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General Discussion  » Whoever invented Mega-Servers/Familiar-PlayerChannels does not understand the first "M" in MMO

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38 posts found
  JIUBHUNNY420

Novice Member

Joined: 4/14/13
Posts: 134

 
OP  7/17/13 8:28:38 PM#1

I have no idea how this is becoming the new big trend in MMO's. I never understood Channels when I first saw them in AOC, I had never even heard of them before that game, but the thought of "We have this big open area, but were only going to put 50 people in it max at any given time" is just completely offbase with the first M (Massively) of MMORPG. In AOC it made sense only from the aspect that the zones wernt all that big so it just wouldnt work with that type of game. ESO is supposed to be these big sprawling open areas, yet its starting to sound like they might be alot smaller, with channels putting you exclusivley with people you have adventurered with before/guild mates.

 

Now Mega-Servers, yes, thats an awesome idea guys! Lets continue to distinguish unique communities by making them all part of the same Server! Now see, if this game didnt have channels, Id be all for a megaserver, one big place for everyone to explore and adventure togehter, thats an MMO feature! But the combination of the two is just a hollow attempt at trying to hide the fact that developers are cutting corners to make MMO's into the equivilent of a lan Multiplayer game.

 

I Am not saying by all this, Screw ESO, dont play it because of Channels and MegaServers. Not at all, but with everyone talking about how MMO's are made to make money now adays, where has there been a succssful game that uses either of these two "Features" if I dare to even call them that?

 

Anyone else turned off by the Mega-Server/Familiar Player channels in ESO and other modern MMO's? Will EQ Next be...well next to don this current market trend??

 

J-Hun Lookin to Creep Yall!

  Wellspring

Advanced Member

Joined: 6/02/09
Posts: 105

7/17/13 8:32:59 PM#2
Agreed. Instances and multiple instances of the same zones are one of my least favorite features in modern mmo's.
  Comaf

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Posts: 1135

I want an mmorpg where pvp matters, my enemies are not my race or class, and community matters.

7/17/13 8:36:44 PM#3
You said it - totally takes out the sense of community.  In the least, it splinters it up.  I recall hating this in Age of Conan.

  azzamasin

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7/17/13 8:36:44 PM#4
Originally posted by Wellspring
Agreed. Instances and multiple instances of the same zones are one of my least favorite features in modern mmo's.

 And yet it is no different then having separate servers.

 

All are a form of splitting the community up in such a way to not stress the server infrastructure and all have their own pros and cons.

If your idea of a Sandbox is open FFA Full Loot PvP, full crafted world with minimal support for anything combat then your sandbox ideas are bad! Sandbox means open world, non-linear gaming PERIOD!

  VooDoo_Papa

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Joined: 3/21/10
Posts: 853

7/17/13 8:37:05 PM#5
instead of trying to fit into everyones definition of what "massively" means, maybe the genre needs to be redefined with a new acronym.  Always thought MMORPG was too much of a mouthful anyway

  onlinenow25

Advanced Member

Joined: 6/26/07
Posts: 280

7/17/13 8:42:08 PM#6

I would say it really depends on Cryodill/ how instanced/ how many players per channel.

If a single channel can only hold up to 100 players then you have some serious problems.  If its got thousands then that won't be as bad.

But the more I read about this game after their push back the more it sounds like they lost direction and have no idea what they are doing.

  issling

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Joined: 12/09/12
Posts: 125

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7/17/13 8:49:15 PM#7
Originally posted by azzamasin
Originally posted by Wellspring
Agreed. Instances and multiple instances of the same zones are one of my least favorite features in modern mmo's.

 And yet it is no different then having separate servers.

 

All are a form of splitting the community up in such a way to not stress the server infrastructure and all have their own pros and cons.

I would have to disagree. I feel much more connected to the people on my server they are always there and not in some phantom zone. You start to see the same people and I find nothing more emersion breaking then having to bring up a list of diffrent channels and  having to zone into where I just was to find someone:(

Lets stop the madeness and making it easier for these companies at our expense.

  stayBlind

Novice Member

Joined: 4/19/06
Posts: 511

7/17/13 8:51:26 PM#8
Mega servers with channels > multiple servers.

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  JIUBHUNNY420

Novice Member

Joined: 4/14/13
Posts: 134

 
OP  7/17/13 9:01:41 PM#9
Originally posted by azzamasin
Originally posted by Wellspring
Agreed. Instances and multiple instances of the same zones are one of my least favorite features in modern mmo's.

 And yet it is no different then having separate servers.

 

All are a form of splitting the community up in such a way to not stress the server infrastructure and all have their own pros and cons.

Yes but a Server is a community in itself. One of the biggest draws to playing on a named server is that certain sense of community, your all members of "Feldsper Server" or "Corbantis" or "Earthen Ring", you know people based on the server, you cant have that same experiance if your always in "Channel 26" with all your buddys. It leaves no room for real random encounters with multiple different personalities. Its saying "Heres all the people YOU want to playwith, dont worry about making friends in game, cause you have your own right?" What if you dont have alot of friends in game, then your just going to be playing alone because you wont ever have anyone joining your channel. I dont know why everryone has to be put in there only personal channels away from the general populace with only a small number of random elements. 

J-Hun Lookin to Creep Yall!

  Distopia

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7/17/13 9:27:51 PM#10

I think it's often forgotten that certain games or zones are better when the population is thinned out per instance. It's certainly not a black and white subject. The more mysterious the land the less the number of players should be visible IMO. How can you truly offer a feeling of foreboding danger when there are 100 players running around?

Another point of note is; when was the last time you walked into a bustling city in Skyrim? How about Morrowind? Many areas were nothing but some shacks, boats and swamp. What kind of sense would it make to see 100 people standing around dancing on top of mailboxes in such an area?

The PVP areas are a different story, it's a warzone, which means armies fighting each other.

 

 


 

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  JedidiahTheadore

Novice Member

Joined: 6/23/13
Posts: 48

7/17/13 9:46:31 PM#11
I agree with the OP, so much so that the second they announced a mega server with instanced zones I wrote ESO off as another MMO I have no interest in ever playing.

Instancing dungeons is bad enough, instancing entire regions completely kills any sense of being in a virtual world, to me. I'm just not interested in playing that type of morpg.
  keithian

Advanced Member

Joined: 5/20/06
Posts: 2978

7/17/13 10:44:03 PM#12
Originally posted by JedidiahTheadore
I agree with the OP, so much so that the second they announced a mega server with instanced zones I wrote ESO off as another MMO I have no interest in ever playing.

Instancing dungeons is bad enough, instancing entire regions completely kills any sense of being in a virtual world, to me. I'm just not interested in playing that type of morpg.

zzzzzzzzzz I bet you play anyway lol.

There Is Always Hope!

  Dreamo84

Defender of Worlds

Joined: 5/20/04
Posts: 3020

I actually still like MMORPGs

7/17/13 10:54:18 PM#13

I think one of the problems. Is you make a server and have X amount of land in the game. X amount of land can accommodate Y amount of players. So what do you set the server caps at? Obviously 10,000 players in a zone designed to hold 1,000(just to use some numbers) would cause a lot of issues. Long term, if you cap the server relatively low you run the risk of eventually having zones becoming barren when the smaller player base becomes top heavy and the population lowers.

Now, if you cap the server to accommodate for 10,000 players in a zone with 1,000 in each separate instance. Eventually when the population evens out you're down to 5 instances with 1,000 players each or even 1 with 1,000 players in it. Rather than a singular zone which now only has 100 players because the other players are all on their own separate servers with 100 players in each.

Back in the old days, developers didn't account for these type of things because the genre was so new. EverQuest had tons of servers and has had a lot of mergers over the years. Mergers look bad for a game, and also upsets players as sometimes they don't want their community combined with another's. Even WoW had this problem and had to develop the cross realm play thing to help it out. Again, something that a lot of players didn't like.

In a perfect world, I would rather not have it either. But in reality I understand why it is necessary. A lot of people probably don't even realize EQ2 has this feature because they haven't needed it in a long time. But at launch there were several copies of each zone.

  azzamasin

Elite Member

Joined: 6/06/12
Posts: 2765

We live in a fantasy world, a world of illusion. The great task in life is to find reality.

7/17/13 11:08:14 PM#14
Originally posted by JIUBHUNNY420
Originally posted by azzamasin
Originally posted by Wellspring
Agreed. Instances and multiple instances of the same zones are one of my least favorite features in modern mmo's.

 And yet it is no different then having separate servers.

 

All are a form of splitting the community up in such a way to not stress the server infrastructure and all have their own pros and cons.

Yes but a Server is a community in itself. One of the biggest draws to playing on a named server is that certain sense of community, your all members of "Feldsper Server" or "Corbantis" or "Earthen Ring", you know people based on the server, you cant have that same experiance if your always in "Channel 26" with all your buddys. It leaves no room for real random encounters with multiple different personalities. Its saying "Heres all the people YOU want to playwith, dont worry about making friends in game, cause you have your own right?" What if you dont have alot of friends in game, then your just going to be playing alone because you wont ever have anyone joining your channel. I dont know why everryone has to be put in there only personal channels away from the general populace with only a small number of random elements. 

Never said it was all I am saying is they are all forms to lighten the stress of server loads (servers as in  mainframe PC).  I prefer the server approach but I do not think there's nothing wrong with either having a mega server nor having channels within a server.  It's not like you ever interact with everyone at any given time anyway.

If your idea of a Sandbox is open FFA Full Loot PvP, full crafted world with minimal support for anything combat then your sandbox ideas are bad! Sandbox means open world, non-linear gaming PERIOD!

  SavageHorizon

Apprentice Member

Joined: 1/14/13
Posts: 1568

7/18/13 3:05:25 AM#15
Originally posted by azzamasin
Originally posted by Wellspring
Agreed. Instances and multiple instances of the same zones are one of my least favorite features in modern mmo's.

 And yet it is no different then having separate servers.

 

All are a form of splitting the community up in such a way to not stress the server infrastructure and all have their own pros and cons.

It's is a bit different, take Vanguard which has two servers but each server is a persistent world and has no instancing, you are with every single player on that server all the time.

No channels or instanced copies of the world.

Think about old EQ and how the servers worked.

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  JIUBHUNNY420

Novice Member

Joined: 4/14/13
Posts: 134

 
OP  7/18/13 3:34:14 AM#16
Originally posted by SavageHorizon
Originally posted by azzamasin
Originally posted by Wellspring
Agreed. Instances and multiple instances of the same zones are one of my least favorite features in modern mmo's.

 And yet it is no different then having separate servers.

 

All are a form of splitting the community up in such a way to not stress the server infrastructure and all have their own pros and cons.

It's is a bit different, take Vanguard which has two servers but each server is a persistent world and has no instancing, you are with every single player on that server all the time.

No channels or instanced copies of the world.

Think about old EQ and how the servers worked.

Which is why im so worried for EQN...

If ESO went this route, theres no doubt i could be possible for EQN as well. 

The only reason I have hope that it wont, is because I think SOE has had enough time and research to determine that its a setback in MMORPG gaming, not a movement forward. Also I think Smed and the rest of them are chalking this up too much for it to be a "Lesser WoW".

J-Hun Lookin to Creep Yall!

  stayontarget

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Joined: 10/04/08
Posts: 6130

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7/18/13 3:43:40 AM#17
Originally posted by issling
Originally posted by azzamasin
Originally posted by Wellspring
Agreed. Instances and multiple instances of the same zones are one of my least favorite features in modern mmo's.

 And yet it is no different then having separate servers.

 

All are a form of splitting the community up in such a way to not stress the server infrastructure and all have their own pros and cons.

I would have to disagree. I feel much more connected to the people on my server they are always there and not in some phantom zone. You start to see the same people and I find nothing more emersion breaking then having to bring up a list of diffrent channels and  having to zone into where I just was to find someone:(

Lets stop the madeness and making it easier for these companies at our expense.

You know what else is Immersion breaking ?  Going afk in order to get a drink or something to eat.  Saying something is Immersion Breaking is overused and overrated.

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  User Deleted
7/18/13 3:54:42 AM#18

Single server games are actually true MMOs, the multiple server ones are really bastardizing what you could call an MMO. I am not saying what TESO is doing is right or wrong in all other respects but the single server approach is the way to go.

 

Also who the Hell said a single server fractures the community worse than multiple needs to lay off the absinthe.

  Loktofeit

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Joined: 1/13/10
Posts: 12386

Currently playing EVE, SMITE, Project Gorgon, and Combat Arms

7/18/13 4:13:30 AM#19
Originally posted by Dihoru

Single server games are actually true MMOs, the multiple server ones are really bastardizing what you could call an MMO. I am not saying what TESO is doing is right or wrong in all other respects but the single server approach is the way to go.

 

Also who the Hell said a single server fractures the community worse than multiple needs to lay off the absinthe.

Agreed. Actually, one could even call multiple servers the most common form of instancing in MMOs, and we all know what the general consensus here is about instancing and what it does to community. ;)

 

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  rojoArcueid

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"It is double pleasure to deceive the deceiver". - Niccolo Machiavelli

7/18/13 4:28:17 AM#20

i dont know when were channels introduced to mmos but ive been seeing them for many years in mmos. Almost every F2P mmo has channels (all Perfect World Entertainment mmos have channels). And much older mmos as well. Conan was far from the first mmo to include them.

I have to say that until technology becomes good enough to have more than one region (NA / EU?) on the same servers without lag and latency issues i am ok with channels even within a single region. We are already being separated from other regions which means less people already. When that day comes taht tech can handle all that smoothly then yeah, gimmie single server no channel goodness. Meanwhile, keep working on tech advancement.

 

Just my opinion.

My endgame begins with character creation and ends with a new mmorpg

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