Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Server population management
Right now this is a far ahead future problem but eventually it will become real.
I guess the game design around the nodes makes it near impossible to create a mega server environment. That mean individual servers will have individual problems.
In the beginning a lot of (maybe all) servers will be overrun. After some time the population on the servers will decline or you will even see almost deserted servers.
The usual solution for the beginning is to lock character creation on a crowded server. That leads to friends not being able to play on the same server. One thing I would think could be a solution here is the lock the server a little bit early and let existing player invite friends.
The problems that occur when a server gets deserted are a little bit more complex. Most MMOs offer a character transfer or a server merge. A rather unique problem in AoC will be character owned property like the housing in a node that should be limited. What should happen to those hard earned things?
I guess the game design around the nodes makes it near impossible to create a mega server environment. That mean individual servers will have individual problems.
In the beginning a lot of (maybe all) servers will be overrun. After some time the population on the servers will decline or you will even see almost deserted servers.
The usual solution for the beginning is to lock character creation on a crowded server. That leads to friends not being able to play on the same server. One thing I would think could be a solution here is the lock the server a little bit early and let existing player invite friends.
The problems that occur when a server gets deserted are a little bit more complex. Most MMOs offer a character transfer or a server merge. A rather unique problem in AoC will be character owned property like the housing in a node that should be limited. What should happen to those hard earned things?
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Comments
There might be an easy fix, but cant really think of it One idea I just came up with:
Instead of closing a server convert it to a "RPG-server" more oriented on the adventure, lock up nodes so they are NPC driven, and now it more of an adventure game. People that have housing already keep it, but the development is still there. (<-- best I could do of the top of my head, its something...)
They really want to see what we, the players, will do with the gift they give us, which will be the game. They want to see how we'll shape it, and how it'll grow under our stewardship