If you have anything any ideas to build on or this suggestion give you a new idea please be vocal and constructive
Solution 1
If the Dev's can set up 2 types of serves and split those servers respectively for PVP, PVE and RP.
Server set #1 are specifically for leveling. these servers will only be available to levels 1-59. This way they can set up a minimal set of servers for everyone and they don't take up real-estate and server pop of the main servers (server set #2)
Server set #2 level 60 only (limited time). Once you hit level 60 you get a free 1 time only server transfer to a server of your choice this server will be your home. This way the dev's can expect and control server pop to always be full and active and not full with a tone of level 10's that quit and wont return for months or years.
After a short period of time these level 60 servers will open up if they have room to invite low levels to make the world feel alive and normal.
Solution#2
Make 2 types of serves again in relation to the above PVP/PVE/RP. but have a listed declaimer:
Server set #1 this is for players who are in it for the long run. as long as you stay active on this account or hit level 60 this will be your home for good, If you do not hit level 60 and are inactive for 1 month (open to suggestions). you will be transferred to server set #2 (freeing server space and player names)
Server set #2 this is for players that know they wont hit level 60 and are here just to test out and screw around as they will.
by doing this they can control server population and cap to make sure the "main servers" are full and active without worrying about behind the curtain mechanics.
how can these ideas be improved on or what new ones did they trigger.
I know they are not "ideal or perfect but im trying to get constructive out of the box thinking going.
Dynamic respawns and temporary pop cap. SOLVED.
Already proven to be effective over and over again. Already an accepted convention.
There is only a problem when someone decides to remove this already established system.
Already proven to be effective over and over again. Already an accepted convention.
There is only a problem when someone decides to remove this already established system.
11/06/2018 09:08 AMPosted by ShrideviDynamic respawns and temporary pop cap. SOLVED.
Already proven to be effective over and over again. Already an accepted convention.
There is only a problem when someone decides to remove this already established system.
I agree with this. Perhaps after the first few weeks they can pull back on it but dynamic respawn is going to be vital if they want this not to be ridiculous out the gate. Server caps might be important because honestly I'm not sure how many people in Northshire my computer can handle... a couple hundred maybe. A thousand? No. Crash, crash, crash. Maybe their servers can handle this now nowadays (I'm still spectical). My computer won't though :). Game loses something as well when player population is so dense it's like you are swimming through them to get to stuff.
Only problem is population caps can limit you from playing on the same realm as a friend, especially if they wait a few days to start playing.
11/06/2018 09:08 AMPosted by ShrideviDynamic respawns and temporary pop cap. SOLVED.
Already proven to be effective over and over again. Already an accepted convention.
There is only a problem when someone decides to remove this already established system.
I dont have an issue with dynamic spawns. I just dont know how its implemented and the effects on an economy. Will such a change make farming gold and items easier and make your epic mount purchase trivial. Faster respawns is more gold per hour.
The dev's already stated there will be no change to the 1.12 data file... so if that controls the spawn timer... it's off the table.
11/06/2018 09:23 AMPosted by DeadbodymanI dont have an issue with dynamic spawns. I just dont know how its implemented and the effects on an economy. Will such a change make farming gold and items easier and make your epic mount purchase trivial. Faster respawns is more gold per hour.
The dev's already stated there will be no change to the 1.12 data file... so if that controls the spawn timer... it's off the table.
It has been demonstrated that people do exploit dynamic respawns on private servers in order to level faster or grind gold. But it has never impact the economy in any significant way, aside from Black Lotus dynamic respawn bugs.
No sharding - solved. Deal with people and camp mobs. Don't like it? Retail WoW is that way ->
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let nature take its course, people who want to play will play. if people can't handle day 1 they come back later. if they don't come back they didn't want to play.
Make sharding and non sharding servers and see what ones last.
Could sharding be an option that you could turn on and off like graphic settings? Those who dont want the chaos of starting zones toggle on , those who want the sweet chaos of the server start leave off. I only mean for the server start , a small window for its use.
11/06/2018 09:52 AMPosted by LashlyCould sharding be an option that you could turn on and off like graphic settings? Those who dont want the chaos of starting zones toggle on , those who want the sweet chaos of the server start leave off. I only mean for the server start , a small window for its use.
Its server side like most of the game. Sharding is a way of load balancing instances for smoother game play.
along side server queues to make people think twice about rolling on the lul asmongold server.11/06/2018 09:08 AMPosted by ShrideviDynamic respawns and temporary pop cap. SOLVED.
no shards or dynamic respawn. launch alongside a major BFA patch to maybe eliminate some tourism from those who really like BFA and would rather experience whatever it would be offering at the time. i think alot of folks who enjoy the current expansion will like to try classic but might put it off a while if BFA had something important going on.
11/06/2018 09:40 AMPosted by Shridevi11/06/2018 09:23 AMPosted by DeadbodymanI dont have an issue with dynamic spawns. I just dont know how its implemented and the effects on an economy. Will such a change make farming gold and items easier and make your epic mount purchase trivial. Faster respawns is more gold per hour.
The dev's already stated there will be no change to the 1.12 data file... so if that controls the spawn timer... it's off the table.
It has been demonstrated that people do exploit dynamic respawns on private servers in order to level faster or grind gold. But it has never impact the economy in any significant way, aside from Black Lotus dynamic respawn bugs.
Oh? How much were black lotus in Vanilla? 50g+ a pc now.
Lion heart helm? 450g now.
Devilsaur set? 300g+ now.
Nah. Dynamic spawns don't effect anything. Much.
The further the gold tap is opened the higher the inflation.
Not to mention what dynamic spawns do to solo players. Lol.
It's awesome when you walk into a clear area and then the whole area fills up with mobs and you pull every single one. GG.
I know. I know. Group up. Community. Guild. Friends.
That is not everyone's playstyle for leveling.
On pservers. You group. You kill. Quest complete. Group breaks up. You move on to the next one. Might be a couple lines of communication.
I know. I know. Pservers don't mean that's how classic will go.
Yet you're asking for it to work like pservers. So would classic be pserver-like with dynamic spawns?
11/06/2018 10:06 AMPosted by PadrepwnOh? How much were black lotus in Vanilla? 50g+ a pc now.
Lion heart helm? 450g now.
Devilsaur set? 300g+ now.
Nah. Dynamic spawns don't effect anything. Much.
The further the gold tap is opened the higher the inflation.
Not to mention what dynamic spawns do to solo players. Lol.
It's awesome when you walk into a clear area and then the whole area fills up with mobs and you pull every single one. GG.
I know. I know. Group up. Community. Guild. Friends.
That is not everyone's playstyle for leveling.
On pservers. You group. You kill. Quest complete. Group breaks up. You move on to the next one. Might be a couple lines of communication.
I know. I know. Pservers don't mean that's how classic will go.
Yet you're asking for it to work like pservers. So would classic be pserver-like with dynamic spawns?
Valid, but these effects are conditioned by more systems than dynamic respawns, for example the devilsaur mafias and changes in BiS/theorycrafting.
Fast respawns in questing areas are an issue. But these are commensurate with the population, which is very high on private servers (13k+ online at once), which will also be mitigated by lower pop caps and large numbers of available servers.
Just up the spawn rates in the starter zones only. It would be a lot more efficient to make gold by leveling up to the higher zones and farming there than getting worthless low level stuff a bit quicker. There are no Black Lotus spawns in Elwynn.11/06/2018 09:40 AMPosted by Shridevi11/06/2018 09:23 AMPosted by DeadbodymanI dont have an issue with dynamic spawns. I just dont know how its implemented and the effects on an economy. Will such a change make farming gold and items easier and make your epic mount purchase trivial. Faster respawns is more gold per hour.
The dev's already stated there will be no change to the 1.12 data file... so if that controls the spawn timer... it's off the table.
It has been demonstrated that people do exploit dynamic respawns on private servers in order to level faster or grind gold. But it has never impact the economy in any significant way, aside from Black Lotus dynamic respawn bugs.
Big deal if someone has a few extra Peaceblooms.
That doesn’t work. If one player on a server enables sharding and another doesn’t, which of those two decides if the server gets sharded? It’s a server setting, not a personal one.11/06/2018 09:52 AMPosted by LashlyCould sharding be an option that you could turn on and off like graphic settings? Those who dont want the chaos of starting zones toggle on , those who want the sweet chaos of the server start leave off. I only mean for the server start , a small window for its use.
The reason for sharding is to reduce the chance of crashes by reference reduce the dev/maintainence effort on Blizzards side, what you are suggesting is a lot more work for them so why would they do that?
If you're going to pose an alternative to sharding it has to be reasonable, sharding is there as it's the best way they can reduce the crash risk on their side.
If you're going to pose an alternative to sharding it has to be reasonable, sharding is there as it's the best way they can reduce the crash risk on their side.
11/06/2018 01:57 PMPosted by AfflextionThe reason for sharding is to reduce the chance of crashes by reference reduce the dev/maintainence effort on Blizzards side, what you are suggesting is a lot more work for them so why would they do that?
If you're going to pose an alternative to sharding it has to be reasonable, sharding is there as it's the best way they can reduce the crash risk on their side.
But they are doing a lot of unreasonable things to get this game to work... like running 1.12 on a 7.x client
If it gives the playerbase what they want and we are paying $15 a month. It should be implemented. I like my option 2 the best but not perfect... More monthly clean up work on their end but a better over all full populated server on our end. After a few months it will be back to business as normal as most people will be transferred around as needed.
They can keep a low / normal pop cap without it being used up by people not playing.
Now the point of this thread is what new ideas can be forged, or how can mine be improved on. Or else we get sharding... and I dont Care one way or another as long as it's just starting zones for each faction.
Glad we dusted off this thread from six months ago since this really isn’t something that gets discussed anymore.