by Missing Worlds Media
Sounds great!! Keep em comin!
Neverwinter just merged all 3 servers into one and it runs the same as you described.
Interesting. Sounds good to me.
Excellent, I was hoping for a solution like this. It reinforces community and is scalable. One of the problem with CoX before the availability of server transfers was that a new player who would have preferred playing with lots of other players around might end up on a low population server. They'd have a, lets call it 'less than optimal' experience and might never know it, or not find out for quite some time (unless they were dedicated to forums as well).
So thumbs up, this seems like another area where the lessons of the past have been well learned.
Nice! I Wrike it! :)
That is an AWESOME way of handling PVP.
Hmmm. Sounds like a viable way of keeping heroes and villains in the same location while keeping them out of each other's way as well. Question, though - how would these various instances be called? Numerically, or...?
@Quinch - to be determined. We know what we *think* will work, but it will need actual gameplay testing to verify which assumptions work.
I know this is Low priority, i hope it is, but I hate server maintenance downtime. Would a VPN solution work if a few teamates decided they want to stick around longer? Use a secure Web Service to read/write the players data?!?
Sounds like a very workable and sensible solution, me likes! :)
So will this eliminate the need for things lime War Walls?
Sounds like a great idea and a really good compromise for both PvP and PvE players. One of the frustrating elements for me in CoX was the need to participate in PvP in order to badge hunt, defeat certain enemies or to collect PvP IO's. Therefore the only thing I would request is that any rewards, events, items and collectibles from PvP content are made available in PvE.
Me like! You can start out with enough servers to launch and add more as need increases. Best part: This may decrease downtime. Wait until usage is low, shut down unneeded servers for maintenance, switch everyone over when the servers come back up. Plus PvP and PvE can share the same map without conflicting...same goes for RPers.
I think this is a huge improvement over the CoH approach. Glad to see you guys are really thinking this out! I'm not a PvP player. I tried it once. Would it be possible to have a toggle for every player that would turn PvP on/off? They could then be in the same zones. If you are a hero that doesn't want attacked by a villain you just keep the toggle off. Might be more inclusive but not sure of the complexity.
Have you already thought of names for the servers? You know how CoH had Liberty, Virtue, Justice, etc. If not, maybe it could be a community contest? Another fun activity for the community to sink their teeth into :). Although, you guys and gals are so good at thinking up fun things to share/show/give us. xo
This is an amazing idea.
@Michael - Yeah you wouldn't need war walls with this setup
@Robin - There won't be individual names for the servers because it's all in essence 1 server. All the servers he's talking about are just the ones in the background hosting all the zones and instances, they won't be named or anything because they'll be brought up and taken down on the fly depending on how many people there are.
Izzy's question jogged loose a related question of my own...during times of outages/maintenance is there any chance that we will be able to use the character creator offline and save those toons as well?
Love it. <3 A beautiful and somewhat hilarious method for separating PvP :D *Permanently disables PVP flag and never looks back*
I really like this approach. Champions online has a similar structure regarding multiple instances of zones yet one server, and I liked it a lot. Everything you posted re: benefits of this approach I agree with and appreciate very much. Thank you! I played Rift, and it was very difficult and annoying that I couldn't team up with my brother who was on a different server. I was on a pvp server, and he was on an RP server. They made some changes where people on different servers can team together with others on the same "instance" of a map.
@Catherine - We were planning on that anyways, hence why the Character Creation app.
The one thing I loved about the CoH set-up was the Virtue server being the unofficial home of RP. I have found that games that do not have a server designated as the RP server, very little RP goes on. Or, the Role-players end up hiding in some secluded spot to RP because otherwise they get trolled. It is next to impossible to find role-playing on DCO or Champions online, and it is totally impossible to put together a RP team to do missions.
I think one of the advantages of CoH was that there were servers for for you, no matter what your goal was for the game. Power gamers and role-players, on the whole, do not understand each other, and often don't respect each other. They see the others as either those that want to do nothing but grind and button mash, and those who want to just stand around talking and being pompous for hours at a time.
Can you say "Single point of failure?" I knew you could.
What plans do you have for failover when the 'coordination' server goes down?
@Tarek - If the watchdog does down, the existing servers would still be running, so the players would still be enjoying the game. The plan however is to have a failover daemon running in the background in case the primary fails.
I read up on Virtual Machines, and I was surprised to see VirtualBox as the most liked:
Hmmm... If i'm not mistaken, i think a Windows Service has the option to Restart itself if it stops working of whatever reason.
Wait a sec... Is there an additional cost for using a Windows Server OS?
Was there any discussion on possibly using a Linux Server? or others?
The reason i was asking about the VPN option was because of the recent decision by Microsoft to drop support for Games For Windows Live.. some games will die when online support hits them. If only those games didnt rely just on the Games For Windows Live server, maybe they would be around for allot longer. I see now, thats not the case for CoT, but just a concern. :/
@Izzy - We never said we were using Windows Server OS, did we?
Glad to hear you have such a community driven server plan and with your mentioning of roleplayers, can I get my hopes up that you've a focus in your team on also catering or helping roleplayers, as well as the power gamers, casual gamers, PvPers etc.?
How many characters will we be able to have? In CoH we could have 12+ characters on each server (and I did), do we have any projections for CoT? The single server concept got me worried.
@John - Not yet set. Theoretically in the 5-figure range. Realistically, need to test.
I hope this doesn't end up too much like the CO approach. It felt divided for me in the end, especially in Club Caprice while RP'ing. Here's hoping :x
99,999 characters, I'm really going to have to exercise my imagination.
For the coordination server, you could look into a clustered solution with automatic failover with the two partner virtual machines on separate physical machines for redundancy (this is sort of my day job..eek..don't want to think about it but.. lol).. Am looking forward to not having the server by server separation. And I think this also allows an RP instance similar to what Virtue was in CoH so you get the best of all worlds.
This seems to be pretty well thought out, and if it will keep costs down as you've claimed that puts paid to by far my biggest concern - the ability to maintain servers on a severely limited budget (at least at first). Seems like it'll be conducive to all kinds of content, too, which is a plus. Consider me optimistic!
One thing I would like to request... if at all possible...
I haven't read through all the comments but I read one that referred to Champions Online, and their shard setup.. something that *never* made sense to me as they seemed to push players into the shard with more people... while leaving 10 or so with numbers between 5-10. It seemed to me that they should "code" it to put players in the least populated shards, that way teams when changing instances would more likely stay together...
I don't know how similar your planned set up will be to the way it is enacted in CO... but, *please* if at all possible, don't do it the way CO does... lol
One thing I don't understand is that all the heroes and villains will apparently occupy the same zones. So in the non-PVP zones, heroes and villains will rub elbows 24/7? Shop side by side in the consignment house? This will be strange and for me inhibit roleplay. I fight evil to my dying breath, but if the most wanted man on earth is right next to me, we chat about the weather? This might be OK for "factions" in a fantasy world, but not for superheroes and villains. I just can't see dozens of bad guys just hanging out in your main square, the equivalent of Atlas Park. Can someone clarify this?
Sounds great - b^.^d
@John Barefield - like the DA and mob boss standing next to each other in a public place?
Easy... you dont REALLY know if the person next to you is Good or Evil! ;)