This is an example of quest instancing most likely. One of you had done a quest in those areas that the other hadn't, so you were split up so to speak.No, this is eso. I was recently helping my wife get her master angler achievement. On two separate occasions we got to points on the map where we could basically walk in and out of an instance. Her character would disappear off my screen and mine off hers. She would see a fishing hole where I would not. Traveling to each other did not fix it. All we had to do was walk a bit out of the area and magically reappear. I think it was just particular spots on the map. (Xbox)
You all DO realize the game IS split into different instances, right? When one gets full a new one starts filling up. You guys can't tell me you've never gotten the notification that "so and so in your party is in another instance would you like to port to them" or gone to where one of your group mates is (in a non-quest-instanced location) to only see the Chevron?
That being said OP I have absolutely no idea how you find this creepy. It's just game design, and a necessary one. They can't shove all players into one instance because that starts causing a bunch of problems. As for the nodes vanishing, that's not because people in other instances are taking them; afaik every instance has its own copy of resources. What you're seeing is either lag or bots causing the node to vanish or be harvested before you get to it.
This is an example of quest instancing most likely. One of you had done a quest in those areas that the other hadn't, so you were split up so to speak.No, this is eso. I was recently helping my wife get her master angler achievement. On two separate occasions we got to points on the map where we could basically walk in and out of an instance. Her character would disappear off my screen and mine off hers. She would see a fishing hole where I would not. Traveling to each other did not fix it. All we had to do was walk a bit out of the area and magically reappear. I think it was just particular spots on the map. (Xbox)
Eccentric_Vampire wrote: »I've seen nodes disappear too. I had just loaded in from another area though so I assumed it was that. I'm not sure what platform you're on, but since I play on Xbox myself, I'm wondering if it's a console thing.
Having instanced zones is a flawed system. They should be separate channels. It's extremely creepy that all instances of a zone exist on literally the same map and as such invisible ghosts (other players) walk around us all the time.
Your friend is standing next to you but in a different instance so you just see a speech bubble floating in the air without any avatar below it.
You are interacting with a node but then it suddenly says "someone is using this" although you are alone, and then the node disappears.
Nodes disappear around you but there's no-one there.
Party member indicators floating in mid-air.
scorpius2k1 wrote: »Fwiw, my only gripe about instancing is friends, and especially groups. Sure, "just port" and what not, but that's the "solution" only because that's what we are attuned to doing in ESO as normal. Had this type of instancing been implemented, dare I say, properly, it would be the norm. Why the server doesn't always phase you in the same public zone instance (overland, dungeon, etc) as your friends/group, but instead randomly phased into the same or different instance is a bit odd to me. It seems to be implemented properly and widely on other MMO's, I don't see why ESO doesn't do it as well. The global phasing would only need to happen when you are in the same zone as others on your friends/group list, and even more fine-tuned, only when in the same area. It may seem insignificant to some but for me it would be a huge QoL feature and imho make the gameplay a lot more seamless and immersive.
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scorpius2k1 wrote: »Fwiw, my only gripe about instancing is friends, and especially groups. Sure, "just port" and what not, but that's the "solution" only because that's what we are attuned to doing in ESO as normal. Had this type of instancing been implemented, dare I say, properly, it would be the norm. Why the server doesn't always phase you in the same public zone instance (overland, dungeon, etc) as your friends/group, but instead randomly phased into the same or different instance is a bit odd to me. It seems to be implemented properly and widely on other MMO's, I don't see why ESO doesn't do it as well. The global phasing would only need to happen when you are in the same zone as others on your friends/group list, and even more fine-tuned, only when in the same area. It may seem insignificant to some but for me it would be a huge QoL feature and imho make the gameplay a lot more seamless and immersive.
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Eccentric_Vampire wrote: »I've seen nodes disappear too. I had just loaded in from another area though so I assumed it was that. I'm not sure what platform you're on, but since I play on Xbox myself, I'm wondering if it's a console thing.
Agreed with everything you said. You're likely right about the server population being soft-capped in larger zones being one reason to an extent of why sometimes we are in the same phase with friends/group and other times not. This is why I have such an issue with the "megaserver" concept; in ESO it seems more like a misnomer and still acts more like a "shard" for lack of a better word. A great concept on paper, but not so much in a live environment with so many variables in play it becomes flawed and can have the reverse-effect that is about as reliable as RNG being a guarantee.scorpius2k1 wrote: »Fwiw, my only gripe about instancing is friends, and especially groups. Sure, "just port" and what not, but that's the "solution" only because that's what we are attuned to doing in ESO as normal. Had this type of instancing been implemented, dare I say, properly, it would be the norm. Why the server doesn't always phase you in the same public zone instance (overland, dungeon, etc) as your friends/group, but instead randomly phased into the same or different instance is a bit odd to me. It seems to be implemented properly and widely on other MMO's, I don't see why ESO doesn't do it as well. The global phasing would only need to happen when you are in the same zone as others on your friends/group list, and even more fine-tuned, only when in the same area. It may seem insignificant to some but for me it would be a huge QoL feature and imho make the gameplay a lot more seamless and immersive.
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This probably happens because the instance most of you ported into was filled (possibly with your arrival) leaving no room for one or more of your group mates. And it is very hard to take that into account because most algorithms doing this will put you in the "closest to filled but can take your whole group" instance, but as other players are arriving too that instance might reach max while some of you are porting in, so they have to be put into another instance.
The only thing that bothers me about the instancing is that we have no deliberate choice in which instance we're put in. Like unless I port to a friend in another instance then I can't swap instances. Other games which have this instanced setup allows this, such as STO, NWO and SWTOR. That's what is really needed imo.
What I'm saying is that the instances should be separate and not physically on each other. It's just awkward. All MMOs I've played have different channels so this issue never occurs.