sindabad wrote:Rhinzual30 wrote:sindabad wrote:Do you mean the population is higher than it used to be in the official 1.12 WoW servers in 2006?
If 1.12 had no dynamic spawning than that should also not be implemented in our server.
If we have more players on the server than was meant for 1.12 than we need more servers, no change in the spawning mechanics.
Otherwise, before we know it, we are again having a casual easy fest and that would be the end of things.
For easy gameplay ppl should refer to WoW WoD imo
1.12 didn't have 6.5k people on a server, and making a second server is not a good idea because then we need more GMs, devs, scripting for the server, etc. More servers is just a greater workload for those in charge. Instead of maintaining one, they'd have to maintain two or more, especially if they went for the Blizzlike population numbers per server. Then you've got the issue of some servers becoming wastelands at certain times, and the raiding guilds would still stick with the server they started on unless there was a character transfer service that they could all jump on board for.
tl;dr - You're asking for more servers and all the workloads that entails when simply implementing dynamic spawning for herbs/ores would be more than sufficient.
Yes I understand. Maybe that sounds fair, as long as its based relative to the amount of ppl there are now and the amount there used to be on a WoW server in 2006.
But I have the feeling there are some things that i don't fully understand about how a private server is implemented. I see that every private server is quite different. I thought Private servers simply start of with an exact copy of the original game and then some start tuning aspects
But it seems to be more complex than that. how can it be for instance that one server has bugs where another server with the same 1.12 version does not have them?
Can someone explain me more about this please?
Thanks
Sindabad
From what I understand, not everything is included in the builds. A good chunk of scripts and such are housed in the server itself, the client requests a script to fire, the server gets the message and fires the script. The devs need to be able to put out good scripts to emulate just what the Blizzard servers had. This served two purposes: To make it that much harder for private servers to simply copy builds and create a fully functioning server with minimal effort (as prior to 2009 or so, Blizzard went after every private server it could) and two, to keep file sizes down for the users and the CDs, which meant smaller production costs way back then. Now it's mostly digital sales with some CD sales in places like Gamestop, but they still use the method of keeping some stuff strictly on the server to keep file sizes from bloating too much. Otherwise you might end up with a single expansion pack taking up say, 20 or so gigabytes (hypothetical number) instead of a more reasonable 10 gigabytes.
That explanation probably has some errors in it, but it's why private servers in general are such a pain, some stuff is kept strictly on the servers that the retail developers use and they keep it that way and as such, the private server developers need to figure out what works and what doesn't.
Some would complain that dynamic spawns for herbs/ores makes everything too easy and the devs should just make more servers, but as has been said before, that just creates too much needless work for them. It's much more difficult being a dedicated raider when you can't find the stuff you need for your consumables during a raid/dungeon, and that also impacts PvP at the endgame since some PvPers use consumables during BGs to maximize their chances at coming out on top, whether they be an alchemist or an engineer... or the crazy type who has a couple gathering alts to fuel them being an alchemist and an engineer at the same time.
The endgame raids are balanced with using consumables to help beat the bosses in the most efficient manner possible. If the nodes aren't adjusted to compensate for the much higher population via dynamic spawning, then the devs may have to consider altering the endgame to compensate by weakening the raids and endgame dungeons so players who can't get the consumables they need can come out on top and based off of what I've observed, if the devs made the game easier by nerfing the raids and dungeons, the players would be howling for blood and demanding to know why things are suddenly being made easier for casuals. Granted, the idea of herbs/ores being given dynamic spawn rates so it's more fair to everyone, not easy or casual, but fair, is being met with similar scorn by the same players.
Given my experiences with games over the years, I have trouble understanding how players on a vanilla WoW server can call a lack of dynamic spawns for herbs/ores 'challenging' or 'adding to the experience of Vanilla' when the experience of Vanilla didn't entail scarce number of herbs/ores due to a hugely populated server.