Any system that can cope with the tourists, in such a way that they arenât heavily queued, will easily cope with an environment with a tenth of the population. I donât understand why this is a real question.
Because thereâs still a chance â maybe not a huge one, but a chance nonetheless â that Classic WoW actually will see player growth rather than player stabilization.
IF that happens, then measures will have to be taken to ensure server stability.
On the current architecture, all it takes is 200-ish, possibly more but 200 is the number I heard, people in the same zone, on the same shard, to crash a server.
The only expansion I have played on live is BFA, which I BETA tested and found to be the least enjoyable experience of any expansion and not worth the price, even for the new allied races.
Iâve never touched a private server.
Not every pro starter wants sharding all the time, but the three I mentioned certainly do seem to be pushing for sharding to extend well beyond those âstarting areasâ and that âbrief time at launchâ.
Some claim that they do not want sharding, even though they specifically stated they advocated sharding in perpetuity, but refuse to consider any other option that has been presented.
Okay lets say you plan for x people playing after launch.
You are using sharding so you can exceed your normal server cap during launch.
That lets you use the same amount of servers to accommodate your x population that is going to stick around and 10x tourists. Because sharding will ensure no one has queues and splits everyone up.
But what happens if you have 2x people post launch? You donât have sharding anymore so youâre back to queues.
By ignoring launch, youâre throwing away the mechanisms that prevent the queues.
At launch, every man and his dog is going to try it because its free (to anyone with a subscription)
Many of those people will die out before level 20.
In order to handle that load, they either need to raise caps, or create more servers.
Assuming they increase servers at that point, thereâll be too many afterwards.
Assuming they increase caps at that point, they can always lower them afterwards.
Player growth in the range of 30% after the tourists leave, sure, add more servers and provide levelling character transfer options. Raising the caps permanently is not a solution without including sharding which none of us want. But for things like AQ, they can temporarily increase a cap so that all players with a current account can get online, hardware permitting. And add a restriction of no new characters from the point where the final quest is completed prior to the opening.
These sort of things are the least of Classicâs worries.
Nor I, sadly. I blame myself, I should have just stayed out of this. Canât even give a dissenting opinion without people pouncing on it and trying to use it as a weapon.