This can also be used as a place where gamers can ask questions about certain systems or aspects of the game that they are unsure or concerned about and ones I will hopefully be able to answer, and in doing so put their mid at ease.
Now then...
(Heading): Introduction/Explanation
Over the course of going through these forums, youtube videos, exterior forums and comments on articles I've noticed that although there is a lot of information available about the game, most of it isn't strictly right on the surface. So that in turn means there's a lot of people out there with unanswered questions even though those answers do exist, or they are afraid the game will fail due to not having such and such when the game does in fact have what they want they just don't have the information (if all of that made sense -.-).
So after reading MANY articles, alpha test opinions and reviews, editorials and so on about the game, and watching pretty much every interview and video out about it, I've decided to, at least attempt, to bring all of the information together into one massive FAQ.
Before I begin though, here's a few things you should know before reading anything:
- This will be a work in progress, meaning I will be working on this continuously.
- To begin with it will be in written format while I compile all of the information
- All of the information will later then be compressed into point form so it's easier to read and access.
- The majority of the information is NOT DIRECTLY from ZeniMax Online Studios and as such should not be taken as 100% accurate or finalized
- All information here is of course subject to change
(Sub-Heading): Regarding Additional Information
If you have additional information that is not on this list and believe I may be unaware of it or have completely missed it, please don't hesitate to leave a comment with it and provided you can provide a link to the content source and it seems reliable, I will add it onto this thread right away. And I anyone who does this in advance as there is A LOT out there to cover for just one person.
Now then, onto the real content...
Table of Contents:
1. Pre-Alpha First Impressions
2. Character Creation and Progression
3. Combat
4. User Interface Layout
5. The World of Tamriel and All You Can Do
PvP, PvE, Questing and so on will be added tomorrow.
Since this entire thread is a work in progress I will attempt to tidy it up and make it easier to access when I have time.
(Heading): Pre-Alpha First Impressions
From Gaming Website:
- The Elder Scrolls Off The Record (Link: http://elderscrollsotr.mymiddleearth.com/2012/10/22/making-an-mmo-feel-like-elder-scrolls/)
Making an MMO, Feel Like Elder Scrolls
The Elder Scrolls series is known amongst the gaming community for having vast environments with towering mountains, snow covered tundras and terrifying dungeons, all inhabited by vibrant and brilliant characters.
As more and more news is released concerning the Elder Scrolls Online, it is apparent that developers ZeniMax Online Studios is not straying from a staple that has made the series so popular.
The upcoming MMO will not feel like the everyday online game many are used to playing. Much like in Skyrim and other installments of the series, every place a player can see that player can visit and travel to. The game is being designed to look, feel and handle like previous Elder Scrolls games but with the added element of an MMO.
Because nearly all of Tamriel will be accessible in this game, the developers have spent hours researching each aspect of Elder Scrolls lore to make sure the game not only maintains continuity storywise but also in appearance.
Items such as weaponry and armor will not just be random throughout the world, but look as if it naturally belongs there. Dungeons will fit into their environments as well, with enemies and items fitting in naturally rather then something just placed or lost there.
The addition of dungeons is also indication of a distraction based style of game. Games in the past have featured hundreds of side quests, as well as new places to adventure to and explore, that can keep players off the main stories for hours upon hours. ZeniMax Studios are working to keep this style of game play a reality in Elder Scrolls Online. Dungeons will be accessible to all players with rewards and enemies to be shared. A dungeon in Skyrim may be vastly different than a dungeon in High Rock, with a different outcome by venturing through. The MMO-installment to the series will not shy away from side quests and dungeons and keeps filled with glory to be had.
Skyrim featured dungeons with a lot of interactive elements built in. Whether it was the puzzle solving to get from one room to the next, the countless half libraries scattering the ruins or the abundance of embalming equipment, a character was able to interact with almost everything. This will remain true in Elder Scrolls Online as well.
Players will be able to interact with their environment in ways such as picking up a piece of bread, an apple or a plate. The player will be able to take and leave weapons much like in the past.
Overall, the game FEELS like an Elder Scrolls game and we can all agree that's always been one of the major "success or failure" factors for this upcoming game.
- Massively (Link: http://massively.joystiq.com/2012/10/22/massivelys-hands-on-with-the-elder-scrolls-online/)
Let me first answer the question on everybody's mind: Does it feel like an Elder Scrolls game? It does, mostly. The game's art team has done a fantastic job of recreating the kind of beautiful scenic vistas that players have come to expect from the series, and it's clear that much attention was paid to keeping the world consistent with previous games. I was delighted to notice that the very same unique Nord urns I had looted the crap out of in Skyrim were scattered around the various tombs and barrows I explored in TESO. Of course, TESO deviates a bit from the previous titles in the series, mostly by necessity, but I'll get to that later.
- Zam (Link: http://www.zam.com/story.html?story=30900&storypage=1)
There has been a lot of conjecture about http://elderscrollsonline.com/en/ (TESO) since it was announced. Would it work as an MMO? Would it feel like an Elder Scrolls game or would it be just another bog-standard MMO with a well-known name?
Speaking to Matt Firor, TESO's Game Director and other devs at http://www.zenimaxonline.com/, they didn't feel that they had completely assuaged concerns with their presentations and messaging so far.
Walking around ZeniMax and hearing the passion felt by all concerned on the project, there is little doubt the team feels very strongly that they have something special on their hands.
So confident are the developers in TESO, they decided the best way to get people to understand what's in store for the game is by letting it speak for itself.
I'm happy to say I was among the lucky few to get a solid four hours of gameplay with The Elder Scrolls Online — and it certainly left a great and promising impression. The game is still in pre-Alpha stage but there was enough there to get a good feel for the world and its systems, including combat.
- Umbra Guild (http://umbraguild.guildlaunch.com/custom.php?page_id=101822&gid=265361)
It seems that Zenimax is on the right path with this release of the Elder Scrolls as they are intending on making a RPG first; their consistently messaged narrative is that they are making an Online Role-Playing Game vice a MMO. Thus, this is Elder Scrolls that you can play with your friends. Yes, they seem to know what they want to be when they grow up, and are not falling into the MMO trap of trying to appeal (pander) to folks by trying to be EVERYTHING to EVERBODY.
There has been some uproar from some segments of the community over this title, as it has a very long and beloved lore that spans almost 20 years. I feel that folks are apprehensive that this attempt has the signs of what BioWare did with The Star Wars?: The Old Republic?. As stated, Zenimax knows what they want the ESO to be; they want it to be the most socially engaging online game ever, with the core design of this installment focusing primarily on two groups, MMO fans and long standing Elder Scrolls ones.
(Heading): Character Creation and Progression
The Elder Scrolls Online will feature a three faction warfare system, pulling from the past 20 years of the Elder Scroll’s http://en.wikipedia.org/wiki/Elder_Scrolls. The factions being represented are the The Ebonheart Pact, The Aldmeri Dominion, and The Daggerfall Covenant.
Each faction will consist of three races from specific regions of http://www.ign.com/wikis/elder-scrolls-online/Tamriel.
- The Ebonheart Pact: http://www.ign.com/wikis/elder-scrolls-online/Dunmer, http://www.ign.com/wikis/elder-scrolls-online/Nord, http://www.ign.com/wikis/elder-scrolls-online/Argonian
- The Aldmeri Dominion: http://www.ign.com/wikis/elder-scrolls-online/Altmer, http://www.ign.com/wikis/elder-scrolls-online/Bosmer, http://www.ign.com/wikis/elder-scrolls-online/Khajiit
- The Daggerfall Covenant: http://www.ign.com/wikis/elder-scrolls-online/Breton, http://www.ign.com/wikis/elder-scrolls-online/Redguard, http://www.ign.com/wikis/elder-scrolls-online/Orc
- Dragon Knight: These skillful masters-at-arms use the ancient Akaviri martial arts tradition of battle spirit, and wield fearsome mason that pounds, shatters and physically alters the world around them.
- Templar: These traveling knights call upon the powers of light and the burning sun to deal massive damage to their enemies, while restoring health, magicka, and stamina to their allies.
While MMOs allow you to chose a class and then moves you along your path, the classes in TESO are more of a “springboard.” While your class defines the skills in which your character will be able to use, it does not hinder you from choosing “how you play your world.” One thing to point out is no matter what class you choose, ANY class can use all weapons and armor types. You are not restricted by your class to just cloth armor or medium leather. A healer can use the heaviest armor with the largest warhammer in Tamriel – and not be hindered by the choice.
Now, TESO does character building a bit differently than most games in that any class can wield any type of weapon and wear any type of armor. In addition, all characters have access to a common "pool" of abilities granted by increasing skill in particular fighting styles (one-hander and shield, dual-wielding, two-hander, etc.) plus an additional pool of abilities granted by investing points (awarded upon leveling up) into one of your three main stats: health, stamina, and magicka. For instance, I invested most of my points in the stamina stat, thereby unlocking a passive sprint speed bonus and an ability that granted me health and stamina after I killed an enemy. Because of this system of progression, a player's class really dictates only the class-specific abilities he unlocks as he levels. So with that in mind, I chose the Dragon Knight because the description mentioned altering reality, and I'm a svcker for the Alteration school of magic.
Character Customization:
- First/Last Name: During character creation, the player will have the ability to enter both a first and last name for their character (forming an unique server combination). The naming guidelines: At least 3 letters long, starts with a letter and ends with a letter. No more than 2 of the same letter in a row. One hyphen or apostrophe at most.
- Body: Type (triangular slider featuring points of Muscular / Large / Thin)
- Body: Skin Color (various selections)
- Face: Type (triangular slider featuring points of Heroic / Soft / Angular)
- Face: Hair Style (slider featuring approximately 11 selections)
- Age: (sliders)
- Adornment: (sliders)
- Eyes: (various selections)
- Brow: (various selections)
- When you begin your character you now choose your faction, your race, class and then customization preferences for looks.
- There will be a decently large amount of customizable options for how your character looks
- There will now be both First AND Last names to make your character stand out easier within the megaserver.
- Your faction will determine what 3 races and provinces you have access too as well as what 2 other races you will fight alongside in the war.
- Your race will only determine your basic appearance, race bonus/skill and possibly how you are viewed in the world.
- Your class choice will affect ONLY a SMALL number of your future abilities and is used more as a guideline or starting point than anything else. Almost all abilities will come from whatever armour/weapons/actions (sneaking, lockpicking, mercantile, etc) you choose to use throughout your adventure.
(Sub-Heading): Skills, Stats, Progression and Character Freedom!
(Build Your Class The Way You Want To)
Playing the world your way
This is a common mantra from the development team and something that is at the heart of The Elder Scrolls as a whole. While there is no “skill tree” as we know in the modern MMO, there will be branches of your development that you choose to play your way. For example, when you gain a certain level, a new skill might open that prompts you to make a choice. You can choose a path that will be more DPS heavy, or you can choose a path that is more defensive. This type of development has been hinted at in other games, but not nearly this in depth.
As stated earlier, each class can use any and all weapon types in this game. Whether you want to be a mage who is proficient with a Bow when he needs to be, or a tank who specializes in two-handed swords, you have no restrictions placed on you. That is the major idea behind how you play your character: No restrictions. You play the way you want to and the game follows suit.
The normal Health, Magicka and Stamina trees are present in this game, and depending on which path you focus on during leveling will grant you specific perks along your adventures. For example: after putting a couple of perk points in the Magicka tree, it not only increases the Magicka available for you to use, but it also grants you a bonus against Magicka damage. The way in which you spend your skill points will affect the type of gameplay you choose down the road. Obviously someone with high Health might end up focusing more on tanking, while someone with high Magicka will focus on skills and weapons that use that pool.
In regards to character progression, characters level up by gaining experience and killing mobs, as well as by raising proficiency with used weapons. Specifically speaking, when you use a weapon it will increase from level 1, to 2, to 3, and so on, separate from your character’s level. So your character could be level 6, but your one-handed sword skill might be level 4, and your two-handed sword skill might be level 2. As you gain levels with weapon types, you gain a new skills or as many recent Skyrim players may know them as, "perks". In addition, once that weapon type reaches level 4, it branches off, giving players the chance to make that skill much more specialized. These specializations will all lean themselves towards either damage, healing, or threat generation-type of bonuses, but remember, you’re not locked into this style of play. At any point you can switch up your weapons and skills and change from a character who has predominantly been a healer and switch to a DPS. This has been made possible by Zenimax allowing any character to use any weapon at any time. In short, there are no skill trees that lock you into a certain play style. You are free to play any way you want.
As Matt Firor stated, "giving everyone access to everything brings balance," and the potential for customization, due to the many options through all the weapons, each weapon tree, the three armor types — light, medium and heavy, naturally — and their respective ability paths, is very intriguing. In fact, once you hit level 50, you can continue earning XP and unlock every branch of every weapon and armor type in the game.
To Sum Things Up:
- The returning Stats are Health, Magika and Stamina although all with far more depth to them than the previous instalment in the series, Skyrim.
- The number of Stat points you gain per level are as of right now unknown.
- The three stats now have corresponding perks and abilities as well such that are gained from putting points into each stat. Examples of these are as mentioned the passve sprint and magic damage boosts from the stamina and magika trees.
- There are classes (yes go ahead and complain) but they are not normal "generic MMO classes" as they are more of a guideline upon your character progression and have FAR less impact upon you and your future development as in other games of the genre.
- Skills stick to the standard Elder Scrolls formula meaning that the more you use/wear/do something, the more proficient you will become in the corresponding skill thus increasing the use of said skill.
-This means that Skills level up separately from your overall characters level.
- Abilities and perks work the exact same as in Skyrim, as you level a skill you will gain access to different abilities that tie in with said skill which you can then put points into from leveling up to gain the use of said ability or perk.
- In keeping with normal Elder Scrolls, all classes, races and builds can use any type of armour or weapon. There are NO restrictions.
- You continue to earn XP even at level cap.
- This means that it is possible to max out every skill in the game if you so desire much like the single player games.
(Heading): Combat!
Before we go ANYWHERE, let me just be clear and say that yes, there is first person view with the signature targeting reticule to quickly settle Skyrim,Oblivion and Morrowind fans into this new expression of their beloved world.
The controls also feel like slipping on a pair of comfortable slippers. Left mouse for weapon attack — held for power moves — right click for block is close enough to Skyrim et al to feel immediately familiar and engaging. Holding right mouse and quickly tapping the left button initiates an interrupt on casters; all of which becomes second nature incredibly quickly, thanks to the NPC character animations and telegraphing employed on all mobs, giving a clear indication of when to attack, when to block, when to move — to avoid incoming AOE or cone abilities — and when to go for the kill.
I mentioned earlier that TESO varies from previous titles in a few ways, mostly by necessity, and combat is one of those ways. It's obviously very difficult to implement the combat of, say, Skyrim directly into an MMO. And honestly, I always thought that combat was one of the series' weaker points. As a dual-wielding character in Skyrim, I got very familiar with the "strategic" combat style of running up, spamming power attacks, and backpedaling furiously. Maybe it's just me, but I never found it terribly tactical or exciting. TESO captures the spirit of the series' combat in a way that is better-suited to an MMO environment, and in my opinion, considerably more engaging.
The closest comparison I can draw to an existing combat system in an MMO would be TERA, but it has a few twists of its own. One of the features I thought was pretty awesome was the finesse (mentioned below) system. During each fight, you're rated on your combat prowess based on how efficiently you take down your foes. For instance, enemies will periodically charge up power attacks that can be blocked by holding down right-click. After the player blocks a foe's power attack, the enemy will briefly be "exploitable," which means that performing a power attack on that enemy will do major damage and knock him to the ground. Properly blocking attacks and exploiting enemies will earn you finesse points, which serve a few different purposes.
There is NO auto attack. In short, Zenimax wants you to PLAY this game, not sit and mash buttons until an object on-screen goes away. You will be actively engaged and involved in this game at all times.
A layout of the Controls:
· W,A,S,D = Movement
· Left Mouse Button = Primary attack
· Hold Left Mouse Button = Power Attack
· Right Mouse Button = Block
· # Keys 1,2,3,4,5 = Weapon and other ability activation
· # Key 6 = Ultimate ability
· R Key = Quick potion
· Shift Key = Sprint
(Sub-Heading): THE FINESSE SYSTEM
More than any other MMO out there, Elder Scrolls Online rewards players for being involved in combat, not just playing a game. So this is where the Finesse System comes in. There is NO auto attack. Zenimax wants you to PLAY this game, not sit and mash buttons until an object on-screen goes away. You will be actively engaged and involved in this game at all times, at least, you will be if you want to progress your character as much as possible. Say, for example, an enemy rushes at you and you successfully block their attack. The enemy will be stunned and will allow you to go to town with any of your six hotkeys or charge up an attack (like a power attack in Skyrim) by holding down your left mouse button. The more successful you are at attacking, blocking, and dodging, the more finesse points you will build up. These points accrue on a skill that you’ve designated as your “finesse skill” next to your hotbar (every class has several different skills to swap in and out), and once you’ve built up enough of these points you can use that powerful ability. It then goes away and you have to build up the finesse points in order to use it again. Additionally, the more finesse points you build up, the more experience points you’ll gain when completing a fight, as well as opening up access to more chests to loot off fallen enemies. Something to note, if you get hit by an enemy you will lose finesse points, which encourages you to be more reactive to the situation and do your best to avoid getting hit.
Another exciting possibility that is out there, and while there is not a lot of information yet as it is still in an early alpha stage, there are currently kill-cams in the game. So look forward to potentially being able to follow your arrows right into the eyeballs of your enemy, if that’s your thing.
(Sub-Heading): SYNERGY
Moving on to the next major component in combat, Synergy is an idea that Zenimax has worked hard to make an important and unique part of the game. Synergy skills become active when a player in your group casts a spell or wields an attack that meshes with whatever Synergy attack you have equipped at the time. When the ability to use that attack is enabled, a notification pops up on your screen, and if you hit the “X” key, it will use that attack to do crippling, extra damage to the mob that you couldn’t do on your own. Zenimax wants players to play together, and this is one incentive for doing so.
Did you notice I said “Zenimax wants players to “play” together, “not “group” together? As you travel the world and come into contact with other players who are in the same area or doing the same quests as you – this “public dungeon” idea – you naturally begin working together, sharing objectives, loot, and enemies, and all that’s required is to be within proximity of one another. The game has a lot of public dungeons, and the way it’s set up, you won’t have to sit around waiting for enemies to respawn. Just work together with whoever else is in there to take down the enemies, and you’ll all get credit for it. Plus, you’ll get to use those cool synergy attacks that are not available otherwise. That being said, they did mention that they are looking into adding a “Looking for Group” feature to help people who just want to hook up with other players and explore the game together, side-by-side. It’s not currently in the game, but QGN staff members were told by Paul Sage “..we have one ‘specced’ out.”
It’s important to note that computer-controlled enemies are very similar to player-controlled characters, meaning they have a set of skills to draw from and can also work in synergy with each other, just like players can. In a demonstration at the summit, an example was shown where melee warrior mobs dropped oil slicks and their mage companions lit the oil on fire with a spell, causing massive AOE damage. Synergy.
(Sub-Heading): AM I A TANK, OR WHAT? (Character Roles)
In terms of getting locked into specific combat roles, that will be a thing of the past with this game. Zenimax has designed ESO so that at any time you can change your role by swapping out weapon skills. The skills you have equipped on your weapon will determine if you are a healer, tank, or DPS-type of player, or even a mixture of all three of those. The more you mix it up, the more variety and unique gameplay you’ll create for yourself, which brings back (parent company) Bethesda’s overall goal with Skyrim, “play the world the way you want to play it.” If anything, the game encourages you to NOT stick to a specific role, and in fact, when asked about character progression, Konkle said he expects that towards the end of the game, players will discover they’ve made their character and it’s not anything like what they started out with. Potentially, the character will be customized to fit the player’s preferences as the game progressed, not staying within traditional roles or styles.
(Heading): User Interface Layout
The player is presented with the standard UI elements / layout. The chat window is displayed in the bottom left hand corner of the screen, supporting multiple tab windows, including a combat log history. The window is also fully editable. In the bottom center portion of the screen is the characters action bar. The Left | Right Mouse Buttons are for the users primary and blocking abilities. The numeric keys 1 – 5 are fully editable, allowing the user to insert any of their secondary abilities for use (by selecting the control key to bring up the mouse cursor, then right clicking on the bar area to select the appropriate ability to insert). The 6th key is reserved for a special ability. The R key is used for the potion/consumable slot.
Left: Chat Window ----------------- Centre: Ability Bar (1 2 3 4 5 6 [special] R [potions]------------------ Right: Mini-Map
To the right of the action bar is the player’s Mini-Map, which will also display way-points to your current quests objectives. In the top right hand corner of the UI is the players quest tracker, which will cycle through your quest log by way of the T key. Your current quests objectives/locations will be tracked on both the players Main and Mini Maps.
The E key is used as your primary interaction key, also as the loot all button.
The Control Key grants access to the In Game Menus (Not Confirmed, Just an Example):
- Main Menu | Quest Journal | Character | Inventory | Progression | Misc.
To Sum Thing's Up:
- The UI promises to be as minimal and uncluttered as possible.
- There will be a wide range of personalization options available to make the UI fit whatever you'd like, this is even before player UI mod's.
- There will be a classical elder scrolls map and UI design as seen in Skyrim available at launch or sometime directly after.
(Heading): The World of Tamriel and All You Can Do Within It
(How much freedom do you have in ESO compared to normal ES games?)
One thing that long-time players of The Elder Scrolls are surely familiar with is robbing entire towns blind by looting every last wheel of cheese from the poor townfolks' cupboards. Those players will be happy to know that this capability returns in TESO. While every single urn and crate isn't full to the brim with loot, many are. The game employs a classic Elder Scrolls system where some containers will be completely empty and others full of all manner of things ranging from the ever useless wooden bowl or spoon, or a nice orange carrot or shiny gold coins. The game aims to keep it's "living, breathing organic world" roots here and the massive amount of lootable containers are still there. Unfortunately though, no, you can't put a basket on a shopkeeper's head and then rob him blind.
Another thing long standing Elder Scrolls players are sure to appreciate is the time and dedication spent on the NPC's. Rather than have them simply "existing" to give you a quest or some information or to stand around attempting to make the world feel alive, NPC's will stick with the Elder Scrolls tradition of going about their own daily lives. You will find some shop keepers packing up at night and heading home, some wandering around the market looking at wares, others working in taverns or on street corners as musicians or entertainers. Each NPC will have a small number of different schedules that they will follow every day, to ensure that never will you see an NPC doing the same thing within a short time frame. As well, another welcome additional feature, is that the NPC's will interact with one another without another players say so. Whether it's from a simple friendly greeting between old friends or a length discussion regarding the latest news, NPC's will continue their time honoured tradition of talking amongst themselves.
(Sub-Heading): Actions, Decisions, Consequence and Impact
(What you do and decide actually matters)
The final details that we have for you regarding world and NPC interactions, or at least all that we know of so far, is that your actions DO actually matter. Unlike many not just MMO but RPG games in general, your actions and how you resolve situations will not only have an effect, but will later be remembered. Take for example an early quest that we came upon in a small village on the beginning area of Bleakrock. Upon approaching the village we noticed smears of blood upon the road and closer to the occasional body off to the side. As you can imagine, this piqued our interest considerably and we hurried on to the outskirts of the town and entered it to meet quite a sight. Standing before us was a small group of poorly armed villagers, the kind you see in old medieval movies armed with pitchfork and axe ready to fight to the teeth to defend their homes. After being briefly interrogated about our reasoning for being there we learned that the village had recently come under attack from a nearby band of Werewolves, and that they were expected back soon. We were then given the opportunity to start a quest to defend the village or pass it up, leave them to their fate and go on our way. Of course leaving defenceless farmers to die isn't really our thing so we accepted the quest and set about preparing ourselves for a fight. Soon enough the werewolves attacked and after a bloody battle we were victorious. Now here's where the whole "actions and choices have consequences and impact" thing comes into play.
After defeating the werewolves the NPC that first talked to us and gave us the quest approached us and after thanking us, handed over a small amount of coins and a nice enchanted dagger as a reward for our services. Directly after finishing the conversation, the villagers turned towards us and started up a, if somewhat corny, cheer. As well as that all of the villagers then had unique, if short, dialogue that thanked us for our intervention. Now that alone we thought was pretty cool, but later after many hours of adventuring, when we passed back through the village, we discovered that not only did the villagers remember us, but that we were still considered a hero as they started cheering again and the merchants gave us discounts. ZeniMax assured us that this kind of "NPC memory" system is incorporated all throughout the game and that many, if not all of your actions and decisions will be remembered by any NPC's involved and it will later decide how they treat you and even will unlock unique dialogue options.
It is also worth noting that all NPC's are voiced, and that we heard no short-edge of surprisingly well done voice acting that if anything may be an improvement and seemed to feature a larger variety of voices over TES: V Skyrim's "10 actors for all" style.
Breaking and entering are at this time unknowns, but sneaking and stealing is confirmed.
(Small Sub-Heading): List of In Game Factions/Guilds:
- The Dark Brtherhood
- The Fighters Guild
- The Mages Guild
- The Thieves Guild
- The Morag Tong (Unconfirmed)
You all Factions will have faction specific main quest lines as well as side quests. Any additional information, even if they are join-able or not is currently unknown.
- To Sum Things Ups:
- Stealing, sneaking, looting random containers and so forth will return.
- NPC's will be "alive" and will feature a number of schedules that they will follow daily much like in the single player games.
- Inter-NPC "pvssyr" will make a return.
- All NPC's are voice acted.
- Your actions and decisions will have a visible affect on the world, to an extent, and will decide how some NPC's treat you and what dialogue options are available.
Information To Be Added Tomorrow:
I'm going to stop here for the night as it is extremely late. Below is a list of what I will be adding tomorrow.
- PvP
- PvE
- Questing
- Lore
- Social Interactions
- Dungeons/Raids
- Misc. Info
A few small nuggets of MISC. Info to hold you over until then though...
- As already mentioned, there WILL be a 1st AND 3rd person view which can be changed between any time.
- There is an Achievement System and Lore Library
- The Action Bar will auto hide out of combat
- There will be normal elder scrolls style random open dungeons such as forts, caves and ruins which can be soloed or run through with a very small group.
- MANY dungeons, both instanced and open ones will contain classic elder scrolls traps, puzzles, hidden doorways and so on.
If anyone has ANY questions regarding ANYTHING please do not hesitate to ask and I will try my best to answer them to the fullest of my ability and as factually correct as possible.
Enjoy Your nights!
Oh by the way, I will also be adding a complete list of all sources used later tomorrow if anyone has a desire to read up even further on things or to double check my information.