The Elder Scrolls Online seems to be systematic

Upon entering the world of The Elder Scrolls:V for the first time, players are given the option of traveling almost anywhere, at any time, to hunt dragons, save villagers or simply wander the planes to discover hidden treasures, locales or dungeons. There are generally no arbitrary restrictions, as per previous Elder Scroll titles (at least since Morrowind) in terms of where you can go and what you can do. If you find a piece of armour that fits, you can wear it, and subsequently, wield any type of weapon or learn new types of magicka. There are quest lines, but you can ignore them, choosing to delay your avatar’s dragonborn destiny while you fill up your questionably sourced houses with old pots, chairs and books.

While there are plenty of elements that reviewers have disliked about Buy ESO Gold that seem to be systematic (and therefore unfixable without a significant overhaul), Firor adds that for Bethesda and ZeniMax a “true measure of ESO is what players in the game think” and that as a result they are “starting up several community programs that put you in the spotlight and ask you to submit your builds, guilds, screenshots, and more–the chronicles of your life in Tamriel–for us to share.” It’s the characters controlled by real people part of the game that’s taken the most getting used to for myself, the MMO newcomer. After spending so much time alone in previous games in the series, stepping into this world and seeing so many player-controlled characters running around doing their own thing was a bit of a shock to me

Just being able to player watch from time to time adds an interesting and often times unpredictable new layer to the series, and one of the most entertaining things to do is sit back and observe from time to time. Just now, while taking a quick break from writing this, I trotted by a large group of people on my horse-perhaps 20-30 players-many of whom were wearing as little clothing as possible and doing sit-ups, playing instruments, shooting off fireballs (’tis the season!), and so on. It’s that sort of wacky, somewhat surreal randomness that I can enjoy while trying to sell items, unload things from my inventory, shop for new goodies, and so on before heading back out for more action and adventure and exploring (with a death or two sprinkled in to keep me humble).

Of course, the overwhelming abundance of solo content is a plus here, so if you’re getting into ESO gold to explore the world and enjoy some Elder Scrolls lore, the class system won’t get in your way. Crucially, you can complete the main story and reach the level cap of 50 without grouping up, and you can even level all the way through post-50 Veteran ranks after that. The latter isn’t recommended, but what’s important is that you’re free to enjoy the game’s many storylines, including fan favorites like the Mage’s Guild and Thieves Guild, at your leisure without the distractions of Group Dungeons. Within these challenges, bosses bring abilities and fight mechanics that are immeasurably more interesting than your standard foes.

The main quest line does find its rhythm eventually, but it remains awkward and is never particularly interesting, while the decision to frame everything just like a typical Elder Scrolls story, but with hundreds of adventurers all following the same story simply doesn’t work. While you may find yourself fighting alongside other players by virtue of being in the same place at the same time, the amount of content for dedicated groups feels slim, with a couple of group dungeons on each map area. Right now, console players don’t really seem to know what to make of this system, with very little voice chat and even less coordination, so if you’re serious about going full co-op I’d recommend doing it with reliable real life friends rather than random in-game hook ups.

Being an Elder Scrolls game, combat is a central mechanic and it’s incredibly easy to execute everything you need to with the controller. Being able to switch between first-person and third-person on the fly is a great touch. Abilities can be mapped to select face buttons and the front triggers, so it’s easy to throw out aggressive abilities, or heal yourself and those around you. Weapon attacks are done using R2, and holding the button initiates a heavy attack. Blocking is mapped to L2. There is no option to change the controller layout or remap your buttons directly in game, which I never found to be an issue. If you really must remap your controls, don’t forget that the accessibility menu in the PS4 will allow you to remap your controller layout. While it won’t be a native layout to the game, it still achieves its purpose.