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The issue of Servers


Which server structure would you prefer?   16 votes

  1. 1. Which server structure would you prefer?

    • Megaserver with dynamic channel availability.
      3
    • Megaservers the way they are in Korea.
      0
    • Traditional servers without interserver character movement.
      8
    • Traditional servers with the ability to move a character with a time restriction between movement.
      5

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5 posts in this topic

Posted (edited)

Hey, I was recently thinking about the positives and negatives of a megaserver and I decided to share my thoughts with others in hope that I could maybe add to the discussion. 

Pros I thought of:
-Easier to play with your friends
-In general the Commnunity would become less fragmented
-No server merging

Cons I thought of:
-Channel hopping could damage PvP
 

I do realise there are more potential issues with it, however it seemed as the biggest one in the bunch. As it is a mostly PvP centered game, I can see why this is a huge issue. It can take the potentially most enjoyable element of the game and kill it off almost completely which is why I thought of some potential solutions to said issue.

My first idea follows the megaserver setup, you get one server with a bunch of channels that all have a set capacity. I thought of a system that could potentially stop both channel hopping as well as empty channels. Firstly, put a timer on changing the channel, I think anywhere from 30 minutes to an hour should prevent people from just hopping between channels to prevent PvP. To prevent empty channels, I think the amount of channels avaiable to the player should scale with the amount of players on each channel. This system would close and open channels based on the amount of players on each channel, so you start with a single channel open, if that channel reaches 75% capacity, you open up another one, if there is already one below 75% capacity open, you don't. If a channel goes below 25% capacity while there are other channels below 75% capacity, the channel will issue a warning to the players and close after a period of time moving the player to another channel. I do see that there are issues with this idea, however its the best way I came up with for a megaserver set up.

I did have a second idea, this one involving a more traditional server structure with multiple server, a few channels each. For the most part, it would work in the same way as they normally would, however I think there should be an ability for players to request a character move to allow for friends to play with eachother, even if they ended up choosing diffirent servers.

I know my knowledge is probably very basic and the concepts I come up with may not be the best, but I really want this game to be good and I want to try contributing to it as much as I can. 

Edited by Zhaltor

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Posted

BDO is different than other MMOs. Use the Megaservers and improve them. Why go back to the old traditional server style when you have this amazing flexibility of the Megaservers?
In other MMOs people were quitting cause of the traditional server system which in most cases the character transfer was not available or very limited.

 

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Posted (edited)

Hey, I was recently thinking about the positives and negatives of a megaserver and I decided to share my thoughts with others in hope that I could maybe add to the discussion. 

Pros I thought of:
-Easier to play with your friends
-In general the Commnunity would become less fragmented

These points are both false.

Channels would absolutely fragment server communities by separating players from each other. They would instantly shatter any illusion of a persistent world. One minute a player is standing next to you, the next minute he's gone and you're completely unable to interact with him. In a game that's primarily based on the idea of a seamless world, this would be a fatal mistake.

Also, letting people channel hop makes it more difficult to play with your friends. Let's imagine a group of 6 friends who play on a megaserver with several channels. Players 1 & 2 log on first and hop into Channel 1 because the spot they want to farm is always least crowded there. Players 3 & 4 are next online and go to Channel 3 because they want to avoid PvP. Players 5 & 6 hop into Channel 2 because they want to find some PvP. They all decide to reunite later in the day, but they can't agree on a channel and some of them are still waiting for their channel-switching cooldown anyway.

So this group of friends is now broken into 3 groups thanks to channels. Your feature that was intended to strengthen social bonds has instead broken them.

Edited by Konwizzle

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Posted

One or two extra channels isn't going to kill anyone, and if you're actually good friends, you wouldn't split up. If that is your argument against them, it isn't a very good one.

That isn't to say that I support a megaserver either, as I have and continue to play the KR version and it is bloody terrible. They don't have 3 channels though, but a ridiculous list of them and it is impossible to find people. While it would be nice to hop servers for free, it would essentially function the same as a mega server, with people moving about to avoid one another. If anything, I would get behind multiple servers with one or two channels and the ability to hop for the first few months of the game as populations settle. After that, and for new players going forward, servers are locked unless you pay a fee.

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Posted (edited)

. . .if you're actually good friends, you wouldn't split up. If that is your argument against them, it isn't a very good one.

Who said anything about splitting up? As soon as you log in you'll already see your friends and guildmates dispersed across several channels based on whatever they're trying to accomplish at the time (farming, PvP, etc.). Just because you're friends with Steve and Joe doesn't necessarily mean that those two are friends with each other. So now if you want to form a group with Steve and Joe, you'll have to start messaging them and convincing them to switch to a channel with you. And since humans naturally adhere to the Principle of Least Effort, you're already fighting un uphill battle just to be with people you already know. Now imagine this scenario with even more people and you can see what a mess it becomes -- in the end people will simply choose to play solo rather than dealing with the hassle of herding people to a common channel.

All channels will do is create tiny, insular social cliques or encourage people to be anti-social because that's the easiest way to farm.

 

Edited by Konwizzle

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