Instanced Areas.
You can see this in game where a player is clearly standing in one place talking to an NPC, but you can't see the NPC. The first 2 or 3 zones in each Alliance did this, but the practice fell from favor. Anyway, the game populates the zone based on where you are in the story. Things are hostile, or not, depending on your progress.
Which makes me wonder how they keep this straight with AWA, but I digress.
FelisCatus wrote: »Instanced Areas.
You can see this in game where a player is clearly standing in one place talking to an NPC, but you can't see the NPC. The first 2 or 3 zones in each Alliance did this, but the practice fell from favor. Anyway, the game populates the zone based on where you are in the story. Things are hostile, or not, depending on your progress.
Which makes me wonder how they keep this straight with AWA, but I digress.
This is how they may fix cyrodiil in the future?
FelisCatus wrote: »Instanced Areas.
You can see this in game where a player is clearly standing in one place talking to an NPC, but you can't see the NPC. The first 2 or 3 zones in each Alliance did this, but the practice fell from favor. Anyway, the game populates the zone based on where you are in the story. Things are hostile, or not, depending on your progress.
Which makes me wonder how they keep this straight with AWA, but I digress.
This is how they may fix cyrodiil in the future?
Other than lag/performance how is Cyrodiil broken?
katanagirl1 wrote: »FelisCatus wrote: »Instanced Areas.
You can see this in game where a player is clearly standing in one place talking to an NPC, but you can't see the NPC. The first 2 or 3 zones in each Alliance did this, but the practice fell from favor. Anyway, the game populates the zone based on where you are in the story. Things are hostile, or not, depending on your progress.
Which makes me wonder how they keep this straight with AWA, but I digress.
This is how they may fix cyrodiil in the future?
Other than lag/performance how is Cyrodiil broken?
In Cyrodiil everyone is in the same instance.
katanagirl1 wrote: »FelisCatus wrote: »Instanced Areas.
You can see this in game where a player is clearly standing in one place talking to an NPC, but you can't see the NPC. The first 2 or 3 zones in each Alliance did this, but the practice fell from favor. Anyway, the game populates the zone based on where you are in the story. Things are hostile, or not, depending on your progress.
Which makes me wonder how they keep this straight with AWA, but I digress.
This is how they may fix cyrodiil in the future?
Other than lag/performance how is Cyrodiil broken?
In Cyrodiil everyone is in the same instance.
katanagirl1 wrote: »FelisCatus wrote: »Instanced Areas.
You can see this in game where a player is clearly standing in one place talking to an NPC, but you can't see the NPC. The first 2 or 3 zones in each Alliance did this, but the practice fell from favor. Anyway, the game populates the zone based on where you are in the story. Things are hostile, or not, depending on your progress.
Which makes me wonder how they keep this straight with AWA, but I digress.
This is how they may fix cyrodiil in the future?
Other than lag/performance how is Cyrodiil broken?
In Cyrodiil everyone is in the same instance.
Nope. Cyrodiil undoubtedly utilizes similar tech already.
Neither the client nor the server need to calculate the location of every player and all the actions they are taking at all times. All that work gets spread over chunks.
Alliance bases are definitely separate instances.Towns might be separate instances. Empty zones of the map without any players don't generate any new instances. And new instances are likely dynamically created whenever players engage in combat.
I wouldn't be surprised if the crossed sword icon that appears on the minimap is, behind the scenes, just an indicator of where a new instance is being created by the game, for the purpose of having all fighting players see each other.
katanagirl1 wrote: »FelisCatus wrote: »Instanced Areas.
You can see this in game where a player is clearly standing in one place talking to an NPC, but you can't see the NPC. The first 2 or 3 zones in each Alliance did this, but the practice fell from favor. Anyway, the game populates the zone based on where you are in the story. Things are hostile, or not, depending on your progress.
Which makes me wonder how they keep this straight with AWA, but I digress.
This is how they may fix cyrodiil in the future?
Other than lag/performance how is Cyrodiil broken?
In Cyrodiil everyone is in the same instance.
Not really. In Cyrodiil you get to pick what instance you want to be in and once the instance is full there is a queue to get in. It is PvP so it makes sense that you want to allow as many players as the server can accommodate into each instance.
katanagirl1 wrote: »katanagirl1 wrote: »FelisCatus wrote: »Instanced Areas.
You can see this in game where a player is clearly standing in one place talking to an NPC, but you can't see the NPC. The first 2 or 3 zones in each Alliance did this, but the practice fell from favor. Anyway, the game populates the zone based on where you are in the story. Things are hostile, or not, depending on your progress.
Which makes me wonder how they keep this straight with AWA, but I digress.
This is how they may fix cyrodiil in the future?
Other than lag/performance how is Cyrodiil broken?
In Cyrodiil everyone is in the same instance.
Not really. In Cyrodiil you get to pick what instance you want to be in and once the instance is full there is a queue to get in. It is PvP so it makes sense that you want to allow as many players as the server can accommodate into each instance.
Are you talking about campaigns?