What’s ridiculous is your notion that a server is expensive. I could start one up in about 5 minutes for free with any basic computer. Emulation would not be needed, as doing that is just a pointless waste of resources.
Granted running a server on a standard desktop running modern Windows is not the best idea in the world, but I could do it.
Plus if private servers actually did work that way and were still stable, that would be making Blizzard look like a bunch of amateurs.
The dedicated IP as well as the hardware, bandwidth, and data to be able to handle millions of concurrent users like Blizzard does.
Though private servers have to handle 10k concurrent users at best, which lets them get away with much weaker servers even though they appear to be able to handle a lot more people in one area.
@Hyper
My solution is a queue that dynamically lowers allowing more people online over the course of 24 hours or so allowing people to gain distance and lower the leveling bubble size.
@nobackbone
No, I actually had a post written up but this was reminding me of arguing with Ziryus about spell batching. We see it differently. The was we see it differently are scattered through the thread. You are still worked up about it though.
So your solution to people not being able to see eachother because of sharding is to just allow them to not play until there isn’t a need for sharding… That’s foolish but w/e lol.
Oh yeah then give me the gist of it. Let’s see if it even remotely makes sense.
It only appears this way because the server side resource requirement of Classic WoW is 1000X less than BFA.
(Total exaggeration on the figures, but you get the idea; its way less.)
The first reason for sharding in BFA exists for 2 reasons… First BFA puts a much greater load on the servers because the characters just do so much more regarding the math side of things… Everything from all the additional doodads on the modern character models to the 100X increase in AE functions of abilities and auras.
The secondary reason for sharding in BFA is Qualty of Life… Now everyone gets a node or NPC for questing use.
However with Classic WoW there is no server load need for sharding, only the QoL component.
Anything that’s purely visual would only increase load on the client and not the server but yeah, additional effects that need to be processed by the server means more load on the server.
and the fact that they just want people split up more for gameplay reasons, though I’ve heard the server struggles if you try to force people together in the same shard.
Of course, that may be because with sharding, they’ve probably not optimized it for large groups of people in the same area as well. There wouldn’t really be a need since sharding is supposed to prevent that.
Your stance doesn’t make sense to me just like mine doesn’t make sense to you. You see the hamster wheel this has brought us into? My original point of why I walked away instead of engaging has just been affirmed.
i’m willing to wait in a queue. i just thought a second server with same name but designated with a number, like stormrage1, stormrage2, being listed in the server list. if stormrage1 is full, you have option for stormrage2 if you still want to inevitably end up on stormrage.
It’s true that visual components are client side, but the server still needs to tell the client where the player is facing, what the little doodads are active such as enchantments active / not active visually, and that kinda junk.
Thankfully Classic WoW just does not have all the AoE garbage and it’s mostly single target stuff making the server side workload substantially less.
From what I read and I have not actually participated in AV in years, but it’s apparently working on modern WoW, so there is that…
That indicates that they can handle 40 VS 40 in a private instance 80 players all in the same area without issue…
So they should easily accommodate the same number of players in Classic with far less server side strain.