Disappointment of the Year

Elder Scrolls Online

eso 2014-07-14 21-46-45-167 Since we are drawing close to the end of the year, I feel like it is probably time to start making sweeping posts to summarize my feelings about the year.  The one today is a bit of a touchy one for me, but I feel like I still need to make it.  Mostly I feel like by posting the “bad” one first it will be like ripping off a band aid and I can end the year on a more positive note.  As such lets get on with the ripping and talk about my biggest disappointment of the year.  For that dubious honor we have to give it to Elder Scrolls Online, and during the rest of this post I intend to explain myself a bit more.  I feel like in part this is a case of extremely high expectations that were impossible to meet.  When I first heard about this game, it was the end of an extremely long session of subterfuge where my friend who was in fact working on the game refused to give us any information about what he was actually working on.  He kept us in the dark until the official announcement, but given we knew who he worked for… and the fact that it seemed like it was a fantasy based game he was working on…  many of us had put two and two together and gotten four.

When the friends and family alpha started, I was lucky enough to be in that first wave.  From tell of the community team I was among the top 1% of bug note reporters, and I never stopped doing it.  I took it up like a mantle to try and help Zenimax create the best game possible.  The problem is the direction of the game kept veering into a place I thought was going to be bad for the game.  We gave copious amounts of feedback on the forum, most of which seemed to be unheeded.  The early UI was a glorious thing, that felt just about perfect.  It let me set up the game work the way I wanted it to, and could see all the players swarming around me.  The problem is things took a turn towards deep minimalism that never quite worked.  Even in alpha the game developed this “alone in a crowd” feel that never quite was remedied.  By the time the game was launched I had been playing it for roughly a year at that point, and retread the early content more times than I can count through constant character resets.

What Went Wrong

eso 2014-05-09 18-41-57-458 I feel the games Achilles heel is that it became entirely too hard to group with your friends.  For starters because of the super minimalistic user interface it was impossible to identify the people you knew when they were roaming around the world with you.  You could of course form a group, but the group size was rather limited to only four players.  I have way more than four friends that I wanted to be able to keep tabs on in the world around me.  The Mega Server was a triumph of stability but it also destroyed the quaint familiarity that a server infrastructure has.  On a traditional server when you go to the blacksmithing trainer…  you see the same people there day in and day out.  After awhile you end up striking up a conversation with someone sharing the forge… because after all you are doing the same thing over and over.  This sort of interaction was completely absent.  Every person in the world is a nameless faceless entity, and as such the only ties you really make are through public chat channels or the folks you brought into the game with you.

Functionally it became extremely difficult to group with people at all since there was a very tight range in which you could gain experience together.  I believe it was something like a four level difference meant you were just running it and not going to get any benefit from it.  This meant that unless you were leveling in a strict duo that was not going to play other than as a pair… it became nearly impossible to try and stay in sync with other players.  We mentioned this numerous times during the testing process, that the game was badly in need of a mentoring system.  It seemed since they had the tech to “bolster” players to 50 for the purpose of pvp content, that surely they could do the reverse and make it work for dungeons.  So far the best game I have played that does this is FFXIV in that it auto lowers your level to that of the dungeon when you zone in.  Content remains evergreen, and this game was definitely in need of something like this because it had really great group content…  that was completely inaccessible because getting in that level sweet spot was difficult.

Alone in a Crowd

eso 2014-05-19 20-58-37-802 The biggest problem that we personally had was the fact that we had folks of all level ranges wanting to do content together.  That meant that our only option at all was to go out into Cyrodil.  The problem with this is that most of us wanted to play this game because of its amazing PVE storyline…  but Cyrodil became the consolation prize that I simply got tired of opening.  I am not a PVP player in my heart, and while there is plenty to do out there that does not involve PVP…  it is not that engaging.  The big problem is that we would bring 20+ people out into Cyrodil with on or maybe two of us actually being veteran rank players.  When we encountered actual PVP… a single VR2 player could easily take down 20 folks faux leveled up to 50.  The veteran levels just made too much of a disparity between survival of the level 50 folks and the non 50 folks making it sheer futility to do anything out in Cyrodil other than Skyshard farming…. and there really is a finite amount of that you can do.

The answer to the enigma of the game seemed to be to rush through the PVE content solo, because it was nearly impossible to try and actually do on level content with your friends.  Then maybe just maybe at level 50 you could actually participate in content together again…  but only then if you did all of the content for your faction and manages to “beat” the game allowing you to progress into the Veteran ranks.  This was too long range of an outlook for most of the people we brought into the game.  At launch House Stalwart had over 100 players of different play styles and differing amounts of play time.  The one constant was that the majority of us were social gamers… knowing each other from existing guilds or social media.  We wanted to group up and experience content together, and this was just something we could not do.  Within a month our numbers had dwindled down to about 20… and by the time Wildstar launched the guild was almost completely empty.

What Went Right

belgrodsternblade This game is a pinnacle for me of quest content.  The story is amazing and they managed to make it feel exactly like playing an Elder Scrolls Game for me.  I felt like I was in the same settings that I have known and loved over the years.  In testing I got to experience all of the starter zones, and each of them had a unique feel but at the same time felt like you were very much in Tamriel.  There was a loving attention to detail that you just don’t see in most games.  There are still several quests that I will remember and hold up against any quest content out there.  I loved the “single player” experience of the game and I managed to get through all of the Daggerfall campaign and part of the way through the Aldmeri Dominion.  All of it made me want to keep playing, and were it not for the launch of Wildstar I probably would have kept playing it.  The problem was that I just didn’t feel like I had anyone to play with.. and it became increasingly harder to justify a subscription fee for what was in essence a single player game to me.

In spite of me declaring that Elder Scrolls Online was my biggest disappointment of the year…  I still feel like I parted with this game on good terms.  The disappointment comes from the fact that I had really hoped this game would be the new permanent home for me, when I have so desperately wanted a game that I would want to play for more than a few months at a time.  I have longed for the next “WoW” not in terms of feature set, but in terms of gravity and ability to keep players stuck in its orbit.  Elder Scrolls Online sadly was not that game, and likely never will be.  That said I absolutely intend on playing it again when it comes out on the console and transferring my characters over to it.  This game from the start felt like a game that would be better served with a controller, and I look forward to being able to play it remotely through my Vita on my PS4.  I will always have love in my heart for this game…  I just stopped wanting to play it.  I felt like I beat the game, and will return again when there are new experiences to be had.

Familiarity in Proximity

Mega Servers Continued

A few days ago I made a post on about launch issues and game servers, and the problems and solutions that come from various server scenarios.  In my post I presented some discussion about the various styles of servers and the weaknesses that each have.  Mega Servers are an awesome technology but there are problems with it, namely that it reduces the casual proximity of players.  In my post Doone made a comment, and while I normally would have simply posted it as a reply…  I am thinking that maybe I need more space to go into my thoughts.  For sake of not having to make you jump through a bunch of hoops I am going to repose his comment here.

Im not sure why anyone thinks Megaservers make it difficult to build community? Do you mean that it’s too many people to build intimate connections? Because if thats the case, then we’re just talking about social tools, not megaserver tech. Players just need a reason to interact and that doesnt change because of megaservers.

AA’s current situation is embarrassing. Theres not any good excuses for their current situation. This isn’t the first MMO launch, not even the first MMO with land and other features that complicate server flexibility. Theyre simply unprepared for deliberate reasons. There’s just no way they didn’t know what they needed for a smooth launch.

It’s worse that people who shelled out hundreds of dollars to support development are reporting not getting that 4 day advantage they were promised. That’s a serious charge.

Should AA have gone Megaserver? I don’t see how this wasn’t mandatory given the kind of features it has. You need a vast server community that’s STABLE. And you can’t have that when your system is as inflexible as the one they’ve adopted. I think they’re sinking their own ship right now.  — Doone

While I agree with the bulk of what he said, I thought I should maybe clarify my points about mega servers.  At first glance they look like a magic bullet for the problem.  At the very least I thought they were a magic bullet for launch day woes, however they have their own problems that do not always show up early on.

Informal Community

ffxiv 2014-09-22 18-11-33-975 There is a certain kind of community that happens spontaneously by just being around the same players each and every day.  For example the above picture is that of one of the late game hubs in Final Fantasy XIV Revenants Toll in Mor Dhona.  Upon arriving at the Aetheryte crystal I am immediately seeing some familiar places that tend to frequent it.  You can see a name marked in orange as someone I have already friended.  However more than that I recognize if not the names, but the guild tags of many of the players surrounding me.  There is a sense of familiarity in seeing the same players day in and out, and when one of them is in need you are more likely to step in and help out.  This is the way friendships in MMOs used to be formed through shared activity, not just shared guild tag.

ffxiv 2014-09-14 22-10-22-567 In Final Fantasy XIV it has instanced housing wards, where you purchase a house and in theory become neighbors with lots of other players.  Our house is across the street from a Market Board which is the way that you access the auction house economy.  Over the course of weeks of being in close proximity with several other players, we have struck up a bit of a friendship.  One of which is the name in orange in the above Mor Dhona photo.  There is lots of spontaneous interaction that happens just by being around other players and gaining that sense of common goals.  This picture is when we just spontaneously put on our brand new Dragon Warrior inspired Blue Slime King hats and started dancing together.  But the interaction has spread much further than that, and I’ve helped these players out in the world beyond our neighborhood, as well as had my heart warm each time I happened to see one of them out in the wild.

A Server of Strangers

eso 2014-03-31 21-54-58-07 I’ve played many games so far that have some form of a blended server environment.  World of Warcraft for the last several years has blended the leveling zones for the entire battlegroup to make each server feel more populated.  The most recent poster child for Mega Servers however was the Elder Scrolls Online.  Before launch they made several promises about creating a situation that grouped like minded players together into virtual servers, while still all being part of a much larger farm.  While we had one of the smoothest launches since they could easily scale up the hardware temporarily, and reduce it later as needed…  there are a lot of problems that came from not being with a fixed set of players.  Admittedly some of the issues are due to the poor decisions made with the user interface.

In the above image, can you easily tell where my group mates are?  Can you tell the names of players surrounding me?  In both cases the answer is a huge nope, and this poor design choice of obfuscating information about other players only served to make the mega server concept feel that more alienating.  Everyone that was not you became another nameless faceless person taking up room and competing for your resources.  While this is the extreme, I’ve had the same thing happen in World of Warcraft when I encountered players from other servers.  It was like that they were somehow less important to me, since they didn’t share the same server lineage.  I knew that I would likely never see them again, so why even bother trying to be friendly?

Familiarity in Proximity

WoWScrnShot_102913_165101 In a traditional server structure there is familiarity in your actions.  You end up noticing players that do the same things as you do.  It might be farming a specific location on the map because you like the look of it, or crafting at a specific machine.  In hub based MMOs like World of Warcraft, you spend inordinate amounts of time milling around whatever your faction end game city tends to be.  I would spend hours running circles around Dalaran while dealing with raid and guild business over text.  While doing this I used to favor certain areas of the town and vendors, and I started taking note of who else seemed to like milling around these same places.  Over time I would start up conversations and get used to seeing the same people.  If they were gone, I would wonder what they were up to and hope that they were okay.  Over the years there are so many contacts that I have made… that ultimately turned into later guild members that I made only because I noticed they were in the same place as me and decided to strike up a conversation.

The problem with the mega server is that it destroys this kind of familiarity through proximity.  I feel like Elder Scrolls Online was the absolute worst case of this, because not only did it rob you of being around the same people all the time… it also took their names and guild tags from you.  One of the important aspects of a guild is it becomes far easier to recognize than individual player names.  Over time you start to associate a certain kind of behavior with a certain guild tag, and then when you see one of those people leading an event you have an informed decision as to whether or not this is going to be a good thing.  As a guild leader, my people were amazing and the absolute best advertising I could ever have created.  I would get random messages from players who ended up running a dungeon with one of my people, and they wanted to take time to compliment me as guild leader on how nice they were.  It is this kind of interaction with others that I hope to preserve with whatever ends up being the next server model.

The Happy Medium

2012-08-22_234640 As I said in my first post, I think there is a happy medium somewhere.  I think the ultimate version of mega servers, allows you to checkmark certain characteristics that you favor and then creates essentially a virtual server populated with the same players every time.  Similarly I think there are ways for games to maybe more easily identify players that you have interacted with in the past.  The biggest problem with Elder Scrolls Online is that every player felt anonymous.  Even my own guild members, I struggled to locate them in a mob.  This should never be the case, you should always be able to pick your friends and guild members out of the biggest sea of names and faces.  Similarly I think it is important to be able to identify players, because it allows you to form those connections in your mind that if I saw this player in my crafting hub and they are out here doing the same action…  I am invested in maybe going that next step and inviting them to a group.  I want us to keep the best aspects of the traditional server structure, and find new ways to scale them as we go forward.

I want to leave with an excellent post from Sig of Crucible Gaming called “How WoW Ruined MMO Gaming”.  While the title is hyperbole, there are some really good thoughts contained within, and it seems like Sig  mourns the interconnectivity of the previous era of gaming.  Once upon a time we needed players, and as such generally treated them better.  As games have removed the need for having other players we have eroded that base of civility.  While in many cases I think that World of Warcraft has poisoned the well in doing away with some things that were absolutely normal previously, I don’t think we are in an unredeemable state.  Final Fantasy XIV has proven to me that there can exist a game that is both social and modern at the same time… and that has a thriving and cohesive community.  I think the ultimate trick will be finding ways to take what they have done there and scale it to other games.

Super Grape Stomper

Silent Observers

So far the issue of Wildstar Attunements has been a fairly polarizing one in the community as a whole.  So when I posted my write-up yesterday about why I didn’t think they were a horrible thing… I expected it also to be polarizing.  If you look at my statistics for the day, that single post got more unique viewers than anything else by a large margin.  However surprisingly even though it got forwarded quite a bit, I really didn’t end up with much commentary.  I expected someone out there to tell me how wrong I am, but that surprisingly didn’t happen.  I had a friend send me a private message about it however, thanking me for keeping my post “fair” and not adding to the vitriol.

So is it because I approached the post from a calm place talking about my own experiences with bad attunement systems that folks didn’t have the knee jerk reaction to tell me how horrible I was?  I am not so deluded to think that the majority of folks actually agreed with me.  One of the things I see sometimes in the blogosphere is when one blogger posts about another, telling them just how wrong they are.  I’ve done a few of these during my early days of blogging, but it really is not the type of thing I am interested in any more.  There is more than enough negativity out there, that I really don’t need to add my own.  I really hope that I can be a positive voice and talk about the good in things more than dwell upon the bad.  Ultimately I appreciate every voice, even the ones I don’t agree with.

Super Grape Stomper

WildStar64 2014-06-11 06-13-44-239 One of my favorite things in Wildstar is one that has surprised me.  I normally have this odd relationship with mini-games in MMOs, and generally try to avoid them.  However when I put the Moonshiners Cabin in my skyplot, I found the “This Aint No Bathtub Hooch” challenge to be insanely fun.  Most of the housing challenges can be completed every 30 minutes, and often times I will stomp grapes to make moonshine four for five times a night.  In part it is the rewards, or at least my attempt to collect all of them.  The high end reward is the purple quality bed I wrote about the other day, which is cool but I already have one.  The common rewards are either a neon beer sign or 150 reknown, and the rewards I am currently going after is the dye chest.  It contains within it one of five random dyes, and I believe I only have three of the five currently.  As a result I complete this quest over and over trying to get the last ones.

WildStar64 2014-06-11 06-15-09-102 As a side effect I have a truly silly number of beer signs, and I am basically covering the side of my ship in them.  I am not sure if they are tradeable, but if you need beer signs… I am your man.  The funny thing about it is there is zero market for them, because the Moonshiners Cabin is pretty much constructable by anyone who chooses to plunk down the gold it takes to build it.  The question is… will I still care about it once I have collected all of the dyes available.  It is a fairly easy and fun way to farm reknown, but I am just not sure if it is worth paying the weekly upkeep.  That is the dirty secret that no one really talks about in the housing system.  These cool things we can place, have to be repaired weekly to keep functioning.  So far all of the ones I have placed have had a 1 gold repair cost, which at this point is still a fairly significant amount of money.  So I have a feeling many of my things… including the crystal jumping puzzle will go away at the end of this week.  My mission however is to find the upgrade to my mining plot, because that is one of those things I have found massively useful.

Return to Cyrodil

eso 2014-05-14 22-15-30-478

As much as I have loved my time spent in Wildstar, I do feel bad that I have been horribly neglecting Elder Scrolls Online.  Wildstar is the new shiny, and as a result is getting my attention as I have a strong desire to level and get all the shiny baubles that come with it.  However this really doesn’t diminish my enjoyment of Elder Scrolls Online, because the games literally could not be any more different.  Things is I enjoy both immensely and hope to continue playing them both for some time.  As a result I am really looking forward to tonight.  For some time we have had these semi-regular “Faff about in Cyrodil” nights, and after taking last week off I am ready to get back into the swing of things.  The event should give me the focus to sit down and really enjoy Elder Scrolls for an evening.  I am not sure exactly what we will do yet, but I had a ton of fun at that Nord town we stumbled across with the Dark Anchor, so if nothing else I would love to head back out there.

Playing Wildstar and Elder Scrolls at the same time is an odd contrast.  The one failing of ESO, is that it is extremely hard to group with other players.  I really hope this is something they address in future updates because the game is in desperate need of better social systems to allow players to do content other than Cyrodil together.  Ultimately we do it…  only because that is what we CAN do as a large group.  Without a mentoring system, we are pretty much limited to PVP content because it allows multiple levels to blend together and get bolstered up to level 50.  I am mostly a soloist when it comes to questing, but the various folks who have tried to quest as a pair have found it extremely difficult to stay in sync while leveling.  It has mostly worked for the folks that are always on at the same time, but for those who are not…  if the partner gets even the slightest bit ahead it becomes extremely difficult for the other player to catch up.

After seeing how cleanly a game can manage disparate levels grouping together, my hope is that Elder Scrolls adds in some functionality for this.  The game is awesome, but other than PVP it is a largely single player experience.  That said the game does have some of the most enjoyable dungeons I have experienced, but I wish they had taken a queue from Final Fantasy XIV and simply scaled players down to the dungeons level.  After seeing this work in Wildstar I am shifting to the opinion that this is the way all dungeons should work.  A dungeon should have a fixed level and it scales the player to that level for the purpose of the content.  Sure give the players rewards for their own level…  but scaling down blows away some of the problem with “out leveling” content, and makes it easier to help guildies out when the content has “grayed out” for you.

Elder Scrolls Online

As stated above I will be playing Elder Scrolls Online and if you are Daggerfall Covenant I invite you to join in the fun regardless if you are in the guild or not.  The plan is we will meet up at Northern High Rock Gate in Cyrodil around 8:30 CST.  The guild is aligned to Wabbajack, and if we can manage to get people through the queue, it would be awesome to actually do this event on that campaign.  The fallback to this point has been Volendrung, and I hope to be online early to try and assess the feasibility of Wabbajack for the evening.  From there we will pick an objective for the night and wander off into the Cyrodil countryside in search of mayhem.  If you are not a member of the guild, just add @Belghast and we can get you into the fray.

#Wildstar #ElderScrollsOnline

Easy Targets

Heartfelt Thanks

I want to lead off this morning by thanking everyone that responded yesterday to wish me well on my five year blogoversary.  It still seems a bit strange that I have been doing this that long, well technically I have been doing “this” the whole daily blogging thing only a year.  All the support you guys have given me has been awesome.  I greatly appreciate you all in so many ways.  I still feel like I don’t know what I am doing, but I just keep doing it anyways.  At this point the blogging thing is so ingrained in me that I think I would continue to post daily even if I had nothing to talk about.  Thankfully I always seem to be able to at least incoherently ramble, and that tends to fill a page faster than anything.

While we are on the topic of blogging and thanks, I wanted to take a quick moment to talk about the Newbie Blogger Initiative.  I have touched on this a few times over the last few weeks, but it is approaching quickly.  May First is the official launch of the 2014 edition of the Newbie Blogger initiative, whether you are a veteran blogger or someone who has always wanted to create a blog… we need you.  This year proves to be a really interesting run as things are changing up quite a bit.  There are awards with prizes attached to them for various things.  Additionally we will have a return of the Syl’s ever fun NBI Poetry slam, as well as some event nights.  Right now a massive hearthstone battle royale has been confirmed, and you can check up the sign up information here.  There is also a great idea for a League of Legends night, that I hope gets enough support to make as well.

The thing about blogging is for every one of us that are blogging daily, there are another batch that have either abandoned their blog or are sitting by the sidelines trying to muster the nerve to start blogging.  I was one of those people five years ago, and a similar community got me started.  I implore you to embrace this opportunity and either reignite your blogging passion or light a brand new spark.  Folks are constantly saying that blogging is dead as a medium, but each of us that do so regularly are thumbing our noses at this concept.  We need fresh blood to keep this gaming blogosphere alive and healthy and events like NBI shine a bright light on new talent.  This will be my third year supporting the effort, and I look forward to seeing a new crop of bloggers step up and do a better job than I ever could do.

Lost in the Desert

Since I had not streamed on twitch in a few days I decided last night I would fire it up while I wandered around in the desert.  Alik’r is an interesting zone and almost feels like two zones.  There was a series of frenetic feeling quests in the town of Sentinel as you saved it from a zombie invasion.  All the while doing so there was a call to purpose, a feeling that you had to keep moving or something horrible would happen.  Now that I am out in the desert proper, the feeling of the zone has changed again.  Now as I sift through the dunes looking for various points of interest, the feeling seems to be much more relaxed and similar to the way Stros M’kai felt.  This is good and bad, good in that I feel like I can take my time through the content… and bad in that I am horribly prone to completely lose focus.

One of the things I am really loving are the creatures out here.  The game does a really good job of disguising the fact that you are often fighting the same damned creatures over and over.  The first time I really noticed this was in beta and playing the different starter zone experiences.  In Ebonheart you had the fiery Shalk, Aldmeri you had Thunderbugs, and in Daggerfall you had Assassin Bugs.  They were all essentially the same mob, but each performed slightly differently in the kinds of attacks they would do.  In the desert of Alik’r I noticed that Dunerippers were essentially crocodiles but vastly different in appearance.  They shared quite a bit of similarity in the base model and the sweep attacks, but also incorporated the mudcrab dig attack and a model swap.  Noticed the same thing happening with the Jackals, that look extremely different from wolves but behave almost exactly the same.

All of this give a feeling that the world is related, and that the various creatures of Tamriel evolved from the same core at some point.  I think that is the thing I love more than anything else, that everything in Elder Scrolls Online has a certain “sameness” to it.  It all feels like it is part of the same world.  While a Dwemer ruin in Skyrim might look vastly different from one in the Alik’r desert… they all feel like they were from the same race.  This adherence to a “racial stylebook” makes the game feel amazing.  One of my big fears with Elder Scrolls Online and the announcement of the three factions is that they would somehow destroy the natural diversity of the Elder Scrolls setting.  However thankfully you are just as likely to find a Dunmer or Argonian NPC in the desert as you are to find a Redguard in Riften.  The game has managed to maintain the jumbled mess that is the Elder Scrolls setting.

Easy Targets

After awhile hanging out in mumble by myself I was joined by the illustrious Zelibeli and Jabberant, who decided they were on their way out to Cyrodil.  This was to be Zeli’s first foray into the frontiers, so I decided to halt my questing and tag along.  I warned them that I sucked horribly at PVP, but still managed to love Cyrodil.  In every conceivable way it is the Dark Age of Camelot frontiers.  You have three different realms that border the region, with lots of objectives scattered around the map.  Just like Dark Age of Camelot there are also numerous other things to do out there than just PVP.  We attempted to meet up with one of the bigger conflicts at first, but ended up getting completely rolled by a veteran three player a few times.  One of the interesting things about Cyrodil is that it instant levels you to 50 for the purpose of the content.  The only problem is it bolsters you to the BASE stats of a 50… not a 50 with full gear.  This means that a bolstered character will always be significantly weaker than a true 50… and even weaker still than a veteran rank player.

In large scale siege warfare this really doesn’t matter much since it is mostly a numbers game.  In one on one combat… the difference is extremely noticeable.  I felt like I simply could not deal enough damage to the veteran rank 3 player.  While I out survived both Zeli and Jabb this was simply to my tanky nature more than anything else, and still even after having fought two other players the guy completely wrecked me.  As a result we ended up varying our goals and we set our sights on a skyshard.  One of the add-ons I have apparently shows the locations of all of the skyshards in Cyrodil, so I figured this would be a valuable excursion.  So we made our way to this tower guarded by goblins, with the skyshard very clearly at the top.  It took a few tries to finally reach the goal, as the moment we reached the tower initially we got attacked by several folks from Ebonheart also after the same goal.

Screenshot_20140421_211127

One of the cool things is there at the tower we picked up a quest to deliver a doctors bag to a town there in Cyrodil.  We did not do this however as the town in question was deep within currently Ebonheart held territory.  That seems like a grand mission for another night.  After a lot of faffing about we ended up picking up another guildie, Barose and heading to a dungeon.  I think it is really awesome that there are full dungeons scattered around the map in Cyrodil.  This one was a really nifty vampire dungeon and I ended up getting so much loot that I had to “mail bank” a ton of it to Rae.  Apparently I ended up sending her 9 emails full of it before the night was up.  The PVP dungeons seem to drop loot as though they were a group dungeon, but overall seemed easier in scale.  I am guessing they are rewarding us for the risk of doing PVE content in a PVP zone, where any group of players could hop into the dungeon and slaughter us in the process.

Overall it was a really great night and there is talk of trying to create some sort of formalized guild Cyrodil night.  If nothing else last night proved that there is plenty to do in Cyrodil even if you do not necessarily engage in siege warfare.  While I am not opposed to defending a keep or claiming one for our guild, I also want to explore all of the other dungeons out there and collect more skyshards.  For the longest time I had a point where I simply did not know where to spend points, but having leveled up a lot of abilities I seem to once again have more opportunities to spend them than points to spend.  I had a great time and I hope Zeli and Jabb both did as well.  Was really fun just hanging out and being horrible at PVP together.  You should totally join us the next time.

#ESO #ElderScrollsOnline #Cyrodil #PVP #NewbieBloggerInitiative