Zan wrote:
You're contradicting yourself a few times here. If a large amount of players decide that its not worth their time to queue up then wont the queue not be as bad?
True, but first there will be much excitement over the new server, the proof is in these forums and on the test, and slowly after 3-6 weeks thousands of people will quit from the agony of the Que, or the QQ as some have coined it.
Zan wrote: You think that people left or aren't interested in a PVP server just because of world PVP? If there's no mobs you cant do much anyways,world PVP or not.
True, but if they keep rates for a 2500 server like they did with the PvP server then the margin of error is thousands off. If they boost the rates to match the population with Dynamic respawn; ie 100 chars in Area: ie. Raven Hill vs the Average in vanilla would have probably been less than 20, thus roughly 5x the rates.
If you are still not able to find mobs then your probably standing in a crowd of people and I would advise to move 20-30 yards away.
Regarding Quest Mobs/Items that are tied to small areas, ie: less than 10 mobs, lone book. I feel that dynamic respawn could be adjusted instead of being a blanket effect for the zone to be tweaked for points of interest or traffic. If I had more experience coding I would love to help design perfecting this experience.
Zan wrote: There is such a thing about excess, is a 400lb+ person ''healthy'' just because they can last a lot longer without food compared to a average person? No. I don't buy the whole ''fill it up as much as you can so it can stay alive longer'' argument, there's servers out there that have been alive since 2007.
Where I can find out about these servers that arent pay-to-win?
Zan wrote: PS: It doesn't matter if we can't login if there's no herbs/nodes or mobs anyways. That doesn't make any sense, why would I play a game if I cant even play it because it has to cater to as much people as possible at all times.
If designed right you will be able to play it. With more people it adds to the Nostalrius brand that serves the greater feeling of vanilla as advertised in their hype videos.
Putting a cap on it is the easy way out, which I certainly understand given its free. Yet what would make them huge and truly fulfilling for the epic experience is a strong and flexible design. They are somewhat treating this as a side project, yet the power of the draw of a new server for many is the strongest in the game. Designed well and slow rolled as they are doing I could see them having 20k players both servers included.
Zan wrote: I hope that if they EVER tinker with the player cap, it'll be after at least 3-4 weeks of constant 2hrs+ queues.
Sadly at this point many would have left feeling that they lost their chance at being on the new server or part of the race being steps behind others who had the time to sit in the que for hours while they went to work 8-10 hours a day to hold their jobs. I say hours as getting disconnected when theres at minimum 1000 people in the que when your at position 100-200. They would need to be faster than the autoboots as Fe3nix's old que of 400 lasted at least 30 minutes.
Zan wrote: Edit: I seriously doubt it'll ever become that bad though, also I believe that what happened to the PVP server was a first in the private WOW server scene; expecting 5000+ players again is quite silly and not normal at all.
The numbers indicating interest have doubled from the first servers release when nothing before it existed. I understand the normalcy bias but Nost is using top of the line quality for their servers and the proof of its popularity is in the pudding.
-Intended as Constructive criticism