So if you play on the NA and EU servers, the Crown cost is actually *double* what it says in the store. If you buy crowns through the store then buy them in-game (which mostly costs the same price.) it only unlocks them *for that server*. And that's when I discovered that "account-wide unlocks" are only *actually* account-wide if you buy them through the store on the website. My wife, son, and I moved to Germany a few years ago, so when my son started showing an interest in ESO (he still prefers SWTOR) I started some characters on the EU servers. I started on the NA servers in the Beta (even though I was living in Russia) since most of my gaming friends were in the US and Canada. The other thing that is ridiculously overpriced in ESO is literally everything in the Crown Store. (Especially since I've started over on the EU servers recently.) Like, once I have all my vault upgrades and all of my characters' bags and mounts upgraded, and enough gold in savings to unlock at least my son's bags and vaults and a few million extra for Outfit changes. Some day, I might cut down to a few trade guilds and go back to joining social guilds. I don't even bother with social guilds since I need to be in as many trade guilds as possible to grind out the gold to unlock everything in the game. By the end of the second year, I had dropped out of all but one of my social guilds to replace them with trade guilds. At launch, I was in three social guilds and a few trade guilds. And the only way to really make the gold you need is to be in trade guilds. We bought two copies of the Imperial Edition just because of how absurdly over-priced the starter horses were at the launch. Compared to the other MMOs we have played, ESO is ridiculous for gold sinks. Just like others have said, the lack of an AH bugs the hell out of me. Personally, I have a few things that bug me. But we don't have a lot of time to play (a baby* and an international move have reduced playtime). My wife and I have been playing ESO since early in the beta and Day 1 of Early Access on the NA servers. I prefer melee tanks and rangers, two specs that don't get a lot of love form ESO. I don't have a prejudice about tab targeting vs. I have to say I don't find the combat in ESO exciting. This concentrates the game on level cap players, even though as best I can tell there is a very large unserved alt/new player market. I'm guessing this is because the guilds that have city markets require large sales per week to be a member, so low-level items are simply not a priority. Among other things, they concentrate on high level items, so that low level alts or new players don't have any place to buy things. I don't use player run markets, as I have my own crafters, and the times I have used them, I find them pretty useless. I think this causes the game to feel like you have less options than in other games. That leaves a lot of good skills unused or only occasionally used. This never works for me and the times I've relied on it, I've ended up dead, whether its operator malfunction or lag, it simply is an undesirable feature. I'm not a fan of the weapon switch/bar switch. I could go on, but after playing the game for several years, those are my 4 biggest complaints w/ the current system. And by competitive, I'm being intentionally vague-maybe 75% is competitive, maybe 80%, maybe 50%? That's what playtesting's for.Įquipment: 2h weapons and staves should be allowed double enchantments and count as 2 items for set bonuses (as long as at least one other set item is equipped) in order to bring the fewer item slots into line with DW or S&B. Add 1h option (without anything in 2nd hand) pegged to mag and stam (with some unique bonus that starts out competitive w/ mag or stam-only weapons and lessens as one pool gets significantly larger or smaller than the other) to allow for some good ol' swordmage playstyle. That would leave DW & Bow for stam only, and the 4 staves for mag only. Weapon skills: 1h & shield and 2h should become dependent on health (or at least contain morphs for it). Class skill lines would be better if they were like every other skill line-where you could mix & match, and to encourage specific use of current class-based groupings, you add morphs and passives that link to other skill lines in the current class-based organization. The class system feels out of place, but the skill-based progression itself is terrific. TTC helps, but it's clunky and questionable that you have to rely on a 3rd party mod/site for basic game functionality.
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