LadyNalcarya wrote: »Mystrius_Archaion wrote: »LadyNalcarya wrote: »Mystrius_Archaion wrote: »LadyNalcarya wrote: »Mystrius_Archaion wrote: »shaielzafine wrote: »It's called Elder Scrolls Online, so not having an offline mode makes sense. It doesn't save your progress the way single player games do and you can't mod it the way you can mod something like Skyrim. If I was allowed to play offline mode without other players then I'd just farm things and then put it in the bank, then use it later to sell to others for profit. The skill lag and the very poor game performance that you mention is just something we have been living with now, since they haven't fixed anything. An offline mode wouldn't help, they need to get their things together before more people quit the game because it's performing poorly and for some people like the other commenters, unplayable.
"Offline mode".......
How could you "sell to others later" when you can't take it "online" because it is "offline"?
There are games that allow you to play both offline and then log in and continue playing online. Those games are often full of cheaters and none of them are mmos.
And yet you didn't read when I posted "anybody with 5% of a brain would realize that is a potential problem and code it to prevent that by keeping it offline".
Seriously!
What you say as possible cheating is already as possible as it will ever be. The server is the "master" and the client side, your computer or my computer, are the "slaves". We can input anything we want from our side to send to the server and then to other players to cheat, but the server "clamps" that and prevents it from working by running checks to make sure no data is out or allowed ranges.
That's MMO Anti-Cheat Software Method #1.
The "offline" version would much more easily prevent "online" cheating by just blocking all play "online" from "offline"data. It would be much more powerful and easy to prevent any cheating.
Hell, it's like taking away the car/truck/keys of a drunk driver. That stops them from drunk driving a hell of a lot better than just taking their license or relying on their own drunk judgement to make them stop and think, while drunk, "maybe I'm too drunk to drive".
How is this a hard concept? It's 3-year-old-child logic.
So you're trying to say that software developers have less than 5% of a brain?
I underestimated readers again....
No, I'm saying "these developers are obviously smart enough to code in a server check to prevent any offline data from going to any online version of the game and easily prevent cheating", given the assumption that they would bother to even think about an offline version at all in order to implement it.
My, my. We're on the meme level already. I hoped you'd last longer, pretending to be smarter than everyone else and all.
What you said doesnt matter because facts prove otherwise. If it's so easy, why no one does it? Game company is a business first and foremost, I'm sure they would love to have your money. Mmo companies sell all kinds of things, but they never offer an offline version of the game, even though the demand is here. If you're so wise, you'll understand why.
And if it's so easy to prevent cheating, why does it still exist in those solo games with online modes?

ZOS is in no way obligated to modify or alter their product to work in a way that it is not intended to. ZOS is in no way obligated to create any sort of legacy support or alternative access channels for the product after the servers are taken offline.
The Entertainment Software Association, which Bethesda Softworks joined in 2015, opposes archival servers for abandoned online games. It's an exponentially steeper hill on both sides to change the fundamental delivery of an active intellectual property.
https://www.digitaltrends.com/gaming/online-games-dmca-exemption/
Mystrius_Archaion wrote: »Money rules all.
That's why your post is both true and subject to change if it is found that there is money to be made the other way.
Mystrius_Archaion wrote: »LadyNalcarya wrote: »Mystrius_Archaion wrote: »LadyNalcarya wrote: »Mystrius_Archaion wrote: »LadyNalcarya wrote: »Mystrius_Archaion wrote: »shaielzafine wrote: »It's called Elder Scrolls Online, so not having an offline mode makes sense. It doesn't save your progress the way single player games do and you can't mod it the way you can mod something like Skyrim. If I was allowed to play offline mode without other players then I'd just farm things and then put it in the bank, then use it later to sell to others for profit. The skill lag and the very poor game performance that you mention is just something we have been living with now, since they haven't fixed anything. An offline mode wouldn't help, they need to get their things together before more people quit the game because it's performing poorly and for some people like the other commenters, unplayable.
"Offline mode".......
How could you "sell to others later" when you can't take it "online" because it is "offline"?
There are games that allow you to play both offline and then log in and continue playing online. Those games are often full of cheaters and none of them are mmos.
And yet you didn't read when I posted "anybody with 5% of a brain would realize that is a potential problem and code it to prevent that by keeping it offline".
Seriously!
What you say as possible cheating is already as possible as it will ever be. The server is the "master" and the client side, your computer or my computer, are the "slaves". We can input anything we want from our side to send to the server and then to other players to cheat, but the server "clamps" that and prevents it from working by running checks to make sure no data is out or allowed ranges.
That's MMO Anti-Cheat Software Method #1.
The "offline" version would much more easily prevent "online" cheating by just blocking all play "online" from "offline"data. It would be much more powerful and easy to prevent any cheating.
Hell, it's like taking away the car/truck/keys of a drunk driver. That stops them from drunk driving a hell of a lot better than just taking their license or relying on their own drunk judgement to make them stop and think, while drunk, "maybe I'm too drunk to drive".
How is this a hard concept? It's 3-year-old-child logic.
So you're trying to say that software developers have less than 5% of a brain?
I underestimated readers again....
No, I'm saying "these developers are obviously smart enough to code in a server check to prevent any offline data from going to any online version of the game and easily prevent cheating", given the assumption that they would bother to even think about an offline version at all in order to implement it.
My, my. We're on the meme level already. I hoped you'd last longer, pretending to be smarter than everyone else and all.
What you said doesnt matter because facts prove otherwise. If it's so easy, why no one does it? Game company is a business first and foremost, I'm sure they would love to have your money. Mmo companies sell all kinds of things, but they never offer an offline version of the game, even though the demand is here. If you're so wise, you'll understand why.
And if it's so easy to prevent cheating, why does it still exist in those solo games with online modes?
1) Cheating exists in ESO also already. Deny it; go ahead, make my day.
An offline mode would be much easier to prevent cheating, which the very definition of cheating requires other players to play with/against, so it wouldn't matter if cheats could be had "offline" as they would be prevented "online" because the "offline" character could never get "online".
2) Nope, I'm just actually reading my own posts and others, or at least parts of others. I'm not any smarter than anybody else. I'm just less of a conclusion-lemming and applying critical thinking to both sides and realizing that both sides are not mutually exclusive and it is possible to do this and be successful without 2 very different development paths(especially since they could make solo possible in group content by having a "reverse Battle Spirit" effect to make a single player strong enough to do group content solo, so easy and existing code for what seemed complicated at first but suddenly is easier).
Mystrius_Archaion wrote: »Versispellis wrote: »The obvious answer is sometimes the correct one. We can't have an offline mode because account data is saved server side, not locally.
It's actually both, but the server is considered "master" such that it can rewrite the "slave" client side.
That's how the code works.
I saw the arguments earlier in the thread about "it's too much information to run on one PC", but then how does Skyrim work with a huge world and better graphics?
It's not transferring all 60+ gigabytes of the game data every second or even every day. In fact, my monthly gaming data exchange is under 1GB even on the heaviest of months, which I know because I've had to work with data caps on cellphone hotspot due to living in one of the poor internet regions of the United States. It only takes a small amount of data because they minimized it to mostly just XYZ location and some action variable, which is one reason you can't do some things the same time as others because it reduces momentary bandwidth usage.
I'm at least 3 miles from "ok" internet, which is at least 10s of thousands of dollars in distance of cable laying, and 11 miles from actually "decent" internet at only 100mbps, which is potentially a million dollars of distance.
I need the potential off offline to live where I want, because of work and because it is beautiful, and because we shouldn't all be forced to live on top of each other. It's not like people enjoy living with loud real life neighbors and drug labs in the neighbor's house and drive-by-shootings and sirens from police cars at any hour even if it is convenient to everything; it's literally convenient to everything, even the horrible stuff is conveniently right next door.
And yes, if this game "requires servers because it's too huge" then every offline game ever could never have existed and the internet bandwidth everyone has must be 100GBps, gigabytes, so that the game can be transferred fully every second on top of all the character actions.
LadyNalcarya wrote: »Mystrius_Archaion wrote: »LadyNalcarya wrote: »Mystrius_Archaion wrote: »LadyNalcarya wrote: »Mystrius_Archaion wrote: »LadyNalcarya wrote: »Mystrius_Archaion wrote: »shaielzafine wrote: »It's called Elder Scrolls Online, so not having an offline mode makes sense. It doesn't save your progress the way single player games do and you can't mod it the way you can mod something like Skyrim. If I was allowed to play offline mode without other players then I'd just farm things and then put it in the bank, then use it later to sell to others for profit. The skill lag and the very poor game performance that you mention is just something we have been living with now, since they haven't fixed anything. An offline mode wouldn't help, they need to get their things together before more people quit the game because it's performing poorly and for some people like the other commenters, unplayable.
"Offline mode".......
How could you "sell to others later" when you can't take it "online" because it is "offline"?
There are games that allow you to play both offline and then log in and continue playing online. Those games are often full of cheaters and none of them are mmos.
And yet you didn't read when I posted "anybody with 5% of a brain would realize that is a potential problem and code it to prevent that by keeping it offline".
Seriously!
What you say as possible cheating is already as possible as it will ever be. The server is the "master" and the client side, your computer or my computer, are the "slaves". We can input anything we want from our side to send to the server and then to other players to cheat, but the server "clamps" that and prevents it from working by running checks to make sure no data is out or allowed ranges.
That's MMO Anti-Cheat Software Method #1.
The "offline" version would much more easily prevent "online" cheating by just blocking all play "online" from "offline"data. It would be much more powerful and easy to prevent any cheating.
Hell, it's like taking away the car/truck/keys of a drunk driver. That stops them from drunk driving a hell of a lot better than just taking their license or relying on their own drunk judgement to make them stop and think, while drunk, "maybe I'm too drunk to drive".
How is this a hard concept? It's 3-year-old-child logic.
So you're trying to say that software developers have less than 5% of a brain?
I underestimated readers again....
No, I'm saying "these developers are obviously smart enough to code in a server check to prevent any offline data from going to any online version of the game and easily prevent cheating", given the assumption that they would bother to even think about an offline version at all in order to implement it.
My, my. We're on the meme level already. I hoped you'd last longer, pretending to be smarter than everyone else and all.
What you said doesnt matter because facts prove otherwise. If it's so easy, why no one does it? Game company is a business first and foremost, I'm sure they would love to have your money. Mmo companies sell all kinds of things, but they never offer an offline version of the game, even though the demand is here. If you're so wise, you'll understand why.
And if it's so easy to prevent cheating, why does it still exist in those solo games with online modes?
1) Cheating exists in ESO also already. Deny it; go ahead, make my day.
An offline mode would be much easier to prevent cheating, which the very definition of cheating requires other players to play with/against, so it wouldn't matter if cheats could be had "offline" as they would be prevented "online" because the "offline" character could never get "online".
2) Nope, I'm just actually reading my own posts and others, or at least parts of others. I'm not any smarter than anybody else. I'm just less of a conclusion-lemming and applying critical thinking to both sides and realizing that both sides are not mutually exclusive and it is possible to do this and be successful without 2 very different development paths(especially since they could make solo possible in group content by having a "reverse Battle Spirit" effect to make a single player strong enough to do group content solo, so easy and existing code for what seemed complicated at first but suddenly is easier).
1)You have your own definition of cheating it seems. Cheating is always cheating, online or offline. Even in the oldest pc games it was called "cheat codes". Of course, cheating in single-player games cannot affect other players, but it's still cheating.
And again, it's not as easy as you're trying to imply. Why would they give away the server part of the game? You'd need full game in order to play offline. Even if we completely ignore cheating issues, it's basically a free private server kit (if both online and offline versions are completely the same). And that's the last thing ZOS wants.
Of course, cheaters would also be happy to test and improve their tools. If offline mode is 100% identical to online mode, it would be a perfect sandbox, and since both versions would be the same, all bot routes and hacks would work in online mode as well. Btw, it also kinda defeats your main argument (that you're buying cosmetics). If you have everything available on your pc, you can unlock everything for free, just add yourself a bunch of crowns with a cheating program. Well, maybe you wouldnt do that, but other people will: for example, Sims offers paid content, but you can unlock it without paying a single cent. Yes, even on a non-pirated copy. So people would just buy the base game, block its connections with a firewall and enjoy all dlcs, crown store items and other stuff. Maybe they wont be able to do that online, but a huge part of ESO playerbase consists of solo players and they wouldnt mind this...
2)I'm not implying that I'm smarter than everyone... But wait, I totally do!
Ok then. I will reply with a wiki article.
You'd also have slower traffic (development time and bug fixes for multiple platforms and multiple game modes) and increased cost (you'd have no choice but to pay more for your bus ticket, because you'd have fewer people to split the bill for your "additional room.")RavenSworn wrote: »"I'm in a bus with everyone else but why can't this bus be more like a car? Why must all these people ride on it as well? See, there's other cars and trucks as well? Why can't this bus be more like them?"
Why would you take a bus (mmorpg) when there's cars (single player rpg) or trucks (orpg) around, and then asking for the bus to
Are they similar? Sure they are, they have windows, they have doors, safely bags in them, they have wheels, they have rims, steering wheels... But they are built differently, with different intentions.
/shrug. You can always play pts op, but even then, there will be, always, that chance of another player in that same world.
And if more people drive a car, you would have MORE room on the bus. So it would BENIFIT you if we did.Thank you for proving my point.
Another issue is megaserver. ESO is designed to run each zone on separate servers with an separate one for login.LadyNalcarya wrote: »Mystrius_Archaion wrote: »LadyNalcarya wrote: »Mystrius_Archaion wrote: »LadyNalcarya wrote: »Mystrius_Archaion wrote: »LadyNalcarya wrote: »Mystrius_Archaion wrote: »shaielzafine wrote: »It's called Elder Scrolls Online, so not having an offline mode makes sense. It doesn't save your progress the way single player games do and you can't mod it the way you can mod something like Skyrim. If I was allowed to play offline mode without other players then I'd just farm things and then put it in the bank, then use it later to sell to others for profit. The skill lag and the very poor game performance that you mention is just something we have been living with now, since they haven't fixed anything. An offline mode wouldn't help, they need to get their things together before more people quit the game because it's performing poorly and for some people like the other commenters, unplayable.
"Offline mode".......
How could you "sell to others later" when you can't take it "online" because it is "offline"?
There are games that allow you to play both offline and then log in and continue playing online. Those games are often full of cheaters and none of them are mmos.
And yet you didn't read when I posted "anybody with 5% of a brain would realize that is a potential problem and code it to prevent that by keeping it offline".
Seriously!
What you say as possible cheating is already as possible as it will ever be. The server is the "master" and the client side, your computer or my computer, are the "slaves". We can input anything we want from our side to send to the server and then to other players to cheat, but the server "clamps" that and prevents it from working by running checks to make sure no data is out or allowed ranges.
That's MMO Anti-Cheat Software Method #1.
The "offline" version would much more easily prevent "online" cheating by just blocking all play "online" from "offline"data. It would be much more powerful and easy to prevent any cheating.
Hell, it's like taking away the car/truck/keys of a drunk driver. That stops them from drunk driving a hell of a lot better than just taking their license or relying on their own drunk judgement to make them stop and think, while drunk, "maybe I'm too drunk to drive".
How is this a hard concept? It's 3-year-old-child logic.
So you're trying to say that software developers have less than 5% of a brain?
I underestimated readers again....
No, I'm saying "these developers are obviously smart enough to code in a server check to prevent any offline data from going to any online version of the game and easily prevent cheating", given the assumption that they would bother to even think about an offline version at all in order to implement it.
My, my. We're on the meme level already. I hoped you'd last longer, pretending to be smarter than everyone else and all.
What you said doesnt matter because facts prove otherwise. If it's so easy, why no one does it? Game company is a business first and foremost, I'm sure they would love to have your money. Mmo companies sell all kinds of things, but they never offer an offline version of the game, even though the demand is here. If you're so wise, you'll understand why.
And if it's so easy to prevent cheating, why does it still exist in those solo games with online modes?
1) Cheating exists in ESO also already. Deny it; go ahead, make my day.
An offline mode would be much easier to prevent cheating, which the very definition of cheating requires other players to play with/against, so it wouldn't matter if cheats could be had "offline" as they would be prevented "online" because the "offline" character could never get "online".
2) Nope, I'm just actually reading my own posts and others, or at least parts of others. I'm not any smarter than anybody else. I'm just less of a conclusion-lemming and applying critical thinking to both sides and realizing that both sides are not mutually exclusive and it is possible to do this and be successful without 2 very different development paths(especially since they could make solo possible in group content by having a "reverse Battle Spirit" effect to make a single player strong enough to do group content solo, so easy and existing code for what seemed complicated at first but suddenly is easier).
1)You have your own definition of cheating it seems. Cheating is always cheating, online or offline. Even in the oldest pc games it was called "cheat codes". Of course, cheating in single-player games cannot affect other players, but it's still cheating.
And again, it's not as easy as you're trying to imply. Why would they give away the server part of the game? You'd need full game in order to play offline. Even if we completely ignore cheating issues, it's basically a free private server kit (if both online and offline versions are completely the same). And that's the last thing ZOS wants.
Of course, cheaters would also be happy to test and improve their tools. If offline mode is 100% identical to online mode, it would be a perfect sandbox, and since both versions would be the same, all bot routes and hacks would work in online mode as well. Btw, it also kinda defeats your main argument (that you're buying cosmetics). If you have everything available on your pc, you can unlock everything for free, just add yourself a bunch of crowns with a cheating program. Well, maybe you wouldnt do that, but other people will: for example, Sims offers paid content, but you can unlock it without paying a single cent. Yes, even on a non-pirated copy. So people would just buy the base game, block its connections with a firewall and enjoy all dlcs, crown store items and other stuff. Maybe they wont be able to do that online, but a huge part of ESO playerbase consists of solo players and they wouldnt mind this...
2)I'm not implying that I'm smarter than everyone... But wait, I totally do!
Ok then. I will reply with a wiki article.
UnKnowNKiLLeRR wrote: »Enemy-of-Coldharbour wrote: »Offline mode would cause rampant cheating.
How so? Genuine question. I don't know so that is why I made this topic. Never thought of it so like to see your answer.
Alot of calculation are done on server side such as your charcter resources, skills effects and other basic stuff. If they start doing calcualtion on client side, then you can use tools like cheat engine or any hex editor to change those value. we had this problem with ESO pre 1.6 patch where ultimate was calulated on client side and people were abusing cheat engine to get infi metors(unlimate). At this moment, client side only performing rendering and holding art work.