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Server merges already?

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  • miconamicona Member UncommonPosts: 677

    Originally posted by Robsolf

    Originally posted by abyss610



    Rifts major problem is that you NEED a heavy populated server for rifts to be fun. even medium servers have rough time clearing off an invasion at non-prime time hours. hell my server was HIGH but i normally play late at night and i saw places over run with invasions with no hope of clearing them with the amount of people on at those hours.

    Still?  I thought they learned this lesson with WAR, as public quests had like 1-2 people in them... I was under the impression that rifts would scale to the population.

        Actually it should be doing that .something is wrong here

  • KyleranKyleran Member LegendaryPosts: 44,095

    Originally posted by cerebrix

    do you guys pay any attention to the industry at all? 

     

    this was announced after blizzard announced a fee for cross realm grouping.

     

    it was an opportunity for trion to say "see, we wont nickel and dime you like blizzard will" and they took it.

     

    god, how could you guys not notice this was announced on the same day and AFTER blizzard made their announcement.

     

     

    also.  i dont see why anyone would think rift is hurting for players.  my server (wolfsbane) still has a 20-40 minute queue at peak time to log in.

    You happen to be playing on the one or two servers where players are gravitating towards, other peoples results are varying.

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  • RobsolfRobsolf Member RarePosts: 4,607

    Originally posted by micona

    Originally posted by Robsolf


    Originally posted by abyss610



    Rifts major problem is that you NEED a heavy populated server for rifts to be fun. even medium servers have rough time clearing off an invasion at non-prime time hours. hell my server was HIGH but i normally play late at night and i saw places over run with invasions with no hope of clearing them with the amount of people on at those hours.

    Still?  I thought they learned this lesson with WAR, as public quests had like 1-2 people in them... I was under the impression that rifts would scale to the population.

        Actually it should be doing that .something is wrong here

    I remember in beta that the University would be crawling with level 12-14 elites.  Seeing as the University hub was for 7-8th levels, you either had to wait til' a raid party came by, or just give up getting or turning in those quests.

    But that was during beta, where there were plenty of players.  But now, with fewer low level players, how low might they be able to go?  "I'm an invading horde from the natural plain!!!".  ;)

  • MMO.MaverickMMO.Maverick Member CommonPosts: 7,619

    Originally posted by Meugamer

    Originally posted by Xasapis

    I hope you realise that xfire is only good at predicting trends and not absolute numbers, right?

    Checking a game and noticing a 50% drop in played time is a valid way to predict subscription loss.

    Having game A and game B and compare their numbers is not, since you don't know the exact percentage of people that both play the games and use xfire at the same time.

    Let us see. Both are fantasy based mmorpg's, both used the internet and forum hypes to sell subs and copies, both use the PC as a gaming tool and both are in direct competition with each other (aka Wow clones).

    After the offered free playing time in the launching period , there is hardly any difference between the number of playing values between a 1.5 year old game and a game in its 3 months launching period (while losing 70% compared to the launching days ...)

    Try 40%, it's around 60% of its launch month population currently.

    I can see one huge difference between Aion and Rift though:

    Aion is played on 7 servers in the west while Rift has ... 99 servers, but hey they are all tagged as "medium".

    So no problem for the fans, because we have "server transfers", going from one medium tagged server to another one.

    Sounds like typical smalltown thinking to me.Worldwide Aion has something about 80-100 servers, and those are servers that can handle 30k players per server, and iirc Aion made NCSoft 200-300 million dollars in revenues for 2010.

    If you want to use XFire for cross game population comparisons (which I think is wrong, too many errors in it), then you might as well use EVE since those sub numbers are known. Based on those Rift is hovering around 500k players. Not that I think such comparative calculations are valid, but just saying.

    The ACTUAL size of MMORPG worlds: a comparison list between MMO's

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  • waynejr2waynejr2 Member EpicPosts: 7,771

    Originally posted by Robsolf

    Originally posted by abyss610

    Rifts major problem is that you NEED a heavy populated server for rifts to be fun. even medium servers have rough time clearing off an invasion at non-prime time hours. hell my server was HIGH but i normally play late at night and i saw places over run with invasions with no hope of clearing them with the amount of people on at those hours.

    Still?  I thought they learned this lesson with WAR, as public quests had like 1-2 people in them... I was under the impression that rifts would scale to the population.

     At some point, devs have to see that requiring high populations for their games to be good is a tough game design approach.  WAR's lesson should have been learned but perhaps it was too late for them to change their mind.

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  • JoarnajJoarnaj Member Posts: 258

    Originally posted by Meugamer

    Let us see:

    2 weeks after launch: included a free 3 days  weekend play.

    Good marketing.

    3 weeks after launch: included a free 3 days  weekend play.

    Better marketing.

    4 weeks after launch: an event launched to get subs prolong for one more month.

    No... an event launched that had been planned. Trion has indicated that these events will be frequent.

    8 weeks after launch: a free 7 days trial (never seen this before in mmo land).

    True. Most games wait until between 6 months and 1 year. Not entirely certain what this proves.

    9 weeks after launch: a LFD grouping tool to try to automate grouping.

    Planned since launch. Link

    10 weeks after launch: 40% price cuts

    Not price cuts. Sales.

    11 weeks after launch: announcing a free server transfer every weekend (forget free to chose though as everyone will be picking the same 3 servers...)

    Server merges will likely be coming. Scott Hartsman stated in a March interview he felt merges were both normal and expected. Cannot find the link right now.

    12 weeks after launch: 50% price cuts.

    Not price cuts. Sales. Rift is currently $49 at riftgame.com and 38.98 for the download at Amazon.

     

    End resul after exactly 3 months: the game has the same number of players as Aion on Xfire (probably 150K in real life figures).

    False. Rift has 19% more hours logged (11824 vs 9965) and 38% more players (2712 vs. 1966) on xfire as of May 31. Rift has the same numbers that it had at the beginning of May. And you forgot to mention that Rift is still the 10th most played game and 4th most played mmorpg behind WoW, the re-released APB, and (does this even count as an mmorpg?) League of Legends.

     

    ... Can we say the game doesn't have real staying power beyond the first free month playing time.

    So... I guess less than 10 games have staying power by your definition?

     

    I think we can.

    Well, if you say so.

     

    I was pleasantly surprised when I went from Apprentice to full 5 star Elite in under 2 months. I was pleasantly surprised again when I went from Elite to just barely Hardcore in 2 weeks. Apprentice, here I come!

  • XasapisXasapis Member RarePosts: 6,337

    New event is on the PTR by the way. I have no idea about its quality, but they keep pumping content.

  • AstralglideAstralglide Member UncommonPosts: 686

    Originally posted by Joarnaj

    Originally posted by Meugamer

    Let us see:

    2 weeks after launch: included a free 3 days  weekend play.

    Good marketing.

    3 weeks after launch: included a free 3 days  weekend play.

    Better marketing.

    4 weeks after launch: an event launched to get subs prolong for one more month.

    No... an event launched that had been planned. Trion has indicated that these events will be frequent.

    8 weeks after launch: a free 7 days trial (never seen this before in mmo land).

    True. Most games wait until between 6 months and 1 year. Not entirely certain what this proves.

    9 weeks after launch: a LFD grouping tool to try to automate grouping.

    Planned since launch. Link

    10 weeks after launch: 40% price cuts

    Not price cuts. Sales.

    11 weeks after launch: announcing a free server transfer every weekend (forget free to chose though as everyone will be picking the same 3 servers...)

    Server merges will likely be coming. Scott Hartsman stated in a March interview he felt merges were both normal and expected. Cannot find the link right now.

    12 weeks after launch: 50% price cuts.

    Not price cuts. Sales. Rift is currently $49 at riftgame.com and 38.98 for the download at Amazon.

     

    End resul after exactly 3 months: the game has the same number of players as Aion on Xfire (probably 150K in real life figures).

    False. Rift has 19% more hours logged (11824 vs 9965) and 38% more players (2712 vs. 1966) on xfire as of May 31. Rift has the same numbers that it had at the beginning of May. And you forgot to mention that Rift is still the 10th most played game and 4th most played mmorpg behind WoW, the re-released APB, and (does this even count as an mmorpg?) League of Legends.

     

    ... Can we say the game doesn't have real staying power beyond the first free month playing time.

    So... I guess less than 10 games have staying power by your definition?

     

    I think we can.

    Well, if you say so.

     

    I think one is way too pessimistic and the other a little optimistic. Rift with find its groove. Not everything has to be a douch-filled "WoW Killer" to be a success and make money. As long as the game genereates a growing and steady profit, they will continue to invest money in it. "Box Prices" of games are continually dropping and rapidly at that since develpers have discovered taht they will get most of their box money off of the initial players anyway- they might as well give the damn game away for the first month's price with maybe a little premium to add value (EVE Online?) 3-6 months out- the real money's in a healthy subscriber base anyway.

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  • sancher36sancher36 Member UncommonPosts: 458

    Rift started with way too many servers at the beginning anyways, if they started with half of what they did then all servers would be full.

    I currently play on wolfsbane and not enjoying the 3 hour queues on weekends just to get on.

  • jpnolejpnole Member UncommonPosts: 1,698

    Originally posted by -Zeno-

    Someone told me the developers were looking into server merges already.  Has it even been 3 months yet?

    Even if they did merge a few they had no choice but to open a bunch in the beginning because they were SWAMPED with players. Rift is an excellent example of current generation mmos, but with the same tired MMO formula getting stale, it will gradually lose popularity the same way WoW currently is past it's peak - but that's a story for another thread.

  • Ender4Ender4 Member UncommonPosts: 2,247


    Originally posted by jpnole

    Originally posted by -Zeno-
    Someone told me the developers were looking into server merges already.  Has it even been 3 months yet?
    Even if they did merge a few they had no choice but to open a bunch in the beginning because they were SWAMPED with players. Rift is an excellent example of current generation mmos, but with the same tired MMO formula getting stale, it will gradually lose popularity the same way WoW currently is past it's peak - but that's a story for another thread.

    Only because of the terrible design choice to only have 1 set of zones for lvl 1-20 characters per side.

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