The warnings were half a year ago. Things became fine since then. Now they’re, well, not fine.
Please!
The warnings were half a year ago. Things became fine since then. Now they’re, well, not fine.
Please!
@Santoryu: Actually, layering did increase the amount of people concurrently online. I think you are talking about sharding, which classic does not have, but which also does not impact CCU caps on retail side.
Pretty sure it was stated that realm capacity was fixed, and layering was simply a method of distributing players who were competing for mobs and objectives in the starting zones.
15:18 and almost a one hour queue already.
I hope people logging on in a few hours are planning to play other (none Activision related of course, don’t fund this atrocious company further) games as you certainly won’t be getting onto Firemaw anytime soon.
Imagine paying for a product / service which you can’t use… Oh wait!
@Radina: Incorrect as well. Layers expanded the CCU caps by massive amounts. You do realize that, IF the caps would have been static, EU and US would have both opened up with less than 180 000 concurrent users online each and China would have started with less than 48 000?
layering did increase the amount of concurrent players online
While it may have increased it wasnt due to technical reasons. I havent seen a single bluepost that confirmed that layers increased pop cap. Blizzard made it clear that layers were there to decrease the lag when there were many players on the screen. As to the pop cap it was actually increased after layering was removed when people complained about queues.
@Eprom: Would you mind telling me, what your estimate on start day and current concurrency is? Keeping in mind that as of today, including Russia, EU capacity maxes out at 43 (23 English, 10 German, 4 French, 1 Spanish and 5 Russian) x 6 000 or about 258 000 total (large portion of which is not used even at prime time max) and some of the realms were only added after launch.
If you played Classic (on a full server) you’d notice the difference after layers were removed. We had queues even with layering and we had the same queues when layers were removed. There may have been changes in capacities, but they were too small to notice.
With layers you could be solo in a zone quite easily. Without layers you’re accompanied by tens to thousands of others. The player base was not increased a thousandfold with layers being removed. That’s not what happened.
@Thefilth: Granted, I do not play on Firemaw, but I have 48 classic characters spread across quite a few realms (14 English realms, 3 German realms and 1 on the Spanish realm) and while the CensusPlusClassic is clunky, it still generates some data.
No, the playerbase was not increased a thousandfold, in fact, on some realms it crashed… but there is a rather extreme difference between the probably sub 4 000 actives Dragonfang and the by my current estimate 32 000 to 36 000 actives Firemaw. When they BOTH cap at about 6 000, Bloodfang feels rather quiet, when it barely reaches 1/6th of max at prime time peak and Firemaw runs at maximum capacity of 6 000 for 8+ hours with 3 300+ (checked yesterday, test positions were 3 309th at prime and 1 905th later) people in max queue… It IS a staggering difference, no doubt about that.
EDIT: Deleted an excess “the”.
Ironforge.pro says 10.8k but 32k+ that number is just vvovv.
that would not do the job here - will you transfer to a dead realm or to another overpopulated realm or stay where yoyr guild, friends are ? The only option is to set the player cap higher - larger servers - close the one with 100% horde or ally servers and merge but also set the player cap double …
@Wmill: Remember, that number is just my estimate based on previous knowledge and Ironforge.pro does not cover everybody as there are people who do not do logged content.
Doubling the player cap isn’t possible with these servers though. They’re crashing already.
The only option is free transfers. Better use the correct Vanilla Realm caps, too.
the biggest problems is ppl transferring an blizzard not even looking at the problem (no thread mentioning this problem have one blue poste what so ever)
AND then you have the idiots saying… “just transfer” well… we have ben playing in firemaw from day one. spending enormous resources on building a team and a guild. if you r a “retail player” egoistic thinking liek that is ok… in classic it is not. you must play for the team with the team. transferring is like throwing in the towl and giving up.
we did have the que problem in the beginning… we KNEW it was going to turn back to normal and this was going to be one of the best servers out there… so we endured it and we where right… THEN the possibility to transfer to the server started and it all went to in to the gutter
Ok i take it back. Maybe the true intent with layering was to avoid servers crashing But that is something blizzard never stated. Sure Perhaps layering allowed more concurrent players but it certainly has never been confirmed by a blue post that it altered the fix cap of when a queue starts.
100% truth.
It’s ridiculous!
And just to note - the queues have been bad since BWL release.
@Eprom: We seem to have a communications problem here, because your last sentence does not make any sense. I will try explain, why. When a single realm is full (at maximum CCU, more precisely), the only possible way to increase its concurrency value is to alter the CCU cap upwards. There are two ways of doing this. Either alter the CCU cap value directly or use layers (or, if you have enough available resources, do both). To my knowledge, Blizzard actually did both at various times.
I assume you do recall that layering was not switched off at the same time from all realms? This was due to the fact that certain realms had far higher concurrent activity numbers than others. Blizzard could have turned off all the layering at the same moment, but if they had actually done so, certain realms would have probably had 20 000+ people queues instead of “just” 10 000+.
Now, you are probably wondering why Blizzard did just not push the numbers up even more… Well, the answer can be seen in this and several other threads. Firemaw and a handful of other realms actually went too high up and/or did not have as much player loss as expected, depending on one’s point of view. Toss in the ability to pay for transfers and we are where we are, today.
At this point I don’t think a lot of people care. What people care for is a game they pay for in which, understandably, they would like to play.
I feel this discussion you are having is absolutely irrelevant, people really need to talk less and action more.
It’s not the only option, but it’s definitely the easiest one.