Private server holds 12k ppl, why are Blizz servers with 3000 and insane queues?

Still, the point is you are paying for waiting each day for hours in queue for a game you already bought 15 years ago and re-paid it hundreds of times. The servers are probably old and outdated, the game is constantly lagging and even if they are not saying it it can be seen. They should be prepared for these things but the point is that everything is about profit at Activision Blizzard. I really don’t care if it’s 2500 or 3000 or 6000, it’s THEIR problem.

Calek, the numbers are not fake, the servers are full all the time I have seen that.

of course they are fake xd have you even played there active

Yes I have, every possible map had a lot of players, dalaran and every other city is full all the time.

Because the big bad multi billion dollar AAA ahem…I mean small Indie developer has potato servers that can’t handle such a high load.

The big epic server wide PvP battles that happen on private servers literally can’t be handled on these, they crash :joy:

1 Like

Where are all the places you looked for information? Reddit threads and facebook messenger chats? The servers can hold a lot more than 3000 people

Warmane numbers are fake.

But can’t hold like 100 in one place.

Lol.

Still mate, what does it matter if it’s true or false, the waiting time is still 1 to 6 hours. Like Luka said, this is not a “small indie developer with potato servers”.

Warmane numbers or not, it’s full and I have never seen so many people playing simultaneously on retail except on expansion releases. There were more people on warmane even when blizzard made the cross-server stuff.

The point is, if a private server can push the limits why can’t blizzard with unlimited funds? Imagine how many millions they made in few days just from subscriptions, and they can’t invest in optimizing the game and improving their servers?

Anyway, the Blizz management will not change anything, people will continue to wait until they eventually quit or get inside after few hours. “Tourists” will be gone the next month and === extra profit for blizzard.

Geez not this crap again go take it to the rest of what seems to be the minority

Warmane doesnt have a Vanilla private realm, either way did you see Warmane TBC launch numbers, way more visible players than you see on the full realms on Classic at the moment, layering spreads things out pretty well, Shattrath/Stormwind/Orgrimmar on Warmane around launch when it was capped was like a rock concert, like tinned sardines.

So numbers faked or not, you could visibly see they had insane numbers of online players concurrent.

1 Like

Exactly my point, they somehow managed to achieve that stability on a 1 single server, you don’t need to read the numbers to see that many players which I had never seen before on blizzard with cross-realm or anything else.

It is possible, they just don’t want to

Always fun to watch the pirate server clowns explain how the world works.

Everything is possible. But nobody wants to play a game with thousands of people running around on the same screen.

Currently each server hosts several ( i reckon at least 4-5) virtual realms of 3000 (or more) players.

On your pirate clown worlds all those people are in one and the same instance, in Classic those people are divided into layers so that we all can have a relatively normal experience.

You don’t need more servers and free transfers. There are enough servers already.

What you need is to gather your wits, all of them, and make a new character on a server that has room for you. There are plenty of those.

I don’t think it’s that they can’t put more than 3k on one layer, it’s just that the game wasn’t designed to have a swarm of 12k players running around. Do you really want the server to be stripmined so hard it becomes a barren wasteland with no mobs, no herbs, no ore, only thousands of locust-like players running around?

2 Likes

It’s not “Blizzlike” to have so many players in a single layer.

It is already weird as it is, but I’m willing to let it go with the suspicion that currently players are heavily represented at starting areas while practically nowhere else.

Many quests are troublesome as is while others only work because creatures spawn every 30 seconds (dynamic). Which is incorrect, 120-150-180 seconds are the lowest, normal, frequent respawn rates. (In many areas there are 2 NPCs per player.)

Layering effectively creates megaservers, I’m perfectly fine with that.

As for “why not more people per megaserver”, I suspect Blizzard is either still surprised by the success, still believing that 90% will leave, or actively trying to discourage players from trying in favor of retail. (Classic doesn’t have such great monetisation options.)

before the launch they had 1 technical interview in which they stated their goals .

initial goal was 7 layers each having 3k people . and then as people spread over world and there are not 3k people in 1 zone they are supposed to start turning layers off

since they they added additional apacity - from looks of things and report they added 5000-6000 players

which would put each full server at around 25k players.

Are you dumb or something?

1 Like

I’d like to see a source cause i doubt we’re capped at 3k on Firemaw. Queues be much longer if that was the case.

He doesnt,he is just sparsing nonsense and making thread 5345x about quees and riding the same train.Only in this case the OP has no clue what realm/server/layer and capp is.

1 Like

Dynamic respawn rate.

If they could fit more people onto a single server, they would do.

DC space is always at a premium (and costs money), so unless they spend an inordinate amount of money on DC’s / space; they will opt for high performance servers just for that reason alone.

I mean, they are not ever going to use 24U for a few servers in lieu of 2U for one server at a higher capacity if they could manage it.

I am in no position to explain how or why the server cap / queues are as they are, but from a cost perspective in other functions (I don’t work in the game industry), it’s unlikely to be influenced much by the servers and more other technical limitations.