Archived from groups: alt.games.warcraft,comp.sys.ibm.pc.games.rpg (
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Tim Smith <reply_in_group@mouse-potato.com> once tried to test me with:
> In article <Nabuu-522BD5.08451311022005@individual.net>, Nabuu wrote:
>> ROFL! Ok, I was willing to shrug off "we had no idea this many
>> people would sign-up" on Nov 23, and cut them some slack while they
>> caught up.
>>
>> ...But not being prepared for *ANY* amount of load for the 2nd
>> launch, almost 3 months later just shows a lack of... well... it's
>> Not Too Smart(tm).
>
> Here's how MMORPG companies should handle launch.
>
> 1. Put a soft limit on the number of characters that can be created on
> each server. When a server is at the soft limit, you can only create
> a character on that server if you receive an invitation from someone
> already on the server.
I think this is an excellent idea, except for the fact that they may have
n servers and a soft-limit of y on each one, but have way more than n times
y people trying to create accounts. In that case, they just fubared the
launch, they should have either had more capacity or limited the number of
boxes on the shelves.
> 2. The servers should be divided into groups that share the player
> namespace. E.g., if you launch with 20 servers, group them as 5
> groups of 4 severs. If someone makes a character on one server in a
> group, that locks out that name on the other servers in that group.
> The idea here is that this makes it easy to balance the server
> populations by offering character transfers between the servers in a
> group. As you bring more servers online, you add them to the most
> crowded groups.
>
> 3. When things have settled down, you can break up the server groups
> and remove the name restrictions.
I don't think the names are the issue with regard to moving characters. I'd
gladly suffer a name change if I could move to a server that never had lag
but still had a high enough population that it was easy to find groups.
--
Knight37
The gene pool could use a little chlorine.