waiting 2 hours to get that one mob for your quest, 'cause everyone else is spamming aoe to tag him before you - ye that will be fun. But hey classic will be dead after 2 months anyway so w/e.
waiting 2 hours to get that one mob for your quest, 'cause everyone else is spamming aoe to tag him before you - ye that will be fun. But hey classic will be dead after 2 months anyway so w/e.
Breaking game world integrity, its identity in eyes of all game (=> server) participants, divide what is supposed to be whole and unified. Thus creating opportunities for exploits and disrupting players' interaction. You forget that player is part of the server, and therefore part of the world (his/her model and opportunities for interaction/change of game world). And that's the way it should be treated. You can't just hide/change one part of the world from/in eyes of the other, it will require in-game mechanic (magic/physical laws of this particular universe), but this is exactly what you propose to do.
Yeah, yeah, I remember this stupid mantra even in models topic: "if you don't see/know it - it doesn't affect you" - that's dog sh*t.(2 middle links)
No, I answered here. Furthermore, "dynamic" max population discussed earlier in a separate topic (start 1.5k with 6 starting areas, no? week - 2k, month - 3k, year - 5k, or something like this), which quite easy will help to avoid rules violation... need time to find. Here you go, you saw this. Bad try, I answered (even here, to Embriel, similar question type), you need to be more resourceful
They have enough methods and resources to avoid it and no need to go against the rules.
ps. The most funny part in your message is mention of people who will go to play MOBA's and etc. As far as I know, those who love Classic are characterized by sufficient patience. And those who "will go to play MOBA's" may not worry much and just stay there.
Last edited by Alkizon; 2018-10-27 at 08:54 AM.
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Yet there is no plan to handle the thousands of people at launch because low server population login caps with a tonne of servers will not work. It is going to lead to fragmentation of player bases that want to play together, long queue times at prime time during the first 3 months(which leads to people quitting), once you get in for some areas(human, orc/troll, dwarf/gnome) you will be stuck competing for mob tags against a couple hundred to a thousand players(leading to people getting frustrated and leaving the game). Yes there are the purists that want the game in its raw vanilla form but that is a loud minority, and I agree that for the most part there the game should be as close to the original experience as possible but in order to achieve that experience, changes will have to be made to some aspects of the game. But there are also some sacrifices that will have to be made to also ease the experience of the younger player base that has not played vanilla, Remember these players are the players that have short attention spans and something has to hook the quickly, waiting 2 hours to finish the opening quests because there are 700 players killing slow respawn mobs will only lead these players to going back to playing MOBA's, Battle Royal games, etc because they can get their 20-30 minutes of gaming in and feel like they accomplished something.
This also does not address the issues with having 500+ players in a starting zone and people's computers not having the ability to handle it. Think of Panda launch and the crashes that happened in the first quest. Putting that many players in a starting zone is going to cause huge lag and stability issues all in the name of "immersion".
This is why sharding during launch makes sense with higher population cap servers. You can still make the shards larger than live in general to get that feel you are looking for but this will minimize the lag, keep more players engaged in the game and keep server populations higher for a longer period of time. And once the initial attrition is done you can turn up the shard caps to the point that they only engage when zone populations hit the point where game stability is an issue and leave it off in major cities.
Now you avoided my question previously but I will propose it again
It is 100% likely going to be a sort-of-vanilla experience, no matter how perfectly Blizzard makes it. The resources we have these days (biggest part of the Vanilla nostalgia is being new to the game, which is literally impossible to recreate perfectly), the connection issues and bugs we won't have, the 5 FPS raids we won't have - these were all part of the actual Vanilla experience.
Absolutely guaranteed that isn't happening again.
No phasing, I HATE phasing. It so freaking annoying to be standing right next to my brother's character and he isnt there until I group with him.
Give me dynamic spawns for sure. People aren't interested in Classic because they have fun waiting 15 minutes for a spawn.
also, ps PCU numbers need to take into account there are 3 peak periods. the largest is china evening peak, then euro peak and NA peak. this means ps PCU levels suggests a much higher multiple of active accounts/PCU than a single regional blizzard server did - I would think double the ratio would work.
Authors I have enjoyed enough to mention here: JRR Tolkein, Poul Anderson,Jack Vance, Gene Wolfe, Glen Cook, Brian Stableford, MAR Barker, Larry Niven and Jerry Pournelle, WM Hodgson, Fredrick Brown, Robert SheckleyJohn Steakley, Joe Abercrombie, Robert Silverberg, the norse sagas, CJ Cherryh, PG Wodehouse, Clark Ashton Smith, Alastair Reynolds, Cordwainer Smith, LE Modesitt, L. Sprague de Camp & Fletcher Pratt, Stephen R Donaldon, and Jack L Chalker.
Yes, but this "looking weird" is breaking immersion soooo much. And nothing is more frustrating than wanting to meeg up with somebody and you can not see each other.
But it got really worse together with sharding, Phasing alone might habe been "ok" if it hadn't been used so exzessive.
Telling a Story (mandatory story, given linear questing) became a design priority. It only was in 1 zone in wotlk, but apparently was deemed such a success that in cattokissem it was felt the best design approach was make most zones mandatory, down-your-throat stories with exactly one path. Mandatory fun must have looked great in the participation.completion metrics.
There was a limited form of phasing in caer darrow in classic, btw, but it only added npc's, rather than terrain and building, and did NOT make players in different phases invisible to each other.
Authors I have enjoyed enough to mention here: JRR Tolkein, Poul Anderson,Jack Vance, Gene Wolfe, Glen Cook, Brian Stableford, MAR Barker, Larry Niven and Jerry Pournelle, WM Hodgson, Fredrick Brown, Robert SheckleyJohn Steakley, Joe Abercrombie, Robert Silverberg, the norse sagas, CJ Cherryh, PG Wodehouse, Clark Ashton Smith, Alastair Reynolds, Cordwainer Smith, LE Modesitt, L. Sprague de Camp & Fletcher Pratt, Stephen R Donaldon, and Jack L Chalker.
Authors I have enjoyed enough to mention here: JRR Tolkein, Poul Anderson,Jack Vance, Gene Wolfe, Glen Cook, Brian Stableford, MAR Barker, Larry Niven and Jerry Pournelle, WM Hodgson, Fredrick Brown, Robert SheckleyJohn Steakley, Joe Abercrombie, Robert Silverberg, the norse sagas, CJ Cherryh, PG Wodehouse, Clark Ashton Smith, Alastair Reynolds, Cordwainer Smith, LE Modesitt, L. Sprague de Camp & Fletcher Pratt, Stephen R Donaldon, and Jack L Chalker.
It first got unveiled to a large extent in Wrath. With evolving areas like the death knight starting area, frost giant daily area, and of course argent tournament area. Where the mobs, terrain and such evolve and change as you quest. That's the kind of terrain phasing I was referring to. Not the whole "there's too many people in an area so you won't be able to see them all" thing they added later.
The most difficult thing to do is accept that there is nothing wrong with things you don't like and accept that people can like things you don't.
The most difficult thing to do is accept that there is nothing wrong with things you don't like and accept that people can like things you don't.