Showing posts with label The Elder Scrolls. Show all posts
Showing posts with label The Elder Scrolls. Show all posts

Friday, 9 June 2017

TESO: Forlorn Crags

Adventures of Skyrim - spoilers ahead! You can follow the rest of the story here!

Having defeated Molag Bal, I venture next to the vast expanse known as Craglorn where a lot of my crafted goods have been being sent. A new threat has arrived in this zone: Aliens Celestials. Namely the Celestial Serpent, who managed to corrupt the Celestial Mage and Celestial Warrior. A band known as the Star Gazers, asks that I help them put these things back in the sky where they belong.

Easier said than done though as this zone is intended for group content, excluding me from at least 70% of the area. Still, I do manage to cleanse the Warrior's Apex stone, and assist a time traveling soldier to destroy an ancient emperor who uses terracotta warriors.

I also slam the local Iron Orcs, who have a penchant for feeding victims to their troll pets. After slaying their entire leadership structure I mess with the Scaled Court's research in making new beasties (Mantikora) and atronarchs (six armed air elemental)! Ultimately I also save the Celestial Thief from the Serpent's grasp, forcing the Serpent celestial to withdraw.

Ugly beasties.

Alas the actual final fight against it is blocked behind a "Trial" gate (requires team) so I doubt I'll ever get to see that. Worth noting the ATITD Pilgrimage idea is alive here - in the form of visiting six delves within two hours. Pretty cool, and still easier than the ATITD version! 

Having done most of the available content (I don't have the DLCs) I think it's time I take a well earned break, and thanks to one merc band in this region being called the Greycloaks, I have a good idea of where I'm headed back to.

Thursday, 8 June 2017

MMOs: TESO Level Scaling

[Added to my MMO Design folder.]

Years ago I did a post about the problem with levels in an MMO. Having now experienced the Elder Scrolls Online, I now get to see the other / another side to it and that is level scaling.

Much like in Skyrim, the bad guys always match your level - irrespective of map zone. This is a truer scaling than what Guild Wars 2 tried to do, where a level 70 who is "down leveled" in a lower level zone can still steamroll everything. Here's a quick Pro/Con tongue in cheek list for what TESO does:

Pros: You can now go in any direction immediately and not his "Foe Walls" to your quest progression. Wandering into a level 60 zone while level 5? No problem! Those enemies will hold their punches for you. Also, this means your friend who just joined the game can come into that uber, end of game quest with you. Nice!

Cons: Missed the tutorial happy cake dungeon (that doesn't exist - just my example) and are going back as a max level character? Expect those tutorial monsters to have a lot of new DPS heavy moves and hundreds more HP - enough to actually challenge you! Also, congrats - you just finished the game after 3 months? The guy next to you finished it in 1 day... while level 5.

I can understand why people both like and dislike the system, and while I don't mind it since I do prefer people to be able to immediately play together in games, I still think having no "over all" levels is the best approach.

By that I mean, don't attach Life or HP to levels, or if you must make it by the smallest of fractions. A new player gets 100hp. And end of game character might have 110 at most. Getting hit by a bus, or more likely stabbed with a sword, should still one shot either.

And don't even get me started about level based gear either. Blargh.

Wednesday, 7 June 2017

TESO: Molag Bal

Adventures of Skyrim - spoilers ahead! You can follow the rest of the story here!

Beyond the torture chamber is the path up to Molag Bal's fortress, and by powering up the magic amulet via absorbing the life of the prophet, I gain a temporary boost of super saiyan strength - literally one shotting the armies of dremora that try get in my way. Even flights of demon dragons and thick fortress walls are no match as I blast my way up the mountain to the towering daedric prince trying to throw down meteors at me.

I like how my pet monkey is just casually following me at this part.

I get up to him and blast him down to a more manageable size, fight him in a more standard fashion and ultimately chop off both his arms! This forces Molag Bal to flee and Meridia is kind enough to restore my missing soul as a reward.

Winning pose!

With that victory, Lyris and Sai head off to the sunset together and Abnur, who is missing, is reported (by Meridia no less) to have taken the cheat amulet with him to Cyrodiil for his own use - though he won't be able to do anything with it for a few generations. Now re-souled I am free to do whatever I want, and I get a nice cauldron hat for my trouble. I suppose chasing Tharn into Cyrodiil is an idea, but that's all PvP land. Regardless, main quest complete!

Monday, 5 June 2017

TESO: Writhing Worms

Adventures of Skyrim - spoilers ahead! You can follow the rest of the story here!

With all the alliance zones mostly done now (still missing some group content and a few bits and pieces) I return to the Prophet's cave to find he and Lyris haven't done a damn thing since I last saw them ages ago. Since my GFX settings are better now, I reattempt that rescue mission they wanted to do... to rescue Abnur Tharn, and then a Redguard sword master named Sai Sahan, and then a magic deus ex machina amulet to use against Molag Bal.

Wouldn't be a magic duel without at least one beam contest.

Naturally the worm cult leader, Mannimarco tries and fails to stop us at each step of the way - ultimately fighting for real to try take the amulet for himself because he wants to replace Molag Bal. He really shouldn't have said that because after I beat him down, Molag Bal's giant hand comes through a gate and whisks Mannimarco away to Coldharbour.

His mistake was not taking the amulet instead, because we follow close behind and sneak through the very same torture chamber where Mannimarco and other familiar villains are getting their comeuppance, a few of whom are of the Tharn bloodline (not that Abnur minds since they are all douche bags like that). Most of the prisoners beg to be freed from their torment, but I ignore all of them because that's what they all deserve.

Saturday, 3 June 2017

TESO: The Last March

Adventures of Skyrim - spoilers ahead! You can follow the rest of the story here!

Reaper's March is a breath of fresh air after the stifling forests of Malabal Tor. Apart from the Imperials assaulting this zone (led by Tharns no less) there's also an evil khajiit spirit called the Dark Mane (also conjured by a Tharn) raising scary looking Khajiit warriors wherever it goes. The main quest involves assisting a pair of twin sisters in stopping this threat, which is great.

Capoeira esquivas are useful here too!

Unfortunately that "threat" occupies only maybe 1/3rd of the region, with the rest occupied by local bandits, gamblers, an arena and skooma peddlers. I do get to free Barbas (the talking dog) from a prison of his master, Clavicus Vile, though. There is also an awesome side quest at a scary mansion with a massive cavern underneath occupied by Imperials who are looking for the Oghma Infinitum. Hermaeus Mora tells me they cannot have it.

Quite a literal army of bad dudes in the tunnels.

Finally I'm at a level where I can solo handle the group of 8 or so mobs here, and manage to take down the boss too. For all my work, Mora appears and snatches the Infinitum at the last moment - rephrasing that "no mortal" can have it. I manage to retain a single page, still enough to make most people insane.

After beating back the Tharns and destroying the Dark Mane, Queen Ayrenn seems more agreeable to an alliance or at least a cease fire with the Pact but I don't know. She looks, talks and smells like a Thalmor scum. Odds that she will keep her word are next to nil.

Wednesday, 31 May 2017

TESO: Unfriendly Terrain

Adventures of Skyrim - spoilers ahead! You can follow the rest of the story here!

Malabal Tor is perhaps my least favorite zone in the game so far. The cliffs and forest make the zone bloody annoying to navigate, exacerbated with the amount of back and forth travel required by the local quests. While there was a Redguard incursion, the main foes along the shore consist of pirates, some of whom are in talks of alliance with the Worm Cult and the Imperial Empire.

Which also includes bad breath Daedroths.

More troublesome are the orcs already in league with the Worm Cult, who are trying to summon Malacath to Nirn - a plan I obviously put to an end with some assistance from Malacath's nemesis, Boethiah. The overall bad dude here is "the hound", and his houndsmen of Hircine.

If you thought "werewolves" then you are right. Lots of them. Of course it is more difficult chasing the scum down than it actually is killing him, but I am elated regardless afterwards because it means I can finally leave this annoyingly designed zone. Side note: How is it that giant wasps make zero noise despite constantly flying? Stealth magic?