While I understand the pros of this ‘sharding’ system, I believe it would be a good sign for players to see queues, give that truly Classic feel and help be part of the first phase of player filtering. I have seen comments about how systems are much further ahead so managing the mass of players should be easier in theory. While there is merit to that, there’s also the aspect that a game built to run on 800MHZ processors and 32 MB memory Graphics cards with 256MB of RAM (min specs) is going through one hell of a structural reconfiguration to work with modern software and hardware.
This is like how you can come across indie games with lower end looking graphics that chug on modern hardware or run your system hot and heavy when it doesn’t appear it should, while lots of it is optimization, its also the use of resources that simply take more power to run. (More complex databases at the very basis of extra processing power.) This means there’s still similar limitations as when the game launched initially, no matter how you slice it, unless Blizzard completely rebuilds or creates completely new coding formats and dependency resources to increase the efficiency drastically (massive development costs), Classic should perform smoother but with similar player count restrictions.
Even so, the ‘need for sharding’ would not dissapear over of few days or even a few weeks, if anything, every few weeks it would shift to another level bracket in zones. Part of the reason the expansive, World of Warcraft got explored is because zones were over-populated, so players sought out alternatives, finding new story lines and different paths to level. While this is the second coming so to speak, killing off that ‘forced’ dispersion of players across the entire world would resemble more of the structured & guided linear story adopted in Cataclysm.
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The example of 300 vs 300 TM WPVP, it never got quite that massive, when it did start getting over a hundred on each side, if specs went cranked to low, they did get cranked to low. There was lag and hang ups both client and server side, and yes even sometimes Azeroth server did crash. (In that sense it was like an end to the fun, logging back in with queues, akin to the end of a battleground and having to wait again. If you had to to repair after non PVP’d mobs happened to kill you during the lag fest or while you were loading in after reconnecting or not, since repair costs were always a limiter. (This was a type of tactic in WPVP, get players killed by mobs so they would take durability cost and have them leave over cost of continued repairs, to thin the higher lv ranks.)
In Vanilla, BC, & WOTLK, players had options of where to start their endeavor after a few intro quests, there was divergence.
In vanilla, you had your standard start zones for the various races, while Orcs/Trolls & Dwarves/Gnomes shared starting areas. While The horde in general was more clustered together, the Alliance was far more spread out, with the Forsaken on the outskirts of enemy lands much like the Night Elves. The facr remains the option of choice was much higher in Vanilla and there were options to be had.
IN BC after conquering Hellfire Peninsula, you could go to Zangimarsh for more on level/below level quests depending if you hit up the dungeons or head off to Terrakar Forest for higher level quests and comparable gathering to Terrokar. After that Moving to Nagrand was a progression that could get you close to level cap or if you didn’t clear out the zones take you to Blades Edge or Nether Storm as Shadowmoon Valley was released later in the closed Beta of BC, resulting to it being ‘forgotten’ or ‘over-looked’ as anything other than the end-game area you learned to use flight mounts in.
In WOTLK, there were 2 different choices of landing options on each side and a key Story area in Dragoinblight, Grizzly Hills & Zul’Drak were more optional, having only real presence as side areas with dungeon quests/unlocks. The other zones offered more staying power and incentive to do, yes, but the options were there if you wanted a less populated area to get things done.