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Thoughts on Faction / zone caps in One Tamriel per ESO Live 8/12

NewBlacksmurf
NewBlacksmurf
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Gina and Jessica responded to a great question where a concern was around lag with One Tamriel. In the response, it was suggested that ZOS will have caps on the number of players in each zone. It sounds like a phased approach which will seperate us.

What are your thoughts on this?
-PC (PTS)/Xbox One: NewBlacksmurf
~<{[50]}>~ looks better than *501

Thoughts on Faction / zone caps in One Tamriel per ESO Live 8/12 95 votes

This is a good thing (glad it was shared)
65%
laurajfvailjohn_ESOk9mouseGlassHalfFullOmnisoultspecherb14_ESOFluffyMeowingtonKelzanaMadyJD2013BlackEarDarlonDhariusCazicNecreliosDerNachtfalterJames-WayneWingelias.stormneb18_ESOGhost-Shot 62 votes
This is not good as well be game getting seperated or phased
20%
arasysb14_ESOWtrengaleetacakesb16_ESOAllPlayAndNoWorkNifty2gbooksmcreadsollAsysLegolessKarraxxEdziuMyerscodadficereVildebillTyrion87dalodirKingMagawBruhItsOver9000TheAngelofDeath99 19 votes
Other....
14%
saf227_ESONewBlacksmurfSlaaMMdennissomb16_ESOKharnisIselinShadowolfsvyndral13preub18_ESODagoth_RacAnhedonieMrCray78newtinmplsLysettelogosloki 14 votes
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    Im not sure what else people thought would happen.
  • NewBlacksmurf
    NewBlacksmurf
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    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.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Acrolas
    Acrolas
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    Reaper's March Solo Queue Position: 485968
    But I just want to get to the bank...
    Reaper's March Solo Queue Position: 485968
    Just for a minute...
    Reaper's March Solo Queue Position: 485968
    Fine, I'll just crash the game and go to Greenshade...
    Reaper's March Solo Queue Position: 485969
    signing off
  • Ghost-Shot
    Ghost-Shot
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    This is a good thing (glad it was shared)
    They already phase the zones, so it will be exactly what it is now.
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    Ghost-Shot wrote: »
    They already phase the zones, so it will be exactly what it is now.

    This is what confuses me. Maybe since most people play solo they have never noticed.
  • ZOS_JessicaFolsom
    ZOS_JessicaFolsom
    Community Manager
    To clarify and echo what @Ghost-Shot mentioned, this is already in the game and is something we can adjust.
    Jessica Folsom
    Associate Director of Community - ZeniMax Online Studios
    Facebook | Twitter | Twitch | Tumblr | Instagram | YouTube | Support
    Staff Post
  • Dagoth_Rac
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    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.
  • Elsonso
    Elsonso
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    This is a good thing (glad it was shared)
    Everyone outside of Cyrodiil already uses this every time they play.
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
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    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • Lysette
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    It does not separate us, we are all still in zone chat and via private chat reachable - but the game is using a phasing mechanism - Gina called them channels - without those the game could not handle all the players. It is in place since the very beginning, so no need to worry about this - it will not be much different population-wise from how it is now with One Tamriel.
    Edited by Lysette on August 12, 2016 10:01PM
  • Iselin
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    How did you think the megaserver worked? Of course that will happen... just like it has been happening since the game launched lol.

    Not just ESO either. All mmorpgs with this type of megaserver technology - The Secret World is another example - create as many instances of zones as are needed on the fly. The busier the zones the more versions of it that co-exist.
  • Elsonso
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    This is a good thing (glad it was shared)
    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.

    They can change the cap any time they want, but last time I really cared to watch, it seemed like it was on the order of 300-500 players per channel. My guess is that it is still pretty close to that.

    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.

    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
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    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • wayfarerx
    wayfarerx
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    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.
    @wayfarerx - PC / North America / Aldmeri Dominion
  • Iselin
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    ... 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
    Edited by Iselin on August 12, 2016 10:37PM
  • UltimaJoe777
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    Not much to think on it since the way it'll be handled is how the game has been from the beginning.
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Necrelios
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    This is a good thing (glad it was shared)
    As this is the third forum post on the subject, we will now be closing... hah, gotcha!
    Terms & Conditions ["We revoke permission to fictional legal constructs or private/public persons for selling of any private data, censorship, surveillance, personage or conversion as a trespass of law. We prohibit the practice of "procedural law" or corporate statues in place of divine law."]
  • Thevampirenight
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    To clarify and echo what @Ghost-Shot mentioned, this is already in the game and is something we can adjust.

    @ZOS_JessicaFolsom So are they going to enable zone chat for all factions in non pvp location for differant faction players also are you going to open up say and emote for us roleplayers?
    Edited by Thevampirenight on August 12, 2016 10:48PM
    PC NA
    Please add Fangs to Vampires.
  • Lysette
    Lysette
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    Zone chat is global and includes normal zone, and silver and gold ones - i see often people lfg for silver and gold things and I am a low level - they are all in the same zone chat.
  • Elsonso
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    This is a good thing (glad it was shared)
    wayfarerx 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.
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • wayfarerx
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    wayfarerx 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.
    @wayfarerx - PC / North America / Aldmeri Dominion
  • PlagueMonk
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    I have to ask, if this was going to be an issue, why in the HELL do it? It makes no sense in the first place since we are all supposedly battling one another, so WHY are we locked in arms, singing songs around the campfire outside of Cyrodill but the moment we cross over in to that magic zone, we are now suddenly enemies?
    Edited by PlagueMonk on August 12, 2016 11:43PM
  • Woeler
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    Why are we voting on this? The game already uses this and has been using this since the launch.
  • ADarklore
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    This is a good thing (glad it was shared)
    Woeler wrote: »
    Why are we voting on this? The game already uses this and has been using this since the launch.

    ^THIS! However, it was good information because a lot of false information and "sky is falling" threads were being seen as of late regarding how One Tamriel was going to lead to significant issues... and thankfully now we know that One Tamriel will not add any 'additional' issues because there is and always was a cap on the number of players in each zone.
    CP: 2105 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • Elsonso
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    This is a good thing (glad it was shared)
    wayfarerx wrote: »
    wayfarerx 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.
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
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  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Throw One Tamriel in the trash where it belongs already.
  • ADarklore
    ADarklore
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    This is a good thing (glad it was shared)
    Throw One Tamriel in the trash where it belongs already.

    MOST people are excited about One Tamriel. The idea of being able to go anywhere and never out-level an area, always have XP gain, and being able to grind any area instead of the limited few that are usually packed. Being able to go back and help others and still gain XP, most people don't want to help new players now because they gain nothing from it... who wants to spend hours with ZERO XP gain?!? One Tamriel is a great step in bringing people together and at least giving people an incentive to return to older areas.

    Right now it sucks because if I out-level a Dolemen, I get NOTHING from it, no XP and no Fighters Guild points... at least One Tamriel will make Dolemens viable no matter what level you are. I see all positives from One Tamriel, no negatives... well, there is ONE negative... it means you can never be extremely OP and one-shot starter zone enemies anymore. But since I'm not gaining XP from one-shotting them, what am I getting for my over-leveled OP one-shotting besides an ego pat on the back.
    CP: 2105 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • Lysette
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    wayfarerx wrote: »
    wayfarerx 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.

    Nah, it isn't - you can chat with people in zone chat, who are in silver or gold or normal, and you can as well chat with those, which are not in your phase. So in zone chat you get the illusion, that all are in the same instance, even they aren't.
  • SlaaMM
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    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.
  • SlaaMM
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    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.

    I hope your right.
  • Lysette
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    SlaaMM wrote: »
    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.

    The problem with real instances would be, that users would be really separated into different world spaces - and are not in the same world - Megaserver creates the illusion of a single world on a server - with automated instances, and when you teleport to a friend for example, who might not be in the same phase, you get a popup telling you, that you will be put in his phase and if you want to continue. You then leave your phase and are put in his - but you can still chat with those, which were in the old phase, that communication is not broken by this.
  • Cazic
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    This is a good thing (glad it was shared)
    The game already works this way, it just intelligently places you in the same instance as players you're associated with, and doesn't advertise it. So in theory there will be no differenxe.
    Edited by Cazic on August 13, 2016 1:14AM
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