I missed an exam (and possibly failed a class) because I did not have enough self control to stop playing this game until 3 in the morning. I'm just waiting for the professor to reply to my voice and email messages.
That said, I'm slowly exiting the fanboy stage of enjoyment and reality is beginning to set in a bit.
I really don't want to harp on the game design, but the Elder Scrolls Online sometimes feels like a few steps forward and backwards. For example, TESV's game world was moderate in size, yet was densely populated with locations. Caves, camps, towns, along with an underground city (Blackreach). The world of ESO feels sparse in comparison, given the emphasis placed on exploration. It's possible to find every location in a zone just by marking areas that look quite obvious, such as a dead end of a road for example.
Also, a lot of the game world looks repetitive. The fact that Tamriel is can be explored is too alluring for me to pass up. Yet, a larger game does not mean a better one by any stretch. Every major city in High Rock use the same building design. It's almost as if I'm visiting the same city with a different layout. The art is beautiful, but begins to lose its luster as each building is apparently copied and pasted throughout the world.
Hammerfell is even more annoying to enjoy due to how elaborate the buildings are. To see the same design over, and over, just makes the experience a bit drab. This is also true for public dungeons as well. Caves and forts are all identical, with different enemies.
I wonder how much of the game was actually hand-crafted and not a copy and paste? This is partly the reason why I chose the Daggerfall Covenant. Apparently, the dungeons in Skyrim look as if they were lifted straight from the titled game. I come to find out that the Ayleid ruins that dot the land of the Covenant are almost exactly from TESIV with little variation.
The experience is jarring to some degree when I see unique armor for each race and characters that expand lore. I'm disappointed that the level of input isn't entirely consistent throughout. Did the game's artists run out of gas when designing the game world?