pantherfan69 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.
Nemesis7884 wrote: »JamuThatsWho wrote: »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?
MasterSpatula wrote: »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.
Nemesis7884 wrote: »JamuThatsWho wrote: »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?
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.
Knightpanther wrote: »pantherfan69 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...
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
pantherfan69 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...
redgreensunset wrote: »Didn't we have a thread the other week where OP complained that all zones were empty?
*Insert Oprah gif* "So which is it?"
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.
FlopsyPrince wrote: »pantherfan69 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...
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.
GeorgeBlack wrote: »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.
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!".
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 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.
Nemesis7884 wrote: »JamuThatsWho wrote: »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?
Nemesis7884 wrote: »JamuThatsWho 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.
Even at WOW the leveling zones outside the first 15 levels was dead on an populated server before Skyrim.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.