Clustering development insight

Nostalrius official announcements

Re: Clustering development insight

by Sakatoro » Fri Feb 19, 2016 7:19 pm

Darkeyez wrote:Some people will move to other realms


That is someting that NOS will definitely prevent
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Re: Clustering development insight

by Kelorek » Fri Feb 19, 2016 7:31 pm

Incredible work.

Will this allow you to turn the viewing distance back up to live values for battlegrounds at least?
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Re: Clustering development insight

by Yannis100 » Fri Feb 19, 2016 7:34 pm

Pottu wrote:Greetings,
1) "This will ruin world PvP since people will hide on a different node"

No. We will not implement phasing or instancing on the same map. That would indeed destroy the feel of vanilla WoW. Each node/server will handle either a continent, battlegrounds or dungeon/raid instances. If necessary, these can then be divided further, so a single node handles BWL, another node handles AV, yet another handles Kalimdor and so on. There will not be a situation where two players are in Elwynn Forest and cannot see each other. The video used Elwynn just to prove that the chat works between nodes.


Just a suggestion about that, I don't know if it's realistic but what about creating a new "phase" when population on a certain zone reaches a certain number, based on the zone size and ressources, rare mobs you can find in it ?
And of course if people are in the same group the will be in the same phase.

Anyway, thanks for your hard work on trying to make all these ungrateful and never satisfied users happy.
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Re: Clustering development insight

by wiseoldenemy » Sat Feb 20, 2016 3:34 am

Hmm, seems like no one asked this yet (maybe I missed it in the post, didn't watch the video): When will this actually happen? approx.
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Re: Clustering development insight

by Phyle » Sat Feb 20, 2016 6:28 am

Darkeyez wrote:Don't you guys think that allowing more people to play... will simply lure more people? IMHO they will never solve anything if they dont set some player cap, for example at 12 000. Next year we gonna have 22 000 online, then what? Another brainstorm?
I would rather wait 20 mins in a queue and then enjoy my time here with decent draw distance, than be here simultaneously with other 13k players and all of them bitching about the realm.
Or just ban all the guys who don't even bother to speak English. It's against the realm's policy. We all know who I'm talking about.
ATM there's almost 13 000 people playing @ PvP Realm, game is basically unplayable. Can't see mobs that are 15 yards in front of me. This is insane.

You guys are curing the symptoms, instead of solving the main problem.


Even when the server is too full when it is clustered they can open a second clustered server. But it is definitely the right way.

But I hope there will be no loading screen betweeen zones when silitus need a own node...
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Re: Clustering development insight

by Sharax » Sat Feb 20, 2016 3:42 pm

Yannis100 wrote:
Pottu wrote:Greetings,
1) "This will ruin world PvP since people will hide on a different node"

No. We will not implement phasing or instancing on the same map. That would indeed destroy the feel of vanilla WoW. Each node/server will handle either a continent, battlegrounds or dungeon/raid instances. If necessary, these can then be divided further, so a single node handles BWL, another node handles AV, yet another handles Kalimdor and so on. There will not be a situation where two players are in Elwynn Forest and cannot see each other. The video used Elwynn just to prove that the chat works between nodes.


Just a suggestion about that, I don't know if it's realistic but what about creating a new "phase" when population on a certain zone reaches a certain number, based on the zone size and ressources, rare mobs you can find in it ?
And of course if people are in the same group the will be in the same phase.

Anyway, thanks for your hard work on trying to make all these ungrateful and never satisfied users happy.


I really do not like that suggestion (which prompted my initial concern in this thread). Creating multiple phases of a zone creates big issues with WPvP.
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Re: Clustering development insight

by Cruzix » Sun Feb 21, 2016 9:12 am

Image

Please? Image
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Re: Clustering development insight

by BANGsquared » Mon Feb 22, 2016 7:11 pm

Thank you based Nost.
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Re: Clustering development insight

by Loopy » Tue Feb 23, 2016 5:03 pm

Reading up on all these issues on the PVP server, i feel very lucky that i picked PVE. I mean, to be fair i wouldn't have played on PVP anyways since i have 0 patience for being ganked, but i'm happy to hear that you guys will be receiving some well-deserved quality of life improvements in terms of server stability.
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Re: Clustering development insight

by Kaiji » Tue Feb 23, 2016 7:23 pm

Yannis100 wrote:...what about creating a new "phase" when population on a certain zone reaches a certain number, based on the zone size and ressources, rare mobs you can find in it ?
And of course if people are in the same group the will be in the same phase.


Please never ever do this under any circumstances. I want to play WoW, not Guild Wars.
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