested in a chronologial experience is already free to play it that way.
Very strongly disagree with this. Frankly, ESO makes no sense at all without the main quest and becomes a listless, "pick up random quests" experience for new players in which nothing matters and you can enter into the middle of stories in which characters talk to you like they've known you years when you've only just met.
It is weird, alienating, and actually unpleasant to play -- it makes you feel you are either completely stupid as a player or that the game has some sort of chronic bug. The game becomes impossible to navigate, the world ends up feeling empty and completely random (why are strange black chains dropping down from the sky, why is everyone calling me vestige, why is this person talking to me in gibberish about something I have never done), and it very rapidly leads new players to drop the game and play something that is both more fun and better designed.
The game, at a bare minimum, needs to explain to players -- in real world language -- that the main quest exists, is designed to get them to level 50, and where to go to find it. Without it, literally all the zones in the original base game *do not make sense*.
That's a bit much exaggeration, lol.
The "main quest" isn't necessary at all to play the original zones in a joyful manner. Just play the alliance zones in the correct order and you're good to go. In fact this zones have next to nothing to do with the story of the 5 companions.
I agree regarding the need of better explanations tho. I vote for sorting the "stories" tab in chronological order.
I quit the game twice because I could not understand what was going on. It's no exaggeration.
Nothing in the original zones tells you what the correct order is and there is no reason for new players to suppose there *is* a correct order!!
I had killed Glenumbra's big bad before I'd even started the Gleumbra zone story, which made every quest there into complete nonsense. I had married off the Silvenar without ever seeing him become the Silvenar. And then a day later I met him "for the first time". I finished bits of the main quest without knowing it was the main quest which, when I found out the main quest existed and played again, meant having to work out by process of elimination where the giant gap in the middle of the story picked up again.
It is a total mess and rapidly becomes unplayable and impossible to enjoy. It is not an exaggeration.
Neither Angof nor the Silvenar have anything to do with the main quest. You mixed that up with the alliance stories (which should be done mostly in order to make sense). The story of the 5 companions is a self-contained story, except for the need to finish coldharbour (which isn't part of the main quest) beforehand.
Your examples show very clearly, that better explanations are necessary, especially for base game zones (DLC zones are fine, as they are also mostly self-contained). None of that is connected to the "main quest" tho, not in the slightest.
Well on the second point, I have learnt that literally just now from your post!
They have got to do something about how the game order is explained. It was awful at the time of Morrowind. I cannot see how the tutorial, so many chapters and wild quest arrows later, improves anything at all.
I'm all for freedom of choosing where to start, but if they do that, they need to set out in plain English how the quest orders work and what the quests are. Not "go out and have grand adventures of your choosing" without any further guidance beyond the zone guide. The underlying game was not written for you to have grand adventures of your choosing. It was written to be played in a set order. If you try to have grand adventures of your choosing the whole thing falls apart and that is how you lose players permanently.
Yeah, we are not on a disagreement here. There should be a chronological chart available somewhere and players should be informed clearly at the end of the tutorial, that alliance zones are meant to be played in order.
I think it's also questionable that it's possible to mix up the order of zone stories (Your example about Angof is really a good one). Those quests should only unlock one after another imo.
But, as said before, the tutorial itself and the possibility to take a portal to any starting zone are fine. For example Vvardenfell isn't connected to base game at all, but the beginning of the "daedric war" (continued with clockwork and summerset). While those three zones should be played in order to make sense, it's absolutely not necessary to set foot into the base game even once.
Arizona_Steve wrote: »For me, the biggest issue was all the prologue quests to DLC zones that were out there in Stonefalls once I got my new toon there. I found myself talking to Sai Sahan, even though he was supposed to be imprisoned in Coldharbor. It was really jarring.
I've been playing this game for 10 years now... and I still get confused.
> "after a quick 20 second cinematic thing, 90 percent of which I've already forgotten."
Well, you said it yourself, you have a short attention span and just barely know what you are doing in this game. No trailer would benefit you I guess, just pick some random quest and go.
katanagirl1 wrote: »The main quest is a great way for new players to get easy skill points so it’s a shame it is not the first path given. The faction quest is another. Instead new players just pick up every quest marker in whatever zone they end up and it is probably just side quests for them.
The new player experience needs a backbone to it and the main quest is just that.
Agreed. Without the main quest, having various NPCs refer to you as "vestige" makes no sense. It certainly confused the hell out of me when I started playing the game in mid-2020, because at the time we had tutorial quests that always started in the zone for the latest chapter, i.e. there was no Isle of Balfiera.I disagree. We are told what's expected from us at the end of the tutorial:What do you think I should do next?
"The Keywright's Gallery opened doors to every corner of Tamriel. Places, I suspect, that desperately need a hero's aid.
This choice is yours to make. But wherever you choose to go, I'm sure adventure awaits. May the stars protect you." Norianwe
Just explore the chosen destination for a bit and you will find yourself something to do rather quick.
And there is definitely no need to bring back the coldharbour tutorial and forcing players to start the allegedly "main quest". The story of the 5 companions is a major quest-arc next to many others (daedric war being just one example for that). Everyone interested in a chronologial experience is already free to play it that way.
Very strongly disagree with this. Frankly, ESO makes no sense at all without the main quest and becomes a listless, "pick up random quests" experience for new players in which nothing matters and you can enter into the middle of stories in which characters talk to you like they've known you years when you've only just met.
It is weird, alienating, and actually unpleasant to play -- it makes you feel you are either completely stupid as a player or that the game has some sort of chronic bug. The game becomes impossible to navigate, the world ends up feeling empty and completely random (why are strange black chains dropping down from the sky, why is everyone calling me vestige, why is this person talking to me in gibberish about something I have never done), and it very rapidly leads new players to drop the game and play something that is both more fun and better designed.
The game, at a bare minimum, needs to explain to players -- in real world language -- that the main quest exists, is designed to get them to level 50, and where to go to find it. Without it, literally all the zones in the original base game *do not make sense*, and none of the chapter stories provide any kind of introduction to the wider game world. I started in Morrowind, did the Morrowind story (which felt weird -- it does not work as the first story of a new player) and then arrived in the broader world to find... Nothing.
Without a proper narrative structure, ESO, narratively, is plain not a good game. That was what the main quest was designed to provide and it does it pretty well. It needs to be presented to new players in flashing lights.
Agreed. Without the main quest, having various NPCs refer to you as "vestige" makes no sense. It certainly confused the hell out of me when I started playing the game in mid-2020, because at the time we had tutorial quests that always started in the zone for the latest chapter, i.e. there was no Isle of Balfiera.I disagree. We are told what's expected from us at the end of the tutorial:What do you think I should do next?
"The Keywright's Gallery opened doors to every corner of Tamriel. Places, I suspect, that desperately need a hero's aid.
This choice is yours to make. But wherever you choose to go, I'm sure adventure awaits. May the stars protect you." Norianwe
Just explore the chosen destination for a bit and you will find yourself something to do rather quick.
And there is definitely no need to bring back the coldharbour tutorial and forcing players to start the allegedly "main quest". The story of the 5 companions is a major quest-arc next to many others (daedric war being just one example for that). Everyone interested in a chronologial experience is already free to play it that way.
Very strongly disagree with this. Frankly, ESO makes no sense at all without the main quest and becomes a listless, "pick up random quests" experience for new players in which nothing matters and you can enter into the middle of stories in which characters talk to you like they've known you years when you've only just met.
It is weird, alienating, and actually unpleasant to play -- it makes you feel you are either completely stupid as a player or that the game has some sort of chronic bug. The game becomes impossible to navigate, the world ends up feeling empty and completely random (why are strange black chains dropping down from the sky, why is everyone calling me vestige, why is this person talking to me in gibberish about something I have never done), and it very rapidly leads new players to drop the game and play something that is both more fun and better designed.
The game, at a bare minimum, needs to explain to players -- in real world language -- that the main quest exists, is designed to get them to level 50, and where to go to find it. Without it, literally all the zones in the original base game *do not make sense*, and none of the chapter stories provide any kind of introduction to the wider game world. I started in Morrowind, did the Morrowind story (which felt weird -- it does not work as the first story of a new player) and then arrived in the broader world to find... Nothing.
Without a proper narrative structure, ESO, narratively, is plain not a good game. That was what the main quest was designed to provide and it does it pretty well. It needs to be presented to new players in flashing lights.
Exploring the 3 alliances via Cadwell & Meridia's offer at the end of the main quest also makes more sense than just randomly entering the various zones and exploring in no particular order. All new players should start soul-shriven in Coldharbour's Wailing Prison, the game makes far more sense that way.
With respect, I think you misread my post. I never said any of it had to be mandatory, I just think the main quest should be the first priority for new players, because there are so many references to it in the game.Agreed. Without the main quest, having various NPCs refer to you as "vestige" makes no sense. It certainly confused the hell out of me when I started playing the game in mid-2020, because at the time we had tutorial quests that always started in the zone for the latest chapter, i.e. there was no Isle of Balfiera.
Exploring the 3 alliances via Cadwell & Meridia's offer at the end of the main quest also makes more sense than just randomly entering the various zones and exploring in no particular order. All new players should start soul-shriven in Coldharbour's Wailing Prison, the game makes far more sense that way.
I kind of like the ability to go anywhere (I think if I had to do the entire alliance quest for AD(?) with all the woodland and wood elf zones before the world opened up I would actually go mad and rage quit).
Agreed. Without the main quest, having various NPCs refer to you as "vestige" makes no sense. It certainly confused the hell out of me when I started playing the game in mid-2020, because at the time we had tutorial quests that always started in the zone for the latest chapter, i.e. there was no Isle of Balfiera.I disagree. We are told what's expected from us at the end of the tutorial:What do you think I should do next?
"The Keywright's Gallery opened doors to every corner of Tamriel. Places, I suspect, that desperately need a hero's aid.
This choice is yours to make. But wherever you choose to go, I'm sure adventure awaits. May the stars protect you." Norianwe
Just explore the chosen destination for a bit and you will find yourself something to do rather quick.
And there is definitely no need to bring back the coldharbour tutorial and forcing players to start the allegedly "main quest". The story of the 5 companions is a major quest-arc next to many others (daedric war being just one example for that). Everyone interested in a chronologial experience is already free to play it that way.
Very strongly disagree with this. Frankly, ESO makes no sense at all without the main quest and becomes a listless, "pick up random quests" experience for new players in which nothing matters and you can enter into the middle of stories in which characters talk to you like they've known you years when you've only just met.
It is weird, alienating, and actually unpleasant to play -- it makes you feel you are either completely stupid as a player or that the game has some sort of chronic bug. The game becomes impossible to navigate, the world ends up feeling empty and completely random (why are strange black chains dropping down from the sky, why is everyone calling me vestige, why is this person talking to me in gibberish about something I have never done), and it very rapidly leads new players to drop the game and play something that is both more fun and better designed.
The game, at a bare minimum, needs to explain to players -- in real world language -- that the main quest exists, is designed to get them to level 50, and where to go to find it. Without it, literally all the zones in the original base game *do not make sense*, and none of the chapter stories provide any kind of introduction to the wider game world. I started in Morrowind, did the Morrowind story (which felt weird -- it does not work as the first story of a new player) and then arrived in the broader world to find... Nothing.
Without a proper narrative structure, ESO, narratively, is plain not a good game. That was what the main quest was designed to provide and it does it pretty well. It needs to be presented to new players in flashing lights.
Exploring the 3 alliances via Cadwell & Meridia's offer at the end of the main quest also makes more sense than just randomly entering the various zones and exploring in no particular order. All new players should start soul-shriven in Coldharbour's Wailing Prison, the game makes far more sense that way.
I kind of like the ability to go anywhere (I think if I had to do the entire alliance quest for AD(?) with all the woodland and wood elf zones before the world opened up I would actually go mad and rage quit).
But if that's to be the case they do need to give much clearer, better guidance to the player and stop allowing the quests to be played out of order (they literally disappear from your journal if you do). If the engine doesn't allow the content itself to be instanced away until you're at the right stage to play it (eg in my case killing the Glenumbra baddie), at least don't allow the related quest to spawn until it's supposed to.
I think Cadwell's Silver and Gold need to be removed from the game and the mechanic of being able to follow the alliance quests just moved eg to the journal from the outset, because as a reward, being offered the chance to go to zones you've already been to and complete stories you've already done is, well, utterly baffling. It presumably stopped making sense the moment One Tamriel dropped.
Arizona_Steve wrote: »For me, the biggest issue was all the prologue quests to DLC zones that were out there in Stonefalls once I got my new toon there. I found myself talking to Sai Sahan, even though he was supposed to be imprisoned in Coldharbor. It was really jarring.
I've been playing this game for 10 years now... and I still get confused.
I take your first para which I've only snipped for space, but just on this one, I have to say, this sounds like an established player attitude. To a new player, a game that has to be looked up on Google to be playable is simply a bad game that they should just dump and play something better.
However, if new players actually CARED, they would just look online and learn about the game and the proper chronological order for the stories. "Shouldn't have to" is no longer an excuse in a world where you can quickly and easily look up the information you want to know, most people have smartphones so they have this information at their fingertips. This game is almost ten years old now, therefore it should be expected to have TONS of content, which equates to people should expect to do a bit of research to know what's going on.