NiKr wrote: » Strevi wrote: » I doubt the hype will be big in the context that the game may be released in 2024 - 2025 and meantime they reveal the game mechanics in great detail and even have a long Alpha 2 with no NDA. Will be like an early access game. I think this model cannot create hype. The Early Access principle is to sell unfinished games early, before they are ready but the release itself does not create as much hype as the moment when the game becomes accessible first time. Alpha will supposedly show only half of the world. Now imagine that Intrepid manage to work amazingly with their community (kinda have been doing that already), develop a great game during that alpha2 and then have some nice advertisement before the release. Don't you think that "a good game with great devs that's about to get twice as big with fresh servers" would get a shitton of people?
Strevi wrote: » I doubt the hype will be big in the context that the game may be released in 2024 - 2025 and meantime they reveal the game mechanics in great detail and even have a long Alpha 2 with no NDA. Will be like an early access game. I think this model cannot create hype. The Early Access principle is to sell unfinished games early, before they are ready but the release itself does not create as much hype as the moment when the game becomes accessible first time.
NiKr wrote: » Vraak wrote: » Maybe shard was the wrong term. AoC uses servers instead. Are the servers all connected? Meaning will every player be in the same logical entity regardless of server where they can have the possibility of interacting with each other or would you have to transfer servers if you wanted to play with a group of friends. I get the EU, APAC and NA having different logical entities but will all of the NA player be on the same logical entity. I read through the wiki and I guess I wasn’t as savvy as I thought I was in trying to understand how player interaction is going to work. There's no connection between different servers. You have a server and that's its own entity. That's it. No server transfers either (at least so far). So if you want to play with your friends - choose the same server.
Vraak wrote: » Maybe shard was the wrong term. AoC uses servers instead. Are the servers all connected? Meaning will every player be in the same logical entity regardless of server where they can have the possibility of interacting with each other or would you have to transfer servers if you wanted to play with a group of friends. I get the EU, APAC and NA having different logical entities but will all of the NA player be on the same logical entity. I read through the wiki and I guess I wasn’t as savvy as I thought I was in trying to understand how player interaction is going to work.
Veeshan wrote: » NiKr wrote: » Vraak wrote: » Maybe shard was the wrong term. AoC uses servers instead. Are the servers all connected? Meaning will every player be in the same logical entity regardless of server where they can have the possibility of interacting with each other or would you have to transfer servers if you wanted to play with a group of friends. I get the EU, APAC and NA having different logical entities but will all of the NA player be on the same logical entity. I read through the wiki and I guess I wasn’t as savvy as I thought I was in trying to understand how player interaction is going to work. There's no connection between different servers. You have a server and that's its own entity. That's it. No server transfers either (at least so far). So if you want to play with your friends - choose the same server. prob be cash shop item tbh eventualy to server transfer but yeah wanna make sure ur on same server at launch
akabear wrote: » Whist aware not planned, I had always wanted a mmo with literally 10`s of thousands of potential participants. If done again, I would like to see 3-6 additional sized maps with instanced bridged links to each other (if not capable as on instance) and if localized population overload was an issue, then build migration populations limits into the design and lore. Then, if the game expanded or decreased in population, instead of shutting down a server and moving players, they could be made or able to migrate within the current server by means of event or equivalent with a map swelling or shrinking size, and maintain a degree of harmony and overall population density target.
novercalis wrote: » I personally do not like the fact that server size is 8-10k.. that is way to big and prone for "Server dead" spams when the big wave of players leaves AoC after the hype wears off. Seriously, this game is gonna pull a New World in the sense of - it's gonna get 1+ mil users, but eventually 70-80% of these fuckers are gonna leave for another game or hype or whatever. They arent mmo players. 20% of 1 mil is 200k which is still an amazing number, but ppl will see it as "fucking lawl, AoC Dead, lost 80% of its userbase, trash game, dead game. And Servers going from 10k to 2-4k because we choose to accomodate an absurb influx of players on hype. EQ Server felt great at 2k WoW Server felt great at 2.5k before they did the thing FFXI has a 8k cap, never played the game to say how it feels. UO:R current pop is 1.2k out of 1.5k when shards were created. is 10k too much for a server, when 5k is probably a more manageable number? PoE = 950k active users WoW = 1.11 mil active user Runescape 1.3mil active user FF14 = 3.5 mil active user New World Fresh Start = 100k active users (All time peak was 900k) EQ p99 = 3.5k (3 servers. Blue peaks 1.5, Green peaks 2k, Red is Dead) UO:R = 1.5k (1 shard, private server) City of Heroes (private) = 1.5k (1 server) I got caught up in RL and forgot my point lol I think what may end up hurting AoC unironically is the hype and having the game inflate so large, creating servers, for it to finally pop and then we got server merge issues, low number of players across all servers that doesnt fill the world with 10k. Hell, in in that crappy New World game, with fresh start, new servers are a cluster fuck mess. I do believe a 10k server cap is too large and most importantly what happened to REPUTATION Matters, when we got 10k playerbase. I aint gonna know all 10k players. a 2k server, YOU WILL KNOW PEOPLE, you will remember, ppl will be held accountable.. at 10k... you just blend in, as everything becomes blurry. everyone is just a walking npc at this point.
Vraak wrote: » I like the ESO model where everyone in NA is in the same logical entity. I don’t know how this pulled this off, it is still “instanced” but everyone in the game is in the same server for NA. It is what has kept me coming back to it. But AoC is more to my liking as far as the concept goes.
Botagar wrote: » I honestly think the concept of "servers" is outdated and all future online games should move away. They are a relic of a period of time where software were monolithic deployables running on single machines. Times have moved on significantly since then. I would love to see and EVE Online -esque realm. Everyone from around the world in 1 virtual world. I would however be content with a single realm for each geographic region for ping. I would not like to see a population base fractured within a single geographic region. You get fun and surprising interactions when you have to deal with groups of people from nationalities you dont generally interact with.
Noaani wrote: » Exactly how big of a world would you need to have to sustain a multi-million concurrent player population? EVE gets away with this due to its game world beingnliterally nothing at all. A game set in a world like Verra cant do that.
Noaani wrote: » Just because a game mechanics or system was introduced due to technology limitations, it doesnt mean that mechanic or system isnt still good once those limitations have been overcome. The example of this I give often ... <cut short> In terms of MMO's, mega servers do have a role to play - just not in every MMO. The game needs to be built with it in mind from the ground up, ....
Noaani wrote: » and Ashes is not built with it in mind
Botagar wrote: » Yes, it would be crowded at launch, but we have no idea on how the new player experience will be setup atm. Will there be multiple stater zones? Perhaps a queueing system which progresses as people leave the starter zone(s)?
NiKr wrote: » Botagar wrote: » Yes, it would be crowded at launch, but we have no idea on how the new player experience will be setup atm. Will there be multiple stater zones? Perhaps a queueing system which progresses as people leave the starter zone(s)? Except we do know. There's gonna be 5 starting areas and there'll be queues, that supposedly will be remedied by preregistrations. We know that there'll be no shards either.
Botagar wrote: » Nerror , a few bits of a biome and almost nothing in terms of class kits a game does not make (things we have visual confirmation of). We need to remember that the whole A2 map could get scrapped if things don't work out as expected during testing. We're so early in things that ANYTHING can change.
Botagar wrote: » I'm going to keep advocating for larger, fewer servers as I believe it'll spark the most ingame interactions that'll make memories for people. If we were really going to keep the server nomenclature, maybe strive for 250k servers caps with expected 50k concurrent connections. That to me would be a really healthy bustling world with loads of opportunity for sparks.
NiKr wrote: » Botagar wrote: » Nerror , a few bits of a biome and almost nothing in terms of class kits a game does not make (things we have visual confirmation of). We need to remember that the whole A2 map could get scrapped if things don't work out as expected during testing. We're so early in things that ANYTHING can change. It's not about whether it's possible, it's about whether such huge changes should happen. NW did a 180 in their design during alpha and we know how that turned out. Botagar wrote: » I'm going to keep advocating for larger, fewer servers as I believe it'll spark the most ingame interactions that'll make memories for people. If we were really going to keep the server nomenclature, maybe strive for 250k servers caps with expected 50k concurrent connections. That to me would be a really healthy bustling world with loads of opportunity for sparks. How exactly would the game change for you, as a singular player? Node sieges might already bring together 1-2k people to fight over the node. Those people will be split apart around the node's center during a siege purely due to body collision. So you, as a singular player, would never even see more than a few hundred people on your screen, be it a 10k server or a 50k one. And when you travel you'd still see the same amounts of people, because, as Intrepid's internal testing have apparently shown so far, the game needs way more space to properly accommodate its playerbase. Hell, it might even need more of that space once we get to alpha2 testing and have a few thousand people on a server. Unless Intrepid go down the route of randomly generated content on the scale of whole continents - the game just can't support such numbers of players. And RGC is very rarely as good as properly manually designed one, let alone better.
Botagar wrote: » I honestly think the concept of "servers" is outdated and all future online games should move away.
Botagar wrote: » Noaani wrote: » Exactly how big of a world would you need to have to sustain a multi-million concurrent player population? EVE gets away with this due to its game world beingnliterally nothing at all. A game set in a world like Verra cant do that. Let's not get ahead of ourselves. A touch over a mil probably, not multi-millions.
bloodprophet wrote: » Veeshan wrote: » NiKr wrote: » Vraak wrote: » Maybe shard was the wrong term. AoC uses servers instead. Are the servers all connected? Meaning will every player be in the same logical entity regardless of server where they can have the possibility of interacting with each other or would you have to transfer servers if you wanted to play with a group of friends. I get the EU, APAC and NA having different logical entities but will all of the NA player be on the same logical entity. I read through the wiki and I guess I wasn’t as savvy as I thought I was in trying to understand how player interaction is going to work. There's no connection between different servers. You have a server and that's its own entity. That's it. No server transfers either (at least so far). So if you want to play with your friends - choose the same server. prob be cash shop item tbh eventualy to server transfer but yeah wanna make sure ur on same server at launch Hopefully not. It would mess with the local economy. Unless they transfer a naked character.
Botagar wrote: » NiKr wrote: » Botagar wrote: » Yes, it would be crowded at launch, but we have no idea on how the new player experience will be setup atm. Will there be multiple stater zones? Perhaps a queueing system which progresses as people leave the starter zone(s)? Except we do know. There's gonna be 5 starting areas and there'll be queues, that supposedly will be remedied by preregistrations. We know that there'll be no shards either. True, I missed that https://ashesofcreation.wiki/Starting_areas@Nerror , a few bits of a biome and almost nothing in terms of class kits a game does not make (things we have visual confirmation of). We need to remember that the whole A2 map could get scrapped if things don't work out as expected during testing. We're so early in things that ANYTHING can change. I'm going to keep advocating for larger, fewer servers as I believe it'll spark the most ingame interactions that'll make memories for people. If we were really going to keep the server nomenclature, maybe strive for 250k servers caps with expected 50k concurrent connections. That to me would be a really healthy bustling world with loads of opportunity for sparks.
Botagar wrote: » Also, It's a bit disingenuous to insinuate that the EVE core universe was something that was not "deep" at launch and that AoC is already shitting all over it in its current early dev stage... EVE was started by a bunch of nerds, just like AoC. I'm going to bow out of this thread, it's clear people here are just doggedly sticking to the original vision set forth many years back and aren't stopping to think if its still relevant now. Whilst I don't think sticking to the original vision on servers will kill AoC, in general, the above mindset is death to long run software engineering projects.