that's inherited problem with running EQ on a smaller scale - too many low end zones, too many starting cities - causes high population scattering.
EQ world was designed to support 1.5-2.5k population per server. With about 500 as average max, server still only at 25% capacity.
Nothing can really be done about it without breaking the "classic" set up, other than player driven "hubs"...
Or, recruiting another 1k-2k prime time players
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