Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III 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 testing is currently taking place five days each week. More information about Phase II and Phase III 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.
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What's to be done about over-crowding certain areas/servers?

Could someone enlighten me on what game mechanics/strategies will be in place to lessen the burden of overcrowded areas? Will the server population be limited enough to keep this from occurring, but unlimited enough to make the world feel lively in the lively areas? How can we accomplish this?
Thanks.
Thanks.
0
Comments
I'm not pretending to know the solution either.
1. Go through the gate
2. Choose a direction
3. Start walking and don’t look back
kill them all
You might decide it's not worth your time and move on. But the design of the game is such that this will be a frequent consideration you have to make.
They same goes for harvesting gatherables. No longer is it a rush to get the first hit on a tree or a rock so you get the claim for the resources. Now if you do the person you beat could very well kill you and take it for themselves.
My understanding is that the whole world (or a lot of it) "starts at level 1" and advances with each node. So, if one area is over crowded, then you have the option to go explore a less populated area and begin working to advance that other node. It's going to be completely up to the players which nodes they want to grow, and population will play a factor - for better or worse.
If there's 200 people in an area then there's 200 people in an area and you'll see them all.
"Thankfully Ashes is actually trying to be an MMO unlike most modern "MMOs" so there is no sharding or layering or rendering or instancing or channeling players out when there's more than 20 people in an area.
If there's 200 people in an area then there's 200 people in an area and you'll see them all."
^ This comment by Talents makes my quite happy! I detest layering and sharding... makes a game feel dead at times, when in reality, numerous players are there at that location on the given server.
Node System: Since nodes develop dynamically based on player activity, the population should naturally spread out as different areas evolve into towns, cities, etc. This creates incentives to move and settle in less crowded zones.
Limited Citizenship & Housing: Some features, like citizenship and freehold plots, are limited per node. This encourages players to seek out emerging or lower-tier nodes instead of piling into one.
Event and Resource Distribution: Content like world events, resource spawns, and dungeons won’t all be in one place. This should help prevent everyone from clustering in one “meta” area.
Server Caps & Overflow Tech: While exact server cap details aren’t confirmed, they’ve said they’re balancing for a world that feels populated but not overcrowded. There may be tech for layering instanced zones (like starter areas) if absolutely necessary.
We’ll see how well it plays out in Alpha Two, but the dynamic world design seems built to guide population flow organically.