Please consider having the capability in place beforehand to set a queue for access to the server, and give verified priority over non-verified, and subbed access over verified. Then, at least, if we hit server cap we know it'll be less likely to be filled with a random array of bots.
Should probably be first resort before spinning up a new server. EA on Steam isn't the same level of publicity of a full launch.
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Robben_DuMarsch
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loftar
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Re: Game Development: World 16, with Steam
We considered that as well, but I'm not sure the incentives are sound. In particular, if the server is up against the limit, and you finally get in, there's a very strong incentive to just never log out. Also, if the player numbers are only so slightly above the limit that it's "not worth it" to have another server, arguably that's a good level to let the lagginess do the load-balancing instead, so to speak.Robben_DuMarsch wrote:Please consider having the capability in place beforehand to set a queue for access to the server, and give verified priority over non-verified, and subbed access over verified.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Robben_DuMarsch
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Re: Game Development: World 16, with Steam
I've seen it done both ways. For other games, like Escape from Tarkov (6 month wipe survival extraction FPS that had eternal issues with gigantic load of players on wipe weeks), where there is no incentive to alt or bot, I think what you just described makes plenty of sense.loftar wrote:We considered that as well, but I'm not sure the incentives are sound. In particular, if the server is up against the limit, and you finally get in, there's a very strong incentive to just never log out. Also, if the player numbers are only so slightly above the limit that it's "not worth it" to have another server, arguably that's a good level to let the lagginess do the load-balancing instead, so to speak.Robben_DuMarsch wrote:Please consider having the capability in place beforehand to set a queue for access to the server, and give verified priority over non-verified, and subbed access over verified.
That said, for Haven, not all traffic is the same. You will benefit financially from having a subbed > verified > free queue, and I *believe* players would not begrudge you this.
You do raise a completely salient point that the right answer may just be to never log out then. However, as a counterpoint, there is also a lot of reason to log out in the first 2-3 days of the game, when Palisades are not dry, however. You may not have considered this, but if a player remains logged in without a palisade and another player has access to their hearthfire they can be straight up murdered, as a traditional KO protection will afford them no safety. If it is bots refusing to log out, murdering them would send them back to character select, which is when queue should activate.
After that palisades dry, if there is still server capacity issues, perhaps it is less sensible and may be counterproductive. It'd result in good activity numbers though lol.
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GamingRAM
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Re: Game Development: World 16, with Steam
If I may make a suggestion, please add some early-game way to dry hides without the need of a drying rack.
Such as:
- An equippable cape-slot mini-drying rack.
- Have hides naturally dry in your inventory so long as they are not moved.
- Some kind of add-on to the Leanto that serves as a protected drying rack.
If a new player's hides are stolen, it'd be very discouraging, especially as they need that to eventually lead into a palisade.
Such as:
- An equippable cape-slot mini-drying rack.
- Have hides naturally dry in your inventory so long as they are not moved.
- Some kind of add-on to the Leanto that serves as a protected drying rack.
If a new player's hides are stolen, it'd be very discouraging, especially as they need that to eventually lead into a palisade.
World 12: Quit at some point.
World 11: Community Fair Worker
World 10: Co-Founder of the Northern Kingdom, Resident of Emerald City, Founder and Mayor of the Hole of Glory, RamZ's Art Emporium at CF, Member of the CFL Rams.
World 9: Founder of SnoopVille, Resident of Emerald City
World 7: Hermit and Neighbor to a dead Korean
World 11: Community Fair Worker
World 10: Co-Founder of the Northern Kingdom, Resident of Emerald City, Founder and Mayor of the Hole of Glory, RamZ's Art Emporium at CF, Member of the CFL Rams.
World 9: Founder of SnoopVille, Resident of Emerald City
World 7: Hermit and Neighbor to a dead Korean
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Sperrman
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Re: Game Development: World 16, with Steam
I m a little confused. At the devstream it was announced that "s1" will launch at Nov 1st, and now w16 is getting a reset at Nov 1st. So there will be two servers to chose from at Nov 1st? If so i hope i dont chose the "wrong" server lol.
Last edited by Sperrman on Tue Oct 01, 2024 6:03 am, edited 1 time in total.
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Robben_DuMarsch
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Re: Game Development: World 16, with Steam
Change of plans. Read the OP in this thread for the new plans.Sperrman wrote:I m a little confused. At the devstream it was announced that "s1" will launch at Nov 1st, and now w16 is getting a reset at Nov 1st. So there will be two servers to chose from at Nov 1st?
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Goodnight
- Posts: 1
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Re: Game Development: World 16, with Steam
As for alchemy, in my opinion the problem with it is that it basically duplicates the existing mechanics of medical treatment. It is enough to add a couple of recipes for some pills for mercury poisoning, pepper burns and alchemy will become much less relevant. I would like to see something completely different as buffs from alchemy, increased crafting speed for a couple of minutes, increased harvesting, perhaps a small increase in quality, an increased chance of cutting, bonuses for studying, for eating. Something like that.
In terms of medical treatment, I like these ointments, poultices and the like more, why break this mechanic with alchemy.
In terms of medical treatment, I like these ointments, poultices and the like more, why break this mechanic with alchemy.
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heros101
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Re: Game Development: World 16, with Steam
we are so back pog
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animary
- Posts: 442
- Joined: Wed Feb 23, 2011 4:05 am
- Location: Ohio
Re: Game Development: World 16, with Steam
Good idea. In the current world I must have built a couple of dozen drying frames, scattered out in the woods in hopes of some surviving. Over the first two weeks I built three claim posts, none survived to the next day. Quite discouraging (and I'm not a newbie). Finally left, returned about three weeks later and traveled far from that area to settle down.GamingRAM wrote:If I may make a suggestion, please add some early-game way to dry hides without the need of a drying rack.
Such as:
- An equippable cape-slot mini-drying rack.
- Have hides naturally dry in your inventory so long as they are not moved.
- Some kind of add-on to the Leanto that serves as a protected drying rack.
If a new player's hides are stolen, it'd be very discouraging, especially as they need that to eventually lead into a palisade.
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Vraatjuh
- Posts: 456
- Joined: Tue Sep 28, 2010 4:08 pm
- Location: Heaven
Re: Game Development: World 16, with Steam
Glad to see you listened to your community. Seems like the better choice for now.
I am curious if the steam release will change your stance on policing? In the past you have always said that players should resolve their own problems ingame, whether that's bullying (hat or die), discrimination or racism. Will you take a more active stance on this now you are going for a broader public? I am afraid this will get a lot more highlighted on Steam with reviews and such.
Maybe you should also reconsider tokens for the first public world, since RMT is not something well-received usually. You could also re-introduce it at a later point again when the game is more settled with your new playerbase.
I am curious if the steam release will change your stance on policing? In the past you have always said that players should resolve their own problems ingame, whether that's bullying (hat or die), discrimination or racism. Will you take a more active stance on this now you are going for a broader public? I am afraid this will get a lot more highlighted on Steam with reviews and such.
Maybe you should also reconsider tokens for the first public world, since RMT is not something well-received usually. You could also re-introduce it at a later point again when the game is more settled with your new playerbase.