Let's say the server issues are mostly fixed. Myrland can hold 10-20k players. It has been established that they need to spread evenly on all the nodes or server load will be too high. There will still be huge problems, with the main concept of the game which to my understanding is "Seamless open world sandbox on 1 world/1 server".
Let's imagine a scenario, where the server is nearing capacity and all players are spread evenly across the map. That basically means, no-one can travel to another node or the server might become unstable again. World bosses were mentioned somewhere, they'll be added on a later date... But will they become exclusive to the node they spawn in ? A dragon is spotted somewhere, and guilds rush to slay it, but too many people enter the same node and as a result 4000 people have to queue all evening again... What if a large guild wants to go to war with some other guild located on the next node ?
Basically the current version of Myrland with no instances can only be a true open world experience, if not a single node is near maximum capacity. Otherwise there's always a risk of high server load, lag and queues caused by normal player migration.
There's probably a reason why most of the players went in the northwest corner of the map. Without changes to the map design, they will most likely stay there. Each corner of the map should have a city as appealing as Fabernum, Meduli or Tindrem. And some of those cities probably need to be downgraded a bit so that area is less appealing.
And you really need to do some instanced dungeons, I don't think players would mind loading screens when they enter a dungeon - especially when it's done to increase the performance of the main server. Let's say the server capacity is 10k, and if 10-20% of players are doing dungeons and are loaded on an instance server, that translates to same amount of extra server capacity.
Yeah yeah, I know some of you will get your panties twisted because this is not how the game was designed and would rather see the game fail than see any changes. First ones to use phrases "listen kid" and "this game is not for everyone" win my never ending affection.
Just a random rant before bed.
Let's imagine a scenario, where the server is nearing capacity and all players are spread evenly across the map. That basically means, no-one can travel to another node or the server might become unstable again. World bosses were mentioned somewhere, they'll be added on a later date... But will they become exclusive to the node they spawn in ? A dragon is spotted somewhere, and guilds rush to slay it, but too many people enter the same node and as a result 4000 people have to queue all evening again... What if a large guild wants to go to war with some other guild located on the next node ?
Basically the current version of Myrland with no instances can only be a true open world experience, if not a single node is near maximum capacity. Otherwise there's always a risk of high server load, lag and queues caused by normal player migration.
There's probably a reason why most of the players went in the northwest corner of the map. Without changes to the map design, they will most likely stay there. Each corner of the map should have a city as appealing as Fabernum, Meduli or Tindrem. And some of those cities probably need to be downgraded a bit so that area is less appealing.
And you really need to do some instanced dungeons, I don't think players would mind loading screens when they enter a dungeon - especially when it's done to increase the performance of the main server. Let's say the server capacity is 10k, and if 10-20% of players are doing dungeons and are loaded on an instance server, that translates to same amount of extra server capacity.
Yeah yeah, I know some of you will get your panties twisted because this is not how the game was designed and would rather see the game fail than see any changes. First ones to use phrases "listen kid" and "this game is not for everyone" win my never ending affection.
Just a random rant before bed.