LronTheServerLegend
04-15-2015, 10:06 PM
Q: How will you be handling the rush of players at launch?
As some of you may have seen when the current Tutorial zone was released, we have a form of load-balancing that can spawn another version of a zone when the current zone gets too full. For the launch of the new Progression server we are able to announce that we have extended this function to many newbie zones that meet the following criteria:
The zone is primarily for new players (levels 1-15). The number of zones available to players in the 15-25 range is nearly double that of levels 1-15.
The zone does not contain significant content for mid-level players (levels 30 and up, ish). Increasing the availability of low-level treasure is an acceptable consequence of the system, but not mid level items.
The zone is not a dungeon. Unique items appearing on unique creatures in a shared environment is, we feel, vitally important to the feel of early EverQuest.
These are the zones that we're setting up to load balance:
North Qeynos
Surefall Glade
Qeynos Hills
West Freeport
Commonlands
Nektulos
Misty Thicket
Everfrost
Steamfont Mountains
Greater Faydark
Butcherblock Mountains
Innothule Swamp
Toxxulia Forest
Paineel
Field of Bone
Once those zones reach a certain threshold of players (it varies based on the size of the zone), it will spawn another version of itself. You will be able to choose which version of the zone you want to enter upon zoning in, or you will be able to use the /pickzone command to choose another version of the zone you are in. This should let people group up with friends but still be able to find things to kill and see plenty of other players.
We have also enabled technology to dynamically increase (or decrease) the maximum number of characters allowable on a server at any given time. Between these two new systems we expect to be able to handle most of the players who want to play on the new server on the first day.
As some of you may have seen when the current Tutorial zone was released, we have a form of load-balancing that can spawn another version of a zone when the current zone gets too full. For the launch of the new Progression server we are able to announce that we have extended this function to many newbie zones that meet the following criteria:
The zone is primarily for new players (levels 1-15). The number of zones available to players in the 15-25 range is nearly double that of levels 1-15.
The zone does not contain significant content for mid-level players (levels 30 and up, ish). Increasing the availability of low-level treasure is an acceptable consequence of the system, but not mid level items.
The zone is not a dungeon. Unique items appearing on unique creatures in a shared environment is, we feel, vitally important to the feel of early EverQuest.
These are the zones that we're setting up to load balance:
North Qeynos
Surefall Glade
Qeynos Hills
West Freeport
Commonlands
Nektulos
Misty Thicket
Everfrost
Steamfont Mountains
Greater Faydark
Butcherblock Mountains
Innothule Swamp
Toxxulia Forest
Paineel
Field of Bone
Once those zones reach a certain threshold of players (it varies based on the size of the zone), it will spawn another version of itself. You will be able to choose which version of the zone you want to enter upon zoning in, or you will be able to use the /pickzone command to choose another version of the zone you are in. This should let people group up with friends but still be able to find things to kill and see plenty of other players.
We have also enabled technology to dynamically increase (or decrease) the maximum number of characters allowable on a server at any given time. Between these two new systems we expect to be able to handle most of the players who want to play on the new server on the first day.