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After seeing quite some interviews with Zenimax peoples on TESO, I think we are still in the dark on a wide range of issues.
I know we can't expect them to answer everything as they just announced the game but there's no harm in asking
So let's formulate some questions in this thread and I'll combine them all in the OP so our mmorpg.com overlords and overlordettes have some more ammo to go into their next interviews;
What have the people at Zenimax done with TESO to ensure that fans of TES will feel at home in this new game and what have you managed to capture from the original games that made them so great? (by deathshroud)
Are there any unique features besides the TES lisence that TESO brings to the mmorpg table that is either rarely seen, hasnt been seen in a long time or that is unqiue? (by deathshroud)
According to many mmo websites TESO has reportedly been recepted quite negatively. Why do you think that is? And do you think this negativity is unwarranted? (by deathshroud)
Regarding sandbox versus themepark styled games: It seems TESO is based on a typical themepark mmorpg model for a great deal, despite there being clear signs that many mmorpg gamers have had their fill with those and despite TES single player games having strong sandbox roots. Will there still be aspects in which a sandbox model serves as an example for TESO? (by deathshroud)
Will the game be "explore anywhere", "no barriers" and "no instances" with a focus on exploration and discovery? will player recieve messages like you have discovered xxxx? (by deathshroud)
World lay-out & mechanics:
The world is split in multiple faction based provinces and areas. Regarding this I have the following questions:
Will we be able to enter faction areas that are not our own? Will there be anything to do for you there?
Will opposing factions cooperate in PVE areas like in TSW or will they always be considered enemies like in WOW?
Will there be pvp servers where pvp between factions is enabled also in the faction parts of the world or is your faction's area always a huge safe haven?
Will there also be extensive pve related content in the Cyrodil province? i.e. Other reasons to venture there apart from participating in world pvp? (Like open world dungeons that can be accessed by multiple factions at the same time?).
Will there be cross faction communication in chat?
If you will have auction halls, will they be cross-faction or separate?
If there will be capital cities, will they be one per faction or one per race?
In what ways will you try and make the world feel like a living, breathing place? How will you go about translating the liveliness of the single player TES games into TESO? (Lively npc's due to radiant AI and voice overs, critters / wildlife, day and night cycles, underwater swimming, unguided objectives and content, etc).
Is there a system of realm points in place (like in DAOC) ? (by rguilbert)
Whilst the idea of realm vs realm gameplay is a nice touch to help seperate the game from other mmorpgs, Warhammer online also has a similar feature. What are you going to do to guarantee yours is better? (deathshroud)
It was hinted at over at gamebreaker.com that the combat is quasi action based but still required the use of tab targetting. I want to know is it similar to GW2 in this aspect. Or do you actually need to be in range and have a target aquired to fire off an ability/attack? (by Zylax)
Why do you believe that twitch based action style combat is not possible in an MMORPG when there are in fact games that contain such combat like Mortal Online and Darkfall created by indie companies with low budgets and small development teams? (by deathshroud)
Does the game have a traditional vertical progression with a reliance on gear rather then skill? Or does it employ a more horizontal progression based on player skill and gear is more cosmetic in nature? (by Zylax)
We already know that questing and leveling is more exploration based but is there any method to make content relevant for the life of the character or do old zones/areas become obsolete? (by zylax)
The world is said to be very big, how will we go about navigating it? What are your travel systems?
Do you already have an idea of what kind of set-backs to dying you will implement? Are you going for the lenient route like many themepark mmorpgs or make it a little more compelling to NOT want to die?
Do you guys have an overall vision on how you want to implement crafting in TESO? What kind of crafting and gathering professions are we likely to see?
I've heared there will be freedom to level the skills you want while playing, In what way are you restricted in your class choices? Can a mage character be just as effective as a thief character in using daggers?
What precisely is so difficult about player housing that you dismissed it as "too hard?" (by Iceman00)
Please add some more if you have them