Having instanced zones is a flawed system. They should be separate channels. It's extremely creepy that all instances of a zone exist on literally the same map and as such invisible ghosts (other players) walk around us all the time.
Your friend is standing next to you but in a different instance so you just see a speech bubble floating in the air without any avatar below it.
You are interacting with a node but then it suddenly says "someone is using this" although you are alone, and then the node disappears.
Nodes disappear around you but there's no-one there.
Party member indicators floating in mid-air.
Eccentric_Vampire wrote: »I've seen nodes disappear too. I had just loaded in from another area though so I assumed it was that. I'm not sure what platform you're on, but since I play on Xbox myself, I'm wondering if it's a console thing.
What I'm saying is that the instances should be separate and not physically on each other. It's just awkward. All MMOs I've played have different channels so this issue never occurs.
What you, and a couple others, are not getting: different instances ARE separated, and have different spawns for enemies AND nodes - you cannot interact with a different instance's stuff, it's not the same 'entity'.
ALSO, there is no such thing as 'unrelated to quests' in this game. Unless you are in a dungeon, delve, or trial, that is. Every overland zone has various quests built into them to determine how they work, look, and more. So, you might think, "We're not even WORKING on quests!" but the game doesn't care a bit what you are or are not doing. It cares at what stage each of you are in each of the questlines for whatever particular zone you are in, and more importantly for the region of the zone.
If you have done all of your alliance's basic quests, but have a friend who just started, you might be almost incapable of grouping in those areas because they will keep 'poofing' when you walk into certain areas. They are STILL in your instance, and can see the stuff you see, including nodes... but you cannot see them, they cannot see you. You can see the arrow/chevron above their heads. But that's only because you are grouped - if you weren't, they'd still be in your instance, able to affect your environment, etc... you just wouldn't be able to see them.
THAT is what the OP is describing, and THAT is what people are trying to explain. There ARE others wandering around us, IN our instances, who we cannot see, and can 'steal' our chests, nodes, etc. They are just not at the same stage of whatever quests are important for that particular area/region/zone. And, btw, having not even accepted a quest or questline counts as being at 'stage zero' for that quest most of the time. So, you ARE on that line, you just haven't done anything, including talking to the starting NPC or activating whatever item, etc.
Maybe the textures of another player aren't loaded in your screen yet, so they are invisible to you. In PC there's an addon that addresses this issue,You are interacting with a node but then it suddenly says "someone is using this" although you are alone, and then the node disappears.
Nodes disappear around you but there's no-one there.
VaranisArano wrote: »Instanced zones are a requirement so the server/client isn't overwhelmed with trying to send the info to and from every visible person. In other words, when you wayshrine into Mournhold, you get placed in an instance that doesn't include everyone because if there were only one instance with ALL the players in it, you'd be having the same problems that players in Cyrodiil do as their server/client connection struggles to render and transfer data on lots of players. ESO doesn't handle lots of players in the same place particularly well.
It does get a little funky with grouping, though. Assuming you aren't dealing with a specific quest, the solution that worked for me and my friend was to go to another zone, reform the group, then travel back to the zone so we ended up in the same instance.