Ghost-Shot wrote: »They already phase the zones, so it will be exactly what it is now.
NewBlacksmurf wrote: »Not knowing exactly how this cap works as well as not knowing what the cap is, I'm in between but knowing they can adjust the cap, seems hopefully as a option.
The other part of me feels like this change will become a big topic of discussion in a negative manner because if One Tamriel brings us together but also seperated us....without detail, it doesn't actually seem good or bad but worth discussing.
lordrichter wrote: »As for separation, we are already separated from the other players who might already exist in the other channels for the zone we are in. We cannot see them, we cannot hear them in zone chat or proximity chat. We are blissfully unaware that they are there. That won't change with One Tamriel.
lordrichter wrote: »NewBlacksmurf wrote: »... we cannot hear them in zone chat...
Actually that's not true. Or at least that wasn't the case during release when those first zones where very, very busy. I remember creating groups through zone chat and then having some players in the group invisible to me (although you could see the group chevron) until one of you "traveled" to the other.
Zone chat was global... at least back then it was
ZOS_JessicaFolsom wrote: »To clarify and echo what @Ghost-Shot mentioned, this is already in the game and is something we can adjust.
lordrichter wrote: »As for separation, we are already separated from the other players who might already exist in the other channels for the zone we are in. We cannot see them, we cannot hear them in zone chat or proximity chat. We are blissfully unaware that they are there. That won't change with One Tamriel.
I'm pretty sure zone chat is global across all instances, that's why if you join a PUG in zone you'll get the "Travel to Group Leader" pop-up. Not sure about proximity chat though.
lordrichter wrote: »lordrichter wrote: »As for separation, we are already separated from the other players who might already exist in the other channels for the zone we are in. We cannot see them, we cannot hear them in zone chat or proximity chat. We are blissfully unaware that they are there. That won't change with One Tamriel.
I'm pretty sure zone chat is global across all instances, that's why if you join a PUG in zone you'll get the "Travel to Group Leader" pop-up. Not sure about proximity chat though.
Such a thing would not scale very well, and the megaserver is designed to scale.
Why are we voting on this? The game already uses this and has been using this since the launch.
lordrichter wrote: »lordrichter wrote: »As for separation, we are already separated from the other players who might already exist in the other channels for the zone we are in. We cannot see them, we cannot hear them in zone chat or proximity chat. We are blissfully unaware that they are there. That won't change with One Tamriel.
I'm pretty sure zone chat is global across all instances, that's why if you join a PUG in zone you'll get the "Travel to Group Leader" pop-up. Not sure about proximity chat though.
Such a thing would not scale very well, and the megaserver is designed to scale.
I disagree, and in fact the behavior of the chat channels during normal game lag leads me to believe that chat is almost a completely separate communication channel from the game world. You can lag out from the game world but still send & receive chat messages instantly (until you get kicked from the server at least).
Honestly, scaling a pub/sub chat channel like the one in ESO sounds really simple TBH. No collision detection, no timing weirdness to work around, just "send this string to all registered listeners." We've been doing that kind of thing for decades at scale.
Forestd16b14_ESO wrote: »Throw One Tamriel in the trash where it belongs already.
lordrichter wrote: »lordrichter wrote: »lordrichter wrote: »As for separation, we are already separated from the other players who might already exist in the other channels for the zone we are in. We cannot see them, we cannot hear them in zone chat or proximity chat. We are blissfully unaware that they are there. That won't change with One Tamriel.
I'm pretty sure zone chat is global across all instances, that's why if you join a PUG in zone you'll get the "Travel to Group Leader" pop-up. Not sure about proximity chat though.
Such a thing would not scale very well, and the megaserver is designed to scale.
I disagree, and in fact the behavior of the chat channels during normal game lag leads me to believe that chat is almost a completely separate communication channel from the game world. You can lag out from the game world but still send & receive chat messages instantly (until you get kicked from the server at least).
Honestly, scaling a pub/sub chat channel like the one in ESO sounds really simple TBH. No collision detection, no timing weirdness to work around, just "send this string to all registered listeners." We've been doing that kind of thing for decades at scale.
Chat is a completely separate communication from the game world. That is not what channels are.
Channels are a means to separate players who are in the same zone into manageable groups. This has to include zone chat, as well as who you are able to see on the screen as you move through the zone. There is simply no other way that they could do this and have the megaserver software scale to support massive numbers of players.
During the beta weekends, on the last day, in the last few minutes, there were parties in the major cities. During this time, they merged "everyone" into the channel I was in. (When I say "everyone", what I mean is "a really really huge number of players" and not necessarily every single player in that zone at that time.) When they do this, it becomes absolutely crystal clear that zone chat is also separated. The zone chat became unusable. It does not scale.
So, yes, zone chat is most definitely channel dependent. What I cannot say is whether this is a 1 to 1 relationship, or if they merge the zone chat across blocks of two or three channels.
Dagoth_Rac wrote: »When it hits the cap, a new instance of zone will be created. This is not like Cyrodiil where there are hard caps and a single instance and you need to queue. For example, there are already (at least!) 3 instances of Reapers March (one for each faction). So there will simply continue to be multiple instances of each PvE zone, but the separation will now be a population-load-balancing thing, not a faction thing.
Why be so dead set against instances? Never understood that one ZOS, even the MMOs that go out of their way to be different "GW2" have instances. Caps always suck, queue lines alway suck. Come up with something better than that.