There are no 'random instances'
If you completed the town/vilalge's quest, it's no longer infested with dremora/evil pact/covenant soldiers, so that's it.
For people who have not yet completed the quest, the town will still be overrun.
It's not random. It's progress related. Some people say you can circunvent this by having the 'non' completed quest person invite the other, but i'm sure it doesn't work ^^'
How would you know, though? There's no identifier for which server shard you're in, so there's know way to know whether they are in use or not. I think "phases" are something else though; locations are in different "phases" depending on whether you complete a quest there or not, whereas what I am calling shards (and what I think ZOS call "channels") are the different dynamic instances of zones. Locations are in different phases within the shards, and changing between phases doesn't require a loading screen. Changing between shards though would require a loading screen.stefan.gustavsonb16_ESO wrote: »There are dynamic instances in the game, but i haven't actually seen them kick in for a very long time. No places I have been to have been crowded enough to be split. What you are seeing is probably a quest related difference, as pointed out above. With the current low population in the game, only very few locations will ever have more than one instance (or "phase", as they call it).
There are no 'random instances'
If you completed the town/vilalge's quest, it's no longer infested with dremora/evil pact/covenant soldiers, so that's it.
For people who have not yet completed the quest, the town will still be overrun.
It's not random. It's progress related. Some people say you can circunvent this by having the 'non' completed quest person invite the other, but i'm sure it doesn't work ^^'
How would I know? Well, I can't be absolutely certain, but I can observe and draw conclusions. When I find myself almost alone in a game location in an MMO, do I find it plausible that other players would also be playing more or less by themselves in separate instances of that place? If I am one of three or four people in a public dungeon, when I see only a handful of other players in a city, or when I visit a bank where the number of visitors is in the low single digits, my conclusion is that the few people I see are the only ones across the entire server who are in that place at that time. It stands to reason that only places that are well populated would be duplicated.How would you know, though? There's no identifier for which server shard you're in, so there's know way to know whether they are in use or not.stefan.gustavsonb16_ESO wrote: »There are dynamic instances in the game, but i haven't actually seen them kick in for a very long time. No places I have been to have been crowded enough to be split. What you are seeing is probably a quest related difference, as pointed out above. With the current low population in the game, only very few locations will ever have more than one instance (or "phase", as they call it).
I'm not sure about that, but right now, it's mostly the same thing, so it's more or less a moot point.So zone chat is instanced then. That sucks. I thought Zone chat meant everyone in the city regardless of instance.
When I go to a town, I would think that everyone would be in the same instance there, but they are not. One time I saw a friend in a town, another time we were in different instances (and it was not because of quest differences).
So zone chat is instanced then. That sucks. I thought Zone chat meant everyone in the city regardless of instance.
stefan.gustavsonb16_ESO wrote: »How would I know? Well, I can't be absolutely certain, but I can observe and draw conclusions. When I find myself almost alone in a game location in an MMO, do I find it plausible that other players would also be playing more or less by themselves in separate instances of that place? If I am one of three or four people in a public dungeon, when I see only a handful of other players in a city, or when I visit a bank where the number of visitors is in the low single digits, my conclusion is that the few people I see are the only ones across the entire server who are in that place at that time. It stands to reason that only places that are well populated would be duplicated.How would you know, though? There's no identifier for which server shard you're in, so there's know way to know whether they are in use or not.stefan.gustavsonb16_ESO wrote: »There are dynamic instances in the game, but i haven't actually seen them kick in for a very long time. No places I have been to have been crowded enough to be split. What you are seeing is probably a quest related difference, as pointed out above. With the current low population in the game, only very few locations will ever have more than one instance (or "phase", as they call it).
At launch, some places were crawling with players, often to the point of cities and delves being overcrowded. As a consequence, they lowered the threshold before another instance was created, but why would they now have multiple parallel instances of the world with so few players in each that the game looks deserted? No, sorry, I will stand by my conclusion that the game does not make heavy use of parallel instances right now.
Their megaserver would be good at hiding crowds if we had them, but it's absolutely terrible at hiding the current lack of crowds.I'm not sure about that, but right now, it's mostly the same thing, so it's more or less a moot point.So zone chat is instanced then. That sucks. I thought Zone chat meant everyone in the city regardless of instance.
How would you know, though? There's no identifier for which server shard you're in, so there's know way to know whether they are in use or not. I think "phases" are something else though; locations are in different "phases" depending on whether you complete a quest there or not, whereas what I am calling shards (and what I think ZOS call "channels") are the different dynamic instances of zones. Locations are in different phases within the shards channels, and changing between phases doesn't require a loading screen. Changing between shardschannels though would require a loading screen.
Think of it like this:
- Four players form a group and all go to the same place
- Player 1, Player 3, and Player 4 have finished a quest in that place
- Player 2 has not yet finished the quest
- Player 3 and Player 4 can see each other, but not Player 1
- Player 1 and Player 2 can not see anyone else
- Player 2 turns in the quest, and suddenly 1 and 2 can see each other
- -> Player 2 just moved between phases (without a loading screen)
- Players 3 and 4 use /traveltoplayer to Player 1
- All players can now see each other
- -> Players 3 and 4 just moved between shardschannels (with a loading screen)
No, there is no direct way to change between shards channels, unless you can find a player in a different one and /travel them. Logging off and logging on again will sometimes put you in a different shardchannel, but it's random. Since they are dynamically generated anyway, all it would be conceivably possible to do would be to type a slash command to load into a different one, but you wouldn't know whether it was more populated or not.
stefan.gustavsonb16_ESO wrote: »How would I know? Well, I can't be absolutely certain, but I can observe and draw conclusions. When I find myself almost alone in a game location in an MMO, do I find it plausible that other players would also be playing more or less by themselves in separate instances of that place? If I am one of three or four people in a public dungeon, when I see only a handful of other players in a city, or when I visit a bank where the number of visitors is in the low single digits, my conclusion is that the few people I see are the only ones across the entire server who are in that place at that time. It stands to reason that only places that are well populated would be duplicated.
Their megaserver would be good at hiding crowds if we had them, but it's absolutely terrible at hiding the current lack of crowds.
Zone chat is not instanced. It does mean everyone in that zone, regardless of the channel they're in. Even if you cannot actually see them until you join the same channel (using the method I described above), you can still talk to them.
Now that's interesting, I didn't think it could do that based on my experience with Travel to Player. When I was /travelling to someone in the same channel as me, the loading screen was as it usually is, with the zone music plonking away in the background, whereas when I /travelled to someone in a different channel, the loading screen was accompanied by the Title Screen theme tune instead (like when you go to Cyrodiil). That's how I was identifying whether the channel changed, and why I would have assumed that channels couldn't be merged.lordrichter wrote: »When you enter a zone, I am sure that part of the time that the loading screen is up is finding a channel to enter into. They try to group friends, party members, and guild members into the same channel, and that is probably what takes the most amount of time when selecting an appropriate channel.How would you know, though? There's no identifier for which server shard you're in, so there's know way to know whether they are in use or not. I think "phases" are something else though; locations are in different "phases" depending on whether you complete a quest there or not, whereas what I am calling shards (and what I think ZOS call "channels") are the different dynamic instances of zones. Locations are in different phases within the shards channels, and changing between phases doesn't require a loading screen. Changing between shardschannels though would require a loading screen.
Think of it like this:
- Four players form a group and all go to the same place
- Player 1, Player 3, and Player 4 have finished a quest in that place
- Player 2 has not yet finished the quest
- Player 3 and Player 4 can see each other, but not Player 1
- Player 1 and Player 2 can not see anyone else
- Player 2 turns in the quest, and suddenly 1 and 2 can see each other
- -> Player 2 just moved between phases (without a loading screen)
- Players 3 and 4 use /traveltoplayer to Player 1
- All players can now see each other
- -> Players 3 and 4 just moved between shardschannels (with a loading screen)
No, there is no direct way to change between shards channels, unless you can find a player in a different one and /travel them. Logging off and logging on again will sometimes put you in a different shardchannel, but it's random. Since they are dynamically generated anyway, all it would be conceivably possible to do would be to type a slash command to load into a different one, but you wouldn't know whether it was more populated or not.
However, I do not think that a loading screen is always required after that. I learned in beta that the server can merge channels dynamically and can do it without a loading screen. I do not know if the server can move individual players between channels or split channels, or whether a loading screen would be required if that happened.
lordrichter wrote: »Unless they changed this, what you say here directly contradicts what I have actually seen in the game. Namely, that as channels got merged during beta, the traffic in zone chat increased to the point where it was not possible to read it. This increase in speed makes me think that the chat subsystem content is unique to the channel.
lordrichter wrote: »Unless they changed this, what you say here directly contradicts what I have actually seen in the game. Namely, that as channels got merged during beta, the traffic in zone chat increased to the point where it was not possible to read it. This increase in speed makes me think that the chat subsystem content is unique to the channel.
Well, I am not currently in any trade guilds (or any guilds at all, for that matter), so I do most of my buying and selling utilizing zone chat.
Often, though we are clearly in the same zone since we were both just talking in the chat, when we meet to trade our wares, one of us needs to travel to the other because we are invisible to each other.
That's really my only proof. : P
Moonshadow66 wrote: »The only zone/city I'm aware of is the Hollow City in Coldharbour which is not an instance/phase anymore. I've seen LEVEL 1 (!) players there along with VR14 players while I was still at the start of that questline. Usually we couldn't see any of them, but for some reason we can, now.