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 Architecture
ArchivedUser
Guest
Dear Devs,
I have been gaming since 1980 on my Atari 2600 console. I've seen a lot come and go. I already bought the $500.00 pre-order pack and am anxious to help stress test. One of the main things (outside of gameplay) that has negatively impacted a games health is server architecture.
One of the best examples of this failing is Star Wars the old republic. Separate servers, people could have the same name as long as they're on different servers, and regular downtime for maintenance. People left certain servers for various reasons, some said the PVP was poorly designed. In fact it was, especially on the pvp server I started on. But, what happened was it snowballed leaving some servers empty, so when they merged the servers people like myself who pre-ordered the VIP game package ended up losing my account name with which I had built all my characters around to a level 12 new player who had taken it on my destination server...
I currently play Guild Wars 2, one of the best examples of the countless games I've played that has streamlined the server architecture. It doesn't matter which server you're on all maps populate from all servers, you'll never lose your name over a server merge (like I did in swtor), and in 6 years the game has NEVER been offline. Prior to their Heart of Thorns expansion release, there was a content drought, and it was the server architecture making sure no one was stranded on an empty server during the wait that kept the games momentum going forward.
I would like a brief description of the design of Ashes of Creations server architecture. Because I promise it is the one thing that can get good games through low population or content droughts that can happen for various reasons. And from what I've seen in your videos/discussions, content creators videos, and the website I want this game to succeed.
Respectfully,
-Powurshot
I have been gaming since 1980 on my Atari 2600 console. I've seen a lot come and go. I already bought the $500.00 pre-order pack and am anxious to help stress test. One of the main things (outside of gameplay) that has negatively impacted a games health is server architecture.
One of the best examples of this failing is Star Wars the old republic. Separate servers, people could have the same name as long as they're on different servers, and regular downtime for maintenance. People left certain servers for various reasons, some said the PVP was poorly designed. In fact it was, especially on the pvp server I started on. But, what happened was it snowballed leaving some servers empty, so when they merged the servers people like myself who pre-ordered the VIP game package ended up losing my account name with which I had built all my characters around to a level 12 new player who had taken it on my destination server...
I currently play Guild Wars 2, one of the best examples of the countless games I've played that has streamlined the server architecture. It doesn't matter which server you're on all maps populate from all servers, you'll never lose your name over a server merge (like I did in swtor), and in 6 years the game has NEVER been offline. Prior to their Heart of Thorns expansion release, there was a content drought, and it was the server architecture making sure no one was stranded on an empty server during the wait that kept the games momentum going forward.
I would like a brief description of the design of Ashes of Creations server architecture. Because I promise it is the one thing that can get good games through low population or content droughts that can happen for various reasons. And from what I've seen in your videos/discussions, content creators videos, and the website I want this game to succeed.
Respectfully,
-Powurshot
0
Comments
We probably won't get those details any time soon either.
How are you planning on doing servers and will we see merging if a servers player base dies?
- [24:17]
- A: Steven: First of all, obviously our our goal is to accurately and proportionately populate our servers. There's a very healthy number of players and in order to achieve that goal, obviously this Kickstarter is a great start to that, but more importantly having that relationship with the community to help build our community with Ashes of Creation, so that we have a strong player base that is large in numbers, really will mitigate the risk in having to consider server merges, but I think that if we were to come up across that issue, it would be it would be a process that's both fair to each of the server populations being considered for that merger.
- Peter: It's something we're definitely cognizant of, it's not on the back burner. We are always thinking of that in relation to how to move forward. I think the first step [in how to move forward is that] we're mentioning servers plural, so we're not thinking a world server, that's not in the thought process there.
- Steven: Multiple servers, we're thinking a very healthy number for the concurrency, current server usage.
- Peter: Yeah
<https://www.youtube.com/watch?v=aJAXeWHrhFM>Steven does address threads on the forums when they do need to be addressed, but as Nagash said you are more likely to get a response:
1) From getting your questions selected during a live stream Q&A
2) From getting a good conversation going on Discord where we can get Steven to chime in
The question you have asked is one that has been asked by the community numerous times and alas, the sources I have given you really do represent what Steven and Intrepid has been willing to say on the matter.
Best of luck getting the answer you seek