How many accounts have created characters so far during Stresstest???

Started 5 Jan 2019
by Sepplord
in Ask the Team
Bonus question: how many was it per realm?



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

No idea how easy it is to track that though
Sat 5 Jan 2019 2:06 PM by gruenesschaf
Right now there are 895 accounts with an albion character, 1052 with a mid character and 940 with a hib character.

And characters: 4289 alb, 5533 mid, 4683 hib
Sat 5 Jan 2019 7:16 PM by Sepplord
Nice, thanks for the intermediate results gruenesschaf
Sun 6 Jan 2019 12:59 PM by radix
Can we get an update on created accounts today pls?

Thx!
Sun 6 Jan 2019 3:59 PM by Tyton
radix wrote:
Sun 6 Jan 2019 12:59 PM
Can we get an update on created accounts today pls?

Thx!

I'm sure they'll just send out the final count after they close the stress test.
Sun 6 Jan 2019 7:21 PM by Naturedruid
Yea final count would be nice
Sun 6 Jan 2019 7:28 PM by Uthred
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Mon 7 Jan 2019 1:07 AM by Svperstar
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.

Been the same since 2003.
Mon 7 Jan 2019 1:19 AM by chryso
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.
Mon 7 Jan 2019 7:04 AM by gruenesschaf
Total accounts with characters: 3566

Accounts with characters in a realm
Albion: 1188
Midgard: 1332
Hibernia: 1266

Characters in a realm
Albion: 5048
Midgard: 5670
Hibernia: 5438
Mon 7 Jan 2019 8:24 AM by jenskamen
Nice, that sounds promising since i bet a bunch more will join on launch.
now lets hope people stay for a long time!

Im at least hyped and ready for the 12th!
Mon 7 Jan 2019 11:09 AM by Hector
When I add up the alb+hib+mid accounts I get a number higher than what you posted. I'm confused.

1188+1332+1266 = 3786
Mon 7 Jan 2019 11:21 AM by Silentblade
maybe because of ppl that switched to other realm during the test it would count as 1 for each realm but only as 1 for account with characters
Mon 7 Jan 2019 2:10 PM by Neehi
This is great. Can't wait for launch. Thanks to all the devs/world builders/etc. toiling away for a hobby, you're doing a great thing here.
Mon 7 Jan 2019 11:11 PM by Numatic
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
Tue 8 Jan 2019 7:48 AM by Sepplord
Numatic wrote:
Mon 7 Jan 2019 11:11 PM
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
Tue 8 Jan 2019 8:40 AM by Mac
Numatic wrote:
Mon 7 Jan 2019 11:11 PM
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.
Tue 8 Jan 2019 8:47 AM by Uthred
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.
Tue 8 Jan 2019 11:30 AM by Mac
Uthred wrote:
Tue 8 Jan 2019 8:47 AM
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?
Tue 8 Jan 2019 12:48 PM by Takii
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.
Tue 8 Jan 2019 9:20 PM by Kampfar
Just for interest, what was highest lvl player (and class ofc)?
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