Mrdgames wrote: » How will the AOC server architecture handle the masses that want to play on a popular server? is a solution in place to increase the capacity? Will the servers have layers? I'm asking because atm I'm playing WOW classic and anno 2022 blizzard still has not yet found a solution to increase the server capacity on the wow classic realms. Personally I find it very unlikely that there is no solution to the server capacity anno 2022 and was wondering how Intrepid will approach this on their end.
Natasha wrote: » Mrdgames wrote: » How will the AOC server architecture handle the masses that want to play on a popular server? is a solution in place to increase the capacity? Will the servers have layers? I'm asking because atm I'm playing WOW classic and anno 2022 blizzard still has not yet found a solution to increase the server capacity on the wow classic realms. Personally I find it very unlikely that there is no solution to the server capacity anno 2022 and was wondering how Intrepid will approach this on their end. Servers won't have layering/sharding, servers will be limited to 8-10,000 concurrent players on release with a capacity for 15,000 players total. with this gradually increasing to 50,000 player capacity after launch (keeping the 8-10,000 concurrent player limit)You can find more information here: https://ashesofcreation.wiki/Servers
Xenotor wrote: » Interesting to know that they plan to limit it to 15.000. I would limit it to 10.000 at launch and only increase it after a week. Reason being that at launch every person will want to play. Most people will also take vacations for launch week. So with a limit of 15.000 you will have a 5000 person que. Nobody will want to logoff to avoid the que so people will do everything to stay afk ingame. From running scripts to having a poket watch under the mouse. This in return increases the que time to hours. Nothing makes people quit the game at launch more then being unable to play at all due to being stuck in que for 5 - 16 hours. So yah i am hoping they change the limit it to 10.000 and avoid ques all together for the first couple days /weeks and later increase the cap.
Voxtrium wrote: » Can someone detail what exactly character creation throttles is?
Xenotor wrote: » Natasha wrote: » Mrdgames wrote: » How will the AOC server architecture handle the masses that want to play on a popular server? is a solution in place to increase the capacity? Will the servers have layers? I'm asking because atm I'm playing WOW classic and anno 2022 blizzard still has not yet found a solution to increase the server capacity on the wow classic realms. Personally I find it very unlikely that there is no solution to the server capacity anno 2022 and was wondering how Intrepid will approach this on their end. Servers won't have layering/sharding, servers will be limited to 8-10,000 concurrent players on release with a capacity for 15,000 players total. with this gradually increasing to 50,000 player capacity after launch (keeping the 8-10,000 concurrent player limit)You can find more information here: https://ashesofcreation.wiki/Servers Interesting to know that they plan to limit it to 15.000. I would limit it to 10.000 at launch and only increase it after a week. Reason being that at launch every person will want to play. Most people will also take vacations for launch week. So with a limit of 15.000 you will have a 5000 person que. Nobody will want to logoff to avoid the que so people will do everything to stay afk ingame. From running scripts to having a poket watch under the mouse. This in return increases the que time to hours. Nothing makes people quit the game at launch more then being unable to play at all due to being stuck in que for 5 - 16 hours. So yah i am hoping they change the limit it to 10.000 and avoid ques all together for the first couple days /weeks and later increase the cap.
Scarbeus wrote: » I don't have the quote but Steven was asked about this on (I think) the August stream and he was mentioning they were looking at seeing if they could expand the number of players per server. That doesn't necessarily mean that they will if they find out it's possible.
Xenotor wrote: » Nothing makes people quit the game at launch more then being unable to play at all due to being stuck in que for 5 - 16 hours.
Natasha wrote: » Xenotor wrote: » Interesting to know that they plan to limit it to 15.000. I would limit it to 10.000 at launch and only increase it after a week. Reason being that at launch every person will want to play. Most people will also take vacations for launch week. So with a limit of 15.000 you will have a 5000 person que. Nobody will want to logoff to avoid the que so people will do everything to stay afk ingame. From running scripts to having a poket watch under the mouse. This in return increases the que time to hours. Nothing makes people quit the game at launch more then being unable to play at all due to being stuck in que for 5 - 16 hours. So yah i am hoping they change the limit it to 10.000 and avoid ques all together for the first couple days /weeks and later increase the cap. That's exactly how you end up with a dead server. you need a concurrent player base when the original hype for the game dies down. the method intrepid has planned includes a small player buffer zone at launch so that the servers will always have people. the capacity for accounts increasing over time will just ensure the life of the server over time. people also don't want to become split from their friends in a game that will not have server transfers at launch (which becomes more likely with the lowered launch cap.)they've said character creation will be throttled to avoid excessive queue times and funnel players into the lower population realms.People will just have to come to terms with the fact that there will always be a queue for the launch of games. the only way to skip the queue was to get a headstart from the kickstarter campaigns.
Sapiverenus wrote: » Xenotor wrote: » Nothing makes people quit the game at launch more then being unable to play at all due to being stuck in que for 5 - 16 hours. You're exaggerating lol. People didn't quit/avoid Diablo 3 because of a bad start if that's what you're thinking of. i guess letting 1000 people login a char every 4 minutes up to 10k is something approximating a solution. Let people create a char before the server is 'open' and randomly pull 1000 in over the course of 30 seconds, every 4 minutes or something until hitting the 10k max or whatever it'll be. Don't let people have more than 1 char per server and don't set account limit higher than server max on launch day.
Dylbilly wrote: » Following on from Xenotor above. I hope this discussion has grown legs over time and I believe this is integral to any game, let alone a MMORPG at launch, for example, the latest big MMO was New World & at launch nearly reached 1mill players trying to play a month after launch. Lost Arc reached 1.3million. Of course the WoW sits well above the norm... but still, people are looking for a MMO change. Anyone who wanted to play the MMO was stuck in the endless sign in loop and sat for 2-4hrs wanting to play. As a casual gamer these days with the work life, all you want to do is sign on, play for 2-3hrs before bed and away you go until the next day. I really hope the server capacity put in place is ready for the 500K+ players that will be coming to Vera? It's coming and if you think its not your naive. Not 10k -15K...... let alone 50K that has been mentioned befor. Yes the eventual player count will relax down a little, but still if you want people to purchase a subscription, they need to be able to play, if you cant play, you will want to get a refund and go elsewhere until it gets lifted. If that's the motto, well that is a shame for us all that are wanting to play...... Personally I want to pay for my subscription and play to my hearts content.
Dygz wrote: » I think it’s going to be much less than 500K. But it’s a good goal.
Dygz wrote: » Azherae wrote: » 50 servers to start sounds about right. 4-5 per timezone. Based on their expectations, that is. 250K peak players for launch?
Azherae wrote: » 50 servers to start sounds about right. 4-5 per timezone. Based on their expectations, that is.
Otr wrote: » Dygz wrote: » I think it’s going to be much less than 500K. But it’s a good goal. Dygz wrote: » Azherae wrote: » 50 servers to start sounds about right. 4-5 per timezone. Based on their expectations, that is. 250K peak players for launch? There will be a peak interest at Alpha 2 launch. If A2 fails to maintain the interest while it gets more and more features, it might get fewer new subscribers. But the A2 key owners are automatically part of the release too as they payed for a number of months. So even if they didn't helped testing might join the release. And IS saidhttps://youtube.com/watch?v=rrD4RCTbxds&t=2230s What is supposed to happen in order to make the A2 players ignore the release? IS to ignore the feedback received from the vast majority? What if they are closer to your play-style? Will their feedback be ignored? I think is easy to measure feedback, choose and predict during alpha 2. I cannot even predict my own votes now until I don't move the character with my own keyboard and mouse and do some leveling. And remember I keep insisting you to play and give feedback.