And since the game worlds are always online?
What happens when someone you ‘can’t see’ kills a monster near you? Now the servers have to track those monsters for everyone online, plus each and every person hiding other players, since each one has to kill it separately.
It’s not remotely as easy as ‘toggle a button’, and the game, again, is not designed for solo play.
Turning off crossplay is not remotely the same as turning off every other player.
No one has ever kited enemies to another player and got them killed without being hostile in a Diablo game ever.
No one has ever griefed anyone in Diablo multiplayer player…
It isn’t just helpful people who “share” the world and you benefit from every interaction… sometimes as previous posts have mentioned, the “help” isn’t wanted.
I don’t think the shard layering (the underlying design) was working properly all the time because lot of these open world event areas are supposed to account for this (the system is supposed to seamlessly transition you temporarily to an instance of that event with a low number of players or no more than two parties). It’s like how you are put into your own instance when doing a main story quest in the open world.
Events respawn often, and are all over. Yoi can google interactive maps showing you every event spawn already. “Im not patient, or too slow” isnt a valid reason.
Ah (I don’t play WoW but heard they implemented this tech to load balance the game world). Thought it would be a bit more perfected by now, but I guess it is not surprising since there were a lot of players running into that Kyovashad eastern gate invisible wall where the backend was not transitioning players into whatever layer they were supposed to be (not to mention all of the microstutter and occasional severe rubberbanding you’d experience at these transition points).
Oh yeah, they are going to have to “fix” this in D4 since it was happening with the world boss and Kor Dragan event instances (you port back to town after one is completed and port back to potentially get dropped into another instance where it hasn’t been completed yet).
Ah, I see. To avoid stuff like that, players in WoW get an instance/raid ID for raids - but sometimes it was so buggy they even managed to reset that, too lol.
So yeah that’s another reason for a private/singleplayer mode.
They actually could because the tech is part and parcel of the underlying system (note that I am indifferent to having an actual private mode, but I understand why some want that option). But the designers won’t likely ever create that toggle option since it’s sort of a major design decision of theirs to give D4’s shared open world some life with the occasional “other adventurer” component they are looking for. I personally think the balance is mostly there (except for the bugs where it isn’t working as it should).
In hubs, players near me (in the social tab) never exceeded 17 whereas once I was on an open world layer, rarely did the instance layer I was on have more than 4 other players near me. And while I also experienced bugginess with various event instances (plus some of wonkiness Deatheye mentioned this system has in WoW, the ones that did work as designed, had no more than 6 players in the near me listing (I presume the max is 8 if accounting for two full parties).
First of all it breaks immersion, the game went to great lengths to capture the tone and atmosphere of Diablo 1, so while i’m exploring let’s say an abandoned town, that is supposed to be an eerie and dangerous experience may be ruined if there’s a group there farming some crafting mats or whatever.
Secondly, there are a lot of side quests in this game, many of them MMO style kill and collect quests and in a shared world it would sometimes happen to go the zone indicated by the quest, just to find all the population of whatever creature you’re tasked to kill eradicated, with just a couple of players roaming by waiting for respawns.
I don’t want to camp spawn points in order to complete a quest.
Also D2 was designed to be fully played and enjoyed solo, which i did.
Said by who? is there a blue post on this matter? or you think you’re some kind of authority?
I’m also very much in favor of adding a private mode. The game already works perfectly for that. All world events scale to the number and levels of players and nothing in the world is globally persistent. The persistence is per character.
This always-multiplayer mode frustrates so much! I just can’t enjoy the environment, atmosphere and story while those MMO-style noisy players are fussing around.