The Eternal Watch is a guild that embraces both the "friends and family" atmosphere along with the "hardcore" drive to excel at end-game content.
TEW is over 14-years old, beginning in Asheron's Call 1, moving to Asheron's Call 2, Lineage 2, Aion, Age of Conan, World of Warcraft, Rift, Star Wars the Old Republic, TERA, and recently Guild Wars 2 and Neverwinter.
The Guild rules are simple: don't be an ass and treat your guild members with respect and courtesy...and most of all, have fun!
A cute little tongue-in-cheek review of ESO:
EDIT: I've updated this post with all the Q&A's...just click the View Post and scroll through it and enjoy!!!
There will be a live Q&A session with Paul Sage (Creative Director of ESO) at 1:30 EST sponsored by TESO Elite on their forums. Here are the blurbs:
Join us on Teso Elite today at 1:30PM EST for a live community Q&A about crafting with ESO Creative Director Paul Sage. The Q&A will be held on their forums, here: http://www.tesoelite.com/forums/threads/live-community-q-a-with-paul-sage-topic-crafting.937/
This Friday, March 7th 2014 TESO Elite will be hosting a LIVE community driven question and answer session with Creative Director Paul Sage.
Where: Right here, in this thread. Yes this one, the one you're currently reading. But how, it's locked? We'll unlock this thread when Paul Sage is ready to start taking questions.
When: March 7 2014, 1:30pm (EST, or GMT -5:00) until 3:30pm (EST, or GMT -5:00)
If you have any burning questions that relate to crafting, now is the chance to get it answered, right from the horses mouth. Not that I am calling Paul Sage a horse or anything... ahh crap, okay I think you have enough information.
Sophia of Nerd Quest (who's actually kind of cute in a Librarian sort of way ) has put together a nice video covering the Lore of each faction, the starter areas, and races. Definite recommend watching it for your ESO fix!
Interesting read and he brings up some really valid points...
Elder Scrolls Online Column: Zenimax - A Good Guy Developer
By Ryan Getchell on March 05, 2014
A lot of people gave Zenimax a hard time when they first announced The Elder Scrolls Online. They were a new company that had no experience developing a game on the scale that ESO (with the exception of the team members' pedigree, of course)I have to admit, even I was a bit skeptical as well at the start. Even though Zenimax Online Studios is a sister company to Bethesda, it is a grand undertaking to take such a beloved series and convert it into a MMO. I’ve been playing these games for years and this series is one that has some of the most dedicated, involved fan base I’ve ever seen (some truly take the term fanatic to the extreme). In this week’s article we’re going to ask a bold question, could Zenimax be the perfect company to develop ESO after all?
Zenimax has taken a game that needs to balance perfectly on the edge of a sword. Favour too much to the single player fans or the MMO fans and it’s going to hurt. The Elder Scrolls Online is the epitome of that balance, a sublime merger of both single player features and MMO.
When you’re taking a game like The Elder Scrolls, a single player RPG and trying to make it into a massively multiplayer RPG, there are going to be some hurdles. The biggest is the fan base. How do you make a game that is designed for the MMO fan, yet still make the game a powerful draw for the single player Elder Scrolls fan? You do that by listening to what the fans have to say about the game.
Back in late 2012 and early 2013 there was a major debate amongst the ESO community. Zenimax announced that you would not be able to view your hands while in first person view. The community was outraged that such an iconic feature of the single player experience was going to be absent in the multiplayer game. People began posting videos about how Zenimax is ruining the franchise, making lengthy posts on the forums claiming ESO is not an Elder Scrolls game. All because a simple (and in my opinion not so important) feature wasn’t being included.
Zenimax heard the pleas, and in some cases cries of the community, and on March 19th 2013 news outlets all over the internet were announcing that they can confirm hands in first person.
Implementing this feature wasn’t as simple as some people might think. Not only would they have to have animators creating the movements for the hands, but you’ll need art departments doing higher detailed artwork for all the weapons and armour, and spell effects would have to be updated as well. They had to dedicate entire teams to implementing this feature, all because the community said it needed to be in it for it to be an Elder Scrolls game.
This wasn’t the only time Zenimax has listened to the community about how to change and develop the game. Zenimax is constantly taking the beta tester’s feedback and implementing it into the game. Mind you, these are much smaller in scale when comparing it to the first person implementation.
How about changing the complete beginning leveling experience less than two months before launch?
That is exactly what Zenimax did. Three weeks ago, Zenimax removed part of the NDA for the media and fansites, and a common theme seemed to have showed up. People found the beginning part of the game slow to start, saying the game doesn’t really open up until level 10. The beginning part of an MMO, is one of the most important aspects in terms of player retention. It is what will determine if the player enjoys the game or finds it boring. Apparently, players were finding it rather boring, so Zenimax once again, listening to the community changed how we experience the beginning parts of the game.
Before, when you left Coldharbor you were placed placed in either Stros M’kai, Bleakrock Isle or Khenarthi’s Roost (depending on your faction). Here you’re stuck on a relatively small island doing quests. It took roughly an hour before you could leave this starting area. Once you’ve completed this island you’d leave and then go to another isolated area. Again, stuck doing quests until you get off and finally get to main part of Tamriel where the world truly opens up for you to explore, just like an Elder Scrolls game.
Like I said, no one found that enjoyable, even writing it, the beginning experience as it was sounds boring. However many of the reviews stated that once you progressed through these areas the game really started to feel like an Elder Scrolls game. That is what Zenimax needed to hear.
In the most recent build of ESO, Zenimax has changed the beginning leveling areas. Now, when you leave Coldharbor you’ll be transported right to your main city. Ready and able to explore the world of Tamriel if you are brave enough.
Some of you are probably thinking, big deal, all they did was change the spawn location. Well, you’re right. Essentially that is all they did. Instead of spawning in the starting islands we now start in a city. They also tweaked those early areas in the wide world to allow progression from 1-10 to go faster. But think about this as a developer.
You’ve spent years designing the game, building it the way you want, feeling it is ready for release. Launch is less than two months away and you’ve produced a top quality game. You’d be feeling pretty good about yourself. Now let players review the game you’ve dumped your heart and soul into.
They tell you the game is boring at the start, it isn’t as good as it can be. Those are pretty harsh words and some other developers might have looked the other way, their ego would get the better of them, we’ve seen it before (SWTOR). Zenimax didn’t, they took the feedback and said, what can we do to improve the experience? Then they essentially through out hundreds of man-hours of work, by making it entirely optional.
That isn’t something you’d typically hear this close to launch. So I ask you, is Zenimax one of the best companies that has developed an MMO? I think so, strictly because they are concerned about their player experience. And that bodes extremely well for the future of Tamriel in their hands. I have always preached that if a MMO company was going to take anything from Blizzard, it should be their customer service. I think Zenimax has done just that, but also raised the bar.
If you go to the Beta forums, you'll see the following message:
As of March 2nd, the beta forums are closed. Thank you very much for participating in this weekend’s event! These forums will re-open for the next beta event.
Not 100% confirmation, but more than we've seen so far!
Found this nice video blog that covers some of the newer upcoming changes (NOT IN THIS BETA) like NPC collision, skipping starting areas, etc...
One of the biggest topics on all the fansites is the lack of Auction House and the Guild Store system. Nobody really knows what will happen, but here's a nice article discussing things from MMORPG.com:
Examining the Economy in ESO
By Christina Gonzalez on February 26, 2014
The Elder Scrolls Online will not launch with a feature that some MMORPG players almost take for granted now - an auction house. Instead, ESO will feature a system where individuals are on their own, as well as an economy intricately tied into the game’s guild system. This way of handling the player economy has multiple implications for ESO’s features and seems intended to encourage players to actually talk to one another in some ways. Will it be a success?
In most other modern games, you can go browse for an item you want, and in a few clicks, have it in your inventory or delivered to a box for pickup. There’s no middleman. The gold sink of an auction house or trade system takes a cut, money disappears out of the economy, and both buyer and seller walk away with their gains. In ESO, things work differently. There’s no centralized location for simple trading. Players will be able to join up to five guilds per account and guilds can maintain a guild store for their members. There will be an item limit in guild stores, but this will be the closest to a standard auction house you get, and it will be there for you to buy what you want. What ultimately winds up in the guild store will probably be an assortment of basics, and probably a smattering of the best equipment member crafters can produce.
Yet, if a guild takes and holds a keep in Cyrodiil, then things get really interesting. A guild can then run a shop open to those outside their membership ranks as long as their control lasts. With several keeps available and some more strategically placed for shops than others, expect things to remain contested. That also raises the distinct possibility that a shop you want to buy from might not be there tomorrow. Or in an hour from now. This element of instability also affects this system, and it seems to work at doing several things. It creates a sense of scarcity, it encourages guilds to diversify their membership (having all your guildies be located in the same time zone as you might not bear well for holding a keep), and it encourages players to enter Cyrodiil.
Naturally, all of these arms (imagine an octopus as the embodiment of the economy if it’s an easy visual) touch upon different features and situations to be addressed. Many players are used to not having much interaction with one another these days, which baffles a lot of MMO veterans, but these systems do and have saved players a lot of time. Yet Zenimax wants people to interact with one another in order to trade. Whether that’s within a guild or maybe to fight to keep a specific guild in your faction in charge of a keep. By not having one central hub for all, it also actively encourages exploration and gathering raw materials, and by extension, incentivizes crafting. But for those that don’t wish to devote the time and gold into crafting items themselves, it’s still a timesaver to trade, but we might not see everyone undercutting one another until prices fall across the board as they’d be if it were an automated system. Negotiating costs seems realistic, as do custom orders. Crafting specific guilds might arise, and with the ability to join a few guilds, there could be some specialization going on too.
Gold seller spam and auction botting should be reduced here since the system relies upon humans behind their screens to make it all work.
Naturally, there are some possible downsides to the whole thing. Guild membership has been capped at 500 per guild, meaning that if a guild has wonderful items, you might still not find a spot in that guild. The guild cap works as both positive and negative here, as it prevents one guild from becoming a huge, server-dominating swarm, but it can limit item supply on the whole. Guilds are not (yet?) cross-faction, so there could be an imbalance in item supply and quality there too. Players who pick up the game later rather than earlier might be shut out of the top guilds, especially if they get to cherry pick their members and want say, the most skilled of the skilled in crafting. And if you are in a guild, your spot might be at risk of being lost if you’re unable to commit to certain activity levels. Guild turnover might be high since it’s so tied to trade. And smaller guilds might never have a shot at getting a keep, let alone holding it. There’s a real chance that zerging takes over in multiple regards.
Chat spam is also likely to be an issue. With no centralized system, expect a lot of WTB/WTS spam, especially in cities. It’s inevitable that certain corners will become known for traders with certain items or reputation. Cities are going to likely see a lot of this. A trade chat channel would be nice, but then that would probably undermine some of what we have before us. Additionally, tying the ability to shop for items with participation in Cyrodiil (or at least, entering Cyrodiil) and heading to a keep that’s probably contested is just going to be a no-go for some players. Those on the fence about PvP or active PvPers will likely take their chances, but ESO is expected to have a lot of PvE players and those playing for story. Sure, these people can buy from their own guild shops, but their options will be limited overall, and possibly by a lot.
At this stage, the way ESO’s economy is structured is intriguing. Will it work? There are many ways in which it seems likely to be fresh, but there are multiple potential issues too. There’s a danger of the little guy getting shut out in some ways, yet giving much of the economy into the hands of players again is something notable. It feels more grounded in a world, rather than an automatic process that feels like part of a game. Having merchants in town hawking their goods will bring a bit of atmosphere (and some spam), and out of game guides and trade boards will likely pop up, telling people where to find certain players and what their stocks might be like. Players will find ways to make the system work for them, while Zenimax’ intentions still seem likely to shake things up a bit.
From this vantage point, it seems flawed and in favor of the big versus the small, but there are possible ways to get around some of that, such as a small crafting specialized guild entering an alliance with several large guilds of fighters to help the crafters take and hold a keep. It seems likely to come down to creativity and be more player-driven, which is a welcome change and another sign of ESO feeling like a modern-meets-old school MMORPG.
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