OP, just a bit of history on the server tech used in ESO.
If lots of players are in one area, the game creates a new instance of that area. It's really not a problem here to have everyone be able to access all the same zones at any point in time. Not everyone will be in the same instance, even if they're in the same zone.
Doesn't the game have multiple phases/instances though? Sure it's all one megaserver but outside of Cyrodiil it was my understanding that if a zone is populated enough it starts more instances for players.
Also there was never really an issue at launch with spawn times of monsters and that had thousands of people all in the same zones. The only time it was really an issue is when areas had buggy or low timers which ZOS went back and changed.
Kai mentioned in the German forum that if a zone gets really full it automatically creates a new instance, so it won't necessarily mean all the zones will be overcrowded. They will probably be more populated, but the devs have control over how many concurrent players can be in a zone at one time before creating further instances of it.
OP, just a bit of history on the server tech used in ESO.
If lots of players are in one area, the game creates a new instance of that area. It's really not a problem here to have everyone be able to access all the same zones at any point in time. Not everyone will be in the same instance, even if they're in the same zone.
Rev Rielle wrote: »At first glimpse one might think: Three times the players, but three times the area available also.
However, the area available will be much much more than just three times:
At the moment when leveling 1-50: You have ~4 zones.
After One Tamriel is released: You'll have ~22 possible zones.
Leveling post 50: Currently you have roughly ~5 zones available.
Post One Tamriel release: You will have ~22 zones.
Sure some hubs will inevitably become more populated, but there are already mechanism in place for that; phasing.
I don't see it being a problem.
ContraTempo wrote: »
Doesn't the game have multiple phases/instances though? Sure it's all one megaserver but outside of Cyrodiil it was my understanding that if a zone is populated enough it starts more instances for players.
Also there was never really an issue at launch with spawn times of monsters and that had thousands of people all in the same zones. The only time it was really an issue is when areas had buggy or low timers which ZOS went back and changed.
I definitely remember an issue at PC launch with the spawn times of monsters. Delve bosses went down a couple of seconds after they spawned (even before the bots invaded) and it was a case of trying to get enough of a hit in to be credited for it. I remember posting about it on these boards at the time (Triple Circle Mine I think).
The concern is realistic.
OP, just a bit of history on the server tech used in ESO.
If lots of players are in one area, the game creates a new instance of that area. It's really not a problem here to have everyone be able to access all the same zones at any point in time. Not everyone will be in the same instance, even if they're in the same zone.
Even then thieving and farming would be a nightmare. Suppose in craglorn, there would like 3x more farmers but it wont really fill the instance yet increase competition by 200%. Or say thieving, which is going to be extremely annoying without the empty Cadwell zones.
Doesn't the game have multiple phases/instances though? Sure it's all one megaserver but outside of Cyrodiil it was my understanding that if a zone is populated enough it starts more instances for players.
World bosses and dolmens respawn on a regular basis. If you actually need a specific dolmen or world boss for the achievement, you can hang around for the 7-10 minutes it takes them to respawn. It's really not a big deal./quote]
Yeah, no that doesn't really work when you realize certain quest need certain mobs alive to be completed at all. If I'm on a solo quest, IE loot 3 RNG item from mobs in this area, and they're all dead because it's a public area I'm not going to be happy to just sit on my ass waiting for respawns so I can advance.
Waiting for respawns is horrendous.
I don't see how all zones will suddenly be crowded. Existing players will just spread out.
Transairion wrote: »World bosses and dolmens respawn on a regular basis. If you actually need a specific dolmen or world boss for the achievement, you can hang around for the 7-10 minutes it takes them to respawn. It's really not a big deal./quote]
Yeah, no that doesn't really work when you realize certain quest need certain mobs alive to be completed at all. If I'm on a solo quest, IE loot 3 RNG item from mobs in this area, and they're all dead because it's a public area I'm not going to be happy to just sit on my ass waiting for respawns so I can advance.
Waiting for respawns is horrendous.
I don't see how all zones will suddenly be crowded. Existing players will just spread out.
You're still thinking of it working like it does now, with each zone have 3 versions (1 per faction).
Come One Tamriel, all factions will have the same zone: Rawl'ka for example will not only have all the level ~45 AD players, it'll have the Cadwell's Silver players AND the Cadwell's Gold players added into it as well. Every zone with have every player who's in that zone questing, regardless if they're level 10 or CP510, thrown into the same spot and only separated by new instances spawning.
Make sense? You can spread out, yes, but if you want to quest in Grahtwood at level 20 you're going to have to deal with Silver and Gold players also around, which doesn't exist now. If they just happen to be grinding CP where you need to quest, well too bad I guess... So the actual starting zones, I imagine, will be brutally populated. The only location I can see not being very populated is Craglorn, just because there's not a lot of reason to go there after doing the questline once.