CRZ is getting really old

#1 - Jan. 11, 2017, 7:44 p.m.
Blizzard Post
CRZ is getting old. I am really sick of fighting with dozens of players from other realms to try and complete WQ. With CRZ enabled in legion it feels like WQ are just who can tag a mob first competitions now. Anything that required you to click something is again just a race who can run the fastest when said thing spawns. You go to fight a named you get to stand there for a couple of minutes again with a dozen other people from other realms and wait for it to respawn because it was just wiped out by a dozen people a moment ago.

This needs to go. One of the things we were told when this horrible feature was implemented is we wouldn't have to deal with it in current content. Now, after people spent $50 for the expansion and prepaid for months of gametime, it is snuck into the game. If you really think players enjoy this feature I suggest you offer an option for us to opt out of it. Watch as a good chunk of your players opt out because we don't need to see dozens of players from other realms when we try to complete solo content.

Even last night at 2:30 am EST it was the same situation. I understand a new patch is out and that it brings more players back to the game but if anything that is even more of a reason not to have CRZ. Right now trying to do the assault quest in Stormpeak and sure enough here we are again with a ton of dragons mass killing everything the moment it spawns. This is not fun nor is it immersive. I shouldn't have to wait till later to do my WQ because too many people are on in the afternoon (which obviously it don't matter anyways).

P.S. Yes I know Skyrim is a single player game and I know MMO titles are multiplayer games.
#122 - Jan. 24, 2017, 7:44 p.m.
Blizzard Post
01/23/2017 10:37 AMPosted by Rankìn
01/23/2017 10:27 AMPosted by Oin
Not true. I have ridden up to a mining node, only for it to vanish, yet when I back away, it magically appears again, then vanishes when I approach.

That would be phasing, which still isn't a CRZ-specific issue.

01/23/2017 10:27 AMPosted by Oin
Additionally, even if what you are referring to is what Nydalis was talking about, the node would more likely than not have remained there but for someone from another server, forcibly placed onto his realm, tapping that node.

Now we're just jumping at shadows. Right. It must have been a filthy CRZ-er, it's completely impossible that it was someone from their own realm, or who was invited to that realm.
Right. I think it is important to realize there are a few different things at work here. Connected Realms, Cross-Realm Zoning, and Phasing. While each of these compliment each other, and may share some tech, they are three separate ideas.

We've said it previously but we are still looking into and considering options for people that use the LFG tool to realm-hop. I don't have anything to share in regards to updates on that, but its still recognized as an issue we would like to sort out.

Connected-realms seem fine. I'll bubble up some feedback to get those looked at again to make sure populations are where we want them, but I wouldn't expect any major announcements or changes for these at the moment.

I've noticed some issues here and there with phasing, such as nodes falling on zone/phase lines, which may cause them to despawn when they are approached. Examples of locations where this happens would be useful for us to see what we can do about specific node spawns to prevent this from happening.

In regards to CRZ, I know this is a large point of contention, but our goal with CRZ is to make zones feel active and alive by bringing players from other phases and realms into your phase so that there are an active number of players in each zone. Looking at this feedback, it seems we may want to look at some of these areas, particularly around World Quests and various pick-up quests, and maybe think about some adjustments. I'll send this over to the development team for feedback again, and see what they say.
#126 - Jan. 24, 2017, 7:53 p.m.
Blizzard Post
01/24/2017 11:48 AMPosted by Gigabear
01/24/2017 11:44 AMPosted by Ornyx

In regards to CRZ, I know this is a large point of contention, but our goal with CRZ is to make zones feel active and alive by bringing players from other phases and realms into your phase so that there are an active number of players in each zone. Looking at this feedback, it seems we may want to look at some of these areas, particularly around World Quests and various pick-up quests, and maybe think about some adjustments. I'll send this over to the development team for feedback again, and see what they say.


A major offering from the devs was that spawn rates would be adjusted in old zones to account for the increased population. For hunter tames at least like Loque and Krush in the basin, I'm pretty sure this was never done. I've got both from Wrath, and thank goodness because there are often gobs of hunters from many servers looking for Loque especially.
I'd have to follow up on that, as I thought spawn rates -were- increased on rare hunter mobs. It was a bit before my time though, so I can't be 100%.

01/24/2017 11:52 AMPosted by Augurian
01/24/2017 11:44 AMPosted by Ornyx
...Right. I think it is important to realize there are a few different things at work here. Connected Realms, Cross-Realm Zoning, and Phasing. While each of these compliment each other, and may share some tech, they are three separate ideas.

We've said it previously but we are still looking into and considering options for people that use the LFG tool to realm-hop. I don't have anything to share in regards to updates on that, but its still recognized as an issue we would like to sort out.

Connected-realms seem fine. I'll bubble up some feedback to get those looked at again to make sure populations are where we want them, but I wouldn't expect any major announcements or changes for these at the moment.

I've noticed some issues here and there with phasing, such as nodes falling on zone/phase lines, which may cause them to despawn when they are approached. Examples of locations where this happens would be useful for us to see what we can do about specific node spawns to prevent this from happening.

In regards to CRZ, I know this is a large point of contention, but our goal with CRZ is to make zones feel active and alive by bringing players from other phases and realms into your phase so that there are an active number of players in each zone. Looking at this feedback, it seems we may want to look at some of these areas, particularly around World Quests and various pick-up quests, and maybe think about some adjustments. I'll send this over to the development team for feedback again, and see what they say.


That is not the problem. The problem is you were to fix quests by doing shared credit tapping.

And then you went and made a specific type of quest that involved interacting with items which despawns the item for other players.

You completely undermined the advance in mob tapping by making more quests where that shared credit is irrelevant since everyone is brazenly racing to steal a node/item from you.

It's been as bad as people seeing you are close to a node but fighting a mob that aggroed beside it, and they steal the quest item/node right from under you.
That's what I said. I'm sending feedback up to review some of the pick-up quests in the world that have items that may not respawn at fast enough rates.

Any examples you could provide where you've had this happen would help greatly, otherwise we are looking at this a bit blind.