Aion Character Transfers

Lance Stites Talks About the State of Aion Today on the Aion Website discusses the ups and downs of the launch of Aion, NCsoft's MMORPG (thanks IncGamers). The good news according to the NCsoft West executive producer is the fact that the game is "polished and incredibly fun," and the bad news is the server queues where players are spending too much of their time. He explains how they so badly miscalculated demand for the game, and what they are doing to cut down on waiting time going forward:
I’m sure many of you are thinking, “That’s all fine-but how does that help me get in and play the game? What is NCsoft doing for me?” Fair question. First, we have already and will continue to increase server capacity to ensure that we have server space for every user. The reality of the situation is that some servers quickly become very popular servers, with lines queued up to enter, but other servers have plenty of space to accommodate players. Obviously, adding servers won’t help in this case. If you’re waiting to enter a full server, 100 extra servers won’t help.

So the next question may be “What about my character I’ve already spent time on?” Another good question. I’m excited to confirm that we are currently working on implementing a server transfer service beginning next month. Specifically, we will offer every player a free one-time server transfer for a limited time to select servers. You can rest assured that addressing the demand for Aion is our biggest priority. And I know a big question is “Why did you not deploy more servers?” Most of you are savvy enough to realize that a healthy MMO server needs a robust population. We have to calculate our reasonable concurrency numbers in a week and in a month and beyond. The last thing we want to do to our players is spread them out so that the “massively” in “massively multiplayer” gets lost..
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Re: Aion Character Transfers
Oct 5, 2009, 13:14
10.
Re: Aion Character Transfers Oct 5, 2009, 13:14
Oct 5, 2009, 13:14
 
I don't know which I'd prefer as I've only played 2 MMOGs more than a week: CoH/CoV and Champions Online

Both handle them differently, and honestly I don't know which one I like more.

CoX has what I guess is the more traditional method. Upon creating a character you would select from maybe a dozen servers and that server would be your home. But then you're not really meeting people from the other servers so if you choose poorly you're SOL. Though they eventually let you migrate your toon.

Champions has what I guess are best called as shards? For each map (or zone) there are umpteen versions currently handling up to 100 players a piece.

So when you want to zone to Millenium City it will either
  • Prompt you which instance you want, showing you a list which labels which one has team membes and friends
  • If you disabled that option it will automatically send you to the "best" one. Either the one with your current team or the one with the most free space.

For Champions, you can change instances on-the-fly, and there are various valid reasons to do so. But then your coordinates are reset to the zone's entry/edit point. It's useful if you want to meet a friend on another instance or the open mission you want hasn't spawned yet and you want to try elsewhere.

ALSO, it makes zone-traveling a breeze. You're on one side of Millenum City and you want to go to Canada? Instead of flying across MC for a couple of minutes to the exit point just change instances, which sets you at the entrance/exit point. Then take the exit point to Canada :-)



I don't know which I prefer. I don't minding the Champions method even with the current 100-cap. I'm not running into THAT many players unless I'm in a major area like the entrance/exit, mission contact, while in CoX I would always be running into players. Both scenarios were good and bad. Too many players meant better teaming but a lot of competition for open missions (kill x helions) while too few means harder teaming but little competition.

This comment was edited on Oct 5, 2009, 13:35.
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