We’ll start our “level together” series in our guild soon. Right now, we’re in the “prologue” part where we’ll play alone until we reach Daggerfall. From there, we’ll make an effort to play together. However, when i thought about ways to do this, normal questing left me with an uneasy feeling. If we were to do all the quests together, there’d be logistics involved- what questlines to follow, what decisions to make and always noting and telling others where we are in the questing process. And overlevelling content would soon begin to be a problem, as well. In the end, i put together a different plan.
We’ll concentrate on the following types of quests:
- Main Story Quests
- Quests that grant skillpoints
- Mages guild quests
- Fighters Guild Quests
- Undaunted Quests
Instead of questing, we’ll give things in the open world priority, with the added advantage that everything in this category is actually easier/faster when it is done in a group. Most of these things are also marked on the map and for the items that aren’t, i’ve got some addons installed.
Before we decided to found a guild in Elder Scrolls Online, we had already met a few times to play together. At that time, there were four of us and we did everything together- mainly because none of us was actually playing Elder Scrolls Online by themselves (that was something that just happened after our meet-ups) and so the quests were still new to us and also, because my research didn’t show many guides/topics on how ESO could be played in a small or full dedicated group. Now, with some knowledge of the game, i actually think ESO provides plenty of content for small or full dedicated groups- maybe even more than other contemporary MMORPGs. So here’s what you can do as a small or full dedicated group in Elder Scrolls Online and how we’re planning to progress through the zones in our group(s).
- Delves – Each map contains 6 delves and there’s a skyshard and a boss in each of them. I guess this will become the thread we’ll follow throughout a zone, hopping between Delves, World Bosses, Points-of-Interest and Dolmen. Normally, Delves can be done solo, but it’ll be faster when done in a group. Delves also count towards the Meta-Achievement of zone explorer.
- Group Bosses – There are 6 group bosses in each zone- you can solo them, but they do get difficult from time to time.
- Landmarks – These are marked as “eyes” on the map and often, there’s not much to do there, but they are beautiful places, sometimes contain a nice story element and give some xp. They also count towards the meta-achievement of zone explorer. I thinke there are usually five of them in a zone.
- Dolmen / Anchor – I tried to do an anchor by myself yesterday and it didn’t end well. Anchors are group content- and as such, they’ll be more fun and more rewarding being done in a group. There seem to be three Dolmens in levelling zones.
- Public Dungeons – Each zone contains one public dungeon- they’re similar to delves but are bigger. We’ll do them when we see them on the map, as the last PvE content in any given zone or to get some progress before doing the zone’s instanced group dungeon.
- Skyshards – Last but not least, before leaving a zone, we’ll make sure to uncover all skyshards- to get the associated skill points.
In every zone, there’s an instanced group dungeon that can be done in a group of four. I don’t know yet how we’ll approach these, it depends on how many of us are logged in and playing together in a session. We are enough to build two groups, but that’s assuming everyone will log in. My plan is to do them unscaled when we meet the level requirements.
While i don’t like using addons much (i much prefer exploring/solving riddles when i’m by myself), in this case it’s advisable, as “exploring”- or “searching for something” is actually a boring thing to do in a group.
- QuestMap – shows quests on the map and provides filtering options such as “skill point” or “Cadwells silver/gold”
- Destinations – shows the other locations on the map
- Skyshards – shows skyshards on the map
With all these, you should know where to go at any point.
My hope is that this system will allow us to make progress in the game by doing the content mentioned above, while not levelling too fast or too slow for any given zone. Logistics-wise, this will be easy: all players who miss out a week or two or want to catch up to us later have to do is reach about the same level as the group (+/- 3). Doing things this way also allows each player to play these characters outside of that group without being afraid to lose touch. While crafting and questing of course do give experience, it’s not necessary that we’re all exactly on the same level at all times, even without level scaling.