Cutter wrote on Mar 26, 2014, 16:30:
I find their Tamriel to be rather watered down and bland. The sheer volume of bugs at this stage is unforgivable. Over half of the quests I did couldn't be completed. On the orc island I think there were only 3 or 4 I could complete and therefore had no way off the island. This at 2 weeks before launch? Cereal?
Classes. TES are class free games. If they're going to do classes then they should have done all the classics instead of 4 crappy hybrids.
Console game. It's a console game with a console UI. I hate that shit so much! It's like DCUO. You feel completely crippled and limited playing games like this on the PC when you compare them to things like CoX or most any other PC MMO with a few hotbars worth of stuff at your disposal. Then they take the absolute worst aspects of Skyrim - the console UI for inventory, quests, etc and use that!!! Wtf?
Crafting is shite and far too hard to grind basic stuff. Christ, you can even craft multiple items! You have to sit there and click create item over and over.
100s of other people all doing the same boring quests as you - the chosen one - make it considerably less special.
I could go on and on pulling this game apart but it's not worth my time. They not only fail to leave the worst of TES behind and improve it, they fail to advance the MMO genre and actually move backward in many cases. They made just about every wrong decision possible in creating this game.
Bethsoft are fools for wasting money on this and instead should have worked on doing limited MP/Co-Op for the next TES title instead. This is just 100 mil - or whatever it is - down the drain.
I'd like to address a few of the items Cutter has brought up...
There are/were a lot of quest stopping bugs. In my testing they all seemed to be related to the spawning of quest items or NPC's in conjunction with a lot of players being in the area. I found I could complete these quests if I came back at an off hour. ZeniMax claims in some patch notes from last week they found and fixed three issues that caused these problems. It certainly bugs me that it took them a week or two before launch to fix them when I know for a fact I and others first reported them in a stress test last November. Reports they were fixed during last weeks mini Overflow test doesn't reassure me much as they didn't publicize the test and probably didn't get really stressed.
In the last beta there is/was a UI bug where you'd have to hit . (period) sometimes to get the interface back to battle mode. Also, a couple of times I got stuck in walls or under the earth.
I would have preferred it if you could have picked up the various class lines from the Mages and Fighters guilds but the starting class isn't really that big of a deal as each has three skill trees but your character will have another dozen or more skill trees (not including crafting) to play with. Besides picking a class doesn't limit you to any of the classic roles. Want to be Sorcerer Sword and Board tank? No problem. Templar Archer? You can do that too. And be effective.
Actually the inventory UI is not from Skyrim itself, but the SkyUI mod. Personally I'd prefer the traditional slots and bags method so I can organize my stuff the way I like it. ZeniMax is promising a further breakout of crafting materials but I don't know if it will be in launch.
As for a screenfull of hotbars, I'm actually liking the deck building aspects of what abilities to put into the five regular and one ultimate hotkey slots. (You get an additional five and one hotkeys when you get weapon swap at level 15).
I'm also very much looking forward to seeing the world on my screen instead of playing a mess of UI elements including addons.
I didn't really feel crafting was all that grindy. Sure you couldn't have the mats to make 100 iron daggers, click once and go make a sandwich. But you couldn't do that in Skyrim either. I like the various aspects like deconstruction and research can be enhanced via skill lines. The ability to upgrade the quality (green to blue, blue to purple, etc) of any weapon or piece of gear is cool. As are styles (wicked looking Redguard daggers) and research-able traits.
Questing and the Chosen One
We all have quest styles we like and dislike. A majority of the quests certainly use the familiar tropes. I did particularly enjoy one that had me running a timed obstacle course. There are others with pretty good stories behind them and/or interesting things to do.
I 'could go on and on' about other issues with the game too. But one in particular is the mind-boggling tools they've provided for the player to player economy. I'd like to be smoking whatever they were when they came up with them. Long story short, they are dead set against a global or alliance wide Auction House. The guild-store scheme they envision will be a dead fish and I foresee that trade will wind up being much like the old Everquest tunnel in East Commonlands. Basically a /zone chat filled with WTS, WTB spam in the starting cities of each Alliance.
But...despite all those flaws, I had a lot of fun exploring and pvping during beta. I'll be there at 4AM Pacific Sunday morning.