So, I just played the beta event for this weekend, and will give some of my thoughts on the game in its current state and what I'd hope to see improved by launchdate.
DISCLAIMER I: I am nursing along a near-4-year-old computer that was no speed demon in its youth; as such, even with all graphics settings on minimum my hardware was a limiting factor in and of itself.
DISCLAIMER II: I only got to play for maybe 8 hours altogether; between the download (29 gigabytes!) taking ages to go through and a server crash on Saturday night, I didn't progress nearly as far as I wanted.
So, with that said, let me dive in. I created a High Elf "Dragon Knight" (spellcaster-ey type). The Tank-DPS-Heals trinity exists, with certain classes and races getting bonuses to certain armor and weapon types, but is by no means enforced: It is entirely possible to work against bonuses, so long as you don't mind missing the effects.
The Good:
- Audio. Audio is freaking glorious. All NPC interactions are actually audio, as would be expected in a TES game. More importantly, because of some of the visual difficulties (see below) audio provides very important clues regarding the presence of hostile creatures.
- UI is fairly intuitive, although if you come from other MMOs you may have to get used to having to use hotkeys for EVERYTHING in combat. One upgrade from TES games is the ability to store up to 5 skills at once ready for use, with another item hot-key slot offering the ability to que up 8 items for rapid access (similar to Oblivion's rapid-access wheel). Tabbing through available quests to view objectives is also nice and easy, accomplished through another hotkey - and of course the classic TES navigation compass is there at the top for viewing objectives and nearby sites.
- Movement is everything you'd expect out of a TES game. It's perfectly possible to vault low walls, leap from bridges or second-floor balconies, take shortcuts both up and down slopes, and generally parkour your way around the map.
- Crafting could use a 'craft all' button but is otherwise very nice and smooth. One thing I like is that you do not appear to be tied to levelling one or two professions on each character; it seems to be entirely possible to level up everything on one face, should you choose. Materials are not terribly rare; even with only 8 hours to play, I was able to gather up enough materials start cranking out alchemy and cooking products, with enchanting - which seems to use an almost Dragonshout-like system of combining multiple runes you gather - coming in a close third. Based on zone chat, material rarity for some crafting lines was an issue - but this seems like a fairly easy thing to fix. One thing I did like is - to encourage trade between players - certain materials are racelocked for usage but not for gathering.
The bad: Before I go on, I will say this: Yes, the 'bad' list is long. No, I am not bashing everything in the game; betas are meant to find these issues and fix them. Much like how I encountered many issues in the Guild Wars 2 beta that were gone by launch, I fully expect many of these to be resolved by ESO's launch.
- The lighting. Oh dear sweet lord the lighting. This was the issue that stood out the most: Even with contrast cranked all the way up, in any low-light situation - at night, in a dungeon, in the story-critical zone of Coldharbour - seeing objects in the game became incredibly difficult. I don't just mean you might miss the small detail you were looking for in a quest, I mean you'd miss entire buildings until you ran facefirst into the wall. Finding your way to the building's door? Better start casting AoEs on the ground and looking for the steps up. Inexplicably there are no carryable torches to be found, and fixed light sources cast tiny pools of light only a few feet from their location. This is to me an inexcusable issue that really needs to be fixed: Anything which makes gameplay difficult-near-impossible for >25% of the ingame time is a problem that needs fixing, ASAP.
- Lack of an 'MMO' feeling. This is my second biggest gripe: Much like what I've heard of The Old Republic, I couldn't say that I felt that included in a larger player group. Rather, it felt more like a single-player TES game with an occasional ally hopping along for the ride. Part of this was the difficulty (or lack thereof): I could work my way through the world alone without much trouble, including mob-infested dungeons and bosses. Two people were more than enough to easily handle the ruins/bandit hideouts/etc the game sent us to, and with 4 people at one point we were simply flattening everything in sight. I'm told that enemies are supposed to scale in difficulty to player participation somehow, but if that was so I didn't see it.
- I experienced some trouble with objects not rendering immediately. Most MMOs, of course, have some kind of a render distance limit; what made this an issue in ESO was how close I got before some things finally rendered. More than once I saw fences appearing on either side of my character or trees popping into existence a few feet ahead of him; at one point I stood in the location of a camp for a full five minutes before the camp decided to render. While this may have been an issue with my sub-par computer, I don't necessarily think it was: Distance before rendering was highly inconsistent, with some objects appearing normally in the distance while others - as mentioned above - didn't appear until I'd been standing around a bit.
- Quests and objectives are... halfway good. There is no fast travel system, of course - not to the precision that other TES games have had, anyway - so you will find yourself running from objective to objective a lot. The presumption on the developer's part seems to have been that players would load up on 3-4 quests at once, then make their way across the map taking each objective as they found them rather than focusing on a single quest at a time. In practice, this sometimes works - but often you'll be left with one or two quests uncompleted whose objectives are far and widespread. There was definitely a feeling of "run for five minutes, kill a few things, run some more..."
- Item collection is another finicky thing. As you would expect for a TES game, many minor crafting items are within boxes/crates/bags/etc. What gets annoying in ESO is the sheer number of these things you have to search: An encampment can have a dozen containers... though some may already be empty. Another minor quibble I have is how said containers are placed: As there is no pick-pocketing/thieving component, any container you can open is fair game to take from. It feels weird - especially for a TES game - when you just stroll into someone's home and start rifling through their stuff and taking whatever you can find.
- Minor assorted quibbles:
+ Merchants are not well-marked, requiring you to look at them for a moment or two before the game tells you what they are. Finding them in the first place can be annoying.
+ Particle effects - especially smoke - seriously dropped my framerate. As mentioned above, my computer is hardly new or sprightly. This may be purely an issue on my end.
+ Dodging mechanics are tricky at best. Half the time they didn't seem to do anything.
+ Dislike lockpicking in TES games? Now try lockpicking... with lag!
CONCLUSION:
ESO is not a bad game. There's definitely serious room for improvement, but that's what betas are for. That said, I cannot see myself paying a monthly fee for this game... perhaps not even an initial purchase cost. It's simply not that eye-catching, pulse-inducing, interest-snatching of a game. Admittedly I didn't get far, but I didn't feel like I was expanding my skills or experiences for what progress I did make.
Thoughts/comments/questions? If anyone has any, I'll try to answer to the best of my ability.