Make bigger servers and introduce channels

This game has a fundamental flaw that will/is killing features like dungeon finder, arena, wars, OPR, markets, crafting and anything that requires effort of “people you don’t know yet”.

And that is the Server population, 2000 Players means there are no resources and playing the game is too expensive + Lag. 500 Player means things are somewhat balanced but queue’s are 30-60 minutes long. So you have different situations on a per server basis.

From my POV, the best solution to this problem would be to make bigger servers with channels.

This can be done in two ways:

  • A: (Distributed) Make 5 Servers per Worldset and allow players to switch between them and have the same player pool / data for dungeons/arena/wars/trading.

  • B: (Segmented) Make 10.000+ Player Cap Servers, that have multiple channels each channel has it’s own resources / cite ownerships. You can then limit the channels to 500 people max, while internally the channels work like their own server (better performance). If there are to less channels you can simple add/remove some channels depending on the server load.

I personally think the Segmented is a better system, but one POV isn’t enough to decide what’s best.

4 Likes

I totally agree. Make channels/shards and reduce the playercount in them = better performance but increase overall server cap a lot.

No no no no no no no!!!

Please for the love of God delete this. Sharding is what killed world of warcraft and would do nothing positive for new world.

Player identity is paramount to an MMO and is the sole reason I started this game and continue to play. I do not want some random nameless guy suddenly phasing into my shard and then disappearing again after he mines a node or something. It’s a terrible idea. I would rather have hour long waits to run a dungeon than have the world splintered like that.

I do not want to be stuck in a dungeon with some person that I will never see again and who means literally nothing to me. That is the number 1 reason dungeons in wow are soooo toxic. The players mean nothing. After the dungeon those players are gone and you will likely never interact with them again so there is no need to create any kind of bond. We do not need this here.

When I post that I’m looking for a dps or healer etc. I know that that player could be the one I talk to later that crafts my armor or joins me on a random boss farm or that I find competing with me for resource spawns or anything else out in the open world so there is a reason to create a relationship with that person. With a sharding system there is never a reason for any of this because the person is always a nameless faceless bunch of pixels that doesn’t matter.

2 Likes

Then play WoW Classic, i’m sure you don’t. Because you romantize something that doesn’t exist anymore this isn’t early 2000 where people follow a net codex.

New World has too many dead servers, Players will now concentrate on hub worlds and jump between server for 15$ to do the same. Also the dungeon tool is comming if you like it or not.

Having channels with individual city ownerships blocks off / reduces a lot of issues NW has, or tell me how you would resolve the domination of one toxic company destroying the server? or how about never popping queus for OPR. Or not available resource due to overfarming.

Would cross server matchmaking potentially solve this? Could be an option to turn on/off if you want to only find players from your own server or if you server is quite when you want to do said activity. Also the servers would need to all be in the same region for connection reasons.

Other games don’t suffer from the issues NW does, they offer channels and more. Take a look on albion online or black desert online for example.

And naturally they are in the same region, i don’t know why this isn’t apparent.

I will have a look for my own curiosity and to understand your point :slight_smile: If you are suggesting it’s fairly common, could the game engine/design be a reason it’s not already a thing for NW?

Could be NW is trying to be different? Sometimes different does/doesn’t work but it can give it an identity.

It’s just my guess but NW was shifting scope/target multiple times, it was aimed to be full loot PvP then battle royal then sandbox etc. etc. and the server code 100% suffered because of that. I mean they had a lot of calculation on the client side (bad thing) which is why you where able to be invincible when dragging your window around in the past.

My suggestion would also build uppon that issue, so it’s not unreasonable to implment since the server still are there as is, just with a shared database and free “transfers” in between the same worldset (which also exist)

1 Like

Based on what you have just said, it seems fairly reasonable :slight_smile: Let’s hope a dev can see this and give their views

@Desmo makes a good point. The communities we have build up to this point could be lost with server hops. But tbh some have been doing that with each server merge anyway…

What an ignorant passive aggressive response. “Go play a game that is a watered down version of an old game where they STILL HAVE SHARDING.”

The dungeon tool is coming yea. And they’re going to see how that shit will not help the community at all. It will do much more harm than good. I won’t use it so it doesn’t matter to me. I run with my company of friends or the multitude of people I met throughout the server and I don’t see that changing.

In German we have a saying “The way you shout into the forest is the way it’s going to echo back”, the way you wrote your initial response is just also very active agressive aka:

You also just confirmed that you are not the player base of a MMO, you are the minority by a large margin and should consider your statement with consideration the then other 95% of the playerbase. But you clearly don’t even care.

I got a headache trying to read this. No thanks.

Thanks for the feedback @Fenidas (and the others in this thread). We agree that the 2K population limit is not our long term goal, and are working toward making the world feel more expansive. There’s not much detail I can provide, but use of instances and a higher population cap are at the forefront of our conversations.

9 Likes

You Sir/Madam just made my day!

this is big :eyes: :eyes:

This would be AWESOME!!!

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I’m not a fan of either of these ideas. I can see why it would be appealing if you’re a pure PvE player, but as someone who is mostly interested in open world PvP, this would render quite a bit of that gameplay impossible to balance and generally meaningless.

Heck, even for resource rarity, this is supposed to be a game. I understand that it’s not convenient if you have trouble gathering resources because they’re farmed often, but that’s just how economies – all economies – work. Rarity is a feature, not a bug.

A channel with a 500 player limit AND its own cities.

Personally i think servers with 1500 ± players is pretty healthy. Maybe if they make “Farming” worlds with limited access so they dont overcrowd and ppl can just get what they want/need.

Also i think granting people the access to swap " Channel " with their own cities. What would be stopping them from taking that aswel. Running multiple everfall/windsward at the same time…

This idea doesn’t seem like it will work out as you think. I still wonder how it would fix the lag aswel because most lagg occurs close to cities. And they can be just as crowded as they are now… additionally i used to be on a ±500 server and now i am on a ±1600.

As you state that you think Segmented is better… You are clearly not very aware of what is going on… People are swapping from 800 pop servers to 1500. Because its “more fun”. More players to play with, more war rosters, more companies. MORE MORE MORE!! the only thing that can be frustrating is mining ori, well that is not the end of the world…

My perspective on this idea is basically, if you want to kill new world and leave it for all the farmers/gold sellers. limiting servers to 500 and making them “crossplay” is the way to do it.

It depends how they implement it. Lets say all PvP flagged people get in a seperat channel/shard like in WoW, you will find only flagged players in the open world.

The challenge will be what to do with the whole territory control system, but that needs an overhaul anyway imho.

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