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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Server Merges
TheHiddenDaggerInn
Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
Has it been discussed about how they will hand the merges of servers eventually? We all know this game will be very popular, but like most games at some point a server merge is needed. Now our houses can't possibly be put where they were on the other servers becausew I'm sure much of that land is taken. So do we do a land rush, the incoming server loses houses? Just something I'm thinking about when deciding how popular of a server to start out on . I have been away for some time so if this has been answered I apologize.
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Comments
Computing resources could be temporarily given to servers initially to handle high population at launchreleasing those resources once the population settled down.
Low population servers could be seen as opportunities, and so attract new players.
Relics of past populations might persist as content, or exhausted resources might grow back faster in less populated areas.
I hope they somehow incorperate a "Land Rush" like Archeage, 1 of the most fun times ever
So, my notion is that at launch, more server resources could be allocated to handle temporary overpopulation, and as the population drops, these temporary resources could be released.
I haven't programmed much the last couple decades, but I watch technology, and it seems to me that such a scheme might be practical.
The basic idea is that Intrepid could architecture their servers so that mergers might be almost unnecessary, and this would be a huge advantage.
The problem with this, is that server population affects far more than computing requirements. It affects...
- Economic patterns & resource balances
- Competition for grind spots (particularly problematic in the early levels, before anyone can spread out)
- The noise level of world or area chat
- Competition for node housing
Even if players spread out to account for this, if a large number of initial players leave, the remaining spread out players are now left with far fewer people in their nodes and areas than they should naturally have, and going from "wow there are too many people here" to "where'd everyone go?" makes for some solid whiplash that affects the game as well.
I'm not saying it's impossible to get right, but "world mergers" are much more than just a question of server resources, so the power of cloud scaling can only do so much. Intrepid will have to think carefully about how to handle this, as they start to get closer to launch.
If you can accurately assess the number of servers you will need to maintain your population at 6 months, and can then dynamically allocate resources to cover the initial population, a game may well be able to actually just avoid the first round of server mergers completely.
So basically, rather than using dynamically allocated resources to remove resources when they *are not* needed, you use it to add resources when they *are* needed.