Instanced or Global

I was wondering if the game world is all persistent and all players are running around in the same area, or whether when you go off to slaughter some monsters in a certain area if you and your group are the only ones there.

I had a few concerns about non-instanced areas, as I plan to play solo a fair amount of the time, I would not like for some unknown to come running up as I defeat a boss and grab my sweet loot, or even kill steal the boss and steal my experience.

I guess there are a few issues in there but if areas are instanced that would pretty much clear things up for me.

EDIT:

After taking a look at a couple of articles I found that it does indeed follow an instanced architecture like Guild Wars, which is good news for me. Having other people are around is alright if they are the ones I wanted there and there are always the towns where you can mingle with other players.
Last bumped on Jul 27, 2017, 9:01:23 AM
That's correct. The areas are instanced and randomly generated for each party. The only public shared areas are towns and some PvP areas.

We're going to make it very easy to find other people to play with. We haven't announced our plans for this, but it will definitely help people who want to play in a "pick up group".
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That means I cannot see anybody around when I'm killing mobs?

Does it make the scene like a offline game cause' online game is often crowded and there should be people on your ways?

or you have to back to towns to sell stuffs or items instead of selling right the way in training areas?

I usually make friend with guys in training areas, not in town :-(
If the system for getting groups is easy you can just hop into some groups and fight, maby find a couple of people you get along with and then you can just start grouping with your friends. I'm going to attempt to group with some people to see if they are all item-grabby hehe, if not I can find some good people to play with.
Curious... We are all sitting around waiting or partaking in giveaways for the beta key and ive been spotting alpha members pop up...
Just wondering what the deal is with that =)
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Glad to here your input on this Chris. I was wondering if we were going to spam chat LFG or if there was another system. I've noticed from watching streams that there is a friends button in game (even though it doesn't work yet). I am glad for that at least.

One thing I thought about was in the "cut throat" league, all areas are public. How would that work? When someone enters an area, will it show an instance as occupied? Will it say how many players are in the instance? Will we able to type something like "/showall" and get a list of all characters in an instance?
Last edited by amindamok on Sep 28, 2011, 10:21:01 PM
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amindamok wrote:
Glad to here your input on this Chris. I was wondering if we were going to spam chat LFG or if there was another system. I've noticed from watching streams that there is a friends button in game (even though it doesn't work yet). I am glad for that at least.

One thing I thought about was in the "cut throat" league, all areas are public. How would that work? When someone enters an area, will it show an instance as occupied? Will it say how many players are in the instance? Will we able to type something like "/showall" and get a list of all characters in an instance?


This is actually a good question, and I'm honestly not sure how I feel about this...

There are 2 ways of doing it:
1) show instances and who is in them
2) show instances

If you show who is in them, I feel it's sorta unfair, since you are gaining knowledge your character shouldn't know (you gain the surprise of finding out on the battlefield)... if you don't show who is in them, you run the risk of the zone selection thing being nearly random, which disallows for player targeting (important for concepts like top player targeting and revenge groups.)

I feel that there are probably more advantages to showing who is in an instance than not I suppose, even though it sorta fails my concept of what I should know which feels wrong to me.
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Eh, I half-agree with you there - I think it is possible to keep players from being able to see who, generally, is in a given instance, while allowing them to hunt down specific players to group with or kill.

Consider the following possibility (which I suppose I should be putting in the "suggestions" section instead of here, but oh well):

Part one: include an "enemy" list alongside the "friend" list - adding someone to your "enemy" list doesn't have to be mutual, but it could give that someone a notification that they have made an enemy. One could also include functionality automatically adding people who kill you to your "enemy" list.
Part two: clicking on an area transition will, by default, take you to an instance of that area with your party members, or the newest created instance if you're not in a party (effectively, setting you up with a random group of players).
Ctrl-clicking (or whatever keybind you prefer, just a different one from regular clicking) brings up a menu which allows you to see if there are any instances of that area with friends, party members, or enemies in them.
It will not tell you who else is in those instances.

Edit: continuing discussion here.
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I have walked the spiral out.
Heard its twisted dreamed inanity
In a whisper, in a shout.
In the babbling cacophony
The refrains are all the same:
"[permutations of humanity]
are unworthy of the name!"
Last edited by Skivverus on Sep 29, 2011, 4:11:19 AM
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Skivverus wrote:
Eh, I half-agree with you there - I think it is possible to keep players from being able to see who, generally, is in a given instance, while allowing them to hunt down specific players to group with or kill.

Consider the following possibility (which I suppose I should be putting in the "suggestions" section instead of here, but oh well):

Part one: include an "enemy" list alongside the "friend" list - adding someone to your "enemy" list doesn't have to be mutual, but it could give that someone a notification that they have made an enemy. One could also include functionality automatically adding people who kill you to your "enemy" list.
Part two: clicking on an area transition will, by default, take you to an instance of that area with your party members, or the newest created instance if you're not in a party (effectively, setting you up with a random group of players).
Ctrl-clicking (or whatever keybind you prefer, just a different one from regular clicking) brings up a menu which allows you to see if there are any instances of that area with friends, party members, or enemies in them.
It will not tell you who else is in those instances.


I like this and I think the idea has merit. This system could be 'improved' imo, if the 'enemy' list was auto-populated though to prevent straight up griefing.

So, the 'enemy' list would hold a list of all players that have killed you... and based on the number of times they have killed you, their name will stay on that list for perhaps a number of kills based on the number of kills they had on you... once you are even, it will delete their name from the list.

Here's the catch though... the total counter doesn't reset, so if 1 person leaves after you are 'even' then it'll be VERY hard to find them again... if they continue to kill each other in the same zone and don't stay 'even' for long, then once their mutual kill count reaches a certain level, they get moved to a new list... the Moral Enemy list, which is a permanent list.

So TL;DR:
2 lists, 1 regular enemies, 1 mortal enemies. Regular enemies are deleted from enemy list when kill counts are equal. Mortal enemies are permanent and are generated by very high mutual kill counts.
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I think certain types of league could allow going into others instances for PvP as described in the previous posts but I'm not sure it should be a standard feature. Some folk would just get really annoyed at others interupting their solo gaming.

Also the problem with an auto populated enemy list is how do they kill you in the first place to be able to enter your instance? Maybe it could be more like Demon Souls where you can invade anothers instance but it's random so you could end up biting off way more than you can chew :D. Also it could be restricted in some way such a limited number of invasions in a given time span or requires a semi hard to get item?

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