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News & Features Discussion  » [Column] The Elder Scrolls Online: Megaservers vs. The Elder Scrolls

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55 posts found
  Rimmersman

Advanced Member

Joined: 10/15/12
Posts: 911

10/31/12 8:15:30 AM#41
Originally posted by GwapoJosh
Originally posted by ShakyMo
Please mmo devs of the world.

Make a new mmo with zero bloody instancing. These games were the best - daoc, eve etc.. I'm sure pveers feel the same about EQ or whatever too.

There are at least a few indie games in development with exactly the things you and I want.. I'm investing in each of them in the hopes that at least one of them makes it..

Again Vanguard has no instancing, everything is open, if i'm in the dungeon then i will be in there the same time as anyone else who enters the dungeon just like EQ was. On top of that you don't zone into the dungeon like you did in EQ, you walk straight into the dungeon.

  Ambros123

Novice Member

Joined: 12/04/11
Posts: 891

10/31/12 8:17:56 AM#42
Originally posted by Jmvx1989
Don't know if some one said this already.... But if you guys recall from an earlier post from people who were testing the game or what ever i believe they were on site and.... They said they were told that when you complete one part of a game say you saved that village from burning and now your friend is doing that quest or a quest that follows up from not saving it you would just play your friend's version of story while partying with him or while doing "his story quests". I believe something like that was said. So your world would be unaffected and people can still group up playing together even though they made different decisions which changes there world a bit. But you will still be able to play with others that made that decisions to save the burning village or not save it. 

My question/concern is how will that impact interaction with other players?  Will people who made the same decisions be group together when grouping players in a shard/zone/phase/whatever?  GW2 claimed to have changes in your home instance which I saw only a minor change in the decision of going to the orphanage or the hospital.  Charr story never say any impact from decisions on the home instance.

  Amaranthar

Novice Member

Joined: 1/18/06
Posts: 2171

10/31/12 1:33:35 PM#43
Originally posted by muffins89
Originally posted by Amaranthar

But that is a problem for them. Gamers have been showing, with their wallets, that they aren't too interested in these sorts of non-worldly games anymore.

Edit: Replying to Purewitz a couple of posts up.

guild wars 2 sold 2 million? or so copies.  how many gamers showed the industry with their wallets?

Yeah, well, SWTOR sold a lot more than they did. The fact that people buy initially only shows how many are looking for something to play. Retention is what shows if a game is really successful or not. Retention with a cost, because it's easy to give something away.

 

Once upon a time....

  muffins89

Apprentice Member

Joined: 10/15/12
Posts: 1255

10/31/12 1:36:31 PM#44
Originally posted by Amaranthar
Originally posted by muffins89
Originally posted by Amaranthar

But that is a problem for them. Gamers have been showing, with their wallets, that they aren't too interested in these sorts of non-worldly games anymore.

Edit: Replying to Purewitz a couple of posts up.

guild wars 2 sold 2 million? or so copies.  how many gamers showed the industry with their wallets?

Yeah, well, SWTOR sold a lot more than they did. The fact that people buy initially only shows how many are looking for something to play. Retention is what shows if a game is really successful or not. Retention with a cost, because it's easy to give something away.

 

maybe so.  but i think swtor had a few more problems than just instancing and phasing.

I think the prostitute mod corrupted your game files man. -elhefen

  Apraxis

Advanced Member

Joined: 9/28/05
Posts: 1509

10/31/12 2:17:14 PM#45

Megaservers? I just ask myself, how will this work out with their RvR. You will get randomly tossed in a random group fighting for X? Where is the connection to your realm? It is sooooo random.

MMORPGS meant to be persistent.. and now not even the players are persistent anymore. They should really remove the Massive part from it, because it isnt much different than BF, with the exception, that there i can at least decide in which map(server) i want to play.

Ok.. they will solve server merging with it, and they will solve population balances with it.. but it looks like they dont have a clue how huge the price it for that.

  ShakyMo

Apprentice Member

Joined: 11/21/11
Posts: 7246

10/31/12 3:08:14 PM#46
Also how does the mega server pan out with cross factioning.

Wish they took the daoc model more, launch with 3 core servers that are faction locked, a mordred style ffa server and a coop server. The latter 2 would let people go where they want which is one of the biggest complaints from tes single player fans.
  Amaranthar

Novice Member

Joined: 1/18/06
Posts: 2171

11/01/12 1:06:31 PM#47
Originally posted by muffins89
Originally posted by Amaranthar
Originally posted by muffins89
Originally posted by Amaranthar

But that is a problem for them. Gamers have been showing, with their wallets, that they aren't too interested in these sorts of non-worldly games anymore.

Edit: Replying to Purewitz a couple of posts up.

guild wars 2 sold 2 million? or so copies.  how many gamers showed the industry with their wallets?

Yeah, well, SWTOR sold a lot more than they did. The fact that people buy initially only shows how many are looking for something to play. Retention is what shows if a game is really successful or not. Retention with a cost, because it's easy to give something away.

 

maybe so.  but i think swtor had a few more problems than just instancing and phasing.

That's the "company line" by hardcore Themepark gamers on every game over years now.

 

Once upon a time....

  ShakyMo

Apprentice Member

Joined: 11/21/11
Posts: 7246

11/01/12 1:10:48 PM#48
Yeah the amount of instancing rammed in your face by swtor was definetly a negative, its what made it feel like a sprpg, and no one is going to pay a sub for a sprpg.
  GrumpyMel2

Advanced Member

Joined: 3/24/09
Posts: 1828

11/02/12 1:37:38 PM#49

I suspect part of the reason they are doing this is as a result of supporting more "actiony" and faced paced combat and the effect that latency and lag have upon it. Don't get me wrong, I'm not a big of the approach myself. However there are only so many ways you can address such issues technicaly. It's nice to call all those things that go one behind the scenes technicaly to make MMO's work, "magic".....but I think that belies a big point.... you can't just wave your hand and make anything you want happen. There are things where you run into hard limitations....sometimes beyond your control.

Fast paced,  action combat style games are really sensitive to network latency issues (not to mention server & client lag) which are completely beyond your ability to control......and having a "single server" solution without any instancing which supports users geographicaly disperssed on networks from Australia to Chicago means someone is going to end up losing out bad in terms of responsiveness.

 

  liger00x

Novice Member

Joined: 7/06/06
Posts: 38

if you can''t dazzle them with dexterity baffle them with bullshit

11/08/12 2:14:04 PM#50
from what i understand all you need to do is group up with them and just find them as long as their in your group their should be away to play with them. even if their a bit far behind in content.
  chucknwin

Novice Member

Joined: 11/12/12
Posts: 2

11/12/12 12:08:00 PM#51

I really think this could work. Yes, there are issues that have to be worked around but I think that those are being addressed. I want to respond to a couple issues brought up in these comments though. The first one is the question of phasing. Phasing will have nothing to do with the server configuation. Whether a game runs on multiple servers, in which a player chooses a server, or a megaserver, phasing is still the same, and the constraints are the same. Will they be able to make phasing more "group friendly" then games like WOW will remain to be seen. It annoying to be in a group and all of a sudden half of the group cannot see nor interact with the other half, but it is cool to have that dynamic world, so I think some concession must be made. Which do you prefer, a game where group play is always smooth or a dynamic world of change, geared to your specific character. I think that is a choice a player needs to make for themselves.

The other issue that was brought up by Apraxis, in his/her post, about RvR on a megaserver and the players losing that realm connection. I don't see that as a problem, what I see is the difference in how Apraxis is viewing the "realm". I think that Zenimax is looking at a realm being defined by your chosen pact. I think the confusion comes into play when you are looking at games like WOW, where realms are actually just names of different servers. In WOW, RvR would be basically server v. server, where in TESO, RvR is pact v. pact. And ofcourse, when the megaserver decides to place you on "server a" for this gaming session, it is obviously not going to group you with players from a different pact.

Personally, I think that the megaserver will cut down on the issues that exist on WOW right now in the cross-realm pugging. It is true that with pugging cross-realm, you get some real jerks because they figure, what are the odds I will ever see this player again. In the new TESO system, those odds are greatly increased, which means I think (or rather hope) that those situations will be reduced.

  bcbully

Elite Member

Joined: 3/03/12
Posts: 7531

11/12/12 12:14:13 PM#52
Nice column. I never had a problem with instancing, but phasing bothered me. Lot of "ifs" about this one.
  XilentStorm

Novice Member

Joined: 3/11/10
Posts: 213

Games are epic.

11/14/12 12:01:33 PM#53
Originally posted by reillan
So my preferences: I only want to group with single ladies between the ages of 18 and 29.  Make it happen, Elder Scrolls.

15-20 for me my boy! Still funny, but goodness, why not?! :D Haha!

Veteran MMORPG Player -

ROM
EVE
RS (pre-EOC)- Habbo
Combat Arms - Crossfire -AVA
Maplestory, and more.

  Nzscorpion80

Novice Member

Joined: 1/29/14
Posts: 49

1/29/14 7:04:38 PM#54
I just wonder about world/server immersion but mainly the PVP zone, so it means theres like 5-6 instances of cyrodil going on, & if one instance is losing I just hope to one that is winning? I doubt one instance of cyrodil will handle all the players. So really any server pride/meaning is gone, pve wouldnt matter as much with instances. Any1 know about the pvp side?
  jbombard

Advanced Member

Joined: 11/06/08
Posts: 484

1/30/14 12:19:17 AM#55
If you are talking about a tight knit group of 5 people who are only friends with each other then it should work.  The problem is that isn't really how relationships work.  If you could map out facebook relationships and look at it, circles that were completely isolated are incredibly rare if they exist at all.  Assuming instances have size caps you always have to exclude somebodies friends, because these friends and relationships chain out so widely.  Now if you are letting players create and define their own instances that would be interesting however an automated system that does that for the player is always going to be great when it works but lousy for the player cut off from half of his friends.
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