Holmes wrote:mang0 you already got the answer. if some things are not blizzlike (e.g. >2,5k players) you might ruin the vanilla feeling/experience when you're doing other things 100% blizzlike.
so if you want it as blizzlike as possible, they would have split the server into 3 servers, then they could just "simply" copy the blizzlike spawn mechanics (which btw is more complex and complicated than you probably think).
so as long as some factors are not blizzlike, you'll have to deal with adjustments to compensate these things so the experience does not totally fck up.
I mean they kinda already fucked it up by taking their own standpoint and basing spawns off market price.. they likely may not have had this argument at all had they never altered the spawns in the first place. By choosing to alter herb spawns they decided that it should be altered based off the community. So from here it comes down to what the community wants naturally, much less if its blizzlike i suppose, but there are 3 methods which you could seemingly argue blizzlike that i can think of:
Stock MaNGOS spawns, Ratio to population, ratio to market prices
I don't know what their method is for alter them based off market prices.. seems really grey.. but i do know at least that the spawns are awful.
Whichever option we choose, its going to not be completely blizzlike because of the population.
I just want to know more behind why people want to punish the server's herb spawns for the sake of a market. There are dozens of ways to earn gold, hell killing frostsabers for greys nets more gold. Farming dire maul for herbs and books nets more gold at this point.. So why?