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All Posts by deakon

All Posts by deakon

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575 posts found

When I use the destro staff i tend to have a stamina based weapon as my alternate so i can still use skills while my mana recharges


I don't think this will be an issue in later levels as there are a few ways to mana up in combat later on

I've found both DC and AD very compelling, so much so I can't make my mind on what should be my main.


DC's pirate heist is a super fun start and there's a great cast of characters to get to know and some interesting decisions that actually made me want to play the faction again just so i can see the other side of the decisions I made

Originally posted by deniter
Originally posted by Sephiroso
Originally posted by Sovrath
Originally posted by Mtibbs1989


 The questing is okay there's voice acting throughout the game however questing is pretty generic, the main difference is the amount of running required from one location to the next; at times there's almost too much running between objectives. If you didn't buy the Collector's Edition it'll be even more tedious as you won't have a horse. Players who didn't pay extra will find extremely high gold costs for horses.


I don't see how the questing is "generic".

Generic quests are "go here and kill x of y", "go there and collect y of z".

In ESO's quests I've helped save azura's alcolyte from cold harbor, I saved the phantom of a boy from his spectral father who was trying to reanimate him in an Ayleid ruin where they were shut away from their mother. In a later quest, (I believe it's the one above with azura) the person you saved was the child's mother.

I investigated a poisoned well in an orc stronghold and helped the perpetrator start a new stronghold.

In one Ayleid ruin I rescued scholars who were drawn into "the aether" and while in process discovered the love letters and eventual disturbing end of the writer of those letters.

Now, they don't require as much thought as, say, the secret world, but I wouldn't call that generic mmo questing.

And you did all that by "going there and killing x of y" or "going here and collecting y of z"


Try harder.

Pretty much this.

You can take a generic plot, lets say from The Bold and the Beautiful, have it voice overed and make your player to pick up some items from the ground and kill some mobs, and you have a generic mmo questing.

It's that simple.


You have just described every single quest or mission in every single mmo, rpg, fps, action game etc


Go somewhere kill things pick up/interact with item, that is every mission in 90% of all story based games right there, how would/could you do it differently?

Originally posted by Lord.Bachus
Cant wait to see some actual youtube proof of adventure zones, their dungeons and the trials


I doubt we will until closer to the first content patch, my guess is 6-8 weeks for the first patch

Aesthetically its fine, but it lacks quite a bit of functionality imho
Originally posted by HabitualFrogStomp

I think Zenimax is smart enough to know they wouldve got a few more subs by not changing the addons. But as big an issue as some people want to make it out to be, its not even remotely. You'll lose a few that for some reason cant play the game unless their little needs are accomodated too. Zenimax wont really gain much by not doing it, except the respect of those who have no interest in using addons in the first place or are indifferent and will just use whatever is available, which is the majority. Its just dishonest and laughable at this point for the people so hurt over the addon changes to say with a straight face that Zenimax has no direction or vision behind the game. They just told you they dont want your money because the design of their game is more important. It doesnt get any more direct than that.

Also theres already QQ I quit posts and the beta characters arent even dead yet LOL...this is hilarious.

The real issue was never about addons or the API


The only reason the addon debate is such a big one is because there are some glaring limitations with the games unmodified UI, and the UI is one of the most important parts of any game. You are correct that the amount of people quitting over it right now is tiny in the grand scheme of things, but once people start to progress and getting to some of the more challenging content the cracks in the UI will start to become apparent and what is now tiny will start to grow.


SWTOR is a prime example of game that released with too limited (but still much better than ESO) A UI and lost quite a lot of subs over it, so much so that they rushed out big update with much fanfare that was pretty much just UI improvements.


Point is if you think the UI isn't going to be a big issue you are kidding yourself

Originally posted by zukster2k5
First I made the edit to say he was casting but there is no cast bar to determine when any cast should have ended, therefor you can't see the server lag.

Actually when it lags the hotbar will still look like its trying to press the spell


You are right about the lag being an issue though but it was due to campaign population, if you were in a campaign that didn't have a full (locked) faction then the lag wasn't noticeable at all, if you had one or more factions at the cap then it would lag with spikes of over 6 seconds before the spell would cast.


The guild I was in the beta before last was in a capped campaign for the first 2 days and couldn't play due to lag making cyrodiil  completely unplayable, we changed to a campaign that was still pretty full but no capped factions and non of us experienced any lag at all

He certainly isn't the only fan of the game that is reconsidering their stance this week that's for sure
Most MMO's offer a CE that includes a mount these days, ZoS are no different. However ZoS CE comes with an exclusive race that has exclusive passive and that irks me a little tbh, but I wanted the mount. My plan was to upgrade to imp edition at launch, but I wasn't exactly happy about supporting the race thing. This announcement means I can get a mount without supporting them selling a race as day one DLC, so it actually makes me pretty happy

You have the 50+ and 50++ content in the other faction zones as a solo end game, thats a lot of content, and it drops veteran rank gear and gives veteran rank xp same as AvA and Adventure Zones. I'm also sure they will add new areas too as there is a lot of Tamriel not included at launch


You also have the veteran rank dungeons, which aren't just harder versions they have completely different mobs, bosses and story lines. There are 6 (out of 16 normal ones) for launch but they will be adding more over time

Originally posted by DMKano


Originally posted by SpottyGekko I still expect that there are going to be dropped (loot) pieces of gear with "set bonus" stats which will be very desirable for certain playstyles. Crafters will not be able to create the items with those set bonii, but they will still be the ones who will upgrade them to Legendary quality.   The AUA responses do mention that certain sets will have attributes that crafters will not have access to. All we can hope for is that the devs spread the love equally between crafted and dropped sets. I actually like the idea that there will be some useful and unique drops, I just don't want the loot set items to be the BiS in ALL cases.


This correct - best items will still be drops due to set bonuses and enchantments that crafters can't make.
So while OP is correct about end game craft materials - it doesn't mean anything.

Crafters still can't craft the best gear with those materials, their only purpose will be to upgrade dropped gear.


From what the TF guys have said on their streams crafting sets also have some pretty strong set bonuses too and it will depend on what role you intend to play whether or not a crafted set or a dropped set will be best for you

Originally posted by Distopia
Originally posted by laserit



It's good and all to make things accessible to everyone. But I'm very curious as to how they are going to do this without trivializing everything.

Yeah I have to agree, the inclusion is nice, yet the idea of progression seems lost in such a system. Hopefully I'm wrong about that. I see someone said that status restrictions apply to items, does that include being able to enhance said item?

Progression is done through veteran ranks, you can't access certain content or equip the best gear until you reach the veteran rank requirement for that content/gear. Crafting alone doesn't give XP so it wont rank up your veteran ranks so even if your the best crafter in the world you wont be able to use the best items unless you have leveled up your veteran rank by participating in veteran content

Originally posted by Lord.Bachus

Offcourse i will be playing them... But i got no clue what they are...


My best bet is that they are a PvE version of Cyrodillll...  With an open world feel...  They will probably feel most alike Gw2 open world zones.... With some WoWish quests added to them.

They are zones about half the size of a normal zone, content is tuned for groups of four but there are instanced areas within the adventure zone called "trials" that are designed for 12 people to complete

I use both depending on mood so voted for teso
Originally posted by laserit



It's good and all to make things accessible to everyone. But I'm very curious as to how they are going to do this without trivializing everything.



Everything (both content and gear) is gated by veteran ranks rather than the gear stats themselves gating the content (like most mmo's), if you don't have a high enough veteran rank you wont be using the best gear regardless of where the gear comes from

It doesn't really limit your play-style tbh you can play in any style with any class, class adds a flavour to each play-style for sure but imho it's just enough to make me want 3 alts


Originally posted by Cromica

I guess they could just let you pvp right after the tutorial.

Personally I don't care because I hated the pvp side of the game. (zerging isnt fun)

Then don't join a zerg, there's plenty to do in cyrodiil that doesn't involve a zerg

I voted no, I do think they should lower the level requirement to 7/8 though
Originally posted by Threatlevel0

Never been a huge fan of the Hunt for Red October PvP.


I just checked out the Beta this weekend and didn't do any PvP in Cyro so I'm not going to make any assumptions though.   But just in my head, I'm imagining if one player can hide in the nooks and crannies I could only imagine groups of players able to do the same, one on top of another with there being no player collision detection, especially with everyone being able to Stealth and ambush.  


/shrug, maybe it'll be nothing like that, and the stealth will be quite useless in practical situations, larger numbers, and there's nothing that instantly stealths/invis's a player right?   To get out of combat instantly and into stealth?





One word: magelight


Every group will be running with someone that has it on their bar for roaming around in pvp. It reveals stealth players within 12m and gives a 7% boost to spell crit chance and with the morphed extra 10% (total of 17%) spell crit chance bonus when you morph it to inner light, a lot of magic users in general will likely use it for both pvp and pve.

I think how "good" the lore/story is faction dependant though, I've played all 3 factions to above level 10 and I have to say the EHP is extremely uninteresting up to level 15, DC gets good once you leave the noob islands (which wont be an issue at launch) and the AD is pretty good throughout


I don't agree that the game is solo only, even before you get pvp and dungeons there are world bosses and public dungeons that can't be done solo most the time unless you are over levelled, the only problem I have is general questing in a group and the way phasing gets in the way quite often. I can see that putting quite a few people off tbh, but it's not enough to spoil the game for me

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