Server merges

De Ashes of Creation Wiki
Ir a la navegación Ir a la búsqueda

The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers.[1][2]

  • Only servers that share the same timezone will be merged together.[3]
  • The server with the lower population (weaker server) will be merged into the server with the higher population (stronger server).[3]
  • Players from the weaker server will be provided the opportunity to change their character names during the merger.[3]
  • There are two options for player owned land and property depending on the difference in size of the two servers.[3]
    1. For equal sized servers, property ownership will be reset for both servers, requiring all players to reestablish property ownership when the merge is complete.[3]
    2. For merges into a stronger server, only the players coming from the weaker server will be required to establish property ownership following the merge.[3]
Part of the equation of essentially watching to make sure that we don't over populate the server selection, but at the same time making sure that there's not a queue system in place that's so long it's detrimental to the concurrency of the player's will to play so to speak. It's a tough balancing act.[4]Steven Sharif

Transferencia entre servidores

Las transferencias entre servidores, sin contar las fusiones, no serán posibles al principio.[3][5]

  • Los desarrolladores quieren evaluar el impacto en el alojamiento y otros sistemas cuando el lanzamiento está más cerca.[5]

Población de los servidores

Se impondrán límites de población en cada servidor.[6]

  • Se preveen entre 8-10k usuarios simultáneos por servidor.[7][8][9][10]
  • Al principio habrá un número limitado de cuentas registradas (aproximadamente 15,000) por servidor para ayudar a mitigar las colas de inicio de sesión.[11]
    • Este límite aumentará con el tiempo hasta unas 50.000 cuentas registradas por servidor.[11][1][4]
  • Puede haber colas para entrar en servidores con mucha población, pero el objetivo es evitar colas excesivamente largas.[4]
  • Los desarrolladores pretenden gestionar cuidadosamente la población de los servidores mediante el uso de limitadores de creación de personajes para evitar la necesidad de fusionar servidores.[1][2]
  • Los desarrolladores pueden publicar ocasionalmente estadísticas relacionadas con la población de los servidores y la composición de los arquetipos/clases, pero no va a haber una página oficial con esta información publicada.[12]

Population based scaling

The prices that NPCs sell items for will scale based on the economic activity on a server. Prices will rise to combat inflation and fall as a population diminishes.[13]

The node system allows the developers to scale the experience needed to level a node and the attrition that affects a node based on activity.[13]

Things that NPCs buy and sell scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything ends up being equal, even though there might be a couple of extra zeros. So that can go up and it can also go down so as a population leaves, things become less expensive and players don't have to do as much to earn that. On the other side of things we look at the node system and the node system is set up in this really flexible way that allows us to scale the experience needed to level a node and the attrition that delevels a node to scale based on activity too. So it's just a matter of adjusting a couple of constants and that goes up and down and the server can watch it and change those on the fly as it needs to.[13]Jeffrey Bard

Ver además

Referencias