I think what you're looking for is a single player game.
I think having other people in the world is a good thing, even in delves. Sometimes I just want to get to my objective as quickly as possible and other players killing everything before me are doing me a favour.
I think having other people in the world is a good thing, even in delves. Sometimes I just want to get to my objective as quickly as possible and other players killing everything before me are doing me a favour.
So you will have two options for the zone: where there will be no one, and where the common zone is, where they will clear the way for you ahead. Did you read my post carefully?
tomofhyrule wrote: »The thing that this post doesn't take into account is that space is limited. If you open a private instance of a zone/delve/whatever, that means the server has to spin up that private instance and have the space for that private instance exclusively because one person is like "eww other people"
This was really made evident in the U47 preview stream. When Finn was going to show off the mount swimming, he had to leave the dungeon to a zone that he could swim on the mount. But since that was a private developer server, that meant that anywhere he went would need a new instance spun up, and the load time for him was in the minutes (note: no addons, no lag from other people, and a server private to the developers). And they explained right there that it took so long specifically because the server had to spin up a brand new instance and they talked briefly about the logistics of that.
This will never happen, unless people get really okay with having 5+ minute load times any time you go through a door. This will also never happen unless people get really okay with performance over the whole game going way down to support the fact that the server has to handle so many private instances.
Maybe one of the things they could do that would solve a few problems at once would be to offer an additional subscription on top of ESO+ that would let players do private instances, and then they could also customize things like difficulty level. That would need to have a separate fee attached to it so they could afford the extra server space without affecting the current instances.
I have four reasons:
- Personally I would be annoyed to constantly be getting prompts any time I entered anything.
- I like seeing other players be present in the open world, so anything that would reduce the amount of players available, by funneling them into a private session, would diminish my enjoyment, because I like MMOs. Splitting the players always lengthens queue times (or in this case, it would reduce frequency of seeing other players). Running into a heavily farmed area and deciding to go somewhere else vs. waiting is part of the MMO experience.
- I don't support the idea that all kinds of players must have each kind of content served up in the way they like to play it. I feel that this is a waste of dev resources and the payoff is limited for player enjoyment. Not EVERYTHING has to be solo, and not EVERYTHING has to be scaled up to be hard, etc.
- I like to do this content with friends, grouped. It would be "unfair" if they had an option for solo only, or open world, but not "private instance for a group of friends." That takes us down the road of... can you enter these instances grouped? Is there a cap? What's the experience? It's not really a good compromise or an inclusive solution if you MUST be completely solo to get an instance that has all the mobs refreshed with no interference.
I have four reasons:
- Personally I would be annoyed to constantly be getting prompts any time I entered anything.
- I like seeing other players be present in the open world, so anything that would reduce the amount of players available, by funneling them into a private session, would diminish my enjoyment, because I like MMOs. Splitting the players always lengthens queue times (or in this case, it would reduce frequency of seeing other players). Running into a heavily farmed area and deciding to go somewhere else vs. waiting is part of the MMO experience.
- I don't support the idea that all kinds of players must have each kind of content served up in the way they like to play it. I feel that this is a waste of dev resources and the payoff is limited for player enjoyment. Not EVERYTHING has to be solo, and not EVERYTHING has to be scaled up to be hard, etc.
- I like to do this content with friends, grouped. It would be "unfair" if they had an option for solo only, or open world, but not "private instance for a group of friends." That takes us down the road of... can you enter these instances grouped? Is there a cap? What's the experience? It's not really a good compromise or an inclusive solution if you MUST be completely solo to get an instance that has all the mobs refreshed with no interference.
1. You can make a setting so that you automatically select what you want. Good review!
2. Most likely, you will continue to see other players as before, but a little less than beforeI do not think that everyone will suddenly become loners-introverts). Teso - is a unique game and is not obliged to repeat anything from other MMORPGs.
3. Well, how can I say ... If it is really difficult to do, and will require a lot of resources, then maybe it is not worth it. However, the person above suggested an option with a subscription, so that the private would be only for selected users of an additional subscription) There will be few of them. Why not. Subscription options need to be expanded, now the subscription gives too few goodies.
4. So that no one has a misunderstanding: the topic is about regular lairs, and regular open dungeons. I do not touch group dungeons, and do not talk about them.
Well yes, a private instance for a group of friends is also a good option, why not.
I have four reasons:
- Personally I would be annoyed to constantly be getting prompts any time I entered anything.
- I like seeing other players be present in the open world, so anything that would reduce the amount of players available, by funneling them into a private session, would diminish my enjoyment, because I like MMOs. Splitting the players always lengthens queue times (or in this case, it would reduce frequency of seeing other players). Running into a heavily farmed area and deciding to go somewhere else vs. waiting is part of the MMO experience.
- I don't support the idea that all kinds of players must have each kind of content served up in the way they like to play it. I feel that this is a waste of dev resources and the payoff is limited for player enjoyment. Not EVERYTHING has to be solo, and not EVERYTHING has to be scaled up to be hard, etc.
- I like to do this content with friends, grouped. It would be "unfair" if they had an option for solo only, or open world, but not "private instance for a group of friends." That takes us down the road of... can you enter these instances grouped? Is there a cap? What's the experience? It's not really a good compromise or an inclusive solution if you MUST be completely solo to get an instance that has all the mobs refreshed with no interference.
1. You can make a setting so that you automatically select what you want. Good review!
2. Most likely, you will continue to see other players as before, but a little less than beforeI do not think that everyone will suddenly become loners-introverts). Teso - is a unique game and is not obliged to repeat anything from other MMORPGs.
3. Well, how can I say ... If it is really difficult to do, and will require a lot of resources, then maybe it is not worth it. However, the person above suggested an option with a subscription, so that the private would be only for selected users of an additional subscription) There will be few of them. Why not. Subscription options need to be expanded, now the subscription gives too few goodies.
4. So that no one has a misunderstanding: the topic is about regular lairs, and regular open dungeons. I do not touch group dungeons, and do not talk about them.
Well yes, a private instance for a group of friends is also a good option, why not.
Commenting on number two. ZoS spends time and resources to devise ways to get players back into older locations. Targeting these locations with drops, events and/or new quests gets the players to return. That is an effort to make that area feel more alive and active. Anything that diminishes the effort even if just by a few players diminishes the vibrancy of the area that many in an MMO are looking for.
I have four reasons:
- Personally I would be annoyed to constantly be getting prompts any time I entered anything.
- I like seeing other players be present in the open world, so anything that would reduce the amount of players available, by funneling them into a private session, would diminish my enjoyment, because I like MMOs. Splitting the players always lengthens queue times (or in this case, it would reduce frequency of seeing other players). Running into a heavily farmed area and deciding to go somewhere else vs. waiting is part of the MMO experience.
- I don't support the idea that all kinds of players must have each kind of content served up in the way they like to play it. I feel that this is a waste of dev resources and the payoff is limited for player enjoyment. Not EVERYTHING has to be solo, and not EVERYTHING has to be scaled up to be hard, etc.
- I like to do this content with friends, grouped. It would be "unfair" if they had an option for solo only, or open world, but not "private instance for a group of friends." That takes us down the road of... can you enter these instances grouped? Is there a cap? What's the experience? It's not really a good compromise or an inclusive solution if you MUST be completely solo to get an instance that has all the mobs refreshed with no interference.
1. You can make a setting so that you automatically select what you want. Good review!
2. Most likely, you will continue to see other players as before, but a little less than beforeI do not think that everyone will suddenly become loners-introverts). Teso - is a unique game and is not obliged to repeat anything from other MMORPGs.
3. Well, how can I say ... If it is really difficult to do, and will require a lot of resources, then maybe it is not worth it. However, the person above suggested an option with a subscription, so that the private would be only for selected users of an additional subscription) There will be few of them. Why not. Subscription options need to be expanded, now the subscription gives too few goodies.
4. So that no one has a misunderstanding: the topic is about regular lairs, and regular open dungeons. I do not touch group dungeons, and do not talk about them.
Well yes, a private instance for a group of friends is also a good option, why not.
Commenting on number two. ZoS spends time and resources to devise ways to get players back into older locations. Targeting these locations with drops, events and/or new quests gets the players to return. That is an effort to make that area feel more alive and active. Anything that diminishes the effort even if just by a few players diminishes the vibrancy of the area that many in an MMO are looking for.
Do you agree that oversaturation of a location with players is also bad? There is a solution that will suit everyone, we just haven't come to it yet.
I don't think that the absence of a couple of players will greatly affect the brightness of the location. I assure you: you won't notice their absence.
The subscription option was mentioned above.
There is another option.
What if we make a private one, for example, during some event? And only for that lair where this event takes place? What do you think?