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Well all I can say IS

dekkion1dekkion1 Member UncommonPosts: 152

This game is soooo  great!!!   fresh and a good idea.

 I heard about  this game a year ago  and i said ok well we will see.

   but now that its  almost here,  im really  liking what im seeing.

 pvp housing learning   the combat   the gear  omg amazing!!!   good story line 

good job nc soft !!! 

    just make sure you have enuff servers on launch cuz you know whats gonna happen 

 if you dont.  yep i can see myself  playin this for awhile.   Now  you remember the AIon launch!!!

 ohhhh  by the way,   is a really  kool  game now.

  content  content  more content get the hint lol.    YEP i love this game already  Wildstar foreva

gammer 4 life

Comments

  • Loke666Loke666 Member EpicPosts: 21,441

    Too many servers is even worse. Played far too many games where server population is top the first 2 weeks and shrinks to few players.

    I rather have them have a limited number of players the first few weeks than opening up too many servers. Yeah, sucks if you have to wait a little to play but not as much as the alternative.

    It is of course possible they fixed this similar to GW2s overflow servers or something, that would be even better.

  • papariospaparios Member Posts: 48
    Originally posted by Loke666

    Too many servers is even worse. Played far too many games where server population is top the first 2 weeks and shrinks to few players.

    I rather have them have a limited number of players the first few weeks than opening up too many servers. Yeah, sucks if you have to wait a little to play but not as much as the alternative.

    It is of course possible they fixed this similar to GW2s overflow servers or something, that would be even better.

     

    Agree

    This is a Dev answer about this:

    "We pushed the single realm concurrency cap higher than I've ever seen it in an MMO before (outside of Mega shard games like Eve) in order for our realms to have healthy populations even after the initial launch rush peters out. So to answer the OP's question; we've tried to be proactive rather than completely reactive. We will still do reactive things, but I'm a fan of proactive choices :)

    Using completely fake numbers here, but to illustrate the point.

    In older MMO's, if there is a server cap of 20 players, three months after launch perhaps it only peaks at 10 players, and off peak it is a paltry 5 players. Perhaps 10 and 5 aren't terribly "healthy". (It's harder to get groups, raids, the AH doesn't move as fast, PVP queues don't pop, etc.). 

    In WildStar we jacked up the single realm concurrency cap so that even after we have the launch sag, our off peak concurrency remains healthy because we started with a much higher number than the 20 players in the example above.

    Sorry about being a bit cagey here with the numbers abstraction, but I usually let Gaff spoil those (if he chooses to do so) and then ride his coattails when he's already spilled the beans on specific numbers. :P"

  • NanfoodleNanfoodle Member LegendaryPosts: 10,901
    Originally posted by paparios
    Originally posted by Loke666

    Too many servers is even worse. Played far too many games where server population is top the first 2 weeks and shrinks to few players.

    I rather have them have a limited number of players the first few weeks than opening up too many servers. Yeah, sucks if you have to wait a little to play but not as much as the alternative.

    It is of course possible they fixed this similar to GW2s overflow servers or something, that would be even better.

     

    Agree

    This is a Dev answer about this:

    "We pushed the single realm concurrency cap higher than I've ever seen it in an MMO before (outside of Mega shard games like Eve) in order for our realms to have healthy populations even after the initial launch rush peters out. So to answer the OP's question; we've tried to be proactive rather than completely reactive. We will still do reactive things, but I'm a fan of proactive choices :)

    Using completely fake numbers here, but to illustrate the point.

    In older MMO's, if there is a server cap of 20 players, three months after launch perhaps it only peaks at 10 players, and off peak it is a paltry 5 players. Perhaps 10 and 5 aren't terribly "healthy". (It's harder to get groups, raids, the AH doesn't move as fast, PVP queues don't pop, etc.). 

    In WildStar we jacked up the single realm concurrency cap so that even after we have the launch sag, our off peak concurrency remains healthy because we started with a much higher number than the 20 players in the example above.

    Sorry about being a bit cagey here with the numbers abstraction, but I usually let Gaff spoil those (if he chooses to do so) and then ride his coattails when he's already spilled the beans on specific numbers. :P"

    Nice to see they have a game plan other then scramble lol

  • KrimzinKrimzin Member UncommonPosts: 687

    If you look at the experience of the Dev Team for Wildstar, its like a Whos Who of the gaming industry. Collectively they have worked on every major title over last 10 yrs.
    If anyone today has a plan, its these guys.

    They say don't put all your eggs in one basket.. with this team Im climbing in the basket and holding on because its going to be one hell of a ride.

    As you can tell.. Im not excited at all.

    Just because I'm a gamer doesn't mean I drive a Honda.
    Best Duo Ever

    Lets see your Battle Stations /r/battlestations
    Battle Station 
  • Size-TwelveSize-Twelve Member UncommonPosts: 478


    Originally posted by Nanfoodle
    Originally posted by paparios Originally posted by Loke666 Too many servers is even worse. Played far too many games where server population is top the first 2 weeks and shrinks to few players. I rather have them have a limited number of players the first few weeks than opening up too many servers. Yeah, sucks if you have to wait a little to play but not as much as the alternative. It is of course possible they fixed this similar to GW2s overflow servers or something, that would be even better.
      Agree This is a Dev answer about this: "We pushed the single realm concurrency cap higher than I've ever seen it in an MMO before (outside of Mega shard games like Eve) in order for our realms to have healthy populations even after the initial launch rush peters out. So to answer the OP's question; we've tried to be proactive rather than completely reactive. We will still do reactive things, but I'm a fan of proactive choices Using completely fake numbers here, but to illustrate the point. In older MMO's, if there is a server cap of 20 players, three months after launch perhaps it only peaks at 10 players, and off peak it is a paltry 5 players. Perhaps 10 and 5 aren't terribly "healthy". (It's harder to get groups, raids, the AH doesn't move as fast, PVP queues don't pop, etc.).  In WildStar we jacked up the single realm concurrency cap so that even after we have the launch sag, our off peak concurrency remains healthy because we started with a much higher number than the 20 players in the example above. Sorry about being a bit cagey here with the numbers abstraction, but I usually let Gaff spoil those (if he chooses to do so) and then ride his coattails when he's already spilled the beans on specific numbers. "
    Nice to see they have a game plan other then scramble lol


    I don't feel like the dev actually said anything here. There's a reason other games have the population caps they do. It's not like the other games have a population cap of 200 concurrent players just because they didn't think of having more. It's not like the VP says, "Hey, 200 players sucks. Let's do 400 players!" and the developer is like, "Oh ok! Let me hit the 400 player switch. Why didn't I think of that!" It doesn't work like that.

    So what are they doing to allow this large number of concurrent players? Content has to be designed with a general population figure in mind. Everything from mob spawns, to resource node timers depend on some kind of idea of general population size. So what is the dev really saying here? I'm not hearing anything.

    Using his example, are they going to design content for 10 people in mind, and then at launch when 20 people are allowed to connect how does that impact things? Are people going to be stuck waiting for mob spawns? What will the lag be like? Will they throttle the graphics somehow?

    Saying, "Oh we have a plan alright. We're going to allow more people to connect!" That doesn't really say anything about how this will work.

  • sgelsgel Member EpicPosts: 2,197
    Originally posted by Krimzin

    If you look at the experience of the Dev Team for Wildstar, its like a Whos Who of the gaming industry. Collectively they have worked on every major title over last 10 yrs.
    If anyone today has a plan, its these guys.

    They say don't put all your eggs in one basket.. with this team Im climbing in the basket and holding on because its going to be one hell of a ride.

    As you can tell.. Im not excited at all.

    Heh I wish I was as excited as you.

    However playing the Wildstar beta did make me get up from my bed of apathy for modern MMOs.

    It's certainly a very fun exception in a modern scene of mind-numbing mediocrity.

    ..Cake..

  • MamasGunMamasGun Member Posts: 152
    And the amazing part?  WildStar, as is, is pretty good.  This weekends update, though... it'll flesh it out even more!  I've loved every minute I've had on Nexus, and look forward to making it home for quite some time!  See ya guys in game!

    Loves: SMITE, WildStar, Project Zomboid, PSO2, DCUO,

    Worst Online Communities: WoW/WoD(the OG MMO Trolls), DayZ/WarZ, SMITE/LoL/DOTA, EVE Online, APB
    image
    "I’m ready for
    All the comparisons
    I think it’s dumb and it’s embarrassing
    I’m switching off
    No longer listening
    I’ve had enough of persecution and conditioning
    Maybe it’s instinct- We’re only animal"
    - Lily Allen, Sheezus

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