And I’m suggesting removing raid groups from it. Five man groups from group finder arent a problem because it’s way easier to balance shards around them, than around 40 man groups.
Well, I agree that the current system is a mess. I just dont agree that we need to remove raid groups. They will always have a big impact on the area they are in, so I think we need to be looking into ways to make more people go WPvP (get more people) and also, we need more places and more objectives to WPvP.
So, density, density, density.
We have deserted zones (99%) and overpopulated zones (1%). Dont you think that if people were scattered around the world there wouldnt be that much server problems in general?
This is actually not a bad idea.
The problem is that sharding is designed to balance faction balance per zone,but you have people who are camping in one part of the zone WQ for the tortolans,azarite or flight path’s…so the system goes into loop constantly trying to even the balance and switch/jumping people all over the place.(this is your phasing out when you said)
As Chu said,removing raid’s might help out with the load and the lopewhole in the system.5 mans wount affect the system that much.
Maybe that’s a problem as well. If you are balancing every zone separately, first, you will need to balance too many zones, and secondly, you will have a lot of jumping between shards, because the zones are too little. We definately need a more static environment.
It is also a fair point,and from what i saw i think they are still working out the sharding system.(its is trying to emulate the megaserver who whole of EU) but as we acknowledged it is jumping people all over the place in microzones,and it puts additional stress on the server load,so we end up with lags where 10 players are in the same spot.I dont even want to mentioned how those static realms you reffere too where able to hold 3x40 man raids per zone with no lag,i remember those faction leader raids from tbc and wrath.
By the way, by “static” I mean that the population within a zone changes insensibly.
I also think that having realms was better for a MMO RPG. In a megaserver, everything in the World feels less important as it is much more random.
When you get ganked you cant gank back, because the person is gone in the next shard. And we know how sweet revenge can be. So when you get donked, you get twice as mad, because you know you can never get it back.
This changes the whole experience and people mostly want to just go through their daily world routines because in this world the “natural forces” are dumb and you cant fight them.
I often end up in shards with Alliance zergs on Argent Dawn. There was this one time recently though that I ended up in a shard with about an equal amount of Horde and Alliance players and there was this push and pull attack / defence from horde / alliance and back.
I think it has been pointed out that Alliance is more dominant on RP servers and Horde on normal ones.
So how was that?
It was a beautiful carnage. How wpvp should be.
Glad to hear that!
How was the server performance?
Just wait for 9.0 when factions get dissolved.
Nah,higher chance on geting 2x more factions…people need to stop watching Bellular who is basing his information out of 4chan leaks,that probably he fakes in the first place,cause content.
Haha yeah, the 4chan “leak” was good stuff though, it it was real
This is completely off-topic.
I’m sorry.
On topic: There is no fix as long as people can just change shards with LFG tool. But I think this has been stated many times already.
Yeah, I think you are right… Sadly.
I didn’t have any lag at that time.
That is an RP servers, RP realms only shard with other RP realms and only when necessary. They are not in the regular realm pool for shards.
In a 50/50 forced balanced zone and queue situation, all wm players will have to be somewhere while in queue. Assume a temporary single faction shard. Then, their queue pops, and they join a forced 50/50 balance shard. Disappear from one, appear in another. That would be extra in itself, however…
Zones have natural fluctuation, players traveling to and from zone. To maintain 50/50, excess players will constantly be kicked to or go straight to a single faction queue shard for that zone. Players already in that balanced shard will see a lot more appearing and disappearing.
And anyway… if a zone is perfect 50/50 balance… what’s stopping X players being concentrated in one area like a base, and the rest spread in zone. Even tho forced balance and its drawbacks introduced, still have outnumbering, and same forum complaints.
Ok… then force 50/50 queuing per subzone. Problem, even more appearing and disappearing. The more strict it gets, the more player shuffling is required to maintain it.
With forced 50/50, still there will be complaints.
What we have now basically works. It has imperfections. But they can be lived with. Alternatives I’ve seen always have worse drawbacks. That’s why we have the current design.
Tools like lfg are just part of the game. Players control how it’s used. If a raid is too op in a zone, it already gets kicked out of shard. Fair enough.
I’m not sure if this is how sharding already works, but what if there is a x % more of a faction, then it just puts a cap for that faction, and only allow people from, the other faction until it balances out.