colossalvoids wrote: »
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.
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.
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 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.
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.