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Pleasantly surprised by the questing

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  • LisaFlexy22LisaFlexy22 Member UncommonPosts: 450
    Originally posted by casper333333
    Originally posted by Sephiroso
    Except unlike single player rpgs, the choices you make in the quests make no actual lasting difference in the game. So what you two essentially have is SWTOR's quests, and once you two take off your cherry colored sunglasses, you'll realize its not as great as it now seems.

    ^ This +1

    Seriously, have either one of you even played the game or are you both just spitting out complete garbage and misinformation to troll?  Sephiroso I see your trolling posts in almost every single ESO thread I go into and wouldn't have even seen this post since I have you blocked but someone else quoted it and I wanted to respond. 

     

    EVERY quest in the game that results in a choice has a game changing effect on the world that I have done and it is permanent which is why they have the phasing system they do in the first place.  Entire towns are destroyed, npc's die or live based on your decisions, areas clear of enemies, buildings are constructed, etc etc etc.  All of this is permanent, which is nothing like the SWTOR quest decisions.

     

    Seriously, spend less time trying to deface things you hate and spend a bit more time focusing on things that you enjoy - I bet you'll feel a lot happier.

  • F2Pelerin118F2Pelerin118 Member UncommonPosts: 124
    Originally posted by LisaFlexy22
    I agree - it's the best mmo questing I've played only second to The Secret World.  And the amount of quests you'll find randomly off the beaten path in obscure areas is really impressive, and many of these are really in depth well done quests too.

    Yea, I really enjoy the way they've laid out the points of interest and quests throughout the areas - you come across quests and other activities more naturally, through exploration - which is great and a nice change of pace from other MMOs.

  • SovrathSovrath Member LegendaryPosts: 32,996
    Originally posted by casper333333
    Originally posted by Sephiroso
    Except unlike single player rpgs, the choices you make in the quests make no actual lasting difference in the game. So what you two essentially have is SWTOR's quests, and once you two take off your cherry colored sunglasses, you'll realize its not as great as it now seems.

    ^ This +1

    Except many rpg's don't have choices.

    Oh sure, some bioware games offer it but (as was actually discussed in another thread yesterday) Elder Scrolls games aren't notorious for hard choices that then resonate down the line.

    Witcher seems to have that as well though I don't know how much it actually changes the story. I played witcher 2 and I decided not to kill certain people but i don't recall them returning to rewrite the story.

     

     

     

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  • SovrathSovrath Member LegendaryPosts: 32,996
    Originally posted by Bigbucket
    While moral choices may not make actual game difference, I was wandering around a town beyond a quest where I had chosen to kill someone vs. let them live and the locals were chatting about me and my "monstrous" choice! I was surprised, and actually pleased - in a small way your choices do matter. I wonder what else they may weave in about your moral selections...

    I noticed that as well.

    NPC"s comment on your choices.

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  • RusqueRusque Member RarePosts: 2,785
    Originally posted by Fatalist
    Originally posted by F2Pelerin118

    I also enjoy that side quests aren't often given by NPCs just standing in town, they tend to be discovered by exploring sections of the map and unlike other games, ESO doesn't have exclamation marks on the map denoting quest givers - you have to get within range and you'll notice them on your compass.

     

    I am so glad for this -  Questing through exploration instead of feeling like you're on rails!  I don't mind them being highlighted on your compass, about how much of a radius appears on the compass and can it be zoomed in and out?

    I'm jealous of all of you playing right now - hope everyone gets what they're looking for out of the game!

     

    Not all quests are on the compass!

    When I see people in chat saying that they've run out of quest or are underleveled, I know they haven't been exploring. If you (general you) follow the main quest you'll only get a portion of side quests that are nearby.

    Did you go over that cliff to find the dungeon entrance next to the waterfall? No? You just missed the quest that is inside and isn't available on your compass until you enter.

    Did you read that journal in the tent? No? Then you just missed the hint it gave you to go to a certain place or talk to someone that isn't marked that starts a quest!

    Did you happen to run past a certain area where a NPC ran through the trees asking for help? No? Then you just missed another unmarked quest.

     

    Although it is a themepark, if you play it in a linear fashion you're going to miss out and be underleveled. I wear my elder scrolls playstyle hat when I play this game, explore everything, assume nothing.

  • CouganCougan Member UncommonPosts: 422

    Yeah buildings and caves that have quests in them are not shown on the map. There are also unmarked NPCs that be killed and the loot they drop starts a quest.

     

    I found one unmarked guy hidden away in a cove with a longboat and he had turned into a vampire. Killing him and getting his journal gave me a new quest I wasnt expecting and some loot. Or taking out some of the neutral gangs in a DC city started a mission to return the goods/ slay the leader

     

    Would be nice if they added a few secret ones through books but maybe they have already :p

  • Lazarus71Lazarus71 Member UncommonPosts: 1,081

    I was heading towards a destination for a quest yesterday when I noticed off in the middle of the woods by a group of rocks there was an NPC warrior fighting some undead and protecting a plain cloth wearing citizen who was hiding behind a horse. Me being the hero I am imageran up and helped fight off the remaining undead. after the battle was over the cowering citizen came out from behind the horse and thanked me profusely. No quest, no reward and it was one of the most satisfying moments I have had in a game. It's the small things that stand out and make me happy.

    It's not just experiences like the one above that I am enjoying in the game. I also am finding my self reading and enjoying the quests more in this game than I have in any MMO in years. So to me the questing is aces! image

    No signature, I don't have a pen

  • ElElyonElElyon Member UncommonPosts: 219

    Decisions you make during a quest cannot be world changing because in the end we need to all end up in the same world in order for the game to work.

    If the quests had world changing consequences you would be forced to group with people that made the same decisions you did. For example, if at level 15 you decide who becomes leader of a particular city and your friend decides that the city is better without a leader. Then at level 25 there is a quest to go talk to the guy you made leader and he tells you to go look for something in a cave, your friend wont have that quest so now you are going solo or looking for people who made the same decision you did.

    That's just one quest, imaging if there were 100 such quests intertwining.

    So although I really like the idea of shaping the world with my decisions its just not feasible. There would be so many different worlds out there that it would be annoying trying to get a group of people together that made the exact same decisions you did.

    If you want to make world changing decisions you will need to play a single player game.

  • EntinerintEntinerint Member UncommonPosts: 868
    Originally posted by ElElyon

    Decisions you make during a quest cannot be world changing because in the end we need to all end up in the same world in order for the game to work.

    If the quests had world changing consequences you would be forced to group with people that made the same decisions you did. For example, if at level 15 you decide who becomes leader of a particular city and your friend decides that the city is better without a leader. Then at level 25 there is a quest to go talk to the guy you made leader and he tells you to go look for something in a cave, your friend wont have that quest so now you are going solo or looking for people who made the same decision you did.

    That's just one quest, imaging if there were 100 such quests intertwining.

    So although I really like the idea of shaping the world with my decisions its just not feasible. There would be so many different worlds out there that it would be annoying trying to get a group of people together that made the exact same decisions you did.

    If you want to make world changing decisions you will need to play a single player game.

    Usually the changes are isolated to a particular area, like a town.

     

    If you are grouped with a person who made a different decision and you enter that area, you will disappear from view from each other and enter separate phases of the same place.  Same if you are further along in a quest than your partner or vice versa.

     

    What I really love about the questing is that choices you make aren't boring old KOTOR light or dark, good or evil, they are very grey and you really have to weight the moral conundrum.  It doesn't ascribe an artificial morality, shit just happens as a result of your decision, sometimes good, sometimes bad, sometimes VERY unexpected.

     

    The most amazing example thus far:  SPOILERS

     

    A quest involving a low-born woman who was in love with a now-dead noble.  She is trying to contact his spirit.  I do it for her and the spirit appears with his also dead wife.  He says he never loved her and he only pretended to because he and his wife found her desperation amusing.  Now I have a choice, tell her the truth that the guy never loved her or lie to her and say he's waiting for her in the afterlife.  Wanting to spare her the later disappointment I decided to do the "right" thing and tell her the truth.  She was sad, thanked me, I got my quest reward and the quest was complete, done, GONE from my journal.  In any other MMO that would have been the end of it.

     

    The next day I am riding along a road near the ruin when I met this woman.  I spot something off the side of the road.  It's a ghost standing there.  They usually have interesting things to say so even though the ghost has no quest marker I decide to engage it in conversation.  I instantly recognize the name and the voice.  It's the same woman I told the truth to the day before.  My jaw dropped.  Turns out, she couldn't live with it and killed herself and was now trapped in limbo.

     

    This wasn't the beginning of a new quest, this wasn't even marked for me this was just THERE, my action's consequences plain as day for all to see.

     

     

  • AsariashaAsariasha Member UncommonPosts: 252

    I also very much enjoy the questing in TESO and can't understand why some people rant around on this forum.

     

    In my opinion Zenimax created a MMO masterpiece that finally brings back the RPG to MMOs. The game offers a lush and intense game world that invites you to explore it to its full extent. All quests come with a compelling story vastly intensifying the gaming experience. Completing a quest does not simply reward you with exp and gold. NPCs reckognize you while wandering around. While the majority of quests are handed out by NPCs marked on your compass, there are quite a bunch of quests that require you to actually read lore books / notes or that are unlocked by talking to inconsiderable NPCs in taverns that you persuaded (Mage Guild/Warrior Guild passives). Also, quests are often interconnected with the main story line or with another plot that later on develops into an exciting story featuring major "What the ****! This is cannot be!"-moments.

     

    It is the first MMORPG in years that finally achieves to drag the player into an intense game world featuring authentic and mature story writing.

     

     

  • ElElyonElElyon Member UncommonPosts: 219
    Originally posted by Entinerint
    Originally posted by ElElyon

    Decisions you make during a quest cannot be world changing because in the end we need to all end up in the same world in order for the game to work.

    If the quests had world changing consequences you would be forced to group with people that made the same decisions you did. For example, if at level 15 you decide who becomes leader of a particular city and your friend decides that the city is better without a leader. Then at level 25 there is a quest to go talk to the guy you made leader and he tells you to go look for something in a cave, your friend wont have that quest so now you are going solo or looking for people who made the same decision you did.

    That's just one quest, imaging if there were 100 such quests intertwining.

    So although I really like the idea of shaping the world with my decisions its just not feasible. There would be so many different worlds out there that it would be annoying trying to get a group of people together that made the exact same decisions you did.

    If you want to make world changing decisions you will need to play a single player game.

    Usually the changes are isolated to a particular area, like a town.

     

    If you are grouped with a person who made a different decision and you enter that area, you will disappear from view from each other and enter separate phases of the same place.  Same if you are further along in a quest than your partner or vice versa.

     

    What I really love about the questing is that choices you make aren't boring old KOTOR light or dark, good or evil, they are very grey and you really have to weight the moral conundrum.  It doesn't ascribe an artificial morality, shit just happens as a result of your decision, sometimes good, sometimes bad, sometimes VERY unexpected.

     

    The most amazing example thus far:  SPOILERS

     

    A quest involving a low-born woman who was in love with a now-dead noble.  She is trying to contact his spirit.  I do it for her and the spirit appears with his also dead wife.  He says he never loved her and he only pretended to because he and his wife found her desperation amusing.  Now I have a choice, tell her the truth that the guy never loved her or lie to her and say he's waiting for her in the afterlife.  Wanting to spare her the later disappointment I decided to do the "right" thing and tell her the truth.  She was sad, thanked me, I got my quest reward and the quest was complete, done, GONE from my journal.  In any other MMO that would have been the end of it.

     

    The next day I am riding along a road near the ruin when I met this woman.  I spot something off the side of the road.  It's a ghost standing there.  They usually have interesting things to say so even though the ghost has no quest marker I decide to engage it in conversation.  I instantly recognize the name and the voice.  It's the same woman I told the truth to the day before.  My jaw dropped.  Turns out, she couldn't live with it and killed herself and was now trapped in limbo.

     

    This wasn't the beginning of a new quest, this wasn't even marked for me this was just THERE, my action's consequences plain as day for all to see.

     

     

    VERY INTERESTING! Thank you for posting this.

    I did that same quest but I lied to her and told her that he still loved her.

    Where did you see her ghost? I want to see if she is there for me too except with a different story line.

  • TamanousTamanous Member RarePosts: 3,030
    Originally posted by Sephiroso
    Except unlike single player rpgs, the choices you make in the quests make no actual lasting difference in the game. So what you two essentially have is SWTOR's quests, and once you two take off your cherry colored sunglasses, you'll realize its not as great as it now seems.

    There are some quests where you choice makes a difference. Not all are set up this way though. The game does change a great deal due to the phasing as you may have noticed. The most common choices that can change the outcome of quests is when allowed to persuade and intimidate. I used persuade during the Argonian quest line in AD and was allowed a non-combat resolution. The funny part was the primary choice was bugged and while others were running around complaining they couldn't progress the quest I went on to complete it. :)

     

    The main consideration though is that mmos have a much harder time offering dramatic world changing choices due to their nature. This game however at least offers far more options on how you wish to progress. Swtor was vastly more linear with it's story telling.

    You stay sassy!

  • F2Pelerin118F2Pelerin118 Member UncommonPosts: 124
    Are we sure that quest-givers inside buildings don't show on the compass? I'm sure they do show from outside when you're close enough - if not, then I'll have to do a better job of checking out all the buildings.
  • CoffeeBreakCoffeeBreak Member Posts: 236
    Originally posted by F2Pelerin118
    Are we sure that quest-givers inside buildings don't show on the compass? I'm sure they do show from outside when you're close enough - if not, then I'll have to do a better job of checking out all the buildings.

     

    They do show up on the compass.  I made a new alt last night and remember noticing the initial Mage guild quests showing up while I was wandering around outside.  It's just proximity based.

  • F2Pelerin118F2Pelerin118 Member UncommonPosts: 124
    Originally posted by cura
    Originally posted by CoffeeBreak
    Originally posted by F2Pelerin118
    Are we sure that quest-givers inside buildings don't show on the compass? I'm sure they do show from outside when you're close enough - if not, then I'll have to do a better job of checking out all the buildings.

     

    They do show up on the compass.  I made a new alt last night and remember noticing the initial Mage guild quests showing up while I was wandering around outside.  It's just proximity based.

    It appears some quests are marked, like theese in mages and fighters guilds, while other arent. I found a quest in some mine that wasnt on my compass before i entered. It lead me to some character outside of this mine. 

    Oh, I think I see what's going on. I think you may be able to see quest markers on the compass for inside buildings, but not necessarily inside of caves or dungeons - at least, that's what it seems like to me.

  • EntinerintEntinerint Member UncommonPosts: 868
    Originally posted by ElElyon
    Originally posted by Entinerint
    Originally posted by ElElyon

    Decisions you make during a quest cannot be world changing because in the end we need to all end up in the same world in order for the game to work.

    If the quests had world changing consequences you would be forced to group with people that made the same decisions you did. For example, if at level 15 you decide who becomes leader of a particular city and your friend decides that the city is better without a leader. Then at level 25 there is a quest to go talk to the guy you made leader and he tells you to go look for something in a cave, your friend wont have that quest so now you are going solo or looking for people who made the same decision you did.

    That's just one quest, imaging if there were 100 such quests intertwining.

    So although I really like the idea of shaping the world with my decisions its just not feasible. There would be so many different worlds out there that it would be annoying trying to get a group of people together that made the exact same decisions you did.

    If you want to make world changing decisions you will need to play a single player game.

    Usually the changes are isolated to a particular area, like a town.

     

    If you are grouped with a person who made a different decision and you enter that area, you will disappear from view from each other and enter separate phases of the same place.  Same if you are further along in a quest than your partner or vice versa.

     

    What I really love about the questing is that choices you make aren't boring old KOTOR light or dark, good or evil, they are very grey and you really have to weight the moral conundrum.  It doesn't ascribe an artificial morality, shit just happens as a result of your decision, sometimes good, sometimes bad, sometimes VERY unexpected.

     

    The most amazing example thus far:  SPOILERS

     

    A quest involving a low-born woman who was in love with a now-dead noble.  She is trying to contact his spirit.  I do it for her and the spirit appears with his also dead wife.  He says he never loved her and he only pretended to because he and his wife found her desperation amusing.  Now I have a choice, tell her the truth that the guy never loved her or lie to her and say he's waiting for her in the afterlife.  Wanting to spare her the later disappointment I decided to do the "right" thing and tell her the truth.  She was sad, thanked me, I got my quest reward and the quest was complete, done, GONE from my journal.  In any other MMO that would have been the end of it.

     

    The next day I am riding along a road near the ruin when I met this woman.  I spot something off the side of the road.  It's a ghost standing there.  They usually have interesting things to say so even though the ghost has no quest marker I decide to engage it in conversation.  I instantly recognize the name and the voice.  It's the same woman I told the truth to the day before.  My jaw dropped.  Turns out, she couldn't live with it and killed herself and was now trapped in limbo.

     

    This wasn't the beginning of a new quest, this wasn't even marked for me this was just THERE, my action's consequences plain as day for all to see.

     

     

    VERY INTERESTING! Thank you for posting this.

    I did that same quest but I lied to her and told her that he still loved her.

    Where did you see her ghost? I want to see if she is there for me too except with a different story line.

    Along the southern part of the road near Othernis wayshrine, just NW of the Othrenis ruin.

  • SatsunoryuSatsunoryu Member UncommonPosts: 285
    From what I played in beta, the questing was definitely one of the high points.  Good writing, decent flow, encourages going off the beaten path, etc.  I enjoyed it.
  • Sevenstar61Sevenstar61 Member UncommonPosts: 1,686

    Quests are pretty good in TESO, more comparable to TSW imo than SWTOR as you do not really interacting with quest giver as in SWTOR. I prefer SWTOR questing, the cinematic scenes are dynamic and lips actually sync with text which you definitely can't say about TESO, but I think that TESO did pretty good job despite that. I enjoy quests but absolutely detest UI and combat. Thanks for add-ons, I actually got game only after finding out that I can add: minimap, more then one quest tracker and other add-on that make questing easier. Lack of trade market is a big no for me as well. I see myself playing through 3 factions, but as I do not PvP that will be it. Back full time to SWTOR after that.


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    Imperial Agent - Rise of Cipher Nine http://www.youtube.com/watch?v=OBBj3eJWBvU&feature=youtu.be
    Imperial Agent - Hunt for the Eagle Part 1http://www.youtube.com/watch?v=UQqjYYU128E

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