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I played ESO in beta and about the first 3 months before quitting because the teaming while questing was such a kick in the behind. Started off by not having a minimap so you could easily see your gaming partner and the compass for keeping track of where and how far away your gaming partner was from you were the main reasons I stopped playing.
However, the biggest problem was the phasing problems. Your partner was invisible if they weren't perfectly phased with you.
Has ESO addressed any of these issues. I probably won't return until this becomes less of a pain.
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Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
It's improved some but there is still a lot of phasing used for story telling "world changing" simulation to contend with.
If you're duoing, it has always worked best if you stick together and work on the same step of quests and that is still true. If one of you goes AFK and the other one keeps playing, you will still get some invisible teammate moments if you're working on one of the many quests with phasing.
And there are still many quest lines that include a solo instance that needs to be done solo, but they are clearly marked now on the door.
Instanced 4-man dungeons now scale to the party leader's difficulty and are repeatable for that reason. That was a major improvement.
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Wow.. it is still broken? one of the main reason why i quit months ago because i got tired of spamming chat for groups. And it was a struggle to get people from guilds to do low level dungeons with you.
They redesigned LFG tool to make a group only when it finds all 4 members. Something like SWTOR has. Ever since, I haven't been able to get a group together (1-50 or Vet), and according to forum posts and chat, majority is in the same situation.
Basically they turned a bad system into something even worse.
Phasing is the only thing about ESO that I do not like. I am not sure why devs think they need to have players feel like they are changing the world.. It is an MMORPG with many other players. There needs to be a system in place to where it takes that into account IF you want the world to change around the players. Phasing as ESO does it causes more issues than its worth.
For an example.. A village has constant trouble being attacked - you can help or not help. Lets say after passing X percentage of the playerbase NOT helping the town if overran and burnt to the ground. Done. Everyone can see. Some villagers escaped and vow to retake the town and rebuild. The players behind you can choose to help their cause or not. After reaching X percentage of players choosing to help and now the village is rebuilt for everyone to see.
Now players move on to exterminate the attackers and stop the attacks if they so choose. Doing so will cause the attacks to stop BUT eventually attacks another threat will rise against that village. Bandits werent attacking because they were scared of the Minotaurs / Centaurs or whatever but when those are stopped then the Bandits start attacking. Or the forest nearby has undead problems at night and those begin attacking.
The single player story in MMOs is dumbest thing to add into the game. It should be about the community not about your character.
Phasing has it's positives and negatives
One big positive I can see is in being able to keep zones relevant after the leveling game.
"Be water my friend" - Bruce Lee