Tiamat666 said:
- The World: can you really explore all of Tamriel? This is something Elder Scrolls players have been dreaming about for ever. What is it like to travel the land? Are there loading times between areas/continents, or is it seamless on the main map, like in the previous ES games? What do the continents look like? Does Skyrim look like Skyrim, Morrowind like Morrowind? Can you go to these places known from previous games and recognize them, see known landmarks, meet known NPCs? What do the new continents and places look like that have not been featured in any previous ES game? Do they fit the lore, are they awesome or do they suck?
Yes and no. There are huge portions of the continent that you cannot explore but every province is represented extensively. So you can go to Daggerfall or Cyrodil or the Black Marsh or what have you but the even the world map admits you don't see the whole place. If you want to assume the world map is accurate, the player explorable space is probably about 1/2 of the total land area of Tamriel.
Tiamat666 said:
- Items and Inventory: do you have this standard progression of weapons and armor from Iron/Leather to Ebony/Glass and Daedric? Is it something entirely different? Do you have these other elements from ES Lore, like Soul Gems, Amulets of Divines, Daedric Artifacts? How does crafting, alchemy, enchanting compare to previous ES titles?
You absolutely have this progression. Indeed, the basic crafting system is basically what it was in Skyrim. Iron makes the lowest tier of heavy armor but if you invest lots of iron into a set you get much better armor out of the deal. From there the armor can further be improved using rare crafting items that further boost it's innate stats. Crafting a "green" item is fairly trivial but getting all the way to a legendary item requires a staggering commitment of resources. Once you hit certain level caps you can wear the next higher tier or armor (Steel for heavy armor for example) and if you have progressed far enough in blacksmithing you can create such items as well.
Tiamat666 said:
- Lore: does the lore add up to the previous games or can this be considered something new/unrelated/a variation? Do we also have Divines with shrines that can be prayed at? Are there Daedric shrines with quests? Does the plot make any sense at all?
There are absolutely shrines to the divines in the game through the ones I've encountered have specific mechanical functions. The shrine to Mara lets you bind yourself to another player (provided you have an item that allows it - something that as far as I know is currently only available if you get the 80 dollar version) giving you more experience for everything you do as long as you are grouped with them.
Tiamat666 said:
- NPCs: do NPC's feel and behave like in the previous Elder Scrolls games? Do they have schedules and go about their daily business like in Skyrim/Oblivion or are they stucked into position as in Morrowind? How does the conversation system compare? Can you have followers? Can you interact with NPC's or are they simply quest-givers and merchants?
Not exactly. NPCs are far more active than most MMOs. You will often get quests delivered by a runner (for example) and you are regularly issued temporary minions (who in my experience are basically as effective as the monsters in the area they are expected to help you out in). There are also merchants who wander along certain roads and NPCS that exist just to fill out the world sprinkled all over the place. The conversation system is much more limited than it was in past games generally just in the form of a simple tree. If you opt to invest in the persuade and intimidate skills, you occasionally get special dialog options but for the most part trees are fairly limited. Skyrim is probably the closest example that comes to mind.
Tiamat666 said:
- Gameplay: is there crime-tracking like in previous ES games? Are there factions like Mages Guild and the Dark Brotherhood? Can you cast spells and drink potions and do the mechanics work like in previous ES games or has it all been MMO'ified? Does combat feel as physical and interactive as in the single-player games, or does it feel "floaty" like is typical for MMO's?
You can't really commit crimes. You can't harm NPCs unless they're hostile for example. Also any item that can be looted is free for the player to loot. There are absolutely factions though currently they are Fighters Guild, Mages Guild and the Undaunted. Combat is broadly similar to other elder scrolls games but not identical at all. You can do a standard attack or power attack with any weapon, blocking is performed by pressing the right mouse button and you can bash with shield or weapon to interrupt an attack. Additionally, each class of weapons has it's own skill tree that offers special attacks - Sword and Shield (For example) gives you an attack that both taunts and weakens enemies but costs stamina to use. Further complicating things your class has three different skill trees that offer new other attacks you can perform that generally draw upon Magicka. You can only slot five basic abilities and a single ultimate ability (after level 15 you get the ability to swap to a different set of weapons and abilities in combat - my Templar wields sword and shield most of the time but if our healer runs into trouble in a dungeon I can swap to a healing staff in an emergency). From a mechanical perspective the game could probably best be described as Guild Wars meets Skyrim.
All told, my impression to date is that if you like the Elder Scrolls, you will likely enjoy ESO. It feels very different from the usual MMO while still being very much an MMO if that makes sense. You often get light puzzle based quests - treasure maps with vague clues leading you to loot, casting powerful incantations to save a town that require multiple steps, etc. Also, while it is also a minor annoyance, in ESO the world actually
changes as a result of your actions. Saving a town being ravaged by werewolves results, at the conclusion of that quest chain, in a town that is now free of the werewolf menace. The annoyance is if you try and group with a friend to help out on that same quest chain you can't because your version of the town is different from theirs. This basic nod to making what the player does matter (something WoW never really bothered with) thus comes at the cost of undermining basic group play.
As one other note, the only other game worth comparing it to is the recently released F2P Neverwinter. Both games have the same 5 skill slots with an ultimate and both games focus very heavily on the single player experience to the extent that group play is undermined greatly. It is a rare quest that actually requires a second person so long as you play well. But, thankfully, unlike Neverwinter, ESOs dungeons require people play fairly well. Keeping everyone alive as a healer is a challenge even if everyone is playing properly and holding aggro as a tank is taxing enough that tanks end up doing little damage just because they are having to spend all their time managing aggro.
The one odd thing worth noting is that "class" means relatively little in this game. Nightblades might be the most proficient at quickly dealing damage but any class can load up on gear and skills that let them put out serious hurt. Every class has skills that let them crowd control well enough even if the sorcerer is basically built for the task. Any class can heal others with a healing staff but the Templar is the only one that can heal others with a sword in their hands. Likewise any class can load up on health and heavy armor and tank even if the Dragon Knight is better in an emergency. I don't know how ultra specialization will matter in the end game of course because there are obviously optional builds for any particular role. For example, if you want to build the ultimate tank you will probably want to play as an Imperial given they get bonuses to sword and shield and get substantial bonus health and stamina.
I honestly was fairly pessimistic about the game but after a friend insisted I give it a try (he insisted by purchasing the game and telling me if I didn't like it, I wouldn't have to pay him back) I begrudgingly installed it. As a person who has tried many MMOs but has never found one that I really like I can say that ESO has happily surprised me. The story and lore and quest design make the game feel more like a single player RPG than most and the stuff that actually requires groups, thus far at least, does so in a very smart way.