I was a day-one player who played almost every day for five years until CP2.0 changed everything and forced me to play their four-skill-slot mini-game 50 times a night. And I hate that menu, it was a nightmare to navigate with a controller.
Have they fixed this? Have they given us all our passive skills back on the green skill tree? If not, unless I can play like Skyrim and not have to constantly worry about what skills are active, it’s still a no from me. Because that was a total ball-ache compared to how we used to play.
As a former E$O player, ZoS’s MMO might be a cash farm with some nasty monetisation practices, however, technically it’s a triumph and perfectly demonstrates what could be achieved with TES if Bethesda dropped that god-awful creation engine. Take the player housing for one example. In E$O you have the power to create whatever you like. You can manipulate objects on every axis, make precision placements, there’s no grip point where the item is going to swing limply from and be at the mercy of crappy physics. More importantly, the objects will stay where you put them. They don’t pop off the racks, travel up walls or fall into oblivion. They stay where they’re placed. This allows for some really stunning player-creations. It makes the player-building worth the time and effort. The ship building is wonderful in Starfield but even that is limited and takes place in a different screen while the decoration of ships and buildings is still the headache it was back in Skyrim’s Hearthfire. That’s just one mechanic, without mentioning how much nicer the character models are in E$O. It really does make the limitations of the creation engine and how little they’ve done to improve it glaring obvious.
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Re: The Elder Scrolls Online Gets Two New Xbox Versions As Part Of 2025 Overhaul
I was a day-one player who played almost every day for five years until CP2.0 changed everything and forced me to play their four-skill-slot mini-game 50 times a night. And I hate that menu, it was a nightmare to navigate with a controller.
Have they fixed this? Have they given us all our passive skills back on the green skill tree? If not, unless I can play like Skyrim and not have to constantly worry about what skills are active, it’s still a no from me. Because that was a total ball-ache compared to how we used to play.
Re: Bethesda Games Would Be 'Better' On UE5, Claims Former Skyrim Artist
As a former E$O player, ZoS’s MMO might be a cash farm with some nasty monetisation practices, however, technically it’s a triumph and perfectly demonstrates what could be achieved with TES if Bethesda dropped that god-awful creation engine.
Take the player housing for one example. In E$O you have the power to create whatever you like. You can manipulate objects on every axis, make precision placements, there’s no grip point where the item is going to swing limply from and be at the mercy of crappy physics. More importantly, the objects will stay where you put them. They don’t pop off the racks, travel up walls or fall into oblivion. They stay where they’re placed. This allows for some really stunning player-creations. It makes the player-building worth the time and effort.
The ship building is wonderful in Starfield but even that is limited and takes place in a different screen while the decoration of ships and buildings is still the headache it was back in Skyrim’s Hearthfire.
That’s just one mechanic, without mentioning how much nicer the character models are in E$O. It really does make the limitations of the creation engine and how little they’ve done to improve it glaring obvious.