spartaxoxo wrote: »I wouldn’t want to see markings over peoples heads and the npcs walking about as if they were never helped. If its tucked away in a menu, it’s out of the way until someone wants to use it AND they get control over which quest exactly they want to redo!
This is my main concern with having everything repeatable. Stuff like that is immersion breaking big time, even if you have the option to not repeat it. And it also makes the quest less memorable because there's no stakes at all.
Flustershy wrote: »Izanagi.Xiiib16_ESO wrote: »They already have a replay method, you just create a new character.
[snip]
I have in great detail said why that won't work for some people, and is nothing more than ban aid fix in the first place, and a bad one at that.
Trier_Sero wrote: »Just make a new char guys. And even if you have all 20 char slots filled there's no way you have played all quests on all 20 of them
Flustershy wrote: »So you speak of stakes in quest, yet as things are currently, there are no stakes in ESO quests, story quests are the easiest form of content in ESO, they are nearly impossible to fail unless you actively try to do so, quest replay won't take your stakes away from anything, in fact the option to replay a quest on vestige actually gives the quest some of those stakes you talk about.
Izanagi.Xiiib16_ESO wrote: »Flustershy wrote: »Izanagi.Xiiib16_ESO wrote: »They already have a replay method, you just create a new character.
[snip]
I have in great detail said why that won't work for some people, and is nothing more than ban aid fix in the first place, and a bad one at that.
Why would you assume I'm trolling. It is legitimately the intended functionality of creating a new character. All Quests are reset - sure you can't get achievements again any more but everything is reset, you could simply grind to lvl 50, swap all your gear over and you have a brand new unquested character to progress in exactly the same way on.
tomofhyrule wrote: »I will also add that in non-MMO RPGs (like the single-player Elder Scrolls games people want ESO to be so badly), repeatable story quests are also not a thing. If I'm playing Skyrim and I want to do the other side of the Civil War, I have to start a new character. If I'm playing Oblivion and I want to see Martin take out Dagon again, I have to start a new character. If I'm playing Morrowind and I sell Rabinna to the slavers and want to go back so I can save her, I have to start a new character.
"lol just do a new character bro" is the solution in other games. Why is it so wrong here?
Flustershy wrote: »tomofhyrule wrote: »I will also add that in non-MMO RPGs (like the single-player Elder Scrolls games people want ESO to be so badly), repeatable story quests are also not a thing. If I'm playing Skyrim and I want to do the other side of the Civil War, I have to start a new character. If I'm playing Oblivion and I want to see Martin take out Dagon again, I have to start a new character. If I'm playing Morrowind and I sell Rabinna to the slavers and want to go back so I can save her, I have to start a new character.
"lol just do a new character bro" is the solution in other games. Why is it so wrong here?
[snip]
You answered your own question, you are comparing non MMO games by your own words to a MMO game, Quest replay is a standard in MMO's, Skyrim and Oblivion are RPG's not MMO's.
You have to be taking the *** mate, you are comparing 2 totally different types of games.
And to make your point even more obsolete, many single player games feature new game +, where you continue your save with the gear you worked for, with the levels you gained, so not only can you do things differently, all the grinding you did before that point is not invalidated.
ESO is a MMO first, just because it features single player content, does not mean its not an MMO, its in the name
Elder Scrolls ONLINE.
And even further more, you can make save files in Skyrim and Oblivion, so you can load up a save and watch Martin smite Dagon 100000000 times, at will, when you want it.
In ESO the best you can do, is abandon a mission at the very end before claiming the reward, which is not the same as making a save you can come back to 10 years from now if the save isn't corrupted.
spartaxoxo wrote: »Flustershy wrote: »So you speak of stakes in quest, yet as things are currently, there are no stakes in ESO quests, story quests are the easiest form of content in ESO, they are nearly impossible to fail unless you actively try to do so, quest replay won't take your stakes away from anything, in fact the option to replay a quest on vestige actually gives the quest some of those stakes you talk about.
Narrative stakes are different than gameplay. Resetting the quest fundamentally alters the narrative. We are already getting challenge difficulty so ease has nothing to do with the stakes we're talking about here as nobody said argued the challenge difficulty setting shouldn't be in the game.
Little kills a narrative faster than there not being any stakes or conflict. It's hard to care about an npc dying if they're alive again a moment later.
I remember the main story for Solstice far better than the Solstice daily quests despite the fact that I do the daily quests more often and hear their dialogue more often. Why? Because there are actual stakes in the story and they impact the story the game world is trying to tell.
I have played many games over decades of gaming where you can eat food quickly. It's not something I notice anymore. I have never played a game where every single quest is instantly repeatable immediately with no real cost associated. Which games have that to make it such a standard gameplay feature that nobody could possibly even notice and have it break their immersion?
Flustershy wrote: »I just hope ZOS will not listen to you for the health of the game, because ESO would objectively be a better game with a quest replay system.
You can replay every story steps except ... the "core personal story". (The one that guides you through the levels until level 80. Where you have to select an order.) I would recommend another char - to get back into the game. Leveling that one normally until level 80 doing the core story. Then you can switch back to the main char or stay with the other char (if you like that one more - maybe try a different profession).
The personal story (listed as My Story in the Story Journal) is the first part of the ongoing narrative of the game, launched with the original release of Guild Wars 2 and continued later in Living World releases and expansions. It is the individual campaign for each character which, along with dynamic events and map completion, makes up much of PvE gameplay. The personal story is independent from random world events and is always available to follow through the game world and the events which occur there. The personal story is told through character specific instances and is personalized by decisions made before and during gameplay.
tomofhyrule wrote: »Flustershy wrote: »tomofhyrule wrote: »I will also add that in non-MMO RPGs (like the single-player Elder Scrolls games people want ESO to be so badly), repeatable story quests are also not a thing. If I'm playing Skyrim and I want to do the other side of the Civil War, I have to start a new character. If I'm playing Oblivion and I want to see Martin take out Dagon again, I have to start a new character. If I'm playing Morrowind and I sell Rabinna to the slavers and want to go back so I can save her, I have to start a new character.
"lol just do a new character bro" is the solution in other games. Why is it so wrong here?
[snip]
You answered your own question, you are comparing non MMO games by your own words to a MMO game, Quest replay is a standard in MMO's, Skyrim and Oblivion are RPG's not MMO's.
You have to be taking the *** mate, you are comparing 2 totally different types of games.
And to make your point even more obsolete, many single player games feature new game +, where you continue your save with the gear you worked for, with the levels you gained, so not only can you do things differently, all the grinding you did before that point is not invalidated.
ESO is a MMO first, just because it features single player content, does not mean its not an MMO, its in the name
Elder Scrolls ONLINE.
And even further more, you can make save files in Skyrim and Oblivion, so you can load up a save and watch Martin smite Dagon 100000000 times, at will, when you want it.
In ESO the best you can do, is abandon a mission at the very end before claiming the reward, which is not the same as making a save you can come back to 10 years from now if the save isn't corrupted.
Being insulting is always a great way to make your point.
No, ESO is not like other TES games. It's an MMO. That's why things like Subclassing are bad for the game. That's why it's perfectly okay to have everyone with sparkleponies that break immersion. That's why it's fine to have 15 Bastians around the town. That's why it's ok to have non-standard items in one zone where they shouldn't be. That's why it's ok for characters to wear weird clothes or have weird names. And yet every one of these has been a forum complaint because "it's an Elder Scrolls game!!!!1!1!1"
In other games, New Game + does let you start with your armor and gear. But not the quests done. If I load up a Mass Effect 1 game (which you can't even get to max level without NG+), I don't automatically get to go straight to Virmire and sacrifice the other companion. I get to keep my gear, yes. But now I still have to play all of the quests to get to that point. The closest equivalent to a standard New Game + in ESO would be to throw all of your gear in the bank and then make a new character and give them that gear. Then they can do everything with the same gear, but they need to make all of the story choices from the beginning.
It is impressive that you're stressing how much ESO is an MMO first, since most of this forum sees the "MM" part of that as an inconvenience more than anything else. There are a lot of things (like balance!) that need to be taken into account for an MMO that people don't want to think about. Like, for example, an MMO story is a very one-and-done thing.
Having said that, I recognize that wanting to replay e.g. the Ithelia fight is excruciatingly long to get to, which is why I haven't even done in on an alt. The writing has been so bad lately that it's actually painful to suffer through the entire Necrom line then the entire West Weald line and then the entire Epilogue just to get to one single fight that lasts 2 minutes (but 5 on harder difficulty). This is why I honestly thought that ESO should start to focus more on repeatable things like dungeons in the first place instead of stories which are one-and-done since very few people will care enough to replay the story quests (and since the qriting quality is where it's been for a while).
The other thing ESO stories don't have that other games do is that ESO doesn't really care who you are. Games like Baldur's Gate 3 have so much dialogue, so starting a new character to replay is really fun because it can be so different. Will I use a Paladin dialogue to get out of this fight? Or fight it out as a Barbarian? Or do I even want to be evil and work with the villain in this area? There are so many options.
ESO's... don't do that. The best we have is Wrothgar, which is slightly different if you play as an Orc (especially if you play a male Orc because of the strict lore, which they then proceeded to break that lore in WSkyrim). A lot of people say they want to replay Skyrim as an Orc because it's so good. But we're now at the point where people don't care what race or class you are anymore so every single quest is the same whether you play one character or another, so why bother in the first place? Every quest that someone dies magically has them come back in some way, sometimes even without an explanation.
It comes down to the dev time argument. Would it be a better use of time for the devs to make a whole method to replay quests (that would need to be in such a way that we don't end up with 50+ quest markers every area) that would be nice for people who want to replay some specific quests on higher difficulty with the same character... and how many people is that that would use that feature? Or would that dev time be better spent on something that more players would enjoy?
spartaxoxo wrote: »Flustershy wrote: »spartaxoxo wrote: »Flustershy wrote: »So you speak of stakes in quest, yet as things are currently, there are no stakes in ESO quests, story quests are the easiest form of content in ESO, they are nearly impossible to fail unless you actively try to do so, quest replay won't take your stakes away from anything, in fact the option to replay a quest on vestige actually gives the quest some of those stakes you talk about.
Narrative stakes are different than gameplay. Resetting the quest fundamentally alters the narrative. We are already getting challenge difficulty so ease has nothing to do with the stakes we're talking about here as nobody said argued the challenge difficulty setting shouldn't be in the game.
Little kills a narrative faster than there not being any stakes or conflict. It's hard to care about an npc dying if they're alive again a moment later.
I remember the main story for Solstice far better than the Solstice daily quests despite the fact that I do the daily quests more often and hear their dialogue more often. Why? Because there are actual stakes in the story and they impact the story the game world is trying to tell.
I have played many games over decades of gaming where you can eat food quickly. It's not something I notice anymore. I have never played a game where every single quest is instantly repeatable immediately with no real cost associated. Which games have that to make it such a standard gameplay feature that nobody could possibly even notice and have it break their immersion?
Destiny 2, Warframe, Guild Wars 2, all feature quest replay options and not a single person complains about being able to fight Savathun again, or Killing Ballas again, or fighting the elder dragons again, your argument is so unique, its like trying to explain humanity to an alien form outer space.
You speak of Narrative stakes which is entirely subjective, an optional replay system that you don't have to interact with poses no threat to your Narrative stakes, unless you have problem with suspension of disbelief in general, which you don't since you can clearly apply that so many other aspects of ESO and other games presumably, so I have no clue what is going in your head, that the option for someone to replay a quest 10 years later since last completion somehow kills the narrative stakes.
To me there is no narrative stake if the gameplay does not match the description of the story, If the story says this guy is dangerous, and I can afk the fight, that causes a narrative dissonance for me, more than the ability to replay the quest ever would.
(And I am confident in saying 99% players agree with me on this)
And this is me presuming, but the reason why you have such a strange approach to this is because I am right, when you have combat so easy that a quad paraplegic can complete it, followed by story of varying quality, your mind has room to wander to something like, oh I can just repeat this quest immediately so now there is no stakes.
If the quest actually had challenging fun combat, and a good story, you would either A continue the story, or B do it again because you had fun.
But the questing in ESO is so monotone at times that you have time to start arguing how quest replay option kills the narrative stakes on ESO forums when no one else brings that up at all.
If someone wants to replay a quest 1000 times, its subtracts nothing from you, but hey its your opinion, I just genuinely cannot see where you are coming from.
So yeah I guess you are that 1 doctor out of 10 that doesn't recommend the toothpaste, or that 0,01% surviving germ of a cleaning agent.
I just hope ZOS will not listen to you for the health of the game, because ESO would objectively be a better game with a quest replay system.
Why do you keep speaking to me as if I opposed challenge difficulty? I have been one of the most active proponents of challenge difficulty settings for years. I am literally one of the top commenters about how there was a need for a difficulty setting. You're not asking for a difficulty setting. You're asking for the ability to reset quests individually. The challenge difficulty is already happening. A person can have different opinions about both of these.
This is what I found in Googling Guild Wars 2You can replay every story steps except ... the "core personal story". (The one that guides you through the levels until level 80. Where you have to select an order.) I would recommend another char - to get back into the game. Leveling that one normally until level 80 doing the core story. Then you can switch back to the main char or stay with the other char (if you like that one more - maybe try a different profession).The personal story (listed as My Story in the Story Journal) is the first part of the ongoing narrative of the game, launched with the original release of Guild Wars 2 and continued later in Living World releases and expansions. It is the individual campaign for each character which, along with dynamic events and map completion, makes up much of PvE gameplay. The personal story is independent from random world events and is always available to follow through the game world and the events which occur there. The personal story is told through character specific instances and is personalized by decisions made before and during gameplay.
That hardly sounds like being able to replay every individual quest on demand.
Admittedly, I can’t be bothered to read everything but here’s my thoughts.
On stakes:
I have been let down by ZOS immediately reviving NPCs they kill off enough that I no longer feel anything when an NPC dies. There are no stakes anymore. I do not remember quests more because of what I think is at stake, I remember what I thought was interesting or compelling about the quests as well as things I hated about them. I hardly even remember what the plot of Elsweyr is about… dragons trying to become gods and taking Elsweyr back from Clivia Tharn?
On other games don’t let you replay quests:
That doesn’t change anything for me, it stresses me out in other games too. I can no longer have fun playing Skyrim because I stress about quest order (I like building a narrative) and if I might want to repeat a quest… and I play the same characters on repeat. I save at the start of quests I might want to replay.
On just make another character:
My characters aren’t just fashion to hold a build, they’re creative projects with their own stories. Sure, I could take my Clockwork Apostle and send him to Summerset just to play the story over for myself… but it’s not the same as if I play it on the character I have set to do that quest in my lore. I also like taking screenshots and there’s a lot of relevant screenshot opportunities locked in quests. I will not copy all of my sliders, make a new character with those sliders, spend gold on copying over the outfit, just to replay a quest on a baby no build character and then delete the character.
Flustershy wrote: »spartaxoxo wrote: »Flustershy wrote: »spartaxoxo wrote: »Flustershy wrote: »So you speak of stakes in quest, yet as things are currently, there are no stakes in ESO quests, story quests are the easiest form of content in ESO, they are nearly impossible to fail unless you actively try to do so, quest replay won't take your stakes away from anything, in fact the option to replay a quest on vestige actually gives the quest some of those stakes you talk about.
Narrative stakes are different than gameplay. Resetting the quest fundamentally alters the narrative. We are already getting challenge difficulty so ease has nothing to do with the stakes we're talking about here as nobody said argued the challenge difficulty setting shouldn't be in the game.
Little kills a narrative faster than there not being any stakes or conflict. It's hard to care about an npc dying if they're alive again a moment later.
I remember the main story for Solstice far better than the Solstice daily quests despite the fact that I do the daily quests more often and hear their dialogue more often. Why? Because there are actual stakes in the story and they impact the story the game world is trying to tell.
I have played many games over decades of gaming where you can eat food quickly. It's not something I notice anymore. I have never played a game where every single quest is instantly repeatable immediately with no real cost associated. Which games have that to make it such a standard gameplay feature that nobody could possibly even notice and have it break their immersion?
Destiny 2, Warframe, Guild Wars 2, all feature quest replay options and not a single person complains about being able to fight Savathun again, or Killing Ballas again, or fighting the elder dragons again, your argument is so unique, its like trying to explain humanity to an alien form outer space.
You speak of Narrative stakes which is entirely subjective, an optional replay system that you don't have to interact with poses no threat to your Narrative stakes, unless you have problem with suspension of disbelief in general, which you don't since you can clearly apply that so many other aspects of ESO and other games presumably, so I have no clue what is going in your head, that the option for someone to replay a quest 10 years later since last completion somehow kills the narrative stakes.
To me there is no narrative stake if the gameplay does not match the description of the story, If the story says this guy is dangerous, and I can afk the fight, that causes a narrative dissonance for me, more than the ability to replay the quest ever would.
(And I am confident in saying 99% players agree with me on this)
And this is me presuming, but the reason why you have such a strange approach to this is because I am right, when you have combat so easy that a quad paraplegic can complete it, followed by story of varying quality, your mind has room to wander to something like, oh I can just repeat this quest immediately so now there is no stakes.
If the quest actually had challenging fun combat, and a good story, you would either A continue the story, or B do it again because you had fun.
But the questing in ESO is so monotone at times that you have time to start arguing how quest replay option kills the narrative stakes on ESO forums when no one else brings that up at all.
If someone wants to replay a quest 1000 times, its subtracts nothing from you, but hey its your opinion, I just genuinely cannot see where you are coming from.
So yeah I guess you are that 1 doctor out of 10 that doesn't recommend the toothpaste, or that 0,01% surviving germ of a cleaning agent.
I just hope ZOS will not listen to you for the health of the game, because ESO would objectively be a better game with a quest replay system.
Why do you keep speaking to me as if I opposed challenge difficulty? I have been one of the most active proponents of challenge difficulty settings for years. I am literally one of the top commenters about how there was a need for a difficulty setting. You're not asking for a difficulty setting. You're asking for the ability to reset quests individually. The challenge difficulty is already happening. A person can have different opinions about both of these.
This is what I found in Googling Guild Wars 2You can replay every story steps except ... the "core personal story". (The one that guides you through the levels until level 80. Where you have to select an order.) I would recommend another char - to get back into the game. Leveling that one normally until level 80 doing the core story. Then you can switch back to the main char or stay with the other char (if you like that one more - maybe try a different profession).The personal story (listed as My Story in the Story Journal) is the first part of the ongoing narrative of the game, launched with the original release of Guild Wars 2 and continued later in Living World releases and expansions. It is the individual campaign for each character which, along with dynamic events and map completion, makes up much of PvE gameplay. The personal story is independent from random world events and is always available to follow through the game world and the events which occur there. The personal story is told through character specific instances and is personalized by decisions made before and during gameplay.
That hardly sounds like being able to replay every individual quest on demand.
Putting it in ESO terms would be, you cant replay the cold harbour base game story, you can replay everything else.
Going into little more detail is because there is a ''big'' choice of a faction you join, which changes some elements down the line, but the base game story in GW2 is regarded as worst part of the story, so people give it a pass.
Which I still would take over nothing at all in ESO, and I didn't say you were against the system, just that I find your point on immersion breaking being a very unique.
If you want the replay option, that's great, me too, I just see your views on it differently when it comes to replaying quests being detrimental to quest enjoyment the first time around, since so many other things in ESO break immersion much more, to me at least.
spartaxoxo wrote: »Flustershy wrote: »spartaxoxo wrote: »Flustershy wrote: »spartaxoxo wrote: »Flustershy wrote: »So you speak of stakes in quest, yet as things are currently, there are no stakes in ESO quests, story quests are the easiest form of content in ESO, they are nearly impossible to fail unless you actively try to do so, quest replay won't take your stakes away from anything, in fact the option to replay a quest on vestige actually gives the quest some of those stakes you talk about.
Narrative stakes are different than gameplay. Resetting the quest fundamentally alters the narrative. We are already getting challenge difficulty so ease has nothing to do with the stakes we're talking about here as nobody said argued the challenge difficulty setting shouldn't be in the game.
Little kills a narrative faster than there not being any stakes or conflict. It's hard to care about an npc dying if they're alive again a moment later.
I remember the main story for Solstice far better than the Solstice daily quests despite the fact that I do the daily quests more often and hear their dialogue more often. Why? Because there are actual stakes in the story and they impact the story the game world is trying to tell.
I have played many games over decades of gaming where you can eat food quickly. It's not something I notice anymore. I have never played a game where every single quest is instantly repeatable immediately with no real cost associated. Which games have that to make it such a standard gameplay feature that nobody could possibly even notice and have it break their immersion?
Destiny 2, Warframe, Guild Wars 2, all feature quest replay options and not a single person complains about being able to fight Savathun again, or Killing Ballas again, or fighting the elder dragons again, your argument is so unique, its like trying to explain humanity to an alien form outer space.
You speak of Narrative stakes which is entirely subjective, an optional replay system that you don't have to interact with poses no threat to your Narrative stakes, unless you have problem with suspension of disbelief in general, which you don't since you can clearly apply that so many other aspects of ESO and other games presumably, so I have no clue what is going in your head, that the option for someone to replay a quest 10 years later since last completion somehow kills the narrative stakes.
To me there is no narrative stake if the gameplay does not match the description of the story, If the story says this guy is dangerous, and I can afk the fight, that causes a narrative dissonance for me, more than the ability to replay the quest ever would.
(And I am confident in saying 99% players agree with me on this)
And this is me presuming, but the reason why you have such a strange approach to this is because I am right, when you have combat so easy that a quad paraplegic can complete it, followed by story of varying quality, your mind has room to wander to something like, oh I can just repeat this quest immediately so now there is no stakes.
If the quest actually had challenging fun combat, and a good story, you would either A continue the story, or B do it again because you had fun.
But the questing in ESO is so monotone at times that you have time to start arguing how quest replay option kills the narrative stakes on ESO forums when no one else brings that up at all.
If someone wants to replay a quest 1000 times, its subtracts nothing from you, but hey its your opinion, I just genuinely cannot see where you are coming from.
So yeah I guess you are that 1 doctor out of 10 that doesn't recommend the toothpaste, or that 0,01% surviving germ of a cleaning agent.
I just hope ZOS will not listen to you for the health of the game, because ESO would objectively be a better game with a quest replay system.
Why do you keep speaking to me as if I opposed challenge difficulty? I have been one of the most active proponents of challenge difficulty settings for years. I am literally one of the top commenters about how there was a need for a difficulty setting. You're not asking for a difficulty setting. You're asking for the ability to reset quests individually. The challenge difficulty is already happening. A person can have different opinions about both of these.
This is what I found in Googling Guild Wars 2You can replay every story steps except ... the "core personal story". (The one that guides you through the levels until level 80. Where you have to select an order.) I would recommend another char - to get back into the game. Leveling that one normally until level 80 doing the core story. Then you can switch back to the main char or stay with the other char (if you like that one more - maybe try a different profession).The personal story (listed as My Story in the Story Journal) is the first part of the ongoing narrative of the game, launched with the original release of Guild Wars 2 and continued later in Living World releases and expansions. It is the individual campaign for each character which, along with dynamic events and map completion, makes up much of PvE gameplay. The personal story is independent from random world events and is always available to follow through the game world and the events which occur there. The personal story is told through character specific instances and is personalized by decisions made before and during gameplay.
That hardly sounds like being able to replay every individual quest on demand.
Putting it in ESO terms would be, you cant replay the cold harbour base game story, you can replay everything else.
Going into little more detail is because there is a ''big'' choice of a faction you join, which changes some elements down the line, but the base game story in GW2 is regarded as worst part of the story, so people give it a pass.
Which I still would take over nothing at all in ESO, and I didn't say you were against the system, just that I find your point on immersion breaking being a very unique.
If you want the replay option, that's great, me too, I just see your views on it differently when it comes to replaying quests being detrimental to quest enjoyment the first time around, since so many other things in ESO break immersion much more, to me at least.
I don't want it repayable because the way the handle repeatable quests now is totally unacceptable for a quest with actual narrative stakes to me.
If you can't understand how the currently implemented system in ESO (and you can replay some quests in ESO) would be a problem, then IDK what to say. Dead characters coming back instantly would be an issue for many people. Being able to wolf down food is more believable than the dead coming back to life.
It sounds like the few games that have this actually took that into consideration. For example, they bury in menu options so that they can play on the concept of "out of sight, out of mind," which does aide immersion.
Try to actually understand why people are disagreeing and it would actually be pretty easy to get how seeing dead characters getting better instantly would be immersion breaking. How a potential system like this implemented effects both the people who would use it and the people who don't in a big way. That doesn't make something impossible. It just means that care would have to be taken to ensure that one person's QOL addition does not negatively impact the gameplay experience for someone else.
tomofhyrule wrote: »I will also add that in non-MMO RPGs (like the single-player Elder Scrolls games people want ESO to be so badly), repeatable story quests are also not a thing. If I'm playing Skyrim and I want to do the other side of the Civil War, I have to start a new character. If I'm playing Oblivion and I want to see Martin take out Dagon again, I have to start a new character. If I'm playing Morrowind and I sell Rabinna to the slavers and want to go back so I can save her, I have to start a new character.
"lol just do a new character bro" is the solution in other games. Why is it so wrong here?
SilverBride wrote: »I don't think that story quests should be repeatable, but would accept it if they were. But only if they would not reward skill points after the first time, or rewards or achievements. Those should be restricted to the first time playing through the story only.
Flustershy wrote: »Other peoples immersion will come at the cost of overall game health, this a fact, and I squarely believe that only a VERY small minority would have immersion issues with quest replayability, if this counts as attacking people, sorry, not sorry.
We will not be able to release Challenge Difficulty with the ability to replay quests. However, replaying quests is something the team is looking into. Not confirming this as a feature, just noting that there is some interest.
Izanagi.Xiiib16_ESO wrote: »They already have a replay method, you just create a new character.
Trier_Sero wrote: »Just make a new char guys. And even if you have all 20 char slots filled there's no way you have played all quests on all 20 of them
tomofhyrule wrote: »I will also add that in non-MMO RPGs (like the single-player Elder Scrolls games people want ESO to be so badly), repeatable story quests are also not a thing. If I'm playing Skyrim and I want to do the other side of the Civil War, I have to start a new character. If I'm playing Oblivion and I want to see Martin take out Dagon again, I have to start a new character. If I'm playing Morrowind and I sell Rabinna to the slavers and want to go back so I can save her, I have to start a new character.
"lol just do a new character bro" is the solution in other games. Why is it so wrong here?