The Elder Scrolls Online - Page 55
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NbSky
Canada1023 Posts
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JoeCool
Germany2517 Posts
On March 01 2014 05:16 NbSky wrote: this 21gb download is killer. It´s more than 21GB, trust me ![]() I just found out that the Beta is only until Tuesday. :-/ | ||
ShiaoPi
TAIWAN NUMBAH WAN5955 Posts
Take this one and have fun: KMFH9DMTN45GDA9HE9AT | ||
Bashnek
Australia895 Posts
EHP9E9H66MEJXWMAJJN6 | ||
Excludos
Norway7989 Posts
On March 01 2014 05:30 JoeCool wrote: It´s more than 21GB, trust me ![]() I just found out that the Beta is only until Tuesday. :-/ only? Usually ends on Sunday. Probably one more beta weekend before launch as well. | ||
Kingkosi
United States1215 Posts
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Zooper31
United States5710 Posts
Seriously guys get the skill point in the crafting trees that makes reagents and materials glow in the wild. Shit's so hard to see normally sometimes and this makes so much less frustrating finding stuff. Best points I've spent the entire game. | ||
Lipko
Hungary22 Posts
X6EANFE57AX7CKKXKWJN Have fun! | ||
Zooper31
United States5710 Posts
On March 01 2014 12:15 Zooper31 wrote: Finished entire area available in the beta aside from 1 bugged quest (Harsh Lessons) and 1 quest in Banished Cells which I'm attempting to do now. Also have gotten about 90% of the Skyshards on the island. Seriously guys get the skill point in the crafting trees that makes reagents and materials glow in the wild. Shit's so hard to see normally sometimes and this makes so much less frustrating finding stuff. Best points I've spent the entire game. All Skyshards, quests and areas explored on both starting area and 2nd bigger island. Just need to finished quest in BC. | ||
Eschaton
United States1245 Posts
CMFWLTXWWFHRAGJDACPJ | ||
Iblis
904 Posts
On March 01 2014 12:15 Zooper31 wrote: Finished entire area available in the beta aside from 1 bugged quest (Harsh Lessons) and 1 quest in Banished Cells which I'm attempting to do now. Also have gotten about 90% of the Skyshards on the island. Seriously guys get the skill point in the crafting trees that makes reagents and materials glow in the wild. Shit's so hard to see normally sometimes and this makes so much less frustrating finding stuff. Best points I've spent the entire game. Honest question here, do you find looking for mats like metal, cloth, wood worth it? I personally concluded that farming for armor and weapons then extracting is better for those 3 specifically because it scales better when considering player density it provides everything you can need as long as you farm enough to get what you'll need anyway when you will craft an equipment piece(basic material+gem for trait+upgrading component with higher than white items). The bad part is that inventory spaces can become an issue because you'll farm 50-100 items and will need to town run to extract everything. Variance is a part that may hurt a bit if you are specifically looking for lets say iron to make heavy armor and a two handed sword, if you drop mostly leather, cloth or wood based items you may have to make multiple run but it'll probably be equivalent to have to look for mining node with tens of others looking for them at same time. If you are investing in the other profession I'm curious to know your impression on them I honestly gave up on them because they were way too inventory issue inducing for me to bear it for beta week ends, I can see focusing on provisioning or alchemy and doing only that for some time to level them and profit from this last ditch optimization consumable but dear god they are definitely not something you can just mix in other leveling activities without losing massive amount of time. Monsters drops tons of potions(elite camp, dungeons or named monster) and you can buy really potent food or drink at vendor. | ||
hootsushi
Germany3468 Posts
have fun boys! | ||
Zooper31
United States5710 Posts
On March 02 2014 04:14 Iblis wrote: Honest question here, do you find looking for mats like metal, cloth, wood worth it? I personally concluded that farming for armor and weapons then extracting is better for those 3 specifically because it scales better when considering player density it provides everything you can need as long as you farm enough to get what you'll need anyway when you will craft an equipment piece(basic material+gem for trait+upgrading component with higher than white items). The bad part is that inventory spaces can become an issue because you'll farm 50-100 items and will need to town run to extract everything. Variance is a part that may hurt a bit if you are specifically looking for lets say iron to make heavy armor and a two handed sword, if you drop mostly leather, cloth or wood based items you may have to make multiple run but it'll probably be equivalent to have to look for mining node with tens of others looking for them at same time. If you are investing in the other profession I'm curious to know your impression on them I honestly gave up on them because they were way too inventory issue inducing for me to bear it for beta week ends, I can see focusing on provisioning or alchemy and doing only that for some time to level them and profit from this last ditch optimization consumable but dear god they are definitely not something you can just mix in other leveling activities without losing massive amount of time. Monsters drops tons of potions(elite camp, dungeons or named monster) and you can buy really potent food or drink at vendor. I mostly vendored almost all equipment and weapons not counting the early lvls, when I really wanted some mats to lvl up professions. I had enough mats coming from finding them in the wild to sustain my needs of upgrading my equipment at will basically. I'm sitting on just over 9k gold atm because my new goal is to buy a mount and vendor literally everything that isn't an upgrade. Inventory was always an issue if I picked up everything I found, constantly had to delete less worthy items or constantly go back to town to sell stuff and put into the bank. Upgraded backpack to 80slots and upgraded Bank once. I stopped upgrading slot sizes once they both were at 4k a pop. Mats for professions always went into the bank when I had room and I found there to be too many types of mats for cooking and too many runes/different mats for making different styles of armor/weapons. Provisioning was the most useful profession. The extra HP regen and flat HP coming from food buffs literally made some fights possible when they otherwise wouldn't be. Extra Stam made sprinting across the land easier too. Blacksmithing was ok for getting quick upgrades on weapons when I needed one, same for Leatherworking, (played a Nightblade). Alchemy: lvl7, pretty much useless on all accounts. Was fun to find out what potions could be made and to see what herbs had what traits but other than that don't bother till endgame imo. Blacksmithing: lvl4, was rather useful when getting a needed weapon upgrade. Clothing: lvl4, same as blacksmithing, useful when I needed a gear upgrade badly. Enchanting: lvl6, more useful than Alchemy but not much at all. Way too much of a time sink when lvling. Provisioning: lvl27, as stated above very useful and easiest to lvl up. So easy to get ingredients opening crates and barrels etc. Woodworking: lvl3, didn't use at all, my Nightblade didn't use staffs or bows. Edit: Luck would have it I found 2 Epic lvl enhancement materials for Woodworking. So if someone wants to upgrade their blue weapon into an epic one I'd be willing to trade for the epic lvl equivalent in another craft. Preferably Blacksmithing, got a new lvl15 blue I'd like to upgrade. | ||
JoeCool
Germany2517 Posts
The four classes are run-of-the-mine with skills that are just plain boring. Why do we still need a Tank/Heal/DD system after ~ 10 years? Guild Wars 2 introduced a skill-based system which is exemplary (at least IMO). Which brings me to the next point, the combatsystem is by far the most chaotic thing I´ve ever experienced. As soon as there are more than two enemies and/or three other players the whole fight turns into complete chaos. Well structured groupplay seems to be impossible. (I tried it a few times with no success) Speaking of groupplay; the quest phasing makes playing together difficult. Whenever I tried to team up with someone else, quest phasing has torn our group apart sooner or later. | ||
IMABUNNEH
United Kingdom1062 Posts
The four classes are run-of-the-mine with skills that are just plain boring. Why do we still need a Tank/Heal/DD system after ~ 10 years? Guild Wars 2 introduced a skill-based system which is exemplary (at least IMO). I think GW2 went too far with making everyone basically just responsible for themselves. I was stoked for it but after a while I hated it. Much prefer the holy trinity, even with a bit of a twist. For a good example, I'm currently having a lot of fun playing my Sorcerer as a tank. Sorc with Heavy Armor, 1H+Shield and Lightning Form is pretty strong honestly. The classes provide skill lines, they don't define the role. THAT'S what the game is pulling away from. Unlike in other games, you don't say "Oh I want to be a tank, so I have to be one of these 2 classes", you say "I want to be a tank. Also sorcerers look awesome. So I'll do that". I've tanked the 3 low level dungeons now on all 4 classes building as tank. My friend has healed each of them with me as a different class as well. It's a system that has both homogenisation and massive variety at the same time. | ||
Risen
United States7927 Posts
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ZasZ.
United States2911 Posts
On March 02 2014 23:04 JoeCool wrote: Don´t know about you guys but right now I´m far from beeing impressed. The four classes are run-of-the-mine with skills that are just plain boring. Why do we still need a Tank/Heal/DD system after ~ 10 years? Guild Wars 2 introduced a skill-based system which is exemplary (at least IMO). Which brings me to the next point, the combatsystem is by far the most chaotic thing I´ve ever experienced. As soon as there are more than two enemies and/or three other players the whole fight turns into complete chaos. Well structured groupplay seems to be impossible. (I tried it a few times with no success) Speaking of groupplay; the quest phasing makes playing together difficult. Whenever I tried to team up with someone else, quest phasing has torn our group apart sooner or later. If you like GW2's system that is fine, but plenty of people weren't really happy with how that game deviated from the holy trinity. I get the problems people have with it, which are mainly contextual to WoW. Things like waiting forever for a tank or healer to do something as a group, but these are not intrinsic problems. I like having the tank/healer/damage dynamic because it gives me a role to play in a group setting. The big problem I had with GW2 after a month or so of gameplay was that even when grouped, it felt like I was playing alone because I was responsible for dealing damage, avoiding damage, and healing myself regardless of how many people were fighting with me. The idea of being able to fill any role with any class (almost) is what ESO is trying to lean more towards, and I think it's a better approach, considering that every class will fill each role a little bit differently. It also means that if someone is concerned with their usefulness in a group setting, they can always be putting some skill points aside into a utility tree in order to maintain relevancy. Agreed with quest phasing, but that is a damned if you do damned if you don't kind of thing. Phasing has added a lot to the way MMO's can tell stories, but can break the immersion when you can't see someone you know is right next to you and can't help them out. I didn't play as much ESO this weekend as I wanted to, because it's hard for me to get invested in a character I know won't last and because I won't be able to play the game for another month, but this weekend changed my opinion about this game for the better, mostly because I finally got a little bit further into the game. It sucks that they couldn't figure out a way to make the tutorial sections of the game less excruciatingly boring and run-of-the-mill MMO, because I think it is a huge barrier of entry for people wanting something different from the genre. One thing I didn't get to try was PvP, but PvP is hit or miss for me in MMO's and it's not the end of the world for me if it ends up being lackluster. I think I burned out on that aspect of gameplay back in WoW. Regardless, I think I will buy the game and see what I can get out of it in the first free month to see whether or not it's worth subscribing to, but I'm cautiously optimistic. EDIT: Also I think they made a mistake by not pushing the latest test server to the public for this beta weekend, the one that includes collision detection in PvE and some other fairly large gameplay changes that are, IMO, for the better. Many people won't know about those impending changes and will purely be judging the game on their experience over the weekend. | ||
Yoav
United States1874 Posts
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Zooper31
United States5710 Posts
Nightblade was really fun, so was exploring and the pve system. Pvp was too laggy and I wished there was a minimap and easier way to type into chat and the whole whispering people, linking items and forming groups was a hassle. Pvp when it wasn't lagging was too chaotic and not enough to distinguish enemy players imo. Professions were ok, probably going to be better once they get more useful lategame etc. | ||
Iblis
904 Posts
The MMORPG holy trinity is something I can't see going away or having a better alternative for a long time because it just works and people love it for a lot of known reasons, as nothing is perfect it has its flaws, mainly the need to have a complete trinity or good enough one to complete PvE content and how 2 third of the system is really not popular (the majority doesn't want to tank or heal). TESO does a good job on the roles and archetypes design. It is not so fixed the choices are apparent and you can categorize a character just by seeing him or knowing his class. But I can't see it go like they planned to and have any class doing any roles, already in this beta we saw emerged some optimized role oriented build. The best example is how popular Sorcerer tank has been and I'm fairly certain that Sorcerer is the best class for a max mitigation tank and single target right now, and people are definitely catching up to it. DK have some quality of life AoE sustained damage/aggro and some group buff but sorcerer have an impressive kit of armor/magic resistance selfbuff and CC. I'm pretty sure optimized role archetypes are going to emerge. The PvE content feels are decent, it's quiet funny to see how bad some usually good MMO players are at the game in "demanding" situations. Players will either learn to dodge and block heavy attacks and kite or minimize damage when targeted or die a lot. The healing output isn't huge and groups need to not take that much damage which is not common for most other mmo where damage will come in every case and you need to heal through it. I have a lot to say about craft but I'll just say that it's complex but not always in a good way. in every case it's way too inventory issue inducing and it's not separated enough with the main gameplay activities. You will not be able to be an equipment crafter without farming mobs for items to extract. Harvesting materials is Provisionning looks like a waste of time honestly, food and drink don't stack together it's either a drink or a food buff even though they are really different(max stats VS regen stats) and you can just buy the one you like equivalent to your level and be as efficient as one you bought without the huge inventory management pain in the ass. Same goes for alchemy. I like Enchanting but it's not documented enough. It looks like you can only have 1 enchant on whites, 2 on blues and epic which made my weapons with +dmg and +dmg, +absorb magicka so great I really feel like it changes the game fundamentally and I can't wait to try out a bow user with both absorb magicka and stamina, this should be one hell of a ranged DPS. | ||
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