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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Server Types by Population; Frontier, Standard, and Cosmopolitan
There's not a variance in the type of servers you see in most MMOs. By in large, if there are server types, it's PvE, PvP (of some form or another), or RP. Given how much emphasis player activity is to have on a server, it'd be curious to see the game where servers are set up to intentionally have varying degrees of population.
For example, a 'Frontier' server would have a very limited number of players (low player cap) relative to a Standard server (standard simply being that the developers envision as the default). This would limit the number of large, metropolitan areas and intentionally keep much of the world a wilderness marked by the occasional village. It would create more insular communities, which sounds like a negative at first, but would offer an entirely different experience for player-interactions when dealing with the rare traveler or stranger moving through your 'home' node.
By contrast, a high population, 'Cosmopolitan' server that emphasizes more urban encounters and developed land would make for an entirely different experience, both in politicking and warfare, as resources will be far less available and managing what is there a much more important part to day-to-day gameplay. This one is somewhat trickier from a technical standpoint than the 'Frontier' idea, as server limitations and stability become more of an issue, as well as the fact that many players tend to gravitate towards a large server, which might leave the Standard servers feeling more like a Frontier one then they should be. One possible solution to this is making the rate at which settlements and cities form go much faster than they do on a Standard server, while keeping the population cap roughly the same.
I'll end by being the first to say that, while I like this idea, it might be a redundant one. Assuming no dramatic crashes in population and healthy server activity, some servers will simply be busier than others, and we'll see some servers that are more frontier-esque, and others that are busier by sheer virtue of how we disperse across them.
For example, a 'Frontier' server would have a very limited number of players (low player cap) relative to a Standard server (standard simply being that the developers envision as the default). This would limit the number of large, metropolitan areas and intentionally keep much of the world a wilderness marked by the occasional village. It would create more insular communities, which sounds like a negative at first, but would offer an entirely different experience for player-interactions when dealing with the rare traveler or stranger moving through your 'home' node.
By contrast, a high population, 'Cosmopolitan' server that emphasizes more urban encounters and developed land would make for an entirely different experience, both in politicking and warfare, as resources will be far less available and managing what is there a much more important part to day-to-day gameplay. This one is somewhat trickier from a technical standpoint than the 'Frontier' idea, as server limitations and stability become more of an issue, as well as the fact that many players tend to gravitate towards a large server, which might leave the Standard servers feeling more like a Frontier one then they should be. One possible solution to this is making the rate at which settlements and cities form go much faster than they do on a Standard server, while keeping the population cap roughly the same.
I'll end by being the first to say that, while I like this idea, it might be a redundant one. Assuming no dramatic crashes in population and healthy server activity, some servers will simply be busier than others, and we'll see some servers that are more frontier-esque, and others that are busier by sheer virtue of how we disperse across them.
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and there's headstart server.
Second, what's your point here?
and there’s headstart server.
Second, what’s your point here?
[/quote]
I'd answer, but I'm not entirely sure what point you're making either!
[quote quote=17013]You know what, for your average mmorpg limiting the amount of players on a server like this could be very harmful, but for Ashes I could see it actually working. The question would be if you would be able to freely switch characters between server types?
[/quote]
In regards to this, I don't have an answer. I suppose the proper thing to do would be to say 'no', in order to prevent an influx of players with access to lots of high-end crafting stuff from a larger server coming to a Frontier-style server, but that most likely would be on the developers to determine in order to maintain server health.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/server-types-by-population-frontier-standard-and-cosmopolitan/#post-16988" rel="nofollow">Irobot wrote:</a></div>
first off, server is based on what region you are from, I believe. so, Europe,NA,SEA/OCE, so on so forth.
and there’s headstart server.
Second, what’s your point here?
</blockquote>
I’d answer, but I’m not entirely sure what point you’re making either!
[/quote]
I'm simply asking what you are trying to suggest.
If it's high population servers and low population servers, one server's capacity is 10,000 people, so with 3 regional servers they can accommodate 30,000 players. not likely enough, so they will add more servers in the more populated areas.
or considering they are likely to expand the areas, the server might hold more people than 10,000