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Too many players!

  • Bradyfjord
    Bradyfjord
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    Just say 'Hi.'

    See where it leads. :wink:
  • MasterSpatula
    MasterSpatula
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    Man, I'd rather have the option to switch to the more populated instance, especially when I get stuck in Instance 2 of Northern Elsweyr and am trying to do Dragon quests. Nearly impossible at night.
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • Tapio75
    Tapio75
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    Souterain wrote: »
    i keep seeing this negativity in the forums, and I am not a fan of the "White Knights" but i wish folks would quit being so negative, and assume everyone else has the same experience. I have done nothing but overland, dungeons, and delves since october, and have had very few issues at all. I am truly enjoying the questing and immersion the game has to offer...

    From what i understand, its mostly endgame trials and pvp that have the issue, lets not scare off the new players who may not even do that stuff alright...

    The problems exist at that level of play, too, they're just not as apparent. Also, if you're a newer player and skills fail to fire, for example, you'll likely write it off as a transient issue - you might even fill out a support request reporting the issue fully expecting that zos will fix it in due course.

    Eventually, if you play long enough, you find the forum ... then realise how long these same issues have been around. You may also at that point define what level of gaming you'll be able to do with eso, if any.

    Abilities not working has been prevailing for a long time. Sometimes its better and sometimes worse. Its the same as what it was in SWTOR when i played and it was better and worse there too depending on patch. i fear it cant be helped because the engine is the same on the deep level and the problem is there. Cant be fixed without changing the engine and thats impoo
    1. It's an MMO, that's the point.
    2. Sharding/layering sucks.

    you only really want the mmo aspect tough when you actively enter group content or play with your friends...a lot of people passively questing amd doing delves might rather hurt the immersion no?
    maybe a bit more instancing might help and improve performance?

    This is pretty much me. I like many other TES players, only wanted a new TES game with coop possibility. Not an MMO.

    But i do like the MMORPG aspects of the game.. Being in Wayrest with lots of other players makes the city feel alive for example while in the other hand.. Having that same amount of players in random wilderness encounter or in a "Long lost ancient ruin" makes them just ridiculous in a complete wrong way.

    Random players, not just people i know in real life, make it possible to make new friendships which is also what i like, but i also love immersion even more, and my sneaky characters just dont have a chance to have that or gimping a characters stats to make battles last longer and feel more real does not work, when that steamlocomotive comes and runs all over. I love doing Dolmens when there is just me and in tops 2 other players, but anything more than that makes them just trivial.. They dont feel a threat from Molag Balls when people can take them out in 10 seconds.

    I mostly play with one of my friends, so im not that much of a solo player but more of a coop player but thats not all, we also try to RP everything, but lots of players in some place make it practically and literally impossible.

    And i totally believe, that with some more options for people to select instancing population or just simply change instance to one of the existing ones, could help everyone..

    If we really want to get more than that and i mean good performance and better gameplay experience for all, we really need to generally lessen the number of players that can be in one instance.

    Bosses should also be locally scaled actively to number of players on them so that people dont have to wait for a group to engage a world boss but when more arrive, the boss/dolmen/whatever needs to also actively scale to fit the number of players so nothing is too easy. It should always be the hardmode to try and solo something and groups shpoiuld be there to make it easier, but not easy.

    Dolmens and delves are best eexample of bad design. They are ridiculously easy with more åplayer... Regarding delves, its simply because delves were clearly designed for solo only but was later changed to allow anyone.

    But i dont really care if its hard or easy. I just want it to feel like TES experience without immersion beimg ruined by hordes of players. I never understood the reaoning behind "I want to see other players", because simply seeing a charater has nothing to do with it beinmg players. If someone wants to see characters, that can be made just as easily with NPC's that have random class and gear. What is the point of other players if you dont ever speak to them? When i try to greet those players i see, its basically 13/15 that simply ignore the communication efforts. That sort of player is of no fun to me. That sort of player is just there to break immersion and reduce performance.

    Guild wars 1 was what i liked. There was those hubs where we met other players and then we made a group and went adventuyring and made things just the way we wanted. For me this or similar would work better in ESO than the current system.
    Edited by Tapio75 on May 12, 2020 1:14PM
    >>PC-EU Mostly PVE. Played since BETA<<
  • Tapio75
    Tapio75
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    Man, I'd rather have the option to switch to the more populated instance, especially when I get stuck in Instance 2 of Northern Elsweyr and am trying to do Dragon quests. Nearly impossible at night.

    We really should have this option.. I mean like in Star Trek Online, there is that button which gives you list of existing instances and you can choose from there. There should also be player count on that list after every instance, so that people can select a population which suits their particular tastes. While questing, i would laways take the least populated for immersion but at times on world boss or similar, id like to switch to more populated to get that done.
    >>PC-EU Mostly PVE. Played since BETA<<
  • Shantu
    Shantu
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    Apart from the impact on performance, the only time it bothers is when farming. I've farmed certain areas for years. What used to be a relaxing pastime has degraded into a competitive suckfest of people racing to harvest nodes before you do. More often than not I just stop, log out, and do something else. It's too bad they can't make farming nodes user specific in the same way they do with mat surveys.
  • Kiralyn2000
    Kiralyn2000
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    1. It's an MMO, that's the point.
    2. Sharding/layering sucks.

    you only really want the mmo aspect tough when you actively enter group content or play with your friends...a lot of people passively questing amd doing delves might rather hurt the immersion no?

    Luckily, I don't suffer from "immersion".

    And if I did - based on the things I've seen people say about it over the years*, I certainly wouldn't look for it in an MMO.




    * I first ran across it in the Skyrim forums. Where people complained that any trace of on-screen UI, any brief moment that the game showed their character in third person, heck even the soundtrack ("my character's not carrying around a walkman! Why is there music?!?!") utterly destroyed their "immersion" and ruined their game. Personally, I'm glad I don't suffer from this.
    Edited by Kiralyn2000 on May 12, 2020 2:32PM
  • Nirntrotter
    Nirntrotter
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    By the stars, what a complaint to have. :D I mean, I know these spots as well, but they are so few and far between...
    Grand Warlord Arodel, Gryphon Heart
    <Serenity>
    AD MagDK, *2014, PC-EU | 49k+ achievement points
  • redgreensunset
    redgreensunset
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    Didn't we have a thread the other week where OP complained that all zones were empty?
    *Insert Oprah gif* "So which is it?"
  • 5cript
    5cript
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    In the past I would have been like: yay, what a popular MMO, I welcome every newcomer, may they stay.

    Now: They'll all stop playing before CP 300 anyway, so what gives?
  • Sephyr
    Sephyr
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    kichwas wrote: »
    I consider this a selling point rather than a problem.

    Years of playing MMOs where the overland is dead 3 days after any new patch, and where the only zones that even make it that far are the absolute newest ones.

    Here I can go anywhere in this game and find other people.

    It may be a smaller MMO than WoW, but it feels the other way around.

    Even Guild Wars 2 which has 'scale down' to try and keep old zones alive doesn't manage to achieve that anywhere near as well as ESO does.

    This is the thing with that statement though--while the base game feels like that? Places like Summerset and Northern Elsweyr are absolute voids when trying to do dragons or the geysers sometimes. In fact, Northern Elsweyr, most will kill the most northern dragon because the routes in Southern Elsweyr are right by wayshrines and are always frequently spawning. I'll anticipate the same thing will happen to Southern Elsweyr when Greymoor is released due to the Harrowstorms as they take forever to spawn on the PTS (I was waiting upwards of half an hour). Once they release the smaller DLC? Those are probably going to spawn every 5-10 minutes. Similar can be said about Murkmire, Orsinium, Hews Bane, and the Gold Coast--not to mention good luck at getting people who aren't part of a guild together to do Molag Bal in the center of the sewers.

    So I have to disagree here, for the principle of the DLC zones. While there may be people IN the zones and you can find them--they're most certainly not doing the group content and are leveling their way out of the zone quests. The problem is both ways when doing content like the OP is mentioning. Base zones are overly saturated to the point of high heaven where others are just completely and utterly dead.
  • robertthebard
    robertthebard
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    i keep seeing this negativity in the forums, and I am not a fan of the "White Knights" but i wish folks would quit being so negative, and assume everyone else has the same experience. I have done nothing but overland, dungeons, and delves since october, and have had very few issues at all. I am truly enjoying the questing and immersion the game has to offer...

    From what i understand, its mostly endgame trials and pvp that have the issue, lets not scare off the new players who may not even do that stuff alright...

    True but lets also tell the new players what the current state of the game is, dont question my loyalty to the game ive been here (and paying) since the start but we are all getting a bit tired of the same excuses now.

    Be Safe

    So it seems that the poster you quoted did just that, and it's "don't question my loyalty"? I have had very few issues as well. Perhaps, that being the case, I should follow you around the forums, and counter your experiences with my own, so that any potential new players reading it will get a well balanced view of the game?

    Random loading screens: Had this happen a few times in the first few days I was back. I checked my resolution, and swapped to Windowed Mode, and haven't had them since.

    D-syncs: I've had a few instances of "can't loot" which was fixed by roll dodging.

    Input lag: I haven't experienced any.

    I wonder how long it's going to take to have this post edited?
  • FlopsyPrince
    FlopsyPrince
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    i keep seeing this negativity in the forums, and I am not a fan of the "White Knights" but i wish folks would quit being so negative, and assume everyone else has the same experience. I have done nothing but overland, dungeons, and delves since october, and have had very few issues at all. I am truly enjoying the questing and immersion the game has to offer...

    From what i understand, its mostly endgame trials and pvp that have the issue, lets not scare off the new players who may not even do that stuff alright...

    Some will complain that any suggested improvement is unreasonable, no matter what it is.

    They would say the same about things we have gotten too (like multi-crafting). Complaining is what they do, though it is bad for a forum like this.
    PC
    PS4/PS5
  • Tapio75
    Tapio75
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    Didn't we have a thread the other week where OP complained that all zones were empty?
    *Insert Oprah gif* "So which is it?"

    You did not.
    Sephyr wrote: »
    kichwas wrote: »
    I consider this a selling point rather than a problem.

    Years of playing MMOs where the overland is dead 3 days after any new patch, and where the only zones that even make it that far are the absolute newest ones.

    Here I can go anywhere in this game and find other people.

    It may be a smaller MMO than WoW, but it feels the other way around.

    Even Guild Wars 2 which has 'scale down' to try and keep old zones alive doesn't manage to achieve that anywhere near as well as ESO does.

    This is the thing with that statement though--while the base game feels like that? Places like Summerset and Northern Elsweyr are absolute voids when trying to do dragons or the geysers sometimes. In fact, Northern Elsweyr, most will kill the most northern dragon because the routes in Southern Elsweyr are right by wayshrines and are always frequently spawning. I'll anticipate the same thing will happen to Southern Elsweyr when Greymoor is released due to the Harrowstorms as they take forever to spawn on the PTS (I was waiting upwards of half an hour). Once they release the smaller DLC? Those are probably going to spawn every 5-10 minutes. Similar can be said about Murkmire, Orsinium, Hews Bane, and the Gold Coast--not to mention good luck at getting people who aren't part of a guild together to do Molag Bal in the center of the sewers.

    So I have to disagree here, for the principle of the DLC zones. While there may be people IN the zones and you can find them--they're most certainly not doing the group content and are leveling their way out of the zone quests. The problem is both ways when doing content like the OP is mentioning. Base zones are overly saturated to the point of high heaven where others are just completely and utterly dead.

    I in the other hand like those zones more, becaause there are less players but still enough to give just the right feel of random adventurers here and there. Geysers can be easily soloed on some characters while others are haard because class mechanics, but in most cases 5 minutes of waiting while having some coffee has given couple of more players to do these with others. I usually just wait there for some time before engaging a geyser for example so that if someone else is nearby, they can also participate.. The last questing in Northern Elsweyr i did, i also run to any dragon i noticed spawning and there were always enough people but at times, they were pain due lots of AOE which i have very hard time spotting with my visual impairment.

    I still think simple option to switch instances could help a lot, since then people could just change to less populated if they deem there is too many players and if they need more, they can select high population instance. Right now its just about the luck wjhether you get populated or low populated. And if your instance gets low population, it should works just like in GW 2, so that you are not forced out immediately but you can choose to or choose to stay fpor he time given to you which was 60 minutes in GW 2.

    GW1 had the best way of doing instancing for me though. So did WoW before all the phasing and xrealm. Its better to have a server where you know the people in it and if you want to go somewhere else, you need to create a character there.
    >>PC-EU Mostly PVE. Played since BETA<<
  • robertthebard
    robertthebard
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    i keep seeing this negativity in the forums, and I am not a fan of the "White Knights" but i wish folks would quit being so negative, and assume everyone else has the same experience. I have done nothing but overland, dungeons, and delves since october, and have had very few issues at all. I am truly enjoying the questing and immersion the game has to offer...

    From what i understand, its mostly endgame trials and pvp that have the issue, lets not scare off the new players who may not even do that stuff alright...

    Some will complain that any suggested improvement is unreasonable, no matter what it is.

    They would say the same about things we have gotten too (like multi-crafting). Complaining is what they do, though it is bad for a forum like this.

    It's gaming forums in general. The same stuff happens in SP game forums as well. I don't use the game forums to judge whether or not I should play it. I have people I follow on YouTube because they've been more or less consistent over the years, and I have people that I ignore on YouTube, because they've been consistent too, although in the latter case, it's consistently bad...
  • Raudgrani
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    Be aware that there are "parallel universes" too, other instances. So there might be like 10 times more people in the same spot, but other instances. I know for example, I was in Mournhold and just saw a dozen or so people around the guild traders spot - while like 100 guys were having a "rave party" there at the same time "Group with me, travel to us! We are having a party, come dance with us!". I didn't, but I mean - there are several other instances.

    These days the game is quite crowded. Some like it, some doesn't. But it could be about time to include a few more instances. Some spots are ridiculously crowded at times. Like, killing dragons at primetime in Southern Elsweyr is like "Oh, new dragon up! HURRY HURRY! Or it will be dead when we get there!".
  • DarcyMardin
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    Setting aside performance issues, I doubt that ZOS regards “too many players” as a problem!
  • MartiniDaniels
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    That's what happens when overland is ez and there isnt open world pvp.
    That's whst happens when you make an mmorpg for solo players.

    I agree, world PVP would help to avoid those dolmen trains etc... imagine a bomber into dolmen group when players gather to open the reward chest :)
  • Tapio75
    Tapio75
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    Raudgrani wrote: »
    Be aware that there are "parallel universes" too, other instances. So there might be like 10 times more people in the same spot, but other instances. I know for example, I was in Mournhold and just saw a dozen or so people around the guild traders spot - while like 100 guys were having a "rave party" there at the same time "Group with me, travel to us! We are having a party, come dance with us!". I didn't, but I mean - there are several other instances.

    These days the game is quite crowded. Some like it, some doesn't. But it could be about time to include a few more instances. Some spots are ridiculously crowded at times. Like, killing dragons at primetime in Southern Elsweyr is like "Oh, new dragon up! HURRY HURRY! Or it will be dead when we get there!".

    Just like sometimes a questing area and the map in general are too empty even to me, most of the times they are fine though with no feeling of emptiness, but no players forcing you to race about anything or break that immersion i like.. And at times its too crowded. Like if i wanted to a Dolmen, its the same with the Dragon you said. I need to really hurry to get ther or get there and just wait to get it done and sometimes people still use questing areas to farm something from the loot and these trains can make questing really bad and in general, the world feels like "Just a game with lots of players everywhere", which makes the experience unenjoyable for me. Its not a TES feel in that situation anymore.

    Ability to switch freely between instances and having more of them could give options to just choose one where there are not that many players to deal with.
    >>PC-EU Mostly PVE. Played since BETA<<
  • Sephyr
    Sephyr
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    Tapio75 wrote: »
    Sephyr wrote: »
    kichwas wrote: »
    I consider this a selling point rather than a problem.

    Years of playing MMOs where the overland is dead 3 days after any new patch, and where the only zones that even make it that far are the absolute newest ones.

    Here I can go anywhere in this game and find other people.

    It may be a smaller MMO than WoW, but it feels the other way around.

    Even Guild Wars 2 which has 'scale down' to try and keep old zones alive doesn't manage to achieve that anywhere near as well as ESO does.

    This is the thing with that statement though--while the base game feels like that? Places like Summerset and Northern Elsweyr are absolute voids when trying to do dragons or the geysers sometimes. In fact, Northern Elsweyr, most will kill the most northern dragon because the routes in Southern Elsweyr are right by wayshrines and are always frequently spawning. I'll anticipate the same thing will happen to Southern Elsweyr when Greymoor is released due to the Harrowstorms as they take forever to spawn on the PTS (I was waiting upwards of half an hour). Once they release the smaller DLC? Those are probably going to spawn every 5-10 minutes. Similar can be said about Murkmire, Orsinium, Hews Bane, and the Gold Coast--not to mention good luck at getting people who aren't part of a guild together to do Molag Bal in the center of the sewers.

    So I have to disagree here, for the principle of the DLC zones. While there may be people IN the zones and you can find them--they're most certainly not doing the group content and are leveling their way out of the zone quests. The problem is both ways when doing content like the OP is mentioning. Base zones are overly saturated to the point of high heaven where others are just completely and utterly dead.

    I in the other hand like those zones more, becaause there are less players but still enough to give just the right feel of random adventurers here and there. Geysers can be easily soloed on some characters while others are haard because class mechanics, but in most cases 5 minutes of waiting while having some coffee has given couple of more players to do these with others. I usually just wait there for some time before engaging a geyser for example so that if someone else is nearby, they can also participate.. The last questing in Northern Elsweyr i did, i also run to any dragon i noticed spawning and there were always enough people but at times, they were pain due lots of AOE which i have very hard time spotting with my visual impairment.

    I still think simple option to switch instances could help a lot, since then people could just change to less populated if they deem there is too many players and if they need more, they can select high population instance. Right now its just about the luck wjhether you get populated or low populated. And if your instance gets low population, it should works just like in GW 2, so that you are not forced out immediately but you can choose to or choose to stay fpor he time given to you which was 60 minutes in GW 2.

    GW1 had the best way of doing instancing for me though. So did WoW before all the phasing and xrealm. Its better to have a server where you know the people in it and if you want to go somewhere else, you need to create a character there.

    I do definitely agree that instance swapping needs to be a thing as both our experiences are rather valid. It's all about incentives from where I'm looking though. The trend is, there's no incentive to fight dragons in Northern Elsweyr when Southern Elsweyr's essentially the Alik'r for dragons. Likewise with geysers, you and I can solo dolmens--the point is, some of us are tired of soloing the same old content over and over and over by ourselves or with a handful of friends for mediocre gear and rewards. Maybe some powdered pearl? But I find more of that running around the beaches than I do at the geysers.

    Meanwhile at dolmens in the base game? They can usually get the following;
    • Higher and faster net experience/gold gains by grinding dolmens.
    • The ability to farm powerful sets that often go for anywhere from five figures to sometimes even six on guild stores.
    • It's free with the base game, so the aforementioned is even more coveted.

    If I had to make one insy comparison; It's like RIBA in GW2. If there's a group, there's a profit. Bonus to that is that it's also with the base game. While other installments of the DLCs can have more net gains, Auric Basin as a meta falls short compared to the Silverwastes. Likewise with GW2 and Season 4 metas. However because it's paid content, people aren't willing to shuck out the money or the gold to buy the gems when they can just do it all at the Silverwastes.

    So I think the problem isn't that it's just instancing. It's also creating more incentives for people to want to go to these DLC zones. And so far, there really isn't when Dolmens have the ability to make bank. Especially with Jewelry. Instancing, to me is just a bandaid fix. A start in the right direction, but totally a bandaid fix. But it's also what's unfortunate in every MMO I've played. It feels bad, man. Especially when neither of us get our wants and way that should be easily facilitated. :(
    Edited by Sephyr on May 12, 2020 4:23PM
  • Tapio75
    Tapio75
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    Sephyr wrote: »
    Tapio75 wrote: »
    Sephyr wrote: »
    kichwas wrote: »
    I consider this a selling point rather than a problem.

    Years of playing MMOs where the overland is dead 3 days after any new patch, and where the only zones that even make it that far are the absolute newest ones.

    Here I can go anywhere in this game and find other people.

    It may be a smaller MMO than WoW, but it feels the other way around.

    Even Guild Wars 2 which has 'scale down' to try and keep old zones alive doesn't manage to achieve that anywhere near as well as ESO does.

    This is the thing with that statement though--while the base game feels like that? Places like Summerset and Northern Elsweyr are absolute voids when trying to do dragons or the geysers sometimes. In fact, Northern Elsweyr, most will kill the most northern dragon because the routes in Southern Elsweyr are right by wayshrines and are always frequently spawning. I'll anticipate the same thing will happen to Southern Elsweyr when Greymoor is released due to the Harrowstorms as they take forever to spawn on the PTS (I was waiting upwards of half an hour). Once they release the smaller DLC? Those are probably going to spawn every 5-10 minutes. Similar can be said about Murkmire, Orsinium, Hews Bane, and the Gold Coast--not to mention good luck at getting people who aren't part of a guild together to do Molag Bal in the center of the sewers.

    So I have to disagree here, for the principle of the DLC zones. While there may be people IN the zones and you can find them--they're most certainly not doing the group content and are leveling their way out of the zone quests. The problem is both ways when doing content like the OP is mentioning. Base zones are overly saturated to the point of high heaven where others are just completely and utterly dead.

    I in the other hand like those zones more, becaause there are less players but still enough to give just the right feel of random adventurers here and there. Geysers can be easily soloed on some characters while others are haard because class mechanics, but in most cases 5 minutes of waiting while having some coffee has given couple of more players to do these with others. I usually just wait there for some time before engaging a geyser for example so that if someone else is nearby, they can also participate.. The last questing in Northern Elsweyr i did, i also run to any dragon i noticed spawning and there were always enough people but at times, they were pain due lots of AOE which i have very hard time spotting with my visual impairment.

    I still think simple option to switch instances could help a lot, since then people could just change to less populated if they deem there is too many players and if they need more, they can select high population instance. Right now its just about the luck wjhether you get populated or low populated. And if your instance gets low population, it should works just like in GW 2, so that you are not forced out immediately but you can choose to or choose to stay fpor he time given to you which was 60 minutes in GW 2.

    GW1 had the best way of doing instancing for me though. So did WoW before all the phasing and xrealm. Its better to have a server where you know the people in it and if you want to go somewhere else, you need to create a character there.

    I do definitely agree that instance swapping needs to be a thing as both our experiences are rather valid. It's all about incentives from where I'm looking though. The trend is, there's no incentive to fight dragons in Northern Elsweyr when Southern Elsweyr's essentially the Alik'r for dragons. Likewise with geysers, you and I can solo dolmens--the point is, some of us are tired of soloing the same old content over and over and over by ourselves or with a handful of friends for mediocre gear and rewards. Maybe some powdered pearl? But I find more of that running around the beaches than I do at the geysers.

    Meanwhile at dolmens in the base game? They can usually get the following;
    • Higher and faster net experience/gold gains by grinding dolmens.
    • The ability to farm powerful sets that often go for anywhere from five figures to sometimes even six on guild stores.
    • It's free with the base game, so the aforementioned is even more coveted.

    If I had to make one insy comparison; It's like RIBA in GW2. If there's a group, there's a profit. Bonus to that is that it's also with the base game. While other installments of the DLCs can have more net gains, Auric Basin as a meta falls short compared to the Silverwastes. Likewise with GW2 and Season 4 metas. However because it's paid content, people aren't willing to shuck out the money or the gold to buy the gems when they can just do it all at the Silverwastes.

    So I think the problem isn't that it's just instancing. It's also creating more incentives for people to want to go to these DLC zones. And so far, there really isn't when Dolmens have the ability to make bank. Especially with Jewelry. Instancing, to me is just a bandaid fix. A start in the right direction, but totally a bandaid fix. But it's also what's unfortunate in every MMO I've played. It feels bad, man. Especially when neither of us get our wants and way that should be easily facilitated. :(

    I agree with all that you said there. Cant add anything..

    >>PC-EU Mostly PVE. Played since BETA<<
  • kichwas
    kichwas
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    1. It's an MMO, that's the point.
    2. Sharding/layering sucks.

    you only really want the mmo aspect tough when you actively enter group content or play with your friends...a lot of people passively questing amd doing delves might rather hurt the immersion no?

    Guild Wars 1.

    Everything was a solo instance except towns and their version of dungeons.

    The game was fun, but it was a very isolating experience and the reason I left it for WoW back in 2006 was that WoW had large open zones and the open world was full of people - then WoW started boosting level caps with expansion and the open world got even more empty than just logging into my old Guild Wars account to stand around in one of the dungeon-queue spots...

    You can find a good number of 'everything is a solo instance except for the group content' MMOs. They're usually in the discount bin on Steam... for a reason...

    People that want solo play go for solo play. Skyrim is still out there and actually has a strong community of modders, if the Elder Scrolls lore is a vital aspect. Otherwise Final Fantasy just did a remake of a game, and other titles exist as well...

    But MMOs are best when they 'stay true to form' and remain group content in as many places as possible.

    Solo content is best reserved for quests that a person needs to progress through that involve something like a boss fight that 'lore wise' should not be repeatable.

    I really don't think the performance is strongly tied to the number of people.

    I have fast performance, low lag, and even average 100fps here - in crowded zones.

    I think the problem people are facing is a network issue. I'm in Silicon Valley - there is likely a strong connection here to their servers, even if those servers are located elsewhere... I suspect the connection is just not as good in other regions - and that resources should go into that rather than developing more phasing and instancing.

    One of the things that almost killed this game off at launch was that it used to be all phased everywhere...
    Jah bless
    PST timezone - mostly PvE player.

    Super casual player
    Seeking a casual 'lets do some dungeons and world stuff together' guild.
  • MrGhosty
    MrGhosty
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    kichwas wrote: »

    One of the things that almost killed this game off at launch was that it used to be all phased everywhere...

    I believe the phasing complaint was that if you were trying to adventure with a friend who wasn't at the same point in a quest as you, certain things weren't possible to do or some towns were impassable.

    Prime example is Bleak Rock pre/post attack. Anyone who completed that starter island quest chain gets attacked in that town, while people who haven't see it as a normal village.

    OPs suggestion is a good one as it provides more options, and whether or not a connection is best or not isn't exactly something ZOS could fix on their end as most of the US has varying levels of infrastructure in place. That's not a ZOS thing, and not a problem they can fix. Giving people who do have performance issues with lots of players around the option to limit that by changing instances is a fair solution imo.

    GW1 isn't dead, it's certainly not booming but you can still log in today and chat with folks and take on the content. The upside of the instanced worlds are that even today you can complete the content, whereas in GW2 you can't beat a world boss solo. They all have pros and cons.

    I wouldn't be for this solution if it forced low player count on everyone, but the ability to choose between instances could be put to great use and I would love to see it added. After all, the other performance improvements haven't seemed to help overall so maybe this will buy them some more time to get to the core of the problem.
    "It is a time of strife and unrest. Armies of revenants and dark spirits manifest in every corner of Tamriel. Winters grow colder and crops fail. Mystics are plagued by nightmares and portents of doom."
  • zaria
    zaria
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    kichwas wrote: »
    I consider this a selling point rather than a problem.

    Years of playing MMOs where the overland is dead 3 days after any new patch, and where the only zones that even make it that far are the absolute newest ones.

    Here I can go anywhere in this game and find other people.

    It may be a smaller MMO than WoW, but it feels the other way around.

    Even Guild Wars 2 which has 'scale down' to try and keep old zones alive doesn't manage to achieve that anywhere near as well as ESO does.

    Granted being on the West Coast may have given me an immunity to the lag others are getting so I'm not seeing that issue. I keep seeing threads about it and wondering what those people are referring to. I suspect those are more network issues than number of player issues or I too would have those problems. As such - what needs work is the network... while there's only so much companies can do if regional infrastructure is bad in some places - not every company suffers equally from that.

    As for the zerg of people in something like a delve making it too easy - I can agree to that issue. I'd like to see some dynamic scaling of 'elite mobs' based on the number of people they're in combat with.
    Even at WOW the leveling zones outside the first 15 levels was dead on an populated server before Skyrim.
    ESO keep an player density they think is optimal. some zones have crafting hubs like Vivec or Rawl. Craglorn is an hub for trial pug so they have fewer doing overland content.
    However don't do public dungeons at prime time as they are flooded.
    Delves always pop the boss if you have not done it.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Tapio75
    Tapio75
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    We dont want solo, though the game is more challenging that way because with others the content just gets too easy. many want lots of players for sake of just seeing them, thats fine though i dont understand the merit of seeing 10+player on quest area, that mostly make questing less fun. Many also want players to interact with, do stuff together and make friends. This is me, but most of them do not communicate with people outside of their discord buble, so these players i dont want to be instanced with.

    I wish for reaasonable amount of players. Something closer to GW1, where cities and dungeons were highly populated but the zones themselves are less populated. Not like in gw1, where its just me and people i bring there in my group, but something like that but with random players added there so that the amount of players in the zone is immersive or feel real. In Cyro, large army groups is immersive while in some questing zone it is not.


    You see the thing ism that there are less people like me, who want less players in instance and more people who want lots of players. Wrong thing to do here, is to cater to the largest group onöly, because then you lose part of the smaller group of people who want to see less players, not all of them, but some of them. When both parties are served here, there are more players in the game and this is good for the game... That is, if they bring in money to the game. Otherwise they are just using resources but still, they love the game and are welcome. We can pay for them.

    So you see, the more players are happy, the better it is for the game. Happy players tend to stay on the game.

    Simple option to choose a population preference when loggin the character in would do this, and existing instancing technology makes it possible with few additions to give UI elements and code to make that possible.

    Even simpler system to just let people change instances at will while they play, would also remedy the situation for everyone. IF someone wants more player on their instance, they simple choose an instance with lots of players and if they want less, they choose instance with less players. If that town is lagging, then choose less poåpulated instance of that town to make better performance.

    In addition, give players incentives to spreaad equally over the whole Nirn, so there are no spots that are overcrowded and give people incentives to move away from doing just couple of dolmens and they will.
    >>PC-EU Mostly PVE. Played since BETA<<
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