One fun feature in ESO is that the world changes, many towns with wars in them become active towns after you done the quest. Downside I has to do this on alts farming skillponts or its wrongGLP323b14_ESO wrote: »GLP323b14_ESO wrote: »So my question is WHY?
Because they are not. It is really that simple that Zos chose to design the quests as they are.
Super helpful and insightful. Ha!
I hope your Level 10 isn't from lots of posts like this.
You can be as snarky as you choose to be with your replies, but it does not change the fact that my post was totally correct.
Zos chose to design the quests, and the world. as open as possible. It is a choice. They did not want quests that flow through narrowly defined paths. Probably also wanted to feel more like the exploration we have in the TES single player games.
it is a good design. Granted, no design is perfect, but heck, if quests on rails in private instances are your cup of tea there are probably many games to choose from.
EvilAutoTech wrote: »I think the OP just invented a new genre: the MSO or massively single-player online game. Who'd a thunk it?
GLP323b14_ESO wrote: »As I'm yet again trying to get back in to ESO and identifying the things that just irritate me to no end while playing, I have to point out one of the biggest annoyances for me.
And that is, OTHER PLAYERS in my space.
Ha! Okay, well this IS an MMO after all. And while I'm fine having other players running hither-and-tither in public spaces, looking all sorts of crazy ways and doing all sorts of crazy things, I absolutely HATE it when I'm doing some quest for an NPC and I'm in a place that requires going through a loading screen, where it would be sensible that I'm the only person that would reasonably be there, and other random players come running through.
This has happened to me in numerous quests and locations.
For one example.... I'm sent in to someone's home to search for some clues. Of course I'm reasonably sure (knowing how these things go) I'll find it in the furthest reaches of the house. Still I want to enjoy the experience. So I'm methodically going through the house searching. Find some bad-guys hanging about and dispatch with them. Make my way up to the 2nd floor. Dispatch with some more bad guys while I search in crates, sacks, desks, wardrobes.
I get through the final henchmen before the main bad guy, and right before I get to him, some other player has now entered the house, runs to where he knows the main guy is, kills him, grabs the objective and runs off. Now, having witnessed this, already ruining my experience and immersion, I have to wait for the guy to respawn. Well I don't really need to wait, because the objective is to get the clue. Still part of the experience is supposed to be taking out this bad guy, even if its not required for the quest.
Anyhow I wait, because I do want to kill this guy. And meanwhile I'm hearing someone ELSE coming through the house. This time the earlier mobs have respawned and so I'm listening to battling as he makes his way up. He gets to and kills the last set before the main guy, which is when he finally respawns. In fact, it appears killing those 2nd to last guys is what triggers his spawning.
Well... I WANT to be the only other person in here on this secret breaking and entering to find some clues, and kill the bad guy by myself. So I let him run up battle and kill the main guy, get the objective and run off. Ugh. So I wait again for the respawns. Finally get to kill the 2nd to last and last guy myself, and grab the objective. By the time I'm making my way back out, the earliest NPCs have respawned and I have to fight them again. So dumb.
So my question is WHY? Why can't these types of quests, where you have to go someplace, where you ought to be the only player there, which sends you through a loading screen anyway, can't these be private instances? So you can do them solo or a group if you're in a group. And not only that, once you kill NPCs as you go along, they don't ridiculously respawn for other players to kill when it makes no sense.
ZOS could so easily improve this game for those who enjoy the single-player Elder Scrolls games by just making this one change. Give us more private spaces when questing, particularly in places and situations where we ought not be seeing other players doing the exact same thing WE are doing for some other NPC that sent us on a quest.
I've noticed they already do this for encounters with the Prophet. I was sent in to the Harborage and it said it was 'Solo'. You go in there and THANKFULLY there are not six other players standing there talking with the Prophet. Or worse, opening portals to Coldharbour for each person as well. Ha.
Please ZOS make this so. These sorts of quests, where you ought not be encountering random players just rushing through to the objective, should always allow you to be in a private instance for just you and your group.
Thanks!
GLP323b14_ESO wrote: »Ah gaming forums.
Some are better than others, but you still always find the same kinds of people.
You know I've often wondered why it is that some people can't seem to help but scoff at (or worse) the ideas put forth by other players for improvements to the game which are largely no skin of their nose.
My suspicion is this.... They have their own desires which they want the developers to focus on and are impatient or otherwise concerned that any other things the developers might work on will take away resources from doing what THEY want the developers to be doing for them.
For my part, I've never had this reaction to the suggestions of other players, even when it's not something I'm remotely interested in or concerned about. All ideas are welcome and the developers can decide if they are worthwhile or doable.
But then again, I'm a liberal, and we tend to take into consideration and empathize with the needs and desires of those other than ourselves. Except of course where those desires are for discriminating against or otherwise harming others. (e.g. Sorry you're a business of public accommodation, your imaginary friend doesn't take precedence over real people, bake the damn cake.)
GLP323b14_ESO wrote: »As I'm yet again trying to get back in to ESO and identifying the things that just irritate me to no end while playing, I have to point out one of the biggest annoyances for me.
And that is, OTHER PLAYERS in my space.
GLP323b14_ESO wrote: »
Why so salty?
In any case you obviously didn't comprehend what I was saying.
GLP323b14_ESO wrote: »
You know I've often wondered why it is that some people can't seem to help but scoff at (or worse) the ideas put forth by other players for improvements to the game which are largely no skin of their nose.
AcadianPaladin wrote: »I agree completely with the OP. The game was marketed to both single player elder scrolls types and the MMO crowd. It is big enough for all and can certainly adjust to accommodate. Enter a delve and choice comes up: Solo or public? I generally would choose solo because I would like to take my time, kill all foes, look in all containers etc and don't really want to stroll through an empty dungeon behind race-aheads, have mobs spawning on my head because I'm looking into corners and containers. All so I can reach the boss in time to get a glimpse of his demise from others. . . .
As far as the oft-heard 'If you don't like MMO, go play Skyrim'. . . been there, done that. I came to ESO 2 years ago after 4000 hours in Skyrim preceded by 4000 hours in Oblivion. Yes, I love those games but they are too small if you play them a long time. The reason I play ESO is for the massive scale; the fact that it is multiplayer is a drawback I put up with.
I am anxious for recommendations regarding a game that is: single player, massive scale, open world, medieval fantasy, rpg.
That said, I would advise caution in inviting soloists to leave ESO. There are an awful lot of soloists - just like there are a lot of group enthusiasts and PvP players. If you lose any of those three constituencies, I doubt the game could continue to self-sustain.
Is't not irrelevant. That's what suggestion posts / forums are for. Hopefully the developers can get a sense of what players would like to see in the game.It's irrelevant who likes or dislikes the idea.
Unless they work for ZOS or are otherwise employed in the game / MMO development industry there's little point in making definitive statements as to what can or can't be done. The best any layman could say is that "this isn't likely currently possible or viable due to this, that, or the other." In any event at least include your opinion of the idea, otherwise it's kind of pointless, as per the first sentence of this paragraph.So instead of insulting people that are trying to explain why your idea is technically impossible and bickering about what you want, how about you invest your time learning how server architecture works, especially in this game which does not have multiple server banks, but instead has one large server for the western and eastern hemisphere.
Yeah I never said this. Strawman Fallacy"I want it this way, so it should be possible" is not a logical statement.
"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.”
― Robert E. Howard
DeadlyRecluse wrote: »I suspect (but can't prove this any more than anyone can prove me wrong) that more instances=more server load, and making quest instances all solo would increase the total number of instances dramatically.
DeadlyRecluse wrote: »I suspect (but can't prove this any more than anyone can prove me wrong) that more instances=more server load, and making quest instances all solo would increase the total number of instances dramatically.
GLP323b14_ESO wrote: »Seems we have a couple people here who have failed to comprehend my original post.
As noted in that post, I'm not complaining about having other people around in what is admittedly a massively multiplayer online game. In spaces where it makes sense for you to be with, seeing, dealing with, and otherwise interacting with other players, including your just observing them going about their own business.
My gripe is with quests, situations, and areas where the story suggests that you are, or ought to be there, by yourself (or with a private group), inside places that you reach via a loading screen (putting you inside an instanced space), and rather than your being in there carrying out the quest and dealing with the trash and named mobs by yourself, other players are allowed into that space to carry out the very same unique objectives that your character is supposed to be doing by themselves.
For example, if an NPC sent me to find a specific item, and impresses upon me that I'm the 'special guy' doing this for them, it's pretty lame that apparently he told a dozen other people to go get this unique item for him and while I'm there getting it, they randomly barge in and get it as well.
Meanwhile trash mobs, named mobs, and even the boss are re-spawning while you're in there. When it would be much more immersive if they would just stay dead. Again, not open world spaces, or spaces where it makes sense for other players to be there. I'm specifically speaking of situations and places where this isn't at all necessary as the game could put you inside of your own private instance for them.
The game already does this, so far to the point I've gotten, with most encounters and quests involving the Prophet. I'm now going into The Harborage near Daggerfall to do quests for the Prophet, and these are all private instances. Thankfully, because it would be even more supremely lame if there were a dozen other players standing around the Prophet getting quests from him, and running through the instanced spaces you are sent to. "Vestiges... I call you all vestiges because there's far too many of you to learn each of your names... I have a request for all of you... "
As suggested earlier, if it's a resources issue, they could have a specified number of private instance spaces that you could queue up for if they were all filled, or choose to not wait and go into the public instances of those spaces where you may run into other players (for those who couldn't care less about the story and immersion and are just trying to power level their 5th alt).
It was ZOS who originally touted their goal of making ESO appealing to both the MMO fan and the single-player Elder Scrolls fan. This is one area where they can make that goal of theirs better realized.