Clustering development insight

Nostalrius official announcements

Re: Clustering development insight

by Fogde » Wed Feb 17, 2016 3:14 pm

I have been looking forward for a solution towards the crowded PvP server, this sounds like the right way to go!
Thanks guys!
Back to the good ol' days!
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Re: Clustering development insight

by packersville » Wed Feb 17, 2016 3:17 pm

Zerxin wrote:DONT DO THIS PLEASE THIS IS JUST LIKE THE GARRISON PLEASE DONT NOSTALRIUS


Mr. Garrison is not in WoW. Don't worry.
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Re: Clustering development insight

by budweisernig » Wed Feb 17, 2016 3:17 pm

word that sounds great, any chance it would help with Connection from america haha X D? probly not but just a hope. want to be able to pvp on melee without 'out of range' constantly, but regardless this sounds nice!
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Re: Clustering development insight

by myke405 » Wed Feb 17, 2016 3:38 pm

To everyone worried about phasing. Please read, re-read and go back to comprehend what has been written for you to clearly understand.

This has nothing to do with character phasing, and as stated. Players wont even notice what is going on. This will simply reduce lag, and increase server stability by keeping players separated into smaller groups. Since it is still one server there wont be additional phasing.

Please, stop complaining if you don't know what you're complaining about.
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Re: Clustering development insight

by myke405 » Wed Feb 17, 2016 3:43 pm

Mchayes wrote:Isn't this sort of implemented already at certain spots -- where there is just a sudden zone in/out?

Remember when wotlk introduced phasing, pretty much horribly like that atm. I'm talking wetlands bridge to arathi highlands. It's impossible to have any fun in kiting npc X to place Y.

That said;
What are the possibilities with this new.. tech(?) in regards of kiting mobs to cities for the funsies of it?



This isn't phasing the dev team should have used 2 different locations in the video to explain. Now everyone thinks phasing is going to become prominent. In reality they are just showing that they can split you into different servers and still contact each other, if you are in the same location as another player you will not phase.
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Re: Clustering development insight

by Dreadz » Wed Feb 17, 2016 3:44 pm

I like this idea but it scares me a bit at the same. Will need more info from the dev team until I can really judge. It should be said that the Nost team are surely working really hard to make this server better and more stable. I´m really glad for all the effort.

If I´ll like this implementation remains to be seen :).
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Re: Clustering development insight

by Xaphiia » Wed Feb 17, 2016 3:48 pm

Seriously… This is just AMAZING! #Nostalrius4TheWin

Here is an example of a guy who did such a thing on another server. :)
https://www.youtube.com/watch?v=mdZZF2qtZyA
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Re: Clustering development insight

by greger1234 » Wed Feb 17, 2016 3:48 pm

I guess they added it, first time i have to sit in a 4.5k player/2h queue to get in on the PvP server.
Remind me to never log out.
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Re: Clustering development insight

by dusky » Wed Feb 17, 2016 4:11 pm

better make this server stable already tnx.
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Re: Clustering development insight

by Youfie » Wed Feb 17, 2016 4:13 pm

Marharbal wrote:From the technical side this sounds awesome. We would have better server performance, probably resulting in the reintroduction of quality view distance, less lag aso.
But from the overall experience it still gets me concerned...
First i hope this won't result in the already mentioned phasing in the same zone or even multiple instances of the same zone - this would totally ruin the game experience. So i hope this new technique is only applied in the way of "one Node per content/instance/battleground" as suggested in the Nost. youtube-preview.
With the chat and other social options still intact cross-node, this would lead to better performance without any impact on the game-experience -> plain awesome!
But it would also leave the server open to even higher population caps without any lag/latency-problems effecting playability and therefore keeping new players at bay. Its partly theory, but it takes no seer to assume, that the already huge popularity of the project leads to an ever-increasing player count if there are no technical issues, that stand in the way.
So lets just assume, that the new system can handle a number of 20 000 players online without technical issues -> 4000 on the Instance/Battleground-Node, 8000 on the Kalimdor-Node, 8000 on the Eastern Kingdoms-Node. With a peak of 8000 players per Node we probably have better viewing distances than now without lags and no npc-loading issues - so an overall really enjoyable experience :).
But we still have extremely overcrowded areas - just imagine the situation in an area like Silithus... of course you can always adjust ore/herb/mob-spawns, but the plain size of the zones won't change, therefore leading to still bizarre situations, that alter the original experience of WoW-Vanilla significantly (areas, where you can't do a thing because of PvP, try questing in the Searing Gorge for example... or taking pvp aside, situations where mob-spawns need to be so fast, that entering caves can be extremely frustrating...).

The technical side is one major concern and this new development sounds really great... but it's only one side of the player-experience, and up to this point the server-policy addressed the whole topic somewhat one-sided with the focus on the technical issues (of course this is easier to address because you can simply improve that, while the other side has "natural limits" you can't overcome - so decisions concerning overcrowding always tend to be stir up some people).
I think a population-cap and therefore a queue-system needs to be thought over - even if you just install it to prevent the Server-population from further skyrocketing (cap at 12000 f.e.?).

I really appreciate the good news from the Nost-Team here - but i also want to give constructive criticism ... and i'm going to ignore the many posts without actual content, that will plainly attack criticism as for being criticism (because nobody of us pays a penny for ... blablabla...)

I second that.

I mean this announcement is great, but it takes care of the lag itself, not the in-game issues induced by the overpopulation. And Dynamic Respawns can't fix everything.
Maps will still get more and more crowded, only multiple-phasing in the same zone would allow a change, but it would ruin the game experience.

Another PvP server, with free transfers in both ways for a few weeks / months would actually be the real solution, you'd still get 5k+ on each of them, resulting in a significantly higher population than on retail Vanilla on both of them, AND more Blizz-like / playable content overall.

The announcement says Cross-Real BG will be made possible with the work they're currently doing, so I hope their final goal is to have several PvP servers, with cross-real BGs & shit, THAT would be awesome :).


Great work anyway to the Dev Team, congrats Daemon :).
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