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Can DIfferent "Phases" have different rules?

Gidorick
Gidorick
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I'm just curious about how the phasing for ESO works. Could ZOS, theoretically, create open world PVP phases or RP phases that have different world rules than other phases?



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  • Zorrashi
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    I imagine they could, but I'm no programmer.
  • Arkadius
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    We already have something like this. Think of alliance zones: For some people a zone is level 1-10, for others it's v1 or v6. So I assume it should basically be possible to create instances with more extended rules.
    Edited by Arkadius on February 20, 2016 11:02PM
  • KhajitFurTrader
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    Waaaay before launch, there was talk in developer interviews about different zone phases, and a questionnaire for new players at the beginning of the game, according to which player characters would be put in appropriate phases, sorted by preferences: solo, group, RP, etc.

    At the time of the stress test betas, this system didn't make an appearance, and questions were asked about it on the forum. I can't remember whether there had been an official statement, or there were just educated guesses, but I do remember that the word on the street was that plans for zone phasing by preference had been discontinued due to severe performance restraints put on the server architecture.

    Given how server performance is a hotly discussed topic to this day, zone preference phases failing to materialize was probably for the best. ;)

    So, to answer the question: in theory, yes, they are possible, but may just not be practical. Each of the original zones has, at the minimum, three phases already: one for the Alliance it belongs to, and two VR copies for the others. I don't know if, and how often, this is done, but there may also be multiple copies of the same zone to funnel and distribute population, i.e. once a zone reaches its pop limit, another copy is opened to alleviate system load by overcrowding.
  • Gidorick
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    Waaaay before launch, there was talk in developer interviews about different zone phases, and a questionnaire for new players at the beginning of the game, according to which player characters would be put in appropriate phases, sorted by preferences: solo, group, RP, etc.

    At the time of the stress test betas, this system didn't make an appearance, and questions were asked about it on the forum. I can't remember whether there had been an official statement, or there were just educated guesses, but I do remember that the word on the street was that plans for zone phasing by preference had been discontinued due to severe performance restraints put on the server architecture.

    Given how server performance is a hotly discussed topic to this day, zone preference phases failing to materialize was probably for the best. ;)

    So, to answer the question: in theory, yes, they are possible, but may just not be practical. Each of the original zones has, at the minimum, three phases already: one for the Alliance it belongs to, and two VR copies for the others. I don't know if, and how often, this is done, but there may also be multiple copies of the same zone to funnel and distribute population, i.e. once a zone reaches its pop limit, another copy is opened to alleviate system load by overcrowding.

    Thanks for the lesson @KhajitFurTrader . I could see the performance issues being a problem. In hindsight, the Megaserver technology seems to be more a hindrance to ESO than it is a boon.
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  • KhajitFurTrader
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    Gidorick wrote: »
    I could see the performance issues being a problem. In hindsight, the Megaserver technology seems to be more a hindrance to ESO than it is a boon.
    Well, that depends. ;)

    The current industry trend generally seems to point towards server consolidation (which in turn might be owed to an overall shrinking market, as "peak MMO" lies behind us in the past). WoW, LOTRO, WildStar, to name but a few, all of them have been forced to react to declining player numbers in recent history by reducing the number of copies, or shards, of their online worlds (WildStar even grabbed and ran with the term "megaservers"). Declining player numbers over the lifetime of an MMO isn't a new phenomenon, far from it. It's perfectly natural. So, server consolidation is one way to justify the continuing promise of "massively" towards the players, even if news about it will almost always be taken as a "bad omen" by the more dramatically inclined (we all know the "X is dying!!!" posts...).

    On the other hand, hardware has been evolving over the years, you can do more and more with less and less hardware "boxes". Whereas ten years ago, one box could sufficiently serve 2k or 3k of concurrent players, not only have the absolute numbers grown, but the software also made leaps and bounds. Just look at WoW to see how the formerly hard server/realm boundaries have positively dissolved over the years. One click, and within minutes you're playing together with 39 other players from three dozen realms in the same data center. By now, classic "realms" only exist as logical entities for historical reasons, not out of technological necessity. One can argue that, for the player, one aspect (out of many others) of identity went out of the window, but players don't like long queue waiting times either (especially the poor DDs ;)).

    And finally, any new MMOs starting out will most likely be swarmed by "MMO locusts", riding on the hype train. It has happened, and will again. ;) In the first months after launch, performance will most likely tank in the face of the inrush, and as companies scramble to up available computing power and open new servers left and right, almost inevitably some of them will be ghost towns as the hype train leaves for the next station some time later. Again, WildStar is a prime, and not the only, example for this behavior.

    Megaservers do provide elegant solutions to all of this, by not even having these problems in the first place. Yes, they also have drawbacks when compared with smaller-scale realms/shards, which have been discussed here, as well. But I tend to think that the megaserver concept has not been the baddest one for a game like ESO. I know, "it could have been a lot worse" does not make an appealing argument, but when compared to what other MMOs went through in the time since ESO's launch, the megaserver architecture per sé has not been one of the most prevalent problems. Regarding performance, to me this is an issue of ongoing code optimization -- independent from the underlying hardware architecture for the most part.
  • Kendaric
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    I'd love to see "special rules" phases implemented, though I doubt it will happen.
      PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!. PC EU/PC NA roleplayer and solo PvE quester
    • NewBlacksmurf
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      What if ZOS told you that Cyrodil is exactly what you're asking for but they call them campaigns?

      If this is what it is, would you still want it considering the Cyrodil performance issues today?
      -PC (PTS)/Xbox One: NewBlacksmurf
      ~<{[50]}>~ looks better than *501
    • Lenikus
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      There are already multiple 'instances' of zones that go over x population, to avoid clustering.. but overall, nah... i liek trolling people and i think the world would be safer if i couldn't stab people.
      ... Mai cave. >:3
    • Elsonso
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      So, to answer the question: in theory, yes, they are possible, but may just not be practical. Each of the original zones has, at the minimum, three phases already: one for the Alliance it belongs to, and two VR copies for the others. I don't know if, and how often, this is done, but there may also be multiple copies of the same zone to funnel and distribute population, i.e. once a zone reaches its pop limit, another copy is opened to alleviate system load by overcrowding.

      Terminology becomes a bear here because I think ZOS uses terms differently than the players.

      To expand upon what you said, I actually believe that there are three completely separate versions of each of the base zones, and maybe even for the current DLC zones. One for each alliance. While they can maybe use the same version of the zone for Craglorn and Wrothgar and just separate the players visually, the different levels and scaling of the base zones for Cadwell exceeds what I believe their capabilities were at the time those zones were created. From where I stand, the easiest and most reliable way to create the Cadwell zones during development would have been to do a "copy/paste then edit". Each zone is already by itself, which is why I think this. Having Glenumbra_DC, Glenumbra_AD, and Glenumbra_EP as three distinct and separate zones has maintenance issues, but the programming complexity to handle it on the server is likely much less.

      If this is considered a "phase" by the players, then creating a new copy of each of the three Alliance zones for PVE and PVE would certainly be possible. That is a lot of overhead to make a "phase" for PVP and a "phase" for RP for every place in Tamriel.

      I am not sure that ZOS would call this a "phase". For the purpose of language, it would be interesting to find out what all the different "parallel dimension" terms they use are. I would certainly like to use the right terms, and use them properly. I am not even certain who would be the one in ZOS that could answer that, or if such a list of definitions might reveal too much proprietary information about Megaserver design.

      As for the latter part of your statement, Konkle revealed in 2014 that each zone has what he called "channels" that the server puts the players into when they enter the zone. Cyrodiil is handled differently, but it sounds like places like Glenumbra can have as many as are needed. These channels appear to serve no purpose other than to limit how many people are with a player. It allows an almost unlimited number of players to be sharing the same zone, even the same exact location, without having to worry about all the interactions between all those players causing performance problems. It is this channel assignment process that I believe the "questionnaire" was going to be used for, and it is all handled dynamically by the server.

      While they do not have the questionnaire, they apparently retained a good portion of the capability by grouping players who "know each other" together into the same channel. Guilds, groups, and friends tend to be grouped together, and "travel to" allows players to jump across channels. How much they use this depends on what they want to do with the capability, and how much server load it takes to do it. This channel assignment probably has to be done during the loading screen when changing zones.

      It is the use of channels to enforce the separation of players that are in the same location that may contribute to people periodically making population-based claims that the game is dead, dying, or going to be. They destroy our perception on how busy the server is, to the point where we cannot tell the difference between low server population and high server population. Channels might be only a couple hundred players in size, and we will not be seeing all of them during the course of play. We don't know if there is one channel or 50 channels, and we have no idea how balanced the channel populations might be.

      Interested if you have any thoughts or different ideas on this.
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    • KhajitFurTrader
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      First off, I agree that terminology can be a hindrance while discussing different techniques. For example, a "phase" might more fittingly denote a dedicated set of visible surroundings that the client displays to the player, which depends on the character's state of progression (e.g. in a quest), and not on any state the server is in. Players might be in the same instance of a zone, but in different phases, and thus not be able to interact with the same NPCs or each other. Phases are usually local to "cells", i.e. the smallest unit of a zone for which mutual visibility is computed. When leaving the phased surroundings, others in the area are phased back into view.

      An "instance", on the other hand, is one of several identical, but separated copies of the same landscape or surroundings for a group or even a larger subset of players. As you said, Glenumbra has three different instances (one for each alliance) with separate rulesets regarding MOB, NPC, and resource levels. With the upcoming discontinuation of VR levels, we might even see the "Cadwell zones" get the "DLC scaling zone" treatment (which would mean a non-trivial redesign). After all, cross-alliance grouping for the smaller kind of instanced content (i.e. the group delves and trials) will become possible as well. The non-Cadwell, non-DLC zones would have to stay as they are, however, because they provide the basic leveling experience.

      I find the channel concept intriguing, and I don't remember reading about it before. The old battle.net chat rooms come to mind: if one chat room filled up to its cap (100 per channel in the days of D2, iirc), another one was spawned and joining players were placed in it. The reason for handling things this way is simple mathematics: each message from any member to the chat room has to be sent back to all participants of said chat room; the number of messages to be handled by the chat room thread grows linearly to the number of participants (complexity of O(n)). With a graphical MMO client, there's another catch: player characters are usually the objects with the highest polycount and the most diverse armor textures in a scene (I'm not even speaking about particle effects caused by those players). If there were 600 concurrent players in same place, and the client had to display all of them, performance would suffer for everyone. Split them up into neat slices of, say, 300, and you spread the load on two threads.

      It would be interesting to know how channels are implemented: are they light-weight instances, heavy-weight phases, or something in-between? (I don't expect them to talk shop, as these things are trade secrets)
      It is the use of channels to enforce the separation of players that are in the same location that may contribute to people periodically making population-based claims that the game is dead, dying, or going to be. They destroy our perception on how busy the server is, to the point where we cannot tell the difference between low server population and high server population. Channels might be only a couple hundred players in size, and we will not be seeing all of them during the course of play. We don't know if there is one channel or 50 channels, and we have no idea how balanced the channel populations might be.

      You say this as if it was a disadvantage. ;) As an old MMO player, I like bustling cities; but as an old TES player, I prefer lonesome landscapes. ESO's dichotomy suits me just fine. As for the doom-sayers, they will do that regardless of any evidence, visual or not.

      Take WoW as an example of how to approach this from the other side: in its golden days, each realm had their own zone threads, exclusive to that server. As server populations aged and concurrency numbers dwindled (again, a perfectly normal process for all online worlds), the zones -- especially the leveling areas -- naturally became ghost towns. Enter cross-server zones: one shared zone thread for all logical servers in the same data center. Or two, as there are PvE and PvP rulesets. Players can still chat, group, or cuss each other for stealing resources that "belonged" to them. It's just that they all have their server names attached to their character tag, and that evokes a feeling of "not being home". But who knows, someday even Blizzard might educate their players about "Servers" or Realms being an outdated concept, which only existed virtually in the past few years anyway, ditch them, and introduce regional megaservers. Would make a lot of things easier to handle.
    • Elsonso
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      I find the channel concept intriguing, and I don't remember reading about it before. The old battle.net chat rooms come to mind: if one chat room filled up to its cap (100 per channel in the days of D2, iirc), another one was spawned and joining players were placed in it. The reason for handling things this way is simple mathematics: each message from any member to the chat room has to be sent back to all participants of said chat room; the number of messages to be handled by the chat room thread grows linearly to the number of participants (complexity of O(n)). With a graphical MMO client, there's another catch: player characters are usually the objects with the highest polycount and the most diverse armor textures in a scene (I'm not even speaking about particle effects caused by those players). If there were 600 concurrent players in same place, and the client had to display all of them, performance would suffer for everyone. Split them up into neat slices of, say, 300, and you spread the load on two threads.

      I do not think it has ever been in print. Konkle did an interview for ESO Off The Record (#120, I think) where he mentioned this when the discussion turned to "phases".


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