Glorious Alpha Two Testers!
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.
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.
Land Mass Instancing
akabear
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
Low population servers are a killer for game enjoyment.
The max numbers per servers are a good start but when broken down to zones or nodes, the density will not be that high.
I would like to see areas of the map instanced such that a higher overall population could be sustained with region locking for max population at any time.
The max numbers per servers are a good start but when broken down to zones or nodes, the density will not be that high.
I would like to see areas of the map instanced such that a higher overall population could be sustained with region locking for max population at any time.
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Comments
Will the devs be transparent with those details like most everything else? Probably.
Are those details important enough to share before we start Alpha-2? Definitely not.
If a server doesnt have very many people on it, that's not the players fault and they shouldnt lose their server due to merging/deletion of low pop servers.
As for the people transferring over with characters, I would investigate ways to restrict the flow of materials or money to lessen the impact they would have on the low pop servers economy.
IS estimates 100k players at launch and opens 8 servers, resulting in full servers and some wait time to log in during peak hours.
Two months later, after some attrition total players are 90k, wait time mostly disappears.
Two further months pass, word about AoC has spread and total players rise to 110k, wait time develops on some servers during peak time.
Two more months pass, total players rise to 150k, IS opens two new servers. Some servers continue spotty wait time.
Two more months pass, word continues to spread bringing in more new players than those quitting, IS starts advertising, new servers open as needed. This continues for two more years until there are now 16 mostly full servers and two or three that never took off.
Eventually some other company imitates AoC and draws away some players, total player base stabilizes, the three low-pop servers merge and we live happily ever after until Stephen is inspired to create a new game which is so wonderful we cannot even start to envision it now and we start the process again, which really is a part of living happily ever after for us gamers.
100,000? I think you need to add one 0 to that and another 0 a couple weeks after launch.
If AoC comes loaded on launch with all it's stated features and is pretty polished, it's absolutely going to be a vanilla WoW situation all over again. It'll basically be a suped up combination of BDO, ArcheAge, GW2, WoW and Lineage without the P2W, and that alone will have at least nearly the entire US of MMO players switching over.
That is at least until the bots and gold farmers come swarming in and destroying the PvP heavy game that's built on an economy. I predict no game will have ever risen so high, and fallen so hard in the history of video games, because nothing has ever done so much so well and been so vulnerable.
If your suggestion is that it isn't temporary - then that's not sharding anymore - that's a server merge.