tomofhyrule wrote: »Should I get mad that other people are in my game? Or should I just come back in a few minutes once that person is gone, since the mobs will respawn over time, by which point the other guy is long gone?
spartaxoxo wrote: »spartaxoxo wrote: »spartaxoxo wrote: »It's not the job of any individual player to help another. But it is the job of an MMO to provide enough players in a shared world that help is more likely to be offered by some kind individual.
It's not your failing if you choose not to help. But it is ZOS's failing if they do not keep new player experience in mind. An MMO must take all sides interests into account when designing the game.
Zos have already done way more than enough for the new player experience. Enough is enough, it's been such a detriment to the game's growth. A new player will decide early on if they are going to invest or not, all these capitulations ultimately mean nothing for actual player retention. There has been nothing but a constant neglect for all the dedicated veteran players. Overland is the vast majority of the game's content and its ALL tailored to these mythical "lets not make a new player feel lost" that still play the game for a few days then move on to something else because they were never going to invest in this game to begin with. Why does the entire game, and thus the entire dedicated player-base have to be held hostage so that the new players don't feel lost?
The entire game isn't held hostage by it being a shared overworld in the game. It's an MMO. That's to be expected.
They should have given us difficulty options a long time ago. But most MMOs I have played offer a shared overworld and that's part of the appeal for them. Many people pick up MMOs specifically for that experience, even if they end up not liking this MMO in particular.
Why do we need a shared overland in an MMO is like asking arguing fps games don't need sniper rifles or other long range weapons. Yeah, technically you could do without one, but it's such a genre staple that it would feel like something's missing without it.
Difficulty options do not work in a shared overworld. We are being held hostage if the whole reasoning behind not sharding or instancing aka "separating" players in favor of increased difficulty option is so that we are forced to be in "their" zone because we have a non-agreed expectation to drop what we are doing and help the hypothetical new player.
They have worked in other MMOs so why not this one? This one already uses phasing to avoid things being too congested outside of events/new content drops.
Phasing is sharding, which is what we are requesting. That is the only way difficulty options work without being griefed.
AlexanderDeLarge wrote: »It's funny seeing all this concern over potentially splitting the community when the reality is, the people wanting this feature probably aren't playing the game without this feature so you're not really losing anything.
robwolf666 wrote: »tomofhyrule wrote: »I get that a lot of people want sharded instances, but that would completely ruin the experience of new players in the basic difficulty.
The way zones work, you only see /zone chat in your specific instance. That means that if someone in the basic 'shard' is struggling to kill a 10m HP world boss like Ghishzor and calls for help, nobody in the "sweaty no noobs allowed" shard would be able to hear it.
Which is exactly how it was in the early days of ESO when we were all newbies learning the game. Why rob the new newbies of that experience?
robwolf666 wrote: »tomofhyrule wrote: »I get that a lot of people want sharded instances, but that would completely ruin the experience of new players in the basic difficulty.
The way zones work, you only see /zone chat in your specific instance. That means that if someone in the basic 'shard' is struggling to kill a 10m HP world boss like Ghishzor and calls for help, nobody in the "sweaty no noobs allowed" shard would be able to hear it.
Which is exactly how it was in the early days of ESO when we were all newbies learning the game. Why rob the new newbies of that experience?
Yes, and it was [snip], and it almost killed the game.
Until they found a way - first with Wrothgar, then with One Tamriel - to have as many players as technically possible together in one zone: all kinds of experience, alliance, quests state, whatever.
Nostalgia shouldn't ignore the fact that this is literally what saved the game.
robwolf666 wrote: »tomofhyrule wrote: »I get that a lot of people want sharded instances, but that would completely ruin the experience of new players in the basic difficulty.
The way zones work, you only see /zone chat in your specific instance. That means that if someone in the basic 'shard' is struggling to kill a 10m HP world boss like Ghishzor and calls for help, nobody in the "sweaty no noobs allowed" shard would be able to hear it.
Which is exactly how it was in the early days of ESO when we were all newbies learning the game. Why rob the new newbies of that experience?
Yes, and it was [snip], and it almost killed the game.
Until they found a way - first with Wrothgar, then with One Tamriel - to have as many players as technically possible together in one zone: all kinds of experience, alliance, quests state, whatever.
Nostalgia shouldn't ignore the fact that this is literally what saved the game.
robwolf666 wrote: »robwolf666 wrote: »tomofhyrule wrote: »I get that a lot of people want sharded instances, but that would completely ruin the experience of new players in the basic difficulty.
The way zones work, you only see /zone chat in your specific instance. That means that if someone in the basic 'shard' is struggling to kill a 10m HP world boss like Ghishzor and calls for help, nobody in the "sweaty no noobs allowed" shard would be able to hear it.
Which is exactly how it was in the early days of ESO when we were all newbies learning the game. Why rob the new newbies of that experience?
Yes, and it was [snip], and it almost killed the game.
Until they found a way - first with Wrothgar, then with One Tamriel - to have as many players as technically possible together in one zone: all kinds of experience, alliance, quests state, whatever.
Nostalgia shouldn't ignore the fact that this is literally what saved the game.
Well I enjoyed it... back then you actually did have to learn the game and "get good" in order to earn your XP to level up and progress. You had to - if not, go straight from Stonefalls to The Rift for example, and the likely outcome would be getting your butt handed to you because the enemy was so much harder. OT basically put baby proofing on levels 1 thru 50 especially.
robwolf666 wrote: »robwolf666 wrote: »tomofhyrule wrote: »I get that a lot of people want sharded instances, but that would completely ruin the experience of new players in the basic difficulty.
The way zones work, you only see /zone chat in your specific instance. That means that if someone in the basic 'shard' is struggling to kill a 10m HP world boss like Ghishzor and calls for help, nobody in the "sweaty no noobs allowed" shard would be able to hear it.
Which is exactly how it was in the early days of ESO when we were all newbies learning the game. Why rob the new newbies of that experience?
Yes, and it was [snip], and it almost killed the game.
Until they found a way - first with Wrothgar, then with One Tamriel - to have as many players as technically possible together in one zone: all kinds of experience, alliance, quests state, whatever.
Nostalgia shouldn't ignore the fact that this is literally what saved the game.
Well I enjoyed it... back then you actually did have to learn the game and "get good" in order to earn your XP to level up and progress. You had to - if not, go straight from Stonefalls to The Rift for example, and the likely outcome would be getting your butt handed to you because the enemy was so much harder. OT basically put baby proofing on levels 1 thru 50 especially.
Apart from the fact that you could not go from Stonefalls to the Rift because the zones were level-gated, making the game the exact opposite of what an Elder Scrolls game is about, I found it terrible.
So, yeah.
.robwolf666 wrote: »tomofhyrule wrote: »I get that a lot of people want sharded instances, but that would completely ruin the experience of new players in the basic difficulty.
The way zones work, you only see /zone chat in your specific instance. That means that if someone in the basic 'shard' is struggling to kill a 10m HP world boss like Ghishzor and calls for help, nobody in the "sweaty no noobs allowed" shard would be able to hear it.
Which is exactly how it was in the early days of ESO when we were all newbies learning the game. Why rob the new newbies of that experience?
Yes, and it was [snip], and it almost killed the game.
Until they found a way - first with Wrothgar, then with One Tamriel - to have as many players as technically possible together in one zone: all kinds of experience, alliance, quests state, whatever.
Nostalgia shouldn't ignore the fact that this is literally what saved the game.
No it did not. I see this referenced all the time. The game's population was the most vibrant and booming during the first two years. What saved this game was covid. No surprise now we see the true fruits of all the "new player experience" a stagnant and dieing population.

.robwolf666 wrote: »tomofhyrule wrote: »I get that a lot of people want sharded instances, but that would completely ruin the experience of new players in the basic difficulty.
The way zones work, you only see /zone chat in your specific instance. That means that if someone in the basic 'shard' is struggling to kill a 10m HP world boss like Ghishzor and calls for help, nobody in the "sweaty no noobs allowed" shard would be able to hear it.
Which is exactly how it was in the early days of ESO when we were all newbies learning the game. Why rob the new newbies of that experience?
Yes, and it was [snip], and it almost killed the game.
Until they found a way - first with Wrothgar, then with One Tamriel - to have as many players as technically possible together in one zone: all kinds of experience, alliance, quests state, whatever.
Nostalgia shouldn't ignore the fact that this is literally what saved the game.
No it did not. I see this referenced all the time. The game's population was the most vibrant and booming during the first two years. What saved this game was covid. No surprise now we see the true fruits of all the "new player experience" a stagnant and dieing population.
SerafinaWaterstar wrote: »I have said elsewhere I would love to be able to see the figures of how many players actually do play in harder mode.
I say this because on PS there are Trophies associated with ESO, and if you look at these, it routinely shows that only about 4-5% of players complete normal dungeons, and only 1-2% max play vet dungeons.
I would assume this is similar to PC and Xbox.
If players are loathe to try the harder stuff already in the game, will they bother with harder overland?
twistedodean14 wrote: »Following up on the discussion about sharding for the new Challenge Difficulty, I wanted to move away from the math for a moment and talk about the social health of ESO. I see a few players being concerned about the social interaction in the game. I think with Sharding instances it will actually make the community come together and bring players together.
Right now, the overland is essentially a solo game for 90% of players. If you play a Tank or a Healer, your role is practically non-existent outside of Trials and Veteran Dungeons. You are told to "respec to DPS" just to finish a zone quest because nothing hits hard enough to require a block or a burst heal.
1. Bringing proper teamwork Back to Tamriel
If ZOS implements separate instances for the higher difficulty tiers (Master/Vestige), they aren't just making the game harder; they are making teamwork relevant again.
A) The Necessity of Tanks: With players taking 600% more damage, a world boss, roaming boss or even a large delve pull becomes a death sentence without someone to hold aggro and mitigate damage.
B)Healers as Lifelines: In a dedicated Vestige shard, a healer isn't just for "extra DPS", they are the reason the group doesn't wipe in 5 seconds.
2. A Rise of "Support Guilds"
In a sharded system, we would see a massive shift in how players interact. I would personally love to see, and even help lead a guild/guilds dedicated specifically to providing Support for Adventurers. Imagine a guild of veteran tanks and healers who sit in the "Vestige Instances," ready to assist players through difficult story beats or world bosses. Or advertise their services or willingness to help in a shared zone chat for both instances.
This creates a "mentor" environment where new, mid-level, and veteran players come together to face a genuine threat. It turns a "time-sink grind" into a cooperative adventure where growth and coordination are the focus.
3. Rewarding the Community, Not the Solo "Carrier"
The current "shared world" plan encourages the worst kind of social interaction: carrying. A low-difficulty player "nuking" a boss for a high-difficulty player is not teamwork; it’s an exploit.
If we have difficulty-based shards, ZOS can finally give us the rewards we want (rare materials, style pages, motifs) because they know everyone in that instance is actually working together and facing the same risk.
4.Incentivizing Teamwork Through Better Rewards.
Without separate instances, the game is trapped in a loop of "boring rewards" because they have to prevent low-difficulty players from "carrying" high-difficulty players for rare loot. Sharding breaks this cycle:
A)Higher Tier Drops: If everyone in an instance is playing on the highest level, ZOS can safely offer rare materials, motifs, and style pages as drops.Adjusted Drop Rates: Higher difficulty should naturally mean higher chances for the best items in the loot table, making the "teamwork" required to clear the content feel like a genuine investment rather than a "meaningless time sink".
C) Social Growth: When the world requires teamwork to explore, players of all skill levels have a reason to learn mechanics and grow together, rather than just racing to the finish line alone.
I think we should use Season Zero (or whichever season) to make ESO feel like a true Massively Multiplayer game again. Let’s create a world where exploring and questing require a synergy of different roles. By moving the Challenge Difficulty to its own instance, The game can incentivize teamwork, increase the value of support roles, and turn questing into a premier group activity. This system could save Tanks and Healers from being "overland-useless".
Would you guys join a "Support Guild" for high-difficulty questing? Or if you don’t want to play support, would you like direct sources of support roles?
spartaxoxo wrote: »It's not the job of any individual player to help another. But it is the job of an MMO to provide enough players in a shared world that help is more likely to be offered by some kind individual.
It's not your failing if you choose not to help. But it is ZOS's failing if they do not keep new player experience in mind. An MMO must take all sides interests into account when designing the game.
Zos have already done way more than enough for the new player experience. Enough is enough, it's been such a detriment to the game's growth. A new player will decide early on if they are going to invest or not, all these capitulations ultimately mean nothing for actual player retention. There has been nothing but a constant neglect for all the dedicated veteran players. Overland is the vast majority of the game's content and its ALL tailored to these mythical "lets not make a new player feel lost" that still play the game for a few days then move on to something else because they were never going to invest in this game to begin with. Why does the entire game, and thus the entire dedicated player-base have to be held hostage so that the new players don't feel lost?
tomofhyrule wrote: ».robwolf666 wrote: »tomofhyrule wrote: »I get that a lot of people want sharded instances, but that would completely ruin the experience of new players in the basic difficulty.
The way zones work, you only see /zone chat in your specific instance. That means that if someone in the basic 'shard' is struggling to kill a 10m HP world boss like Ghishzor and calls for help, nobody in the "sweaty no noobs allowed" shard would be able to hear it.
Which is exactly how it was in the early days of ESO when we were all newbies learning the game. Why rob the new newbies of that experience?
Yes, and it was [snip], and it almost killed the game.
Until they found a way - first with Wrothgar, then with One Tamriel - to have as many players as technically possible together in one zone: all kinds of experience, alliance, quests state, whatever.
Nostalgia shouldn't ignore the fact that this is literally what saved the game.
No it did not. I see this referenced all the time. The game's population was the most vibrant and booming during the first two years. What saved this game was covid. No surprise now we see the true fruits of all the "new player experience" a stagnant and dieing population.
...
...
uhh... that is factually incorrect.
I know SteamCharts is not the be all and end all, but we can definitely get ideas of trends. And the trend here shows that the game is pretty low on the pop charts (in the single-digit thousands) at the beginning. ESO was not doing incredibly well for the first two years.
But the first spike is October 2016, jumping up from an average around 5k to 29k. So what happened in October 2016 that massively boomed the population? It wasn't COVID. One Tamriel came out in October 2016.
The population was staying consistent after that (at about 4x the population pre-2016, I might add) until COVID did hit, which you can also see in March 2020. And since then, the game has been on a steady decline... and it's still not even at its pre-One Tamriel levels.
I expect you're actually referencing player sentiment, in that the people who were playing at that time were extremely hardcore into the game. But in no universe was a massive population there. There are currently more players than there were back then, they're just not as hardcore.
SerafinaWaterstar wrote: »I’m a long time player & have completed all overland stuff, many times on many different characters. I remember pre-One Tamriel - wandering in to Bangkorai on too low a level & dying to a small mob. When Craglorn was hard & you ventured in at your peril.
The suggestion that this would make people more likely to group does not necessarily pan out. How would it work, as you can’t repeat most quests? How would ‘veteran’ players be able to help?
Guilds already help newer players through world bosses etc and help with tips for builds etc - why are you thinking it something new to suggest?
And it won’t bring back the need for tanks & healers - a group of 12 dds with self heals will just burn any boss down; x% increase in health won’t matter.
Also, the reason why ESO is ‘popular’ is because you can quest solo - do not forget that many people came to this game from solo play, and don’t want to have to group up with others to play.
(I will be honest & say I have zero desire for harder overland, as I play for fun & to enjoy myself; although I have done ‘end game’ stuff it was only because I was doing it with friends. And yes, some of these friends take achievements & titles etc very seriously; I just never have as it’s only a game, after all.)
SerafinaWaterstar wrote: »
spartaxoxo wrote: »It's not the job of any individual player to help another. But it is the job of an MMO to provide enough players in a shared world that help is more likely to be offered by some kind individual.
It's not your failing if you choose not to help. But it is ZOS's failing if they do not keep new player experience in mind. An MMO must take all sides interests into account when designing the game.
Zos have already done way more than enough for the new player experience. Enough is enough, it's been such a detriment to the game's growth. A new player will decide early on if they are going to invest or not, all these capitulations ultimately mean nothing for actual player retention. There has been nothing but a constant neglect for all the dedicated veteran players. Overland is the vast majority of the game's content and its ALL tailored to these mythical "lets not make a new player feel lost" that still play the game for a few days then move on to something else because they were never going to invest in this game to begin with. Why does the entire game, and thus the entire dedicated player-base have to be held hostage so that the new players don't feel lost?
First, overland is not just meant for new players. I have been playing the game since before One Tamriel, and overland is basically the only content I play regularly.
Second, I don't understand your vitriol toward new players or the "new player experience." ZOS has to appeal to new players, or the game will die out as old players leave. That doesn't mean they don't also care about veteran players. In my estimation, they have attempted to add a variety of content every year to appeal to various player levels. Yes, there are large overland zones, but two out of four yearly releases for most of the game's history were group dungeon DLCs not intended for solo players, and they added a new trial every year with the zone. I don't think that content was meant for newbies, and it certainly wasn't meant to appeal to players like me. If it wasn't meant for experienced players, what was the point?
twistedodean14 wrote: »Non taken. However, nothing I posted suggest players are forced to do anything. If a player wants to quest around as is. They can do so. If a player wants to quest solo on a harder difficulty they can do so. My post is addressing the social implications of sharding instances difficulty if implemented. I like Both solo and group challenges. Also, the player base is already split up on many levels. My post is talking about making other roles more useful outside trials and dungeons. And players questing and exploring together with some challenge and rewards that fit the challenge. I don't so how incentivizing players to play together "splitting the player base" or "talking out of both sides of my mouth". To each his own. Having options that allow for the game to be engaging is not a bad thing.
twistedodean14 wrote: »Non taken. However, nothing I posted suggest players are forced to do anything. If a player wants to quest around as is. They can do so. If a player wants to quest solo on a harder difficulty they can do so. My post is addressing the social implications of sharding instances difficulty if implemented. I like Both solo and group challenges. Also, the player base is already split up on many levels. My post is talking about making other roles more useful outside trials and dungeons. And players questing and exploring together with some challenge and rewards that fit the challenge. I don't so how incentivizing players to play together "splitting the player base" or "talking out of both sides of my mouth". To each his own. Having options that allow for the game to be engaging is not a bad thing.
I hope I didn't sound sarcastic or rude in my previous post. It was a little more reactionary than usual. Maybe I'm misunderstanding, but isn't creating "separate instances for higher difficulty tiers" splitting the player base in a very tangible way that is different from any other way overland content splits players currently?