High population servers are what an MMO should feel like

I’m not talking about the queues, we’ve all had our experiences with those and at some point I’m sure they’ll be more manageable.

What I’m talking about is how it feels moving around a world with other players in it, bustling hub towns, resource nodes that you go hunting for and may or may not be there.

My partner and I have characters on one of the highest pop APAC servers but rolled alts for those times we get randomly dropped from the game, or have to attend to real life and relog to the 4 hour wait. We made them on a MED population server and it feels empty. Sure it’s great I can have an inventory overflowing with all the resources I can handle but the sense of community and liveliness isn’t there. There are starting zones that haven’t been claimed and guilds are scrounging for gold in chat trying to afford them.

I guess my feedback is 2k players is about where the baseline should be for it to really feel like an MMO with the current map size, so server cap really does need to go up especially when the map expands.

I think it’s a great game and with the right support can become a mainstay in the MMORPG genre

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I think the game is perfecty fine like this.
If territory’s are still unclaimed I guess you joined a new server?

I play on a server were there are around 2000 players almost all the time, I see other players constantly. 20 people try to kill Overseer Zane, 10 people running in the same hemp field… so many people trying to outrun eachother to harvest the motes…

My opinion is that it’s okay like this.
If the increase it, they also should increase the map seize.

Take this players issue, multiply it by 5 and you have the current wow server cap.
This is, in a microcosm, the reason why the cap is what is is.

Probably the devs should implement a phasing-like technology, where thousands share the same realm, but only 100s of them the same region instance. And once you join a group you will be put into the same phase.

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Except that my problem is with the quest design, not how many players are there attacking the mob. The issue lies with the bear not dropping the quest item when killed, but instead must be skinned, which is a 1 person only action.

I don’t know why you mistook this issue as being a population problem.

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