massively.com said:Massively's Elder Scrolls launch week diary: Day one
by Jef Reahard http://data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAsAAAAKCAMAAABVLlSxAAABRFBMVEXwuon/vzskkj0p1f/v36tmb1nUX2n0b+8Ob0o1DumE3um0/6p0f4oED+58vtjUP8rEj5o0D7tmjpgj3/r0jzl0j9+vj+9+/2mjv2wJXvj0D1rmr7y5r2qF/90qP+9Or8v3TyoVT+8OPtmlDusYD5uHLmdzP5nz37qUn9qD/+4Ln4z7H/Pf+sU3wuIT2tXz96NPvuIj87dz8rE73o0v61LL4pEf0zaf1mT/8vG/1p1fwo2n1olH88OX/58j82LP5o0Trk0jwnlH8tGH93LTyo1PvtofwvpbplVj9uWb/fjzpFjqhkT9zJL55tPvsIr77eLzlED3rGDxoFL5rFbvizn3v430rm/mejr//84sf4tGv2vIrzwpH1mj/6p0nsiUDyn1nzqFj7xontomLzmkf3o0b10rLshTrtoF/ypGj7wH5K7/HyAAAAgElEQVQI12PwS2HiclL0tmKOFWPI5JfUt5Hg1RARTGdwTDQSl5fh0RSI12NQFpWOlmOxM1ZnZ2DgluWIElLQsbcIZGAINsnmY7RMZgwPNWRwNWP11FIKMtDOcGPgdI50CfGKMQ3wUWFI0vVVjQvLsvaPcGcwT3NgS5VKEFbzsAUAyHEWlIvfK8YAAAAASUVORK5CYII= on Mar 31st 2014 9:00AMFantasy, Game Mechanics, Launches, MMO Industry, New Titles, PvE, Opinion, Hands-On, First Impressions, The Elder Scrolls Online, Subscription0
Like any proper Tamrielian title, The Elder Scrolls Online starts you off in chains. This isn't the boat-bound incarceration of Morrowind, though, or the relative comfort of Oblivion's initial Imperial lockup. This is the Wailing Prison, an otherworldly abyss stocked with iron maidens, soulless inmates, and a spectral Prophet who sounds a lot like Albus Dumbledore.
Don't worry, though; ZeniMax didn't blow its budget on Michael Gambon or the rest of ESO's A-list voice cast. This is a fairly deep game, and it also does a surprisingly decent job of translating 20 years' worth of single-player sandbox history into a mass market MMORPG.
Launch diary
Before I get more specific with my early release impressions, let me lay the groundwork for this week's launch diary. This isn't a review series, per se, and it's certainly not a guide. It's a snapshot of a particular play experience that may help you to decide whether or not ESO is worth your time. Or maybe you've already decided, but you're stuck at work and feel like commenting. Either way.
It bears mentioning that I'm a fan of the franchise who started playing with Morrowind and who has sunk many hundreds of hours into that game and its two sequels. In other words, I want to like Elder Scrolls Online, and thus far ZeniMax is making that pretty painless.
Creation
Familiar is the word that best describes the day one experience. And I don't mean that I beta-tested the game or followed it much at all prior to yesterday's early-morning server stampede. It still felt familiar, though, because ZeniMax aped Skyrim's PC interface (get ready to love your 'E' and 'Alt' keys) and because that oh-so-brief snippet of Jeremy Soule's famous franchise fanfare goes a long way toward setting my personal mood.
Character creation is, in a word, robust. It's divided into four stages, the first one being your racial and faction choice. Depending on whether you select the Daggerfall Covenant, the Aldmeri Dominion, or the Ebonheart Pact faction -- and depending on whether or not you purchased the Imperial edition of the game -- you'll find yourself selecting from one of the franchise's nine traditional races (10 if you bought access to the Imperials).
Once that's done, it's on to a deceptively simple class selection screen. While you're initially restricted to Dragonknight, Nightblade, Sorcerer, or Templar, trust me when I say that the game's progression opens up substantially once you start playing.
The body and facial sections of character creation feature a lot of options, and it's highly unlikely that you'll find your twin running around Tamriel due to the sheer number of sliders and presets. Yes, you can have a beer belly on your Orc. Yes, you can roll a female avatar that would make Sir Mix-a-Lot proud, and no, you can't make one of those tiny target PvP midgets or an Aion bobblehead doll with a ginormous hot pink afro. In other words, well done ZeniMax!
Baby steps
Combat is also familiar, at least at first. You'll need to aim at your foes -- no tab targeting here! -- and fire off ranged and melee attacks with your left mouse button. Holding down the right mouse button blocks. You can also deliver a stronger attack by holding and then releasing the left button. As in many of the action MMOs you've probably played in recent years, mobs will telegraph their intentions both via body language and with red cones or circles that you'll want to step out of as soon as possible.
Your health, stamina, and magicka vitals are displayed in bar form at the bottom center of your screen. They disappear along with the rest of the UI, though, (yes, even your hotbar) when you're not in combat. It remains to be seen how the recent mod community nerfs will affect the UI over the long term, but personally I couldn't be happier with the game's default interface. I'm not a min-maxer, nor do I particularly like math, and as I'm given to wandering around my favorite MMOs in "screenshot mode" with the UI turned off anyway, I'm completely on board with ZeniMax's functional but minimalistic approach.
One final dose of Elder Scrolls familiarity manifests itself in the ability to pick up random items in the game world. Mine had to have been the most leisurely escape in the annals of The Wailing Prison, as I stopped along the way to pillage and plunder every barrel, basket, backpack, and bone pile I came across. I even helped myself to the foul hides rotting away inside those gruesome maidens, and I pilfered quite a few lockpicks that I'm sure to find a use for later.
Final first day thoughts
In terms of aesthetics, thus far ESO is a mixed bag. The newbie prison instance is a visual marvel with its kaleidoscopic blues and purples and its hellish production design. By contrast, the starting city of Daggerfall is a bit of a letdown. I won't go so far as to call it ugly, but it's clear that ZeniMax opted for open world performance over eye candy, and I found myself reminded rather frequently of 2008's grimly stylized Warhammer Online.
Performance was generally good, though I do have to report a couple of loading screen freezes and one instance of NPCs failing to appear in the game world. A restart fixed both issues, and fortunately logging back in was instantaneous thanks to a complete lack of server queues.
All in all, I'm happy to tell you that my day one Elder Scrolls Online experience was almost entirely positive. I put approximately eight hours into the game and spread it across six characters (yes, I know, I need professional help). Check in with Massively tomorrow for my day two journal, where we'll talk about progression, skills, and the leveling experience.
Massively's not big on scored reviews -- what use are those to ever-changing MMOs? That's why we bring you first impressions, previews, hands-on experiences, and even follow-up impressions for nearly every game we stumble across. First impressions count for a lot, but games evolve, so why shouldn't our opinions?
Tags: bethesda, bethesda-softworks, bethsoft, daggerfall, elder-scrolls, elder-scrolls-launch-diary, elder-scrolls-launch-impressions, elder-scrolls-online, elder-scrolls-online-launch, eso, eso-launch-diary, factions, featured, hands-on, launch, launch-day, launches, morrowind, oblivion, pvp, rvr, sandbox, skyrim, tamriel, tes, teso, the-elder-scrolls, the-elder-scrolls-online, three-faction-pvp, three-way-pvp, zenimax, zenimax-media, zenimax-online, zenimax-online-studios
massively.com said:Massively's Elder Scrolls launch diary: Day two - Skills and progression
by Jef Reahard http://data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAsAAAAKCAMAAABVLlSxAAABRFBMVEXwuon/vzskkj0p1f/v36tmb1nUX2n0b+8Ob0o1DumE3um0/6p0f4oED+58vtjUP8rEj5o0D7tmjpgj3/r0jzl0j9+vj+9+/2mjv2wJXvj0D1rmr7y5r2qF/90qP+9Or8v3TyoVT+8OPtmlDusYD5uHLmdzP5nz37qUn9qD/+4Ln4z7H/Pf+sU3wuIT2tXz96NPvuIj87dz8rE73o0v61LL4pEf0zaf1mT/8vG/1p1fwo2n1olH88OX/58j82LP5o0Trk0jwnlH8tGH93LTyo1PvtofwvpbplVj9uWb/fjzpFjqhkT9zJL55tPvsIr77eLzlED3rGDxoFL5rFbvizn3v430rm/mejr//84sf4tGv2vIrzwpH1mj/6p0nsiUDyn1nzqFj7xontomLzmkf3o0b10rLshTrtoF/ypGj7wH5K7/HyAAAAgElEQVQI12PwS2HiclL0tmKOFWPI5JfUt5Hg1RARTGdwTDQSl5fh0RSI12NQFpWOlmOxM1ZnZ2DgluWIElLQsbcIZGAINsnmY7RMZgwPNWRwNWP11FIKMtDOcGPgdI50CfGKMQ3wUWFI0vVVjQvLsvaPcGcwT3NgS5VKEFbzsAUAyHEWlIvfK8YAAAAASUVORK5CYII= on Apr 1st 2014 10:00AMFantasy, Classes, Game Mechanics, Launches, MMO Industry, New Titles, PvE, Opinion, Hands-On, The Elder Scrolls Online, Subscription0
Never in 15-plus years of MMO gaming have I been so bewildered when it comes to picking a main class and character. Part of this is because I ignored The Elder Scrolls Online prior to March 30th. So I'm drinking from the information firehose in terms of game mechanics while simultaneously trying to keep up with friends.
The other part of it stems from the fact that ESO has an absurd amount of build customizability. I'm glad it has only four classes instead of six or eight because six or eight would probably send me over the decisional paralysis edge and into some sort of fugue state. I think for the purposes of this launch week diary -- and my own sanity -- I'm just going to stick with my Redguard Nightblade and forge ahead. There. Done.
Maybe.
Classes
As I mentioned in the intro, ESO currently features four classes. They are the Dragonknight, the Templar, the Sorcerer, and the Nightblade. These roughly correspond with tank, healer, caster, and rogue, in that order. I say roughly because ESO's skill lines are really the game's meat and potatoes, as it's entirely possible to build a plate-wearing Wizard, a Ranger with self-heals, and so on and so forth.
Think of the classes as a baseline or an archetype, and then feel free to go wild experimenting with skill builds as radical or as vanilla as you'd like.
Skills
You basically have access to six actives at any given time, five of which are ordinary skills and one of which is a super-spiffy "ultimate" skill. To acquire skills you must acquire skill points to spend, which can be done by leveling up (one skill point per character level ding), collecting particular shinies called skyshards (one skill point per every three skyshards), and completing story quests and dungeons. There are probably other ways (PvP?) but frankly I haven't gotten there yet.
If you've played earlier Elder Scrolls titles, you'll recognize the familiar skill up messages underscored by subtle drum beats every time you advance one of your lines. If you're a newb, what it boils down to is that you level up, say, your two-hander skill, your medium armor skill, and your class specialization skills (of which there are three lines per class) alongside your overall character level as you're out doing whatever you'd like to do.
Whatever you're wearing and using will level up, and as you progress through various skill trees, you'll unlock new abilities, higher-powered versions of existing ones, and the ability to "morph" certain skills and supplement them with extra effects.
For an example, let's look at the active skill Strife from my Nightblade's Siphoning tree. In its base form, Strife DoTs your target and heals you simultaneously. After you level it up a bit, you can choose to morph it into either Funnel Health or Swallow Soul, the former of which adds an ally heal and the latter of which increases the self-heal.
And that's just one active skill from one of the three Nightblade lines. Similar mechanics exist for weapon skills, armor skills, guild skills (i.e., the Fighters Guild or Mages Guild from the single-player games), racial skills, and more.
The weapon and armor skills form the backbone of ESO's foray outside the traditional themepark progression box, as they make it possible to roll a Sorcerer who also wields a greatsword and a bow or a Nightblade who can pick up a magical staff and sling some spells -- or heals -- on occasion. Don't be afraid to venture off the beaten path when you're adventuring, either. Exploration is one of ESO's strong points, and you may run across other skill lines for your toolbox as I did when I happened upon a Daggerfall NPC guild called the Undaunted that opened up an entirely new advancement path once I agreed to join.
And don't forget to spend your attribute points as you level! You've got health, magicka, and stamina pools, and the general rules of thumb for fantasy games apply: health for tanks, magicka for casters, etc. Feel free to experiment, though, because that's half the fun of this game. If -- like me -- you feel a bit overwhelmed, you can always look at what others are building.
Finally, crafting has dedicated skills lines as well, but I'll save that for another article.
Activity recap
In terms of my day two activity recap, I completed all of the newbie quests in Stros M'Kai after finally settling on my Nightblade and am now firmly entrenched in the Betnikh line. I've played mostly solo thus far and have yet to join a guild or sample the game's PvP, which opens up at level 10. I plan on doing both in the next couple of days, and I'm also hoping to get a look at dungeons and crafting before the week ends, so keep an eye out for those reports.
My opinion of the game is still largely positive. It runs well, ZeniMax has clearly planned ahead for the player load (at least during this early release period), and the visual palette has grown on me even since yesterday. It helps that I left the dreariness of Daggerfall behind in favor of the lush greenery of Betnikh and the sands of Stros M'Kai. I've always been a sucker for MMO deserts, and this one doesn't disappoint.
At the risk of going all buzzword on you, Elder Scrolls Online feels much more immersive than your average MMO themepark. Part of that is probably the IP and my history with it, but it's also the UI, the ability to do what you want with your character, and the little things like rewarding exploration, disguising your character for certain quests (and getting to keep the disguise to wear later), and the way your avatar stops and reads a scroll when you're menu-diving or otherwise disconnected from the hustle and bustle of the virtual world around you.
If you're just joining us, don't miss Day One of Massively's ESO launch diary.
Until next time!
Massively's not big on scored reviews -- what use are those to ever-changing MMOs? That's why we bring you first impressions, previews, hands-on experiences, and even follow-up impressions for nearly every game we stumble across. First impressions count for a lot, but games evolve, so why shouldn't our opinions?
Tags: bethesda, bethesda-softworks, bethsoft, daggerfall, elder-scrolls, elder-scrolls-launch-diary, elder-scrolls-launch-impressions, elder-scrolls-online, elder-scrolls-skills, eso, eso-launch-diary, factions, hands-on, launch, launch-day, launches, mmo-travelogue, morrowind, nightblade, oblivion, pvp, redguard, rvr, sandbox, skills, skyrim, tamriel, tes, teso, the-elder-scrolls, the-elder-scrolls-online, three-faction-pvp, three-way-pvp, zenimax, zenimax-media, zenimax-online, zenimax-online-studios
Correction. Quests that you happened to have a no problem with in beta but may have had a bug in that you didn't encounter have now exposed that issue.Quests that worked fine in beta are now bugged, absolute genius !
Best launch I've seen in years and years. Pretty flawless. Severs were up an hour early.
All quests have been fine here.
I agree some what I have come across a couple. I think it's hit and missAye, shame about the amount of low level quests that are bugged. Spent 3 hours last night doing 4 quests, had to continuously relog to get the right phase that the quests werent bugged in.