Keilun wrote on Apr 16, 2014, 13:51:
Yes and no. Imagine for a second that we have per-homeworld overflows and all the overflows were only 1/4 full. What the megaserver allows now is that all of those overflows that were previously 1/4 full can be combined thereby reducing the number of empty overflows. Removing the artificial restriction of only people from a given homeworld can populate this overflow should allow for more populated overflows. At least that's how I understand it.
In your given scenario, yes. But that's assuming that the numbers luckily add up to where each world has a mostly empty overflow. If it's a scenario where two worlds (just for ease of math) each had one full overflow, and one 3/4 full overflow, and they combine those, they'll have the two full overflows, one more full overflow from the combination, and then one half full overflow. And if you're the guy stuck in the half full overflow, it's still gonna look just as terrible if you're trying to do whatever the next steel barbie / clockwork knight will be.
The entire problem with their system is that it's linear and never, ever rescales. It just fills 200 people (I think) into a map, and then plonks #201 into his own overflow. As opposed to going "I have 201 players, I need two maps, so one map with 101 people and one map with 100" which is how it SHOULD be done.
So yes there will still be some overflows that appear empty, but it should be a lot less than it was before when overflows were homeworld specific.
I hope so, but on the flipside, it might also create more overflows because maps will get fuller much easier now. And again, if you're the poor schlep who gets stuck in overflow #last, you're still shit out of luck.
I think this is better than merging former homeworlds because of that fact that you have a larger pool of players to select to merge into the same zone. The whole concept of a homeworld is an artificial limitation that doesn't lead to the best load balancing strategy.
I'd agree with that if they did, in fact, do any kind of load balancing, but they don't. They just fill tank #1 until it's full, and if they have gas left, they start filling tank #2, then tank #3 etc. And if you're the guy in car #6 who gets 0.01 gallons of gas, you're not going to get very far.
Other scenarios are a zone that's generally dead world-wide. At the very least the few players that do play in that zone will have more company than before rather than multiple copies of that same zone with barely anyone in them.
Right, which is what I said, that that at least seems like a good deal. But on the maps where that emptiness is an issue, the reason they're empty is mostly because there's nothing there that anyone wants to do, and there's just a few people there who are quickly leveling to move on to other, more interesting zones.
I think that table on this page was a good example of how it should generally increase population throughout all zones simply because of the fact that the number of empty duplicates is reduced.
Sure, but I'd point out that those percentages mean nothing without knowing what they're measured against. Are they measured against the emptiest map, or against the fullest? A 220% increase seems incredible, but if it means it went from 5 people to 11 people, it's not that earth shaking.
In any case, I don't want to make it seem as if I think it's a terribly bad idea or anything, I applaud the fact that they're at least trying to do something, and setting all the world bosses to a simple 24 hour routine means my entire guild no longer has to pester the one guildie who knows what's up at all times.
It'll probably take a while to see if it really does work out that way as they're still rolling it out to all the zones. I'm hopeful anyway. It was pretty depressing to see so many empty zones when leveling.
Yeah, we'll what happens. As for the empty zones, if there was something there that interested people, maybe they would be questing there. As it is right now, there's just nothing that competes drop wise against the Frostgorge train or simply zerging the temples in Orr.
I don't understand why drops aren't simply character leveled rather than mostly zone leveled. If my lvl 70 mostly gets lvl-equivalent gear in any map, I'd be all over the place. But despite them saying that it is so, it's still mostly just low level shit that doesn't even give mats from salvaging.
Fion wrote on Apr 16, 2014, 16:25:
Creston the only thing you're missing here in the Megaserver system is that, yes you could end up in just another empty 'overflow' but the new system prioritizes your placement, to help automatically put you in zones were your guild or friends are.
Sure. Unless it's full. Which is exactly how it is now. If five of my guildies are in a map and I'm in overflow, I can join them with the click of a button. Unless it's full. So there's really not that much difference.
As for the whole "Yeah, but it will be prioritized to put you in zones with your guildies and friends and people from your server!"
Great. I already play with guildies and friends and people from my server. You know... on my server.
jacobvandy wrote on Apr 16, 2014, 15:04:
Overflow was never restricted to people from one server, though, as far as I know. It's apparently some kind of myth that people have spread for as long as the game's been out, but I always saw the chat in overflow consisting of at least half "what server is this? It's ____ stupid! No it's not, i'm from ____. Well I'm from ____... It's overflow, duh!" Then they all start arguing over what server is the best, etc.
? I've never seen that before, to be honest, but that doesn't mean it's not true.
You sure these weren't people that were just guesting, though?