My, I'm handsome:
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I honestly never understood the appeal of big cities, fuck, cities in general. There should just be one city for each faction; you need to get people to congregate to make MMO magic happen. If everyone fucks off to their own little corners/instances all you've done is create a massive... and pointless lobby for a dungeon crawler.
Players should be the ones to give life to cities, and the developers should be there to help them do it; but naturally, TESO is like any other themepark MMO - the world is static and flat and the most interaction you're going to get is "NPC here with ! over their head" or "chair you can sit down in" and if you're lucky "NPC shouting something in local chat", but even that was a rarity in WoW.
Of course, in a themepark MMO, smaller towns have no purpose beyond being questing hubs for the leveling up process (and who cares about that if all it takes is 24~ hours of gametime to reach max level). In more true-to-form MMOs, each cityscape/town has its own purpose, be it for trading, storing your items, pvp, or restocking during travel...
But I'm just rambling for no reason; we expected this. Zenimax made TESO under the idea that, "Hey, Skyrim sold like fresh cheap hookers. And hey, you know, WoW makes lots of money every year on subs?" I guess they thought they could merge the two, or something... who knows what they were thinking, but it certainly had nothing to do with making a genuinely good title.
I feel like such an idiot for even wasting my words on this game. Who cares? Nobody in the industry, that's for sure; and the common gamer? What do they care? As long as they get their instant gratification they'll settle for $100+ to play a crappy MMO for a few months, perhaps in the vain hope of capturing some nostalgic tingle in their groin. And so the cycle continues.
The only PvP is Guild Wars 2/DAoC style World vs. World in Cyrodiil. No arenas or regular world PvP. I really like that, it focusses the game on the PvE aspects that have been the core of the series since Morrowind.
There are lots of quests that offer two options to complete - one is to persuade/intimidate (usually just one of the two, depending on the quest) an NPC, the other is to bribe them with about an hour's worth of farmed gold. It's a clever system because it requires you to balance skill points against money.
They reached max level by grouping up and AoE grinding packs of mobs. People on the official forums are petitioning to make AoE grinding a bannable offense; let's see how that turns out.
They reached max level by grouping up and AoE grinding packs of mobs. People on the official forums are petitioning to make AoE grinding a bannable offense; let's see how that turns out.
update: The devs have found a compromise solution that was implemented with today's server maintenance patch. XP gains from dungeon mobs have been reduced by 99%. Farming them is still possible, but it's slower now.
In the world at level 13, killing enemies gives me anywhere from 50-100ish exp. When I'm grouped in a dungeon...3 exp per kill.
I've completed all 3 level 15 dungeons and the exp remains near 0 for killing in dungeons. 1-3 exp per kill, every kill. Like 40 from a boss.
the monsters in the 1st 3 dungeons are giving 1-3 exp each at level 14
Toothmaul Gully - Mobs were giving around 15 xp when an outside mob was giving 100+
Actually, 99% is inaccurate, the numbers are more complex than that:
In the world at level 13, killing enemies gives me anywhere from 50-100ish exp. When I'm grouped in a dungeon...3 exp per kill.
I've completed all 3 level 15 dungeons and the exp remains near 0 for killing in dungeons. 1-3 exp per kill, every kill. Like 40 from a boss.
the monsters in the 1st 3 dungeons are giving 1-3 exp each at level 14
Toothmaul Gully - Mobs were giving around 15 xp when an outside mob was giving 100+
For the first few days of Early Access, dungeon mobs and world mobs gave nearly the same amount of xp per kill. The main problem is that people in a group had a huge leveling advantage over single players, since coordinated groups could kill the high density dungeon mobs much faster than players could kill the few mobs in the open world, particularly since most of those are constantly killed by other players. That's why you saw people at level 50 after one day.
Sure, but group based grinding wasn't supposed to be faster than single player questing and exploration.
Well it shouldn't look Imperial, seeing as Morrowind has never been an Imperial province at this point. And the Dunmer are very xenophobic, so their settlements shouldn't have Cyrodiil influences, but look more like Ald'Ruhn, Balmora or Almalexia (the city).So I've bought this restrictive online hiking simulator. I have too much free time on my hands and am tired of replaying my favourite or KKKodex Approved™ games at the moment.
I get that the lore rape is in full effect here, but I hoped to see something that at least resembles the landscape of Morrowind (main reason I bought this actually) and so far only thing I see are the fucking oversized mushrooms.
Im in Stonefalls and have yet to see any Dunmer looking architecture. Everything looks Imperial.
I never read up on any lore outside the games, since it's piss poor and barely holds up in the series, but shouldn't Stonefalls look more like Vvanderfell in terms of architecure?
And Thus dies any tiny iota of interest I might have had in this POS WoW ripoff.Sure, but group based grinding wasn't supposed to be faster than single player questing and exploration.