Okay so this won't change anything but I might just write it down for future reference.
I know we only have 3 Servers, because in the long run people are going to log on less than at release and we don't want servers to die. But we will definitely have packed queues and lots of strain on the servers especially in starting zones because of this.
If we had access to phases, we could halve the player strain on the server by splitting the population in multiple equal parts.
However I don't think Archeage Supports multiple Layers (A world instance that is a copy of the world but with other players on it that don't interact). Especially since buildings should not be instanced and not overlap with any other buildings, which is the main point of it.
So the main reason for not using something like Layers is because A) there is no support for it and B) you can't have Layering and houses.
This is why we suffer through a packed launch and because we don't want dead servers in a few months.
So here is how it should have went down in my opinion:
Phase 1:
Character Reservation and Launch.
Have 2+ versions of the same Server, let's call them Alexander 1 and Alexander 2.
They both share a combined pool of names and faction balance is enforced by a combination of all characters on these two "servers". Now we can have two times the monsters to kill and less players running around causing less lagg.
In this phase housing is disabled. People will have about maybe 2 weeks for the starting zones to clear and the players to be distributed among all levels of content.
--2 weeks later--
Phase 2:
"Server" / Layer Merges
Since there were no buildings built yet and the name and faction pool was shared, there is no harm done Merging the multiple server variations into one respectively.
--1 day later--
Phase 3:
Now housing is unlocked, people are locked in, the population has decreased a bit but is still high. People can now go for their land after a timer has run out.
I think this would have been the best solution, how would you have done it?
I know we only have 3 Servers, because in the long run people are going to log on less than at release and we don't want servers to die. But we will definitely have packed queues and lots of strain on the servers especially in starting zones because of this.
If we had access to phases, we could halve the player strain on the server by splitting the population in multiple equal parts.
However I don't think Archeage Supports multiple Layers (A world instance that is a copy of the world but with other players on it that don't interact). Especially since buildings should not be instanced and not overlap with any other buildings, which is the main point of it.
So the main reason for not using something like Layers is because A) there is no support for it and B) you can't have Layering and houses.
This is why we suffer through a packed launch and because we don't want dead servers in a few months.
So here is how it should have went down in my opinion:
Phase 1:
Character Reservation and Launch.
Have 2+ versions of the same Server, let's call them Alexander 1 and Alexander 2.
They both share a combined pool of names and faction balance is enforced by a combination of all characters on these two "servers". Now we can have two times the monsters to kill and less players running around causing less lagg.
In this phase housing is disabled. People will have about maybe 2 weeks for the starting zones to clear and the players to be distributed among all levels of content.
--2 weeks later--
Phase 2:
"Server" / Layer Merges
Since there were no buildings built yet and the name and faction pool was shared, there is no harm done Merging the multiple server variations into one respectively.
--1 day later--
Phase 3:
Now housing is unlocked, people are locked in, the population has decreased a bit but is still high. People can now go for their land after a timer has run out.
I think this would have been the best solution, how would you have done it?