Y’avait déjà un délire à ce niveau à l’époque des premières connexions, et possible même encore avant (genre Cata).
Durotar reste un point à problème à mon avis.
Surtout vu les nombreuses Phases de quête présente là-bas au fil des extensions. (en tout cas à la sortie de la capitale.)
Mais je crois que cela est effectif en dehors des capitales. Je devrai chercher l’article en parlant. J’avoue faire plus confiance à ma mémoire pour le coup, car j’ai la flemme ! -_-
(et au souvenir d’event impromptu sans groupage)
Le sharding sur les royaumes jeu de rôle.
By default, sharding is always disabled on RP realms, except where needed for server stability.
When events drive large numbers of players to specific areas, we shard them as needed. Sharding has once again been disabled, but we expect it will be needed for launch events soon.
When too many players are in an area, the game automatically creates a new « shard, » a copy of that area. Players entering the area will be placed on the new shard. The world appears identical from the player’s perspective, with minor differences:
- Players can only see other players on the same shard.
- Each shard has its own set of NPCs. As such, rare NPCs may respawn at different times on different shards.
- Each shard has its own set of objects such as herbs and mining nodes.
Shards can be any geographic size but are usually limited to zones or smaller areas. The borders of a sharded area are invisible to players.
By design, players usually do not notice when the game moves them between shards, but players may notice NPCs momentarily disappear.
Sharding is enabled on all retail World of Warcraft normal realms.
Sharding is disabled by default on retail RP realms to facilitate player-run events, but Blizzard occasionally enables it on these realms for server stability when needed
—> Au lancement des extensions, ils le remettent pour une question de stabilité. Puis ils le redesactivent pour les royaumes RP.
Phasing is distinct from sharding. Phasing refers to the changing of the world’s appearance to match the player’s current progress in the story. For example, the area surrounding Wrathgate appears different depending on whether you’ve completed the Wrathgate questline. But similar to sharding, players in different phases cannot see each other.
Layering is the same as sharding, but affects an entire realm, covering all zones. Layering was used to alleviate overcrowding at the launch of World of Warcraft Classic, but was later removed
Cross-realm zones (CRZ) is very similar to sharding, but is designed to prevent under -crowding. If a zone on a realm has very few players, the game automatically moves players from multiple realms into the same « instance » of the zone (effectively a shard) to make it "feel active and alive.
Edit :
Retrouvé le post bleu :
Over the last couple of years, we’ve begun using some new technology we’ve occasionally referred to as « sharding » in non-instanced zones, which separates players in high-traffic areas out into separate « shards » of a particular zone. The benefit to our server performance has been massive - it was a huge part of why Legion’s launch went so smoothly - and so, as a whole, we’ve been very happy with the system.
The one exception has been on RP realms, where player-run events are much more common. On RP realms, we believe that the overall loss to game performance is worth it in order to support those events. If players on RP realms choose to organize an event and congregate somewhere, and have a laggy experience as a result, that’s their choice, and we’d like to allow them as much freedom to do so as possible.
So, we’ve recently applied a hotfix that should disable realm sharding in the vast majority of the outdoor world on RP realms. That includes Kalimdor, the Eastern Kingdoms, Northrend, Pandaria, Outland, Draenor, and all related sub-zones. This has actually been our intention for some time now, but as part of investigating some reports involving a player-run event in Northrend, we discovered some secondary issues that were causing it not to function properly.
There are still limits, of course; we don’t want playing on an RP realm to mean you can’t properly experience core game content due to low FPS or heavy input lag. As such, all Legion zones (including all of the Broken Isles, the Broken Isles version of Dalaran, and soon, Argus) will still have sharding active, as they do on non-RP realms. Similarly, when the game itself points players toward a specific area of the non-Legion world (such as for a holiday event or new patch content), we may temporarily re-enable sharding in that area until things settle down.
In general, however, our goal is to follow the general rule of thumb that RP realms do not shard, except in current-expansion zones, or when temporarily necessary to support gameplay. This should now be the case on all RP and RP-PvP realms worldwide. This is in addition to our existing rule that RP realms do not automatically fill areas using our Cross-Realm Zones system (although you can still enter an RP realm using CRZ if you’re grouped with a player on an RP realm).
Thanks for all your patience while we implemented the hotfix on this, and awesome job on the Tournament of Ages, guys!
What about cities ?
No, capital cities should not shard, with the exception of Dalaran above the Broken Isles as mentioned in my post.
If you are seeing issues with this for some reason, please let us know!
EDIT 2 : donc actuellement, c’est normal que Dazzaralor et Boralus soient dans des Shard spécifiques et différents pour les serveurs RP puisque ce sont les capitales de l’extension en cours. Ce qui fait qu’à SL, il y a des fortes chances qu’Oribos (tout comme Dalaran de légion à l’époque) ait des Shard différents pour les royaumes jeu de rôle pour une question de stabilité.