The Glade 4.0

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 Post subject: Impressions so far.
PostPosted: Fri Apr 11, 2014 9:14 am 
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I'm curious if anybody else is playing and what your thoughts are. I've been enjoying the heck out of this game. I've experienced the "wow" factor (not World of Warcraft, btw) on several occasions. I really enjoy the fact that it feels like the quests I do impact the world around me in the game. I made it to Riften the other night and was super impressed with how they did the town. It feels like it did in Skyrim, albeit bigger of course, but with the right twists to remind you it's a different time.

Combat keeps me really engaged. I wish I could say I've made it to Cyrodil to do some PvP, but I'm just not high enough in level yet.

I enjoy crafting but still feel something is missing that I can't quite put my finger on. My only real gripe with the game is the inventory management. I've spent way more time figuring out how to not toss money and experience out the window than I care for. They just do not give you enough storage in the game which runs counter to the last three Elder Scrolls games.

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 Post subject: Re: Impressions so far.
PostPosted: Fri Apr 11, 2014 9:02 pm 
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I'll get back to you n a few days. going to pick my copy up tomorrow.

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 Post subject: Re: Impressions so far.
PostPosted: Sun Apr 13, 2014 1:44 pm 
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Installed last night, but didn't finish patching with my thunderous 88kb/s download speed. :(

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PostPosted: Sun Apr 13, 2014 6:33 pm 
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aaaannnd yet another effing download after the first installed.

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 Post subject: Re: Impressions so far.
PostPosted: Tue Apr 15, 2014 10:54 am 
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Well, finally got started last night with a Brteon Nightblade. I actually sort of regretted doing the beta because I'm already sick and tired of the introductory/tutorial part of the game, but it's thankfully not that long. Nothing wrong with it, I just got a little beta'd out having done it 3 times already.

It's running pretty well; I didn't encounter any bugs last night. I have the graphics turned up pretty close to maximum and I'm still getting good smooth performance on the Radeon 6970, but it's also running hot; I have to have the fan at 100% which is unfortunately rather loud. That's an issue of those cards though, not the game.

I got to level 5 in pretty short order. Faster than I expected to, and it seems like more stuff to do has been added from Beta as I struggled to find stuff to do there on at least 1 occasion. I have yet to do a quest that involves "go here, kill X number of Y" or "go here, fetch X, and bring it back." I fully expect to see that, but the early quests at least seem to have interesting storylines - if you take time to pay attention to them and not click through.

There's definitely rewards for just going and doing your own thing. I've found several chests hidden in unusual places. The problem with this is that at least 2 of them have had master locks and they're in newbie zones, which makes no sense to me. I am not sure quite how the difficulty for lock picking is calculated, but I will say that so far it strikes me as harder and more frustrating than oblivion and skyrim lockpicking. That's a disappointment since I enjoyed lock picking in both games, even when it was very hard.

Early monsters are not total pushovers, especially specific quest monsters. In one mission I fought a werewolf, and got my *** handily kicked on the first go-round. The second attempt went much better. I actually got killed by the very first skeleton in the tutorial as well due to forgetting to equip a shield!

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 Post subject: Re: Impressions so far.
PostPosted: Tue Apr 15, 2014 10:51 pm 
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I'm loving it so far. So many directions to go... what new thing can I discover around the next bend?

The only criticism (a very minor one) I can muster at this time is I keep getting ahead of myself. It is the exact opposite issue I have with LOTRO. I am level 11 and have a bunch of level 15 quests in my quest log. I find I need to head to some of the easier areas of the landscape to locate quests so I can match the exploration side of my gameplay.

Leveling is slow with not much experience to be gained from solo kills. I think when I heal others out in the world I actually get better experience than if I go around killing MOBs on my own.

I am having a tough time finding many higher level items, even when opening up chests and using treasure maps. I do see lots of better items (blue or purple) being sold in zone chat though. I want to find my own. Call me crazy but I still prefer a tough road to obtain nice weapons and armor, much like the epic weapon quests of EQ. 'Orc Messenger sighted!!!!' ;)


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 Post subject: Re: Impressions so far.
PostPosted: Wed Apr 16, 2014 8:43 am 
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I have very mixed feelings about this game.

Crafting is awesome, and you can equip yourself with MUCH better gear than you can get from questing/killing. Crafting is also very addicting, at least to me. I also love the idea of finding 'hidden' crafting locations to be able to learn how to make set items. Very cool.

I both love and hate the 'class' system. I love the fact that it's so open, and you are not tied down to a particular archetype, just because of your class. At the same time, it's almost TOO open. And if you are not familiar with the skills, you can end up with a character that has a much tougher time soloing/questing than they should, simply because of the skills you chose. Thank goodness there is a respec shrine.

My biggest complaint so far is the leveling speed. I have 3 characters that I got to level 7 fairly quickly by completing the starting zone. But it drops off VERY quickly after that. I ran around questing for almost 3 hours one night, and barely even got from level 7 to level 8. By contrast, the next night, I ran around killing the level 10 Dreugh in a particular area, and gained a full level in about an hour and a half. Then I ended up duo'ing with someone, and we basically farmed the area for XP (since the respawn is fast and there were TONS of mobs there), and I ended up going from level 9 to level 14 in a little over 2 hours. That is a little skewed, to me. Sure, teaming up with a partner, should speed things up, but not that much. And grinding mobs for exp is fine, but it should not be THAT much more efficient than questing.

The other big complaint I have is money. After a long questing session, I had to repair my gear. At level 8, it was going to cost me a little over 300 gold to repair all my items. Problem is, I only had 275 gold on me. I ended up having to sell, literally everything in my backpack to be able to afford repairs. That's just stupid. The best part is, that when I started grinding mobs, and ignoring quests, I made almost 1000 gold in the time it took me to get to level 14. And there were so many drops, that I literally just sold all my broken gear, and equipped a whole new set. Again, there is something VERY wrong when a game that is supposed to be about questing and experiencing the story, almost forces you to ignore that aspect and just farm mobs for money/loot/exp.

I want to love this game. And for the most part, I do. It's very enjoyable. But there are definitely some things that really frustrate me.

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 Post subject: Re: Impressions so far.
PostPosted: Wed Apr 16, 2014 9:46 am 
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Put your account names in that thread guys, and I'll hit you up. I can make you some banging food with the right materials. I have tons of blue and purple recipes.

Diamondeye wrote:
There's definitely rewards for just going and doing your own thing. I've found several chests hidden in unusual places. The problem with this is that at least 2 of them have had master locks and they're in newbie zones, which makes no sense to me. I am not sure quite how the difficulty for lock picking is calculated, but I will say that so far it strikes me as harder and more frustrating than oblivion and skyrim lockpicking. That's a disappointment since I enjoyed lock picking in both games, even when it was very hard.

It seems to me this is the first time where lock picking is entirely player-skill based as opposed to character skill level. So I enjoyed finding the Master chests because I was able to pick them right off the bat with maybe 1 or 2 broken picks in the attempt. For me, it's different, but not better or worse. But yeah, I enjoy that the game rewards exploration.

Odom Leah wrote:
The only criticism (a very minor one) I can muster at this time is I keep getting ahead of myself. It is the exact opposite issue I have with LOTRO. I am level 11 and have a bunch of level 15 quests in my quest log. I find I need to head to some of the easier areas of the landscape to locate quests so I can match the exploration side of my gameplay.

Leveling is slow with not much experience to be gained from solo kills. I think when I heal others out in the world I actually get better experience than if I go around killing MOBs on my own.

I am having a tough time finding many higher level items, even when opening up chests and using treasure maps. I do see lots of better items (blue or purple) being sold in zone chat though. I want to find my own. Call me crazy but I still prefer a tough road to obtain nice weapons and armor, much like the epic weapon quests of EQ. 'Orc Messenger sighted!!!!' ;)

I had trouble leveling up in beta. In my case, I was probably exploring a bit too far out for my level and should have been filling out the parts of my map closer to my other quests. I missed a lot of quests in places that weren't too far away, I just went the wrong direction.

Treasure maps seem to be a mixed bag for me. I think the gear in them isn't character-level appropriate but more appropriate to the lower tier of the zone. Had I made a beeline right for the chests when I first reached the zone, the gear woulda been great. Not sure how it actually works though.

Caleria wrote:
My biggest complaint so far is the leveling speed. I have 3 characters that I got to level 7 fairly quickly by completing the starting zone. But it drops off VERY quickly after that. I ran around questing for almost 3 hours one night, and barely even got from level 7 to level 8. By contrast, the next night, I ran around killing the level 10 Dreugh in a particular area, and gained a full level in about an hour and a half. Then I ended up duo'ing with someone, and we basically farmed the area for XP (since the respawn is fast and there were TONS of mobs there), and I ended up going from level 9 to level 14 in a little over 2 hours. That is a little skewed, to me. Sure, teaming up with a partner, should speed things up, but not that much. And grinding mobs for exp is fine, but it should not be THAT much more efficient than questing.

The other big complaint I have is money. After a long questing session, I had to repair my gear. At level 8, it was going to cost me a little over 300 gold to repair all my items. Problem is, I only had 275 gold on me. I ended up having to sell, literally everything in my backpack to be able to afford repairs. That's just stupid. The best part is, that when I started grinding mobs, and ignoring quests, I made almost 1000 gold in the time it took me to get to level 14. And there were so many drops, that I literally just sold all my broken gear, and equipped a whole new set. Again, there is something VERY wrong when a game that is supposed to be about questing and experiencing the story, almost forces you to ignore that aspect and just farm mobs for money/loot/exp.

I share your complaint about experience rate, but I attribute it to a different factor. When I'm questing, I make good experience. It won't outpace grinding, for sure, but that's the point of grinding. I find my questing experience rate drops because I have to spend so much time in inventory management. I have characters doing provisioning, alchemy, and clothing. I basically pick up EVERYTHING. I spent too much time going back to town to sell, repair, and shift items between characters so as to have an empty inventory to go questing again. I'm pretty sure that provisioners get more screwed than anybody because there are so many mats one should hold onto because (good) higher level recipes still require lower level mats. So my bank is basically nothing but food mats and armor trait stones. Inventory issues need to be addressed.

I'm not sure I share your complaint about gear though. I only need armor for two levels, at which point, I get a new set. Hardly seems worth wasting money to repair gear even once at lower levels because it will get replaced so fast anyway. Seems to me that by the time you start hitting your teens, you should be dying less because you know your capabilities and can assess risk better. Even if you have an an awesome green/blue, it won't be so awesome at that low of a level that a newer, higher level armor piece won't be on par with it. And if it is, you can repair just that piece (which doesn't cost any extra based on quality).

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 Post subject: Re: Impressions so far.
PostPosted: Fri Apr 18, 2014 1:53 pm 
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It seems like they improved the basic and power attacks at some point, too. Both seem to be more effective than earlier in the beta. When I first tried the beta, both felt rather ineffective.

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 Post subject: Re: Impressions so far.
PostPosted: Wed May 07, 2014 9:12 pm 
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Kiryen_Thunderbow is my account name.

I've got a lot of feelings about the game so far, mostly good.. but not all. I'm trying to get them together for a comprehensive post.

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 Post subject: Re: Impressions so far.
PostPosted: Sun May 11, 2014 2:42 pm 
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Well.. so far...

I've got 3 characters; 1 in each alliance although I've only barely started the AD and EP characters. My Breton is a medium armor dual wield/archery Nightblade modeled on the Rogue from the "Sign up for Beta" trailer; my AD sorcerer in medium with dual wield/staff based on the elf chick (will probably be my only AD character; I'm not a fan of them and none of those races are among my favorites) and finally my Nord Dragonknight; medium with 2 hander and archery (ranger archetype). You're allowed up to 8 slots and I'll probably use them all.

My most important first impression is that they did as good of a job as they could have under the circumstances in duplicating the TES experience in an MMO. In every TES game to this point, the character has been a singular hero of some sort (in order, The Eternal Champion, The Imperial Agent, The Neverarine, The Champion of Cyrodill, and the Dragonborn) and I don't see any way to duplicate that in an MMO. A lot of the freedoms that are available in the single-player games would result in the game being unplayable as an MMO. In this regard, ZOS was faced with a truly unpleasable fanbase; there was a rift between Elder Scrolls enthusiasts and standard themepark MMO aficionados both of whom insisted that the game had to be made to their standards and was "Elder Scrolls First, MMO second" or vice versa respectively. I would say the MMO side won out in many ways.. but not by much. While it sacrifices a lot of the "sandbox" aspects of TES, it doesn't give them ALL away, and it feels like there is a lot more choice than there could have been had they just gone for "WOW clone".

In particular, the 2004-era "playing the interface" of WoW, EQ2 and quite a few other games after them is avoided. This is one of my favorite things; I'm watching the action on the screen rather than playing the interface and worrying about cooldown timers. Some people have complained about the lack of information the UI provides; there are no damage numbers or combat logs that I've seen, but I think that's a good thing, especially in a fantasy MMO. While on-screen cues are easy to see and react to, the play is still responsive rather than formulaic. While it's clearly still possible to optimize, it isn't as easy to do it to the extremes of previous games because there is an known factor of how good the player is at responding the screen. There is no "dodge stat" that can be included in tanking calculations; the dodge is based on player skill. There's also no inspect feature for other people's gear. These things really limited the ability of the "efficiency mafia" to control the meta, and from the major departures from the playerbase I've seen, a lot of them revolve around MMO players wanting to yet again race to max level, compute the winning forumlas, then commence to raiding their way through content as fast as possible. While this can be done, the difficulty of establishing perfectly optimal scripts to beat things and the relative absence of data to play Spreadsheets Online with helps limit the control of this portion of the community on development.

I haven't dipped into the actual PVP yet, although I will soon; I wanted to get a character to at least level 15 before trying it; that is now accomplished. Level 15 is where you get access to your insta-swap to another weapon which I regard as vital to PVP, even though you can technically start at 10. I feel the decision to go with the 3-way PVP was a strong choice both from its DAOC success, and it's compatibility with the lore of TES. Some people think the racial associations of the alliance are strained, and I tend to agree, but I think they were necessary and are better than any other combination that could have been made, barring some that would ahve left some alliances at EXTREME disadvantage due to having 1 race highly isolated. I'm not thrilled that they allowed cross-alliance racial choices as part of pre-order, but I am glad that they didn't allow it on a completely unlimited basis. I wouldn't be opposed to that down the road (both as a "renew interest" tactic when the game ages, and from a storyline development standpoint) but I don't think it should have been in early on.

Quests, mechanically, show signs of effort to keep the number of "collect 20 bear asses" quests down to the minimum; the quest helper and such still make them very easy especially at the low levels I'm at so far. Mechanically the quests aren't much more interesting than in the past, aside from a few puzzle quests that required some thought. For example, there was one quest where you had to click 4 pillars in quick succession so that the 4th one was clicked before the first reset. Initially, I couldn't do it.. until I remembered the sprint button. This is the kind of puzzle quest I like; really complex puzzle quests get very frusterating for me, especially when the clues are very obscure. I'm not sure that MMO quests can ever be THAT interesting from a mechanical standpoint, at least in the bulk of them. From a lore/roleplay standpoint though, the quests seem to be far better in connecting storylines to each other, and having the player do it for a logical reason; NPCs either assist the character, are too weak to be of help, or will be doing some other logical thing while you're doing the quest - I have not noticed any that are the style of "Go do this because I just can't be assed to move from my questgiver spot". They probably are out there, but either they're more subtle or I just haven't run across them yet. Some quests have different paths you can choose with different outcomes as well, and a few genuinely give you a dilemma as to which choice is best. For one, I had to choose between freeing trapped spirits haunting a village and leaving it uninhabitable to mortals, or making it safe for mortals but leaving the spirits trapped.

Both quests, points of interest, and rewards can be found by just striking out into the wilderness, and in this respect, an element of sandbox is preserved (though I would not describe this game as fundamentally sandbox in the way the single-player games or EVE are). My biggest beef with this is the lockpicking on the hidden treasure chests has ONLY a timed player-skill element to it without a lockpicking skill like the single player games had. I can do the simple through intermediate locks without too much trouble, but I'm just not quick enough for the harder types (yet). I really liked Oblivion's lockpicking and thought Skyrim's was a step down, but this is.. not impressive either. There are lots of things to see, however, that just make you go "huh". For example, on my Nord in the newbie area I ran across a skeleton in armor, with its sword point down in the snow next to it, that was seated, facing out to see on a snowy cliff, and evidently praying. It wasn't interactable, and didn't do anything, but it did make you wonder what it was doing there. Little events apparently happen out in the wilds as well; I read about one where an ice and a fire mage dual, and if you stand and watch to the conclusion you get quite a bit of EXP - more than you would for jumping in and killing them. I really want to run across this event and see it myself.

I like the class system a lot; I'm able to make all the archetypes I want by combining armor, weapons, and class to fit my image. I'll be using all 8 slots too. All 4 classes seem well represented in the player base so far, and except for the Templar being an obvious "primary healer" choice, none are really tied to playing a specific way. I saw a build for, and plan to make, a heavy-armor Nightblade with little stealth; this is suitable for tanking or DPS and simulates death knight/shadowknight reasonably in terms of flavor.

In some harder quests, you have to kill a "boss monster" at the end, which require special tactics, much like many dungeon and raid bosses require in other MMOs. It's nice to see this in the single-player experience, rather than just an endless horde of mooks. Some are a little frusterating to kill, but they all (so far) have had an exploitable weakness that's key to beating them rather than just relying on twitch speed to avoid their attacks.

Game needs more bankers. They're always swamped with a zillion players around them; often worse than any WoW bank ever was.

I am not much of a tradeskiller; I usually dabble in them but never get into them the way big-time crafters do. I find these ones to be a little bit onerous, especially enchanting, by which I am almost totally mystified. That said, I am glad that crafted gear will be among the best stuff you can get rather than just being "stuff you use for twinks until they get that dungeon loot".

Combat is better than beta; in particular basic and power attacks have been improved in terms of damage. In beta they both felt very anemic and I relied almost totally on abilities for damage, so I am pleased with that change. Bashing and blocking, however, feel ineffectual compared to Skyrim's except when used against enemy power attacks or special moves. Bashing, especially, could have been done better, although I could see it potentially being overpowered in PVP if it were buffed too much.

Stealth is not up to the standards of other TES games, IMO. On the other hand, I could see content being trivialized and PVP being dominated by stealth archers if it were up to Skyrim's standards of power, so that may be a good thing. I would like to see the stealth itself, if not the offensive benefits of it, improved some especially since it uses stamina, unlike the other games. There are perks to improve stealth but not anywhere near as extensively as Skyrim had them.

There is a "disguise" gear slot, and disguises are useful for many quests, providing a way to do some things other than just hacking your way through or sneaking past. Disguises seem pretty prolific too; I've done at least 6 quests involving them so far.

Bugs do not seem to be a huge problem. While the game has had serious issues with some bugs, they seem to be chasing them down pretty well; it is MUCH less buggy than earlier in beta. I tend to have good luck avoiding bugs in games though, so I may have simply avoided most. I have encountered a few, but they have either been inconsequential, or easily fixed by lgging out and back in.

That's all for now. Once I have tried PVP, gotten into the mid-levels, and tried a few more character concepts out I'll take another look at how I feel about things. I must say, though, I definitely needed something to break up the EVE. EVE is awesome but.. sometimes it's very frusterating and a lot of work, and it's nice to play a game where there are not other players constantly lurking for the opportunity to attack you.

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PostPosted: Mon May 12, 2014 9:56 am 
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With respect to crafting, my advice is to leave off enchanting unless you have friends feeding you glyphs to decon. It's just too hard to level otherwise. I just barely reached level 10 and that's with having 8 characters each with the enchanting hireling feeding me mats and my main banking all the dropped glyphs I find. Hands down, enchanting is THE hardest skill to level. By way of reference, I have a level 50 provisioner already (super easy), a level 35 alchemist (fairly easy) and a level 24 clothier (slow, but steady). If you need stuff, let me know.

I'm not sure I understand your gripes about stealth. Stealth is very powerful in this game. It gives you an excellent starting advantage. Once you get snipe, you can outright kill some mobs on a single shot. If you can manage to pop an AoE on a group where stealth counts, they drop like flies. I think your expectations are too high for the level you're at.

As far as chests, I have no problem with this implementation. I agree with the design decision to not instance chests, so putting a timer on it was the only possible route to make it fair for everybody. I personally find it easier to pick them if I watch the head of the lockpick itself rather than the tumbler. The lockpick head has a more noticeable decrease in movement as the tumbler's downward velocity decreases. My wife started doing this and she can now pick advanced chests when intermediates used to give her trouble. You will find that group dungeons have mostly simple-level chests. While I'm on dungeons, your group will probably want to steamroll the dungeon and then leave quickly afterward. Don't gripe, just roll with them. Make sure you stick around AFTER though, start at the entrance, and walk through the empty zone again. You'll find TONS of chests and heavy sacks. Yesterday I did Arx Continuum in Shadowfen. They all split after the boss. I stuck around and looted 9 chests and 13 heavy sacks during my final walkthrough. This is in addition to the 2-3 chests I picked up that were in plain sight.

I haven't done PvP yet either. I'm only level 33 and I just reached Windhelm. Windhelm is a great city in this game and I will probably make it my "home." I managed to run to Riften pretty early in the game but couldn't explore it because I was too low in level. Both towns are noticeably larger which I really like. I've been running around Eastmarch now though and liking what I see. ESO-Skyrim's topography feels familiar to me but it's definitely distinct from Skyrim-Skyrim. I still get a feeling of nostalgia though.

I'm in a guild that's constantly near full capacity. Mostly nice people and can sometimes find a group. It's also pretty easy to find crafters. We have a bank and we have a shop. One of the guild leaders will usually make white crafts for guildies for free, he just asks you send him mats from time to time. Let me know if you want a guild invite.

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PostPosted: Mon May 12, 2014 11:53 am 
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Screeling wrote:
With respect to crafting, my advice is to leave off enchanting unless you have friends feeding you glyphs to decon. It's just too hard to level otherwise. I just barely reached level 10 and that's with having 8 characters each with the enchanting hireling feeding me mats and my main banking all the dropped glyphs I find. Hands down, enchanting is THE hardest skill to level. By way of reference, I have a level 50 provisioner already (super easy), a level 35 alchemist (fairly easy) and a level 24 clothier (slow, but steady). If you need stuff, let me know.


I might. I haven't gotten above level 2 in any tradeskill yet.. although lack of effort is part of the reason.

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I'm not sure I understand your gripes about stealth. Stealth is very powerful in this game. It gives you an excellent starting advantage. Once you get snipe, you can outright kill some mobs on a single shot. If you can manage to pop an AoE on a group where stealth counts, they drop like flies. I think your expectations are too high for the level you're at.


Might very well be the case. I just seem to have a lot more luck with stealth at this level in the single-players. I remember reading that DAOC had problems early on with stealth archery just being ridiculous in PVP early on, and needing major nerfs, so I feel like Frior took steps to avoid that. I'm really not griping, just observing; the last thing anyone wants is for stealth to be a mandatory build for PVP.

Quote:
As far as chests, I have no problem with this implementation. I agree with the design decision to not instance chests, so putting a timer on it was the only possible route to make it fair for everybody. I personally find it easier to pick them if I watch the head of the lockpick itself rather than the tumbler. The lockpick head has a more noticeable decrease in movement as the tumbler's downward velocity decreases. My wife started doing this and she can now pick advanced chests when intermediates used to give her trouble.


I'll try this.

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You will find that group dungeons have mostly simple-level chests. While I'm on dungeons, your group will probably want to steamroll the dungeon and then leave quickly afterward. Don't gripe, just roll with them. Make sure you stick around AFTER though, start at the entrance, and walk through the empty zone again. You'll find TONS of chests and heavy sacks. Yesterday I did Arx Continuum in Shadowfen. They all split after the boss. I stuck around and looted 9 chests and 13 heavy sacks during my final walkthrough. This is in addition to the 2-3 chests I picked up that were in plain sight.


Good advice. I have only done 1 dungeon so far.

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I haven't done PvP yet either. I'm only level 33 and I just reached Windhelm. Windhelm is a great city in this game and I will probably make it my "home." I managed to run to Riften pretty early in the game but couldn't explore it because I was too low in level. Both towns are noticeably larger which I really like. I've been running around Eastmarch now though and liking what I see. ESO-Skyrim's topography feels familiar to me but it's definitely distinct from Skyrim-Skyrim. I still get a feeling of nostalgia though.


Awesome.

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I'm in a guild that's constantly near full capacity. Mostly nice people and can sometimes find a group. It's also pretty easy to find crafters. We have a bank and we have a shop. One of the guild leaders will usually make white crafts for guildies for free, he just asks you send him mats from time to time. Let me know if you want a guild invite.


Absolutely! The guild I "joined" prior to launch kicked me for inactivity... before the final beta or early access started when there was basically nothing to do. I don't feel like reapplying to them. I'm not sure if I need to be online for it to be done, but let me know a good time. I'll be switching to evening shifts this week, so days off are my usual prime time play for the next 6 weeks.

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 Post subject: Re: Impressions so far.
PostPosted: Wed May 14, 2014 11:49 pm 
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I personally find it easier to pick them if I watch the head of the lockpick itself rather than the tumbler. The lockpick head has a more noticeable decrease in movement as the tumbler's downward velocity decreases.


This did seem to help with the lockpicking; I'm getting Intermediates done with about 7-8 seconds to spare now instead of 1-2. I don't think I'll ever be a fan of this lockpicking system, but at least I won't be frustrated by it.

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PostPosted: Thu May 15, 2014 2:36 pm 
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Finally rain across Ma'iq for the first time today! I'm satisfied.

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PostPosted: Fri May 16, 2014 5:10 pm 
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he must be really old by 1 player games then then, unless the guy in single player games is just lying about being Ma'iq...

mind=blown.

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 Post subject: Re: Impressions so far.
PostPosted: Fri May 16, 2014 8:00 pm 
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In Skyrim, on of M'aiq's phrases goes "M'aiq's father was also called M'aiq. As was M'aiq's father's father. At least, that's what his father said.". Evidently, his entire family line was called M'aiq and all of them were liars. There were 200 years between Oblivion and Skyrim, so this isn't as big of a surprise as it otherwise might have been.

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 Post subject: Re: Impressions so far.
PostPosted: Fri May 16, 2014 10:22 pm 
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Ah I see.

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 Post subject: Re: Impressions so far.
PostPosted: Sat May 17, 2014 10:08 pm 
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Muscle memory from Skyrim is kicking my ***. I keep trying to break blocks with power attack, even though it's the reverse here. A lot of the other action keys are moved around too.

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PostPosted: Sun May 18, 2014 6:35 pm 
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Can't you adjust the keybindings?

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 Post subject: Re: Impressions so far.
PostPosted: Sun May 18, 2014 10:37 pm 
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You can, but it's like any other MMO - there's a zillion keybinds, so if I move a key to whatever it was on for Skyrim, then I have to move THAT, which then causes something else to ahve to move.. etc.

As for the block thing, that's on mouse buttons anyhow, so it's more getting used to the effect rather than the command. I'm not sure if I like the Skyrim style of action control better or the TESO style, but I'm leaning towards TESO just because it makes dual wield a lot easier.

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 Post subject: Re: Impressions so far.
PostPosted: Mon May 19, 2014 9:14 am 
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I moved Character screen to "V" and interrupt to "C". The default for "V" is to toggle 1st/3rd person view, but you can simply use the mouse-wheel for this.

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PostPosted: Mon May 19, 2014 12:06 pm 
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I didn't even know there was an interrupt key :/

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PostPosted: Tue May 20, 2014 9:08 am 
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Normally the interrupt is set to clicking left and right mouse buttons together, but this isn't always easy to do when you're in the middle of a fight with a dozen mobs. I had to get it off the mouse button to make it useful. But then I started playing a bow class and it mostly became useless to me anyway.

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PostPosted: Tue May 20, 2014 9:43 am 
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oh, you mean the shield bash. I thought you meant an interrupt for your own abilities so you could block. I don't think I could change it now; too sued to that bash combo from Skyrim. The hardest thing for me is remembering which to use; I tend to want to bash when the enemy power attacks and dodge abilities, when you're better off to block power attacks and bash abilities.

The thing is, against anything OTHER than a boss, once you land a bash on an ability or a block on a power attack, the fight is essentially over. You have all the time in the world to wind up and land a power attack or another ability. Even against bosses, if you have another ability that stuns you can chain them together and land several hits in a row. On my DK, I managed in one fight to block, then land Uppercut (2H ability; knockback with a huge windup time), then use some stun at range ability to knock him down again, then fiery reach him again, then uppercut him a second time, before one of his scripted actions where I had to run to a "safe zone" interrupted the whole chain. Even so, that took him down by over a third without retaliation.

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