Transairion wrote: »having just played a new toon through the pact starter zones i can state, categorically, that this is not the case - the population has been reasonable but wb and quest mobs have been no trouble to find at all.
Starter zone, singular. That is, say, Auridon for AD and so on. EP's (Stonefalls?) was especially bad and for that reason I haven't really touched my level 10 (levelled via dungeons).
Yes, the higher level you get the less people appear... but don't you think once Greenshade has both low level AD's, + Silver players + Gold players in it at the same time it won't get crowded? That's not including any farmers or grinders.
Certain areas in the game, right now, Silver Gold zone or no are ALWAYS being farmed by someone every time I visit. One Tamriel will not change that I fear anymore than upscaling all of gold to CP160 "spread people out". Mind you I don't want to play in a ghost town of a game, but I don't want to have questing killed for me because all the mobs I need are dead and I have to sit around twiddling my thumbs since mobs haven't respawned.
It would be nice if ESO had an instance change option like other MMO's.
no... i said zones.... played through to the rift on ep. had no trouble on any of the maps finding wb or quest mobs
Transairion wrote: »This right here. There's only a certain number of players allowed in each zone instance. It's somewhere around like 50-100 players per zone. Once that fills up, players overflow into the next available instance which comes online automatically (Why you get those longer loading screens waiting for instance to become available). Anyways, some areas like Cyrodiil will have a larger capacity to compensate for all three alliances, it's somewhere around 100 players per alliance.
Then this number is set far too high and isn't working properly, see the 3 starting zones (Auridon/Stonefalls/that other blue one): every time I log on there's dozens of players anywhere I go, all the world bosses are dead, delves are devoid of NPC's to fight, all my quest mobs are half dead or all dead... it's awful.
I don't play during USA peak hours either, when I play it's like 2am USA time. I shudder to think what it's like during USA hours.
Transairion wrote: »no... i said zones.... played through to the rift on ep. had no trouble on any of the maps finding wb or quest mobs
You quoted me where I said starting zones (as in the first in each faction), you replied that the rest of the faction zones are okay... I was only correcting what was being talked about.
The rest of the zones after the starting zones don't have the same problems because they don't have hundreds of new players in them at the same time all doing the same quests, and for those overcrowded zones the "new instance" threshold is set way too low.
Waiting for respawns is stupid, I don't want it when One Tamriel hits.
Holycannoli wrote: »This is seriously one the worst decisions I've ever heard of in MMORPG development, and I remember Star Wars Galaxies's NGE.
How will it affect types of nodes?example..
Currently in wrothgar I can only find harvest rube ore as I'm fully leveled in black smithing. If I want to get lower level ores I need to go to non scaled low level areas. Will I still be able to do this after everything is scaled? Or will I be stuck only being able to harvest rube forever???
lordrichter wrote: »There's only a certain number of players allowed in each zone instance. It's somewhere around like 50-100 players per zone. Once that fills up, players overflow into the next available instance which comes online automatically
I suspect it is closer to 300-500 players per zone. There can be 100-150 just milling around the wayshrine in Mournhold, at times, and, contrary to the popular belief, I have no performance problems when I come across this (FPS is not tanking, latency is normal).
Transairion wrote: »This right here. There's only a certain number of players allowed in each zone instance. It's somewhere around like 50-100 players per zone. Once that fills up, players overflow into the next available instance which comes online automatically (Why you get those longer loading screens waiting for instance to become available). Anyways, some areas like Cyrodiil will have a larger capacity to compensate for all three alliances, it's somewhere around 100 players per alliance.
Then this number is set far too high and isn't working properly, see the 3 starting zones (Auridon/Stonefalls/that other blue one): every time I log on there's dozens of players anywhere I go, all the world bosses are dead, delves are devoid of NPC's to fight, all my quest mobs are half dead or all dead... it's awful.
I don't play during USA peak hours either, when I play it's like 2am USA time. I shudder to think what it's like during USA hours.
Transairion wrote: »having just played a new toon through the pact starter zones i can state, categorically, that this is not the case - the population has been reasonable but wb and quest mobs have been no trouble to find at all.
Starter zone, singular. That is, say, Auridon for AD and so on. EP's (Stonefalls?) was especially bad and for that reason I haven't really touched my level 10 (levelled via dungeons).
Yes, the higher level you get the less people appear... but don't you think once Greenshade has both low level AD's, + Silver players + Gold players in it at the same time it won't get crowded? That's not including any farmers or grinders.
Certain areas in the game, right now, Silver Gold zone or no are ALWAYS being farmed by someone every time I visit. One Tamriel will not change that I fear anymore than upscaling all of gold to CP160 "spread people out". Mind you I don't want to play in a ghost town of a game, but I don't want to have questing killed for me because all the mobs I need are dead and I have to sit around twiddling my thumbs since mobs haven't respawned.
It would be nice if ESO had an instance change option like other MMO's.
starkerealm wrote: »Holycannoli wrote: »This is seriously one the worst decisions I've ever heard of in MMORPG development, and I remember Star Wars Galaxies's NGE.
Sorta the exact opposite of NGE, though, isn't it?
I mean, that was about taking the game, and filing off all the options so you could only play the way SOE wanted you to.
This is about opening up the options and giving players way more choice in how they can interact with their friends and run the content they want to, as opposed to being locked into a linear story, which has drawn complaints and criticisms since day one.
autumnsongbird wrote: »I doubt it will be an issue.
I do wonder how farming will be handled. If it will be locked to your level or not? That is something I am curious about. I suspect it might be like wrothgar. Downside though means that you won't be able to farm lower mats if you needed them for something if they change it. Hopefully it will be a mix.
lordrichter wrote: »
I am fairly confident that they will implement One Tamriel such that this is true. Every zone in the game will be largely a clone of every other zone in the game. For farmers, the world will be a vast expanse of "the same". The only difference will be in density, and those high density areas where resources or XP are easy to get will be the one place to be.
I eagerly await news on One Tamriel, but I am not optimistic.
Shadesofkin wrote: »Im actually genuinely annoyed by the idea that I will yet again have to deal with others node farming where I'm node farming. Yes, they should be able to, no they aren't hurting anything, and yes I'm being unreasonable, but I still don't WANT it.
Honestly I believe One Tamriel is a bad idea.
1. Scaling was never something I liked in Oblivion.
2. Node farming is already competitive at times.
3. There are already people who do not understand that their level does in fact hinder their ability to do some content and I fear that this will only increase with people trying out the One Tamriel update later this year.
Hallothiel wrote: »Still haven't seen an answer to how this will work with questing. How will a higher level who has finished a quest be able to go 'back' and help a lower level friend to do the quest?
If this is going to be like the dlcs then I am adjusted to the level not the world to me, as some have said, so maybe that is how they will do it. Then different areas could keep the different levels? Otherwise I am mightily confused over this still......
Hallothiel wrote: »Still haven't seen an answer to how this will work with questing. How will a higher level who has finished a quest be able to go 'back' and help a lower level friend to do the quest?
If this is going to be like the dlcs then I am adjusted to the level not the world to me, as some have said, so maybe that is how they will do it. Then different areas could keep the different levels? Otherwise I am mightily confused over this still......
Everything you say is an assumption.
When you look at the event list of PAX and so you will see, that ZOS has sheduled quite some time for One Tamriel and to talk about how this will be for us and as well for new players on their first day in Tamriel - so we just have to wait for now.
lordrichter wrote: ».Everything you say is an assumption.
That is assuming an awful lot...When you look at the event list of PAX and so you will see, that ZOS has sheduled quite some time for One Tamriel and to talk about how this will be for us and as well for new players on their first day in Tamriel - so we just have to wait for now.
For me, the biggest thing in Update 11 was that they would start talking about Update 12 and One Tamriel.