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https://forums.elderscrollsonline.com/en/discussion/684716

Overland Content Feedback Thread

  • Deserrick
    Deserrick
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    shadoza wrote: »
    shadoza wrote: »
    I really want to enjoy the game again.
    Maybe if we be rid of the economy part. We don't need player sales in this game.

    For some of us it's a huge part of the game and enjoyment we're getting from it. Just saying.

    I understand. EVE Online is built around economy and people play that game. I disagree that it is a huge part of the game. I ignore it completely and still have access to all the game features which makes it feel more like a side hustle.

    Our opinions of the value aside, I could not think of another way to see and end to the hate & hoard behavior. The bad behavior makes every game day feel like black Friday.
    • I was playing a level 16 character on a new player island map. One or two players (both CP levels) farming an area fast-running from resource to resource, leaving the area resource bare. I waited for the resources to start spawning. Before the first one spawned, the one of the two was back collecting again. I just needed a couple plays to craft with. It took more than an hour because of these two farming the area.
    • Just doing the quests there were players that ran pass me and 1-hit what I was fighting. Why? Right here in these threads, I am told that players are farming, they have a right to farm, the game encourages farming . . . What about my 'right' to play the game I paid for? That seems to amount to nothing compared to those who want to farm.
    • Went into a dungeon to complete a quest. The dungeon was empty. Nothing to kill. I needed to collect items from the foes in the dungeon but had to wait for them to spawn. When the first foe spawned, it was a group of three. I started fighting. A CP 2700 jumped in with a AOE and all three were done. I got nothing. The dungeon took three times as long as it should have because two CP level players were making a circuit through the dungeon killing everything without even stopping. They were farming for leads.

    As I stated, I just want to enjoy the game again. Farming players are an issue for those not playing that economy game because to many of those that are farming are disrespectful of other players. Not addressing these issues will lead to players who came for the story and questing to leave.

    Your concerns are valid, and I am surprised to see so much pushback, especially from those who previously complained that overland was not engaging because things die too quickly who are now opposed to you raising the issue that things are dying before you can engage them.

    A lot of these problems could be solved with better instancing, phasing, and spawning. Things don't have to disappear for all players because one player made it disappear for them. Respective examples are found with Skyreach, some game areas that I won't spoil, and delves spawning the bosses for new players. These solutions can be expanded to allow players to engage with enemies and collect resources without interference.
  • disky
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    Deserrick wrote: »
    A lot of these problems could be solved with better instancing, phasing, and spawning. Things don't have to disappear for all players because one player made it disappear for them. Respective examples are found with Skyreach, some game areas that I won't spoil, and delves spawning the bosses for new players. These solutions can be expanded to allow players to engage with enemies and collect resources without interference.

    I've heard this more than once, but I think we have to ask ourselves an important question when considering these potential solutions: when you rely upon separating players and isolating them against whatever they may not necessarily want, at what point does the game no longer exhibit the qualities of an MMO? To say nothing of the fact that this is probably going to be a more technologically intensive path to go down with regard to server, database and network load, separating players in increasingly narrow circumstances will also diminish the value of the game being an MMO in the first place. I understand that many people play this game solo, because I'm one of them, but the fact remains that we are supposed to interact with people out in the world. That's the whole point of this kind of game. Instancing and phasing are valuable in MMOs for storytelling purposes but they are used sparingly precisely due to the fact that we are supposed to be interacting with each other.

    I know it sounds funny coming from someone who likes to solo, but it seems to me that you'd be happier with ESO if it were a single player game, and that's just not what it is.
  • Deserrick
    Deserrick
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    disky wrote: »
    Deserrick wrote: »
    A lot of these problems could be solved with better instancing, phasing, and spawning. Things don't have to disappear for all players because one player made it disappear for them. Respective examples are found with Skyreach, some game areas that I won't spoil, and delves spawning the bosses for new players. These solutions can be expanded to allow players to engage with enemies and collect resources without interference.

    I've heard this more than once, but I think we have to ask ourselves an important question when considering these potential solutions: when you rely upon separating players and isolating them against whatever they may not necessarily want, at what point does the game no longer exhibit the qualities of an MMO? To say nothing of the fact that this is probably going to be a more technologically intensive path to go down with regard to server, database and network load, separating players in increasingly narrow circumstances will also diminish the value of the game being an MMO in the first place. I understand that many people play this game solo, because I'm one of them, but the fact remains that we are supposed to interact with people out in the world. That's the whole point of this kind of game. Instancing and phasing are valuable in MMOs for storytelling purposes but they are used sparingly precisely due to the fact that we are supposed to be interacting with each other.

    I know it sounds funny coming from someone who likes to solo, but it seems to me that you'd be happier with ESO if it were a single player game, and that's just not what it is.

    A single player game would not have the option to play in a group. Playing with other players can be optional and beneficial without being forced and detrimental.
  • disky
    disky
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    Deserrick wrote: »
    disky wrote: »
    Deserrick wrote: »
    A lot of these problems could be solved with better instancing, phasing, and spawning. Things don't have to disappear for all players because one player made it disappear for them. Respective examples are found with Skyreach, some game areas that I won't spoil, and delves spawning the bosses for new players. These solutions can be expanded to allow players to engage with enemies and collect resources without interference.

    I've heard this more than once, but I think we have to ask ourselves an important question when considering these potential solutions: when you rely upon separating players and isolating them against whatever they may not necessarily want, at what point does the game no longer exhibit the qualities of an MMO? To say nothing of the fact that this is probably going to be a more technologically intensive path to go down with regard to server, database and network load, separating players in increasingly narrow circumstances will also diminish the value of the game being an MMO in the first place. I understand that many people play this game solo, because I'm one of them, but the fact remains that we are supposed to interact with people out in the world. That's the whole point of this kind of game. Instancing and phasing are valuable in MMOs for storytelling purposes but they are used sparingly precisely due to the fact that we are supposed to be interacting with each other.

    I know it sounds funny coming from someone who likes to solo, but it seems to me that you'd be happier with ESO if it were a single player game, and that's just not what it is.

    A single player game would not have the option to play in a group. Playing with other players can be optional and beneficial without being forced and detrimental.

    That is not what an MMO has ever been. If you're asking to play in your own instanced world with only your chosen group then you're looking for an online game with a lobby system, not an MMO. They're different categories of games. If you don't want a single player game then maybe you're looking for something closer to Elden Ring with the Seamless Co-Op mod, not an actual MMO like ESO. Not that I'm trying to dissuade you from playing ESO, but it does seem like maybe you're not interested in this genre.

    I sometimes get frustrated when I miss a kill because someone got there ahead of me just like you, but I also accept that this is the nature of the game. I don't know how old you are or how many MMOs you've played, but I've played MMOs since the mid-late 90s so maybe I'm better accustomed to how this works than you are. And things can certainly change for the better, but I think it's worth re-stating that the more you divide players into their own little worlds, the less of an MMO the game actually is. You are, by definition, supposed to have the kinds of encounters and situations you describe.
    Edited by disky on 1 November 2025 14:57
  • spartaxoxo
    spartaxoxo
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    This game is an MMO. That means we're all supposed to share the game world. We share the enemies. This shared space enhances the social aspects of the game allowing us to meet new people, build friends and guilds, and tackle more complex group content together. The community aspect is an important part of the genre. Trade fits into that as well by allowing mutually beneficial deals to be arranged so that players who can't spend as much time farming may still receive items that they'd like in exchange for currency.

    First come, first served in overland spaces is NOT the same thing as forced grouping. Forced grouping is things like trials where you cannot complete the task by yourself. It may take longer to complete a task if you're attempting to do so at the same time as someone else, but you can still get that task done entirely alone in overland. You don't have to group with them.

    This game is actually one of the most solo friendly games in the entire genre. Calling people hateful because they got to a delve before you did is disrespectful towards those players and also unrealistic about the genre of game. Players are not doing anything wrong when they kill an enemy before someone else could, especially someone who wasn't even in the area yet.

    While I am sympathetic to the needs of casual players and don't mind solutions designed to benefit both parties, I'm against demonizing players for simply doing ordinary tasks that are standard gameplay for this genre of game. Neither am I interested in this game becoming Elden Ring.
    Edited by spartaxoxo on 1 November 2025 14:43
  • Deserrick
    Deserrick
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    [quote="disky;c-8385671"If you're asking to play in your own instanced world with only your chosen group then you're looking for an online game with a lobby system, not an MMO.[/quote]

    I'm not.

    Skyrerach is instanced, and allowing for delves to have the option of similar play would allow a player to do their quest without interference.

    Some towns are phased/layered, and extending his to more areas would also allow a player to do their quest without interference.

    Some enemies are triggered to spawn under certain conditions, and extending this to include more enemies and resources would allow a player to kill enemies or gather resources with greatly reduced interference.
  • spartaxoxo
    spartaxoxo
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    If delves and public dungeons become solo instances and the other overworld enemies and resources are also solo instances through phasing, you remove all shared world elements from the overland. It completely kills the social aspects of the game except for help with world bosses.

    That's just using the existing tech to recreate Elden Ring. I'm not knocking Elden Ring. It's a very fun fantasy game and within a fun genre of games. 10/10 game, imo. But Elden Ring is not an MMO. If I wasn't in the mood for an MMO, I wouldn't be playing ESO. I play ESO because it's an MMO and because it's Elder Scrolls. I enjoy both elements.

    Also the big story set piece quests in this game are already mostly solo instances.
    Edited by spartaxoxo on 1 November 2025 15:29
  • disky
    disky
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    Deserrick wrote: »
    disky wrote: »
    If you're asking to play in your own instanced world with only your chosen group then you're looking for an online game with a lobby system, not an MMO.

    I'm not.

    Skyrerach is instanced, and allowing for delves to have the option of similar play would allow a player to do their quest without interference.

    Some towns are phased/layered, and extending his to more areas would also allow a player to do their quest without interference.

    Some enemies are triggered to spawn under certain conditions, and extending this to include more enemies and resources would allow a player to kill enemies or gather resources with greatly reduced interference.

    Skyreach is one tiny part of a single zone, and as far as I'm aware it was done that way for a reason unrelated to player interference in the way you describe. Introducing that behavior to all delves would completely change their dynamic. They're supposed to be group areas for all the reasons I've already stated.

    Forgive me, but making a statement in which you claim that you'd prefer to be "doing a quest without interference" or that you want to "kill enemies or gather resources without interference" really makes it sound like you don't want to be playing an MMO to me.
    Edited by disky on 1 November 2025 15:37
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