Instancing, when?

This is a continuation of the last reiteration about the instances.

Darniaq:
While I wouldn’t advocate an NWN-level of tools in a pocket space (since design and fun are hard and what-not), *some* control over content within a pocket space may be extremely compelling. It could be as simple as controlling the spawn of an area based on what a guild builds there. SWG does this, though player structures seem to affect mob spawn trigger locations rather than their changes of occuring at all.

Finally!

That’s my point as well. And it’s linked to what Ubiq wrote recently.

Things like controlling spawn points are exactly “toys”. What I underlined here is that, in this case, we loose the whole potential if this is instanced and limited to PvE. Playing with toys is way, way more fun (but also harder to design) in a PvP environment.

This BEGS to be used in the world. Not the instance. And this for the simple reason that:
PvE -> instance -> single player
PvP -> world -> cooperative

I also underline that, in my definition, PvP is cooperative, not competitive. All the cooperative activities, also when NOT involving combat, are PvP.

Lethargy requires money

Dark Age of Camelot is almost ready for the winter and they are finishing to build their stock:

we are announcing a price increase starting on February 3rd to the prices listed below.

* $14.95 per month
* $40.35 for 3 months
* $71.70 for 6 months
* $137.40 for 1 year

I believe they are thinking that the subscribers holding already after WoW’s launch are more loyal than the price hike. Probably they want to set a “ground zero”, accumulating all the odds. So that they can just “rise” from there. Something like a sperimentation to check the market.

UO rised the subscriptions exactly in the worst moment possible (after the AOS craptacular launch). Again I believe it’s a way to test the “worst scenario”. So that they can gather data and plan their future more consistently.

I think it’s horrible timing.

Those features are only the beginning of what we have planned and over the next few weeks we will be announcing additional improvements and upgrades to the game.

That line also tastes quite bad. Honestly.

Unknown promises aren’t good for the genre.

Discuss here

Posted in: Uncategorized | Tagged:

Instancing, another discussion

This is a comment I wrote to an article on Terra Nova, signed by Big Bartle.

At the same time I mirrored on the forum an old thread on F13 where I explained my point of view on this system. What it is, when to use it and how. Or why not.


In my ravings around May, after CoH was launched, I was one of the few strongly criticizing the use of instances. But this specific to a point of view: virtual words Vs an arcade single/cooperative approach.

My point is that this approach isn’t wrong if you deliberately choose *that* strategy and *that* path. I believe that PvE (in its broader meaning) is strictly single/cooperative play. Today we have a market that is considered to lean strongly toward PvE.

Now these facts all produce together the same result: strongly instanced (PvE) games are successful because they know perfectly what they are. Their nature. They are bringing back their gameplay where it belongs -> to a single player/cooperative experience. So they work.

As I wrote long ago these strongly instanced games are good and successful because they are NOT mmorpgs. They know this and they do not “pretend” to be something else and offer gameplay outside of its proper space.

Because, again, PvE (from my point of view) intersects with single player/cooperative gameplay. They are a single entity that simply doesn’t work if you try to separate the two parts.

Now, my point of view is that it is never “wrong” to use something. It depends on how you use tools, like instancing. In this case I believe that we can lean toward trying to add more experiences to a mmorpg. So that we have a complex world, a meaningful implementation of PvP AND also a PvE part, where instancing can be used to deliver the best quality possible.

What I mean is that instancing “delivers a lot” in PvE exactly because it’s a “going back where it belongs”. What can be a choice is about integrating this part (PvE) with something else that incentivates what makes this genre different. Adding different possibilities, so that instancing becomes a way to offer what is pertinent to it, leaving another part of the VW to work under different rules and strategies.

Now all this is weakly tied to what you write here but it’s my way to explain what instancing is and how it can be used. In particular your last example seems near what already happens in Neverwinter Nights. And it’s here that what I write plugs in the discussion.

P.S.
From a design point of view I also believe that the “resets” aren’t the main strength of this technique. What is relevant is that you can choose and fix a range of levels (power) or a number of players, so that you are able to (finally) offer a challenge. Where, instead, the current mmorpgs trivialize every attempt at delivering a decent PvE exactly because you can rip off the starting conditions, bringing to the encounter more players or letting in a strong character that powerlevels everyone else. Instancing simply adds *more control* in the hands of the creator. This means that we are less “sandbox” and a lot more content-driven experience.

And it’s here again that we discover what instancing is and how it should be used.

P.P.S.
Instead what you write about using instancing to produce a more interesting world (and more control again, but to create something that can be more dynamic and more original). That’s a particular kind of potential that I wouldn’t limit to PvE. It’s something that can be used for PvP and so completely unrelated to instancing.

Instancing – Is bad?

An old thread on F13. Discussing about instancing and why it belongs to PvE.


Instancing is surely needed and valuable today but not because it’s an evolution. The exact contrary.

Instancing is now required because the genre collapsed on itself and noone has been able to create a world. Basically the genre has failed and it’s going back to “just a game” that requires a better compromise to be fun.

Darniaq has pointed some of the reasons about why instancing is interesting and they are all true. My opinion is that instancing is a workaround because the design of these MMOGs hasn’t been able to valorize the massive value.

The fact that these games are massive is becoming a problem. The design failed. So we go back to try to get the best from both worlds: the quick, tailored fun of the instances (cooperative play) and the social aspect of the hubs (like IRC or the message boards).

This is exactly what Richard Garriott anticipated in his interviews years ago. I find it quite depressing.


The basic idea about why I said that mmorpgs have failed is just because they simply don’t take advantage of the massive aspect. This aspect is just a way to be included in a popular genre but it’s obvious that even huge projects like WoW don’t have A CLUE about why they should be massive instead of cooperative/instanced.

We have a bunch of mmorpgs that don’t know why they are mmorpgs. Like a case of lost identity.

And by looking at the concete examples I just see how this fact of being “massive”, in general, it’s not a strenght. But a problem.

So I notice that the easy road is to go back to a model of gameplay that FITS better with these games. The fact is that noone is really developing a mmorpg and now these games are pushing to go back at their origin.


Darniaq, what eldaec said. Instancing not “bad” because it’s a wrong solution. Instancing is the OPTIMAL solution for a type of design. Instancing is the (best) consequence of that type of game.

I don’t like what happened before instancing. I criticize the design that brought to instancing as an optimal solution. This is why I say that the genre has lost its identity.

There are other solutions. No, not in the market it seems. If you simply observe what we have now I agree that instancing is the way to go. But if you look toward a new model you could see how much instancing is the result of a flawed genre.

The fact that another example isn’t present doesn’t mean it is impossible. Or not.


No Geldon, it’s not about a technologic innovation, it’s about a dry design. The genre has hit a wall and now it’s going back to rediscover old technology. Instanced is everything cooperative you already play, from Doom to Counterstrike.

This is Diablo with NOTHING different aside that you have a graphical chat instead of a textual chat.

I don’t see an innovation, nor progress. I see a natural collapse of a situation that hasn’t found an effective way to develop. We are going back because the technology ALREADY supports massive worlds. But the *ideas* still don’t support them.

We are underdeveloped on the ideas, not the technology. We are taking the easy path to dumb down everything and this strategy doesn’t apply just to the gaming industry but pretty much everywhere.


And imho CoH and even WoW aren’t innovative from this perspective. They are the good result of a company that was able to learn from the mistakes of others. It’s about “polishing”. In this case CoH offers PvE. PvE has nothing to share in a massive world and in fact they use instances.

As I said above the result is better and funnier because they brought the game where it belongs: in a cooperative experience. But CoH isn’t a mmorpg from this point of view. Take Ultima Online and CoH and you see that, aside the setting, one strives to be a word, the other strives to be an arcade.

Now I don’t say CoH isn’t a good game because it is an arcade. I don’t think that building a good game like that isn’t noteworthy, but it’s simply not what a mmorpg should be. Or where the true potential to discover is.


Instancing is a profitable workaround but isn’t about addressing the real problem to move further.

Instead of surpassing the obstacle they are going backward.

Posted in: Uncategorized | Tagged:

[Wish] Refreshing the memory

This is what I wrote on the forums of Wish at the end of the second phase of beta (12-2003/01-2004). Then I left to never go back.


I “wish” (considerations about everything)

This is a collection of considerations about everything.
I don’t want to state the obvious but it’s written by me. Me as a person. So it will be negative, perhaps, but only because I don’t care at all about packing my thoughts nicely so that they could be “better accepted”. I don’t care to be “better accepted” if I need to be different. It’s about honesty. The other important point is that the aim is to be useful, I hope. Whatever I write comes from the hope to be useful. I can be absolutely negative but that doesn’t mean that I’m having fun blaming someone or something. So the purpose could be already utopian, I refuse to present things in a way that can help who reads to understand and I refuse to underline where these words could be useful. But I gain the honesty and I believe that honesty is the only way to share thoughts in a positive way. I have the 99.9% of possibilities that noone will read this and will laugh at me, but 0.01% that what I write will be really understood and be useful. It’s worth the effort.

What are we talking about here? Creating another mmorpg.
It’s here the whole point. “Another”. There are already many finished projects and many plans of new projects, is this a speculation on a new trend? Perhaps. But we all know that ‘speculation’ isn’t interesting and at the end the only interesting parts are about the “original idea” and the persistence of this idea even among the clones. But this is too far away from the point I want to focus on. The purposes about creating a new mmorpg are two: collecting what has already been done to ‘adjust’ it in a better direction or fire the creativity to uncover the hidden potential with new ideas.

Creativity = uncover hidden parts of reality (Niklas Luhmann).
Creativity is about originality for the simple reason that something already discovered cannot be re-discovered.
So, or you deal with “art” or you deal with “competition”.

Considering that we are talking about mmorpgs you can understand that the competition is the market. In this case it means that you will offer a game among “colossals”, like Sony, Blizzard, Microsoft etc… Is it safe to go against them? Hardly. Perhaps the market is big enough to contain everyone, perhaps not. However you’ll have to consider what’s your aim. If you want to steal a big slice of cake or if the crumbs in a corner are enough to survive happily. Competition in this case isn’t fair. Fairness = having the same starting point. Mutable Realms hasn’t the same starting point of Sony. They do not have millions of dollars to waste, they don’t have the hype, they don’t have a zerg of experienced staff etc… What they can produce cannot be compared with what Sony produces for the simple reason that they started from different conditions. Who cares? At the end of the reasoning there are the users. These users will pay more or less the same amount to play two games and when they’ll choose they won’t care about the fairness of the development.

The conclusion here is straight. You can compete with these corporations, on the same product, only if you accept to survive in a niche. Hoping that even the tiny space you have won’t be devoured. There’s still the other way to go, a work of art. We are dealing with culture here, because a game is “culture”. Culture is always about art, because it’s a work of the mind. The mind is the contingence, possibility. In this case the possibility to do better than Sony? By only accepting a game as “art” you open your possibilities to do whatever you desire, till your imagination (creativity) will go. It was impossible in the other way (competition). Still remembering that a game is a work of art, but has also an important technical part to found it.

The main question throughout this beta phase has been: where this game is aiming?

It’s a translation of “what’s new?”. The reason why I’m here in the first place is that I read interviews to Dave, the Lead Designer that is now gone. I’m part of those wannabe designers that are passionate players and aren’t happy about what the market offers. I know where mmorpgs are lacking, I know what the users are asking for, I know how this can be delivered in a realistic way and it easy for me to track where all the mistakes are. Most of the times even to foresee them. Burn-out. I’m a depressed, disappointed player that doesn’t hope anymore that someone will guess the right way and deliver what I’m asking for. So I rant and complain, often in a useless, childish way. What’s left?

Dave was the instillation of a glimpse of “life” (creativity!). I read what he wrote and I agreed to his point, to his aim. That’s the right way to go. Finally. Perhaps I can forget about dumb marketers that are destroying all the potential in mmorpgs. Let’s see. This was the origin of the interest. I’m here because I consider this worth my attention, after years of disappointments. Let’s gather the last hopes and see if someone is able to do what I “wish”. I’m here for the beta because I don’t care about having fun, this is obvious. It’s the interest that brings me here, to see if it’s going to be another disappointment or not. And offer my two cents, as always. Not really hoping that they’ll be considered. This is the base, the premise. But also the structure of everything else, the game in particular.

It’s fun if you ask me now “what I don’t like in Wish and I want to be improved”. Because it’s the design. Dave coincides with all the good and all the bad in this game. He’s both the reason why this game is worth everything and nothing.

So where are the merits or the faults? Peoples think this way but the reality is more funny. Dave isn’t to blame at this point. He pointed his finger in the right direction, he did the first step (along with the game) in that direction. And he left for reasons that I don’t know and I’m not able to discuss. I’m not going to judge him. No critiques, no praises. From the design point of view this game is empty. It’s a copy of a few features of Ultima Online, in a 3D world.

It’s something, not much.

Ultima has many features and good points that new games have forgotten, it’s not a bad thing to collect them. It’s never a bad thing to collect what’s good around you (the true meaning of competition = going together toward something). But in this case the path is worth if the destination is. If these first steps are already the goal we aren’t going anywhere. *yawn* You know, at the end someone will blame the lack of marketing, the lack of name and someone other will say again that PvP will never attract many users. This brings me the anger, because the reasons, the true reasons, are elsewhere. And the stupids will banquets on this.

Wish is a body that lost the head.

Dave was a possible head. He expected to do a good work, I expected him to do something worth the attention that could give a positive sign to the rest of the market. The Vision (TM). Where the Vision is just a collection of eye-stabbing problems in the common mmorpgs… Dave wasn’t important because he was the only talented at MR, so that he could have brought a crappy company to the success, he was important because he ‘offered’ and ‘suggested’ the work of art. He offered and suggested what Wish could have brought new to the genre as a whole. What’s new? This. We are offering something that you won’t find in World of Warcraft or in Everquest 2. We won’t offer the same stale, stupid design. We are here to open the eyes. Shake away from a stupid doom where all the mmorpgs seem to finish.

Open the eyes, realize what for Blizzard and Sony could be so easy to do but too big to understand. To teach them that all their money are worth nothing without ideas.

And laugh.
This is the Vision.

[…]

What happened in a month?

The plans have changed. I expected someone to take Dave’s place. I was worried about this because whoever will do that will have to regain my trust. The head falls, if there will be a new one I’ll have to reconsider it. The previous “aim” was lost. Is it going to be recovered?

This is beta 1.5.

Is Wish aiming toward the same points that brought me here? Something changed.

The first news has been that noone took Dave’s place. And this is even worst. The body decided it could do without the head. The body realized that the head was worth nothing but a problem and it decided that it could provide what it needs on its own. Good luck.

This is called psychotic, when the little point you see is your whole dimension. Till you are inside that little point. From a more realistic point of view “Wish” stopped. The ideas that Dave suggested are still there, the base of the game as well. And the crude reality: Wish offers nothing new. A clone of Ultima Online with a so-so graphic. Nothing to see, move on. Since I consider Dave’s ideas a ‘direction’, what he realised concretely isn’t worth much. We are talking about potential. Building a mmorpg is the same as growing (creativity, life). If growing (from stale ideas in the genre) isn’t anymore the aim, the whole project sinks. If you are pleased of the point you reached, and stop, what you have done isn’t worth much. It’s like starting university without finishing it (and in mmorpgs there’s no end). You learnt something useful, sure, but if you don’t use that you aren’t going far. You stop, and, slowly, die (life is always tied to movement and change, it’s continuity).

But Wish hasn’t stop. It changed direction.

“Bring the RP (roleplay) back in the MMORPG acronym”

This is the new direction. How to spice an empty game. The crappy model of a sword becoming epic, simple GM-driven NPCs becoming legends. The monotony of a game that doesn’t offer anything (aside dumb monster bashing and a basic guild system in a generic fantasy setting that feels more like a container than a living world) turned into something valuable. Faked.

We have no game here to offer, sorry. So we are going to fake it.

The roleplay is, at the end, a game of parts, where you let your fantasy run. And imagine a game where there’s only a skeleton of a game. And it worked…

The testers are happy, the rants at a minimum. It’s a big success and devs can be proud of it. But.. *prods* where’s the game? Where is the new approach that some of us expected?
(this “bubble of happiness” will last long?)

And I’m still at that point, wondering if this is still the same game or it’s something that betrayed my expectations and so it’s better for me and for the game to move away quickly. The game here is between “we left behind Dave’s ideas because they have been only wasted time” and “that’s it, we have everything, can’t you see?”.

No, I cannot see.

I followed all this on different premises, everyone is faking that nothing changed but you aren’t going to fool me, I’m still the burnout player. Promises or positive thoughts enter from an ear and exit from the other. Where are the ideas?

*silence*

I’m not going to stop here. I already know all the answers from devs to these questions. They are going to enter a new development phase. They have a “TO-DO list” a few kilometers long. But I’m not going to trust them, sorry. This is going to be a patchwork, I haven’t seen a dev, in these two months, that is experienced enough to lead a project with a decent scope. The work of a team needs to be directed. A project like this needs a precise aim, a soul. Without a soul, an ambition, and without creativity the whole thing is short-sighted and is going to fail. The last signs I’m noticing aren’t good.

The new berserk run into GM content after they saw the players reacting positiviely till the new request to ask to vote the suggestions. How depressing.

I’m not delving into these problems, there have been already discussions about GM content and another new one about the votes is too complex and not worth consideration. The sign is clear, Wish is in a survival mode. “The Vision” not only is dead, but never existed.

Dave never worked at MR and Wish never aimed to solve the problems behind the PvP system and all the rest.

It was a dream.

Reality check. I’m not announcing doom. Wish, structured in this way, could aim for a tiny niche market and build a solid community around roleplay. There’s much to do in this direction, building tools for GMs, add content and finish the world, finalize the systems below (combat, crafting), finalize the client/server structure. It’s a lot of work that can be done in less than a year, so aimed realistically. What’s the scope? I expect the same of Eve-Online (fantasy settings are preferred from the players but this also means that Eve has no direct competitors)… They will hardly reach more than 15-20.000 users and only a nonstop work on the game could make the game grow. Slowly.

The rp communities are always tiny but they have also the quality to be really strong. Considering that with 20.000 testers you are aiming to a max of 3 to 4k of players online at the same time. But this will happen only after the first months without some ideas in the marketing (like letting download the game and things like that).

It’s the ambition which died.

I expected a lot from Wish but it seems that in the end it will offer just this: a UO-generic 3D game with a solid community, decent communication with devs, decent stability. It’s not little, it’s not much. Wish lost completely the creativity and the push toward being the anomaly in the market. It won’t follow Mythic in the path to success without ideas, good ideas. My enthusiasm is gone from some time and the “bah, whatever” feeling is back.

An opportunity lost, perhaps it’s really the doom. The doom that new ideas will always be devoured by short-sighted moneymaking and arid specialists. Wish won’t disturb the market, it will enter it and take a little slice of the pie, sitting quietly.

Not a “doom” for Wish.

It’s a few weeks that I’m asking myself if I’m worth something here or not. I write for the sole purpose of being positive, but everyone loves to attack me, directly or indirectly. Ok, this is good, but useful? I don’t mean for myself, is it useful for the game? If critics and all the rest are just taken as an offence I’m really wasting my time and just ruin others experiences. I’m a disturbance. Considering why I first came here I should also reconsider if my presence is positive or, instead, counterproductive.

I’m a player and a wannabe designer at the end. If things will go wrong I won’t be happy. I point my finger because I can have my own ideas about what’s happening but not a way to “use” this. I cannot demonstrate in any way that what I think will solve mmorpgs problems (and will offer success, so money). There’s only the ranting left.

And after a few years even the rants are becoming “noise”.
Pointless, worthless noise that needs to be shut up.

HRose – I “wished” it was the right game

Posted in: Uncategorized | Tagged:

TerraNova-bashing fun dance

Ah, Terra Nova. Frankly, I suspect they are convinced Project Entropia is healthier than UO. Once you understand the VERY narrow bands for their personal discussions (think early-90’s cyberpunk: information wants to be free! we own our characters, not the steeknin companies! Cyberia or bust! The grid/matrix/cyberspace is coming!) it becomes a lot easier to digest.

That was Lum. On Sunsword’s bloggey.

Posted in: Uncategorized |

Stupid is as stupid does

Thread of reference. I tackle again the issue of the “communication” in mmorpgs and the relationship between the devs/community managers and the playerbase. Again with my candidness and so pure principles.


Oh, I so agree, but noone usually shares my point about the “communication”.

In June we were waiting a patch that was delayed for almost a month. The last time we got a message saying “We are sorry but due to the changes to the data structure we ask you to download the whole client, we cannot make a patch. We are confident that it won’t happen again.”

So we jump in May, two months later that announce. The patch keeps being delayed over and over till the last day. And we happily discover that it’s a new client and a 2Gb download. during this time many suspicious and popular threads were open to ask if we had to go through a full download. No answer, till a surprise of the last day.

Now my point is similar to yours. I don’t pretend shit to not happen. But I pretend to be considered with respect. Respect means that you don’t let me discover the last day that the download is 2Gb again. In particular when you excuse the lack of informations as: “things change till the very last minute”.

They just choose to “glide” on the issue and shut up. It goes as it goes. The point is: if they actually care about EXPLAINING what happens, peoples will also understand THEIR point of view.

It means that at the end nothing really changes (you still wait, as in your case, or download the 2Gb as in my case) but at least you know WHY you are waiting. You know WHY they had to make those particular choices.

This is the CORE of the communication problems for EVERY mmorpg. DAoC screwed this a lot pushing out absurd nerfs (like the berserk famous example) without (if not months later) explaining their point of view, without opening a confrontation and a sincere discussion.

This is NOT communication (two-ways), these are proclaims:
“shit happens”
“The sky is green”
“Nerfs are needed”

And then they are surprised if the players don’t digest that shit. We need a company with some balls to tackle a real communication that doesn’t only “blather” but that has also ears, and respect for the others.

In the case I brought as an example an honest communication wouldn’t have helped the problem itself, we still had to download those 2Gb, but if they cared about answering the threads and explaining why they couldn’t make just a patch would have helped a lot to understand the reason behind the choice, making the choice more tolerable.

Because, you know, we could be able to see and share their point of view. And when an understanding is possible the “shit happens” can be digested, because it’s shared and because we can all see the reasons behind. We can excuse those choices, we see from where they are from and why. It MAKES SENSE.

“Communication” is exactly about being able to share a point of view. So that the players can understand and, sometimes, help back. Instead “communication” in mmorpgs is just about relaying announces. Without explaining anything of the reasons behind choices.

The players then see those choices as absurd and unacceptable and they start to fight back and attack the devs. Why? Because noone helped them to understand what was behind those choices.

“The login servers are down, we working on them”
This is NOT tolerable and I’m going to complain.

“The login servers are down, we had an hardware failure”
This IS tolerable and the wait will be at least excused because I understood the situation.

Mark Asher:
Isn’t the important thing that they acknowledge the problem and inform you they are trying to fix it? Why do you need more information about the nature of the problem? I understand you may be curious, but why is Blizzard obligated to satisfy your curiousity? It won’t make the servers get fixed faster.

I took the issue from a broader point of view. This time is the log in server, the next time is a nerf and the next again is something else.

The point is that what happens (the server is down, my class has been nerfed, the patch is out) I know already. What I’d like to know is *why*.

Because:
1- In the case of a technical problem nothing changes in practice but the users tend to complain less if they know what happened.
2- In the case of a nerf I can answer back with proper arguments (and so start a discussion that is useful) or understand the point of view of devs and decide about it if to agree or not.

Peoples get angry when they do not understand a choice that has been taken. The only aim of a proper communication is to explain why. There’s isn’t another one.

The point is that you read this as: “Oh, look HRose whines because he wants to know minute by minute everything happening.”

Instead I’m discussing the whole relationship with the community.

Blizzard isn’t obligated to satisfy my curiosity but if Blizzard could follow what I explained they would get a lot less complains and angst and a lot more support, positive attitude and interesting discussions.

Union Carbide:
If the devs pay more attention to the players’ whining than to their own design, the game is fucked. See any of the Tribes 2 patches for what happens when you let your forums design your game for you. I don’t think that this will happen with Blizzard, however, for proof I give you the changes made to the Necromancer’s Corpse Explosion in the very first Diablo 2 patch, an extremely unpopular change at the time but ultimately balancing.

Discussing doesn’t mean letting the players design the game.

And whining is the exact consequence when the players doesn’t know why something happens. They whine because they cannot find valid reasons about why something happened.

But this probably doesn’t get along with that “the community is filled with fucktards, lock them in a soundproof room and throw away the key” that is probably rooted in your brain structure.

Instead I’m of the other faction: “the community is your most precious resource, nourish it”.

Posted in: Uncategorized |

Servers statistics: update

It seems that my statistics report is wrong. I continued to gather data and I’ve made a few discoveries. Now, the second part of that report, about the Horde/Alliance ratio, about the races and about the classes, is still correct as much as possible (since it revealed just the trend and there’s a considerable variation on each server). Instead is wrong my schema about the servers flags: high, medium, low.

To figure out that data I simply collected the total number of players online on the servers that were on the margin between different flags. For example I looked at the lowest server marked “medium” and got the total of players: 590 (as an example). Then I took the highest “low” flagged server and took its total: 412. So I established that servers with more than 500 players were marked as “medium” and servers with less then 500 marked as “low”. This because I started from the premise that those flags define the current load on that server.

Instead it seems (I’m still collecting data) that my premise is false. The servers flags don’t show the load of each servers based on fixed values. What the system seems to do is to count the TOTAL of players logged in on EVERY server. And then distribute that number to establish in which of the three groups (high, medium, low) a server fits. So these flags represent a proportion between the servers and the overall logged in population.

This means that there will ALWAYS be about 30% of the servers in each group. Even during the morning and the day when the number of players decreases sensibly (off-peak).

As an example there could be in total just 400 players logged in and the system would mark as “high” those servers with more than 4 players.

So the system doesn’t show at all the active load on the servers. It just shows the distribution of the players throughout all the servers. The only fixed data we have is that the server cap is set around 3200, 3500 players. After that limit you get a queue. But about the distinction between the other two flags we cannot know.

As another example, today during the peak the flags worked this way:

3400-2500 -> high
2500-1700 -> medium
1700-0 -> low

You can see how far from my first report. So there are still two possibilities (I’ll know tomorrow when I finish to gather the data again):
1- They changed the old values and adopted those I collected here.
2- Those flags work on a proportional schema that cannot be fixed, as I explained above.
And in the second case they did something extremely smart.

Posted in: Uncategorized | Tagged: