I know this isn't necessarily representative of the final population and realmbalance (i know that more than half of the people i got to agree to play at launch didn't create a char yet) but it would still be intresting to see how big the resonance is
So this is going the same as Uth 2.0. All the "elite" guilds are going to go mid, get all 6 relics with sheer zerg numbers, get bored and reroll alb/hib, the the relics will scatter somewhat, but mid will hold the edge for the life of the server.
Svperstar wrote: So this is going the same as Uth 2.0. All the "elite" guilds are going to go mid, get all 6 relics with sheer zerg numbers, get bored and reroll alb/hib, the the relics will scatter somewhat, but mid will hold the edge for the life of the server.
You determined that just by seeing the number of accounts that have been created? Your thoughts intrigue me and I would like to subscribe to your newsletter.
Those numbers are pretty even. If you're talking an online average at peak hours that's probably a difference of 20-30 players. I thought they were going to be a lot more lopsided
Those numbers are pretty even. If you're talking an online average at peak hours that's probably a difference of 20-30 players. I thought they were going to be a lot more lopsided
yeah, i agree...it could sway either way, depending on each players activity, but overall it looks decently balanced
i am curious to see how it will play out at launch, will the name-reservation crowd be representative or will the population do a flip
Those numbers are pretty even. If you're talking an online average at peak hours that's probably a difference of 20-30 players. I thought they were going to be a lot more lopsided
I expect the active RvR players to be lopsided. On almost every DAoC server I've played on, only about 20% of the characters were active in RvR.
During Beta (before i50) we had 50-70% in RvR. Sure, when the server launches a lot of people will also be in PvE farming stuff, but these numbers are very promising.
During Beta (before i50) we had 50-70% in RvR. Sure, when the server launches a lot of people will also be in PvE farming stuff, but these numbers are very promising.
I agree that these numbers are very promising, in fact, I expect a LOT more to show up on the 12th. How many active players can the server support without the need for a login queue?
In online games that depends how that population is distributed and what they are doing, so in my opinion any max population number needs to be taken with a grain of salt.
Things break when game servers needs to process or send more information than they can, but they also don't send everything to everyone all the time for optimization reasons. That's the concept of network relevancy.
Basically if you have 100 people in Mag Mell, it's a much bigger burden on the server than 100 people distributed across the entire game world.
Each of those 100 players in Mag Mell need to receive information about the other 99 people several times per second (position information, what they're casting, etc).
But if I'm in Muire Tomb with 1 other person and the other 98 on the server are in different zones (or in the same zone but too far to be relevant for me), the server only needs to send me info about that one other player. I don't need to know anything about those other 98 until they're close enough to me to be relevant to my gameplay experience.
A good real-world example of this with another game is what happened when Epic did the first Fortnite tournament. In a normal game of Fortnite (or any BR game), the server never needs to send info about the other 99 players to everyone, because everyone spreads out willingly across the map by design to scavenge for weapons. By the time the play zone is reduced to an area small enough so that everyone is in range of each other, there are nowhere near 100 players left so the server can still handle it. But in a tournament context, people were camping a lot more and basically just trying to hide and let other people kill each other. That resulted in much larger number of people surviving much longer than usual and the game became super laggy since there were more people alive in the same area than the game was really designed to handle. They had to do a lot of optimization after that.
Most Battle Royale games can't actually handle their max player counts from a technical perspective, but the core design of Battle Royale makes it so you never actually have to handle it since you are effectively kicking people out of the server as they die.