Don't you guys have phones?
Don't you guys have phones?
Some people exploiting the system to get multiple houses doesn't help either, but I'm sure SE forced them to do that as well, right?
Yet another thing cause partially by the playerbase that you decide to pile solely on SE.
There's a lot of things SE could've done better and made player life easier.
That doesn't excuse scapegoating SE on a lot of cases of ill will from players, like buying multiple housing, transfering into full servers, not allowing meta jobs in their parties, etc
Duty Finder and Party finder aren't really going to be affected. What you make of the new data center is what you get in regards to that current casual content. Will Crystal DC be a little more sparse of the hardcore raiders? Probably if most of the current statics join Aether. Current statics can also join their Crystal DC friends instead.
I'm more worried about Hunts.
For not dealing with it sooner? yep SE is to blame for ignoring people complaining about that all this time, even when they did the changes , they STILL had loopholes that again the playerbase did warn SE about and again SE turned a blind eye to. We even have a "house cat" poster that basically bragged how they exploited housing in 4.2? was it? and how many houses they own and SE still does nothing, so yes, 100% blame SE there.
So that playerbase you want to put blame on, did tell SE all this though these forums, so I blame SE for ignoring it, the player base did try to tell SE you can't blame the player base when the player base was reaching out to SE.
You can't scapegoat the player base for SE's shortcomings when there is a good number of people, that will simply transfer because "friends are there" and so on. It is not the playerbase responsibility to monitor hardware from the 1990s, or w/e decade their outdated hardware is from.
"Because well resolved individuals recognize their part in the problem and don't just default to blame the "big bad boogeyman"
I see this as really meaning: "it does not effect me so I laugh at the player base it does effect"
"I've only started playing close to 3 years, and only joined the forums on May, so no."
So you admit having no background knowledge, so I disagree your high road tone.
"Then don't move? Decide want you want to do and do it, not just plant your feet and complain about it?"
Another " this does not effect me so I do not understand how hard this is"
"How many posters need to remind them that development circumstances change over time? That the devs are basically "slaves" to upper management?"
That is not an excuse for never listening to problems of the game, that quote does not even really address the point of that I said. here is the link again, read it over:
http://forum.square-enix.com/ffxiv/t...-%2810-30-2013
"Again, did SE force players to transfer to bloated servers even when people advised not to do it? Did SE tell players to use an exploit to be able to transfer into Balmung while it was still locked?"
what are you talking about? what "exploit"?
"Seeing the full picture actually entails recognizing some wrongdoing by part of the playerbase (i.e. transferring into full servers with warnings from others not to do it). Not just piling it up solely on SE"
The playerbase did nothing wrong, you can't blame the playerbase for not knowing what exactly SE's out of date hardware can handle. This is not an issue with other games, so how are people supposed to bleeding know?
This is a matter with SE (atleast on FFXIV) from the begining of ARR.
They dont think as players.
When hunt was released, B rank gave insignia even without the weekly quest, and had 5 min respawn CD. So, Naul (the first quest) was impossible to get. and numerous players didnt manage to just finish the weekly quest.
This is one example, one of the oldest (2.1)
But let's see more recently. Players during ARR did do, at the begining, the fate train, because they were the best way to gain level on second+ jobs. Even with 2.1 (boost of dongeon XP and roulet) and after, fate train stayed the way to level. Killed only with PotD (which was even better finally)
So, they do eureka anemos, with the chain kill... long, boring. aaaand players fast did find that fate train is boring... but a better way to farm, so return of the train. Yes people did complain (boring vs boring)
And The team seemed surprise that people went back on fate train !
They are not players in their own realm. Or they play, but without thinking as a player.
So, this, so, this "BLU" which is not a job. The "you dont want to pay sub? take appartment" or "a white mage with pld armor it would be ridiculous" (and pld with bikini?)
If they were players... most stupidity we see wouldn' exist.
For the hunt, there is a second announcement we have to see :
we will be able to teleport to other servers from the same datacenter. So, for a simple example.
I am on Ragnarok, and i see (with interserv FC, discord or anything else) that a S rank spawn on moogle server. I go to limsa/uldah/gridania, and teleport to moogle, and then go where the S rank is.
It will ensure that even those new DC wont have a lot of matter getting enough people for hunting... BUT... maybe too much people also? :-°
See how biased you are?
Even if SE didn't close the loopholes, PLAYERS still used them willingly and knowingly. But you're saying it's still SE's full responsibility, absolving players of anything wrong they did.
I'm not scapegoating the players. You're just turning me into an anti-players target because it fits your narrative. I just people to attribute proper responsibility to SE AND players, not just pile everything on SE specially player behavior.
Right, they never listen. That's why Titan is still unplayable from launch, AST is still the awful job it was at launch, and BRD is still a bow mage that the majority despises. These are few among loads of things that the players complain and they did something about. So don't say they never listen, because you're indisputably wrong.
You're here since 2015 and you don't know about the exploit people used to get into Balmung?
Except transferring into a full server, with people warning them not to, buying multiple houses on a game with limited housing, using a limit break that shouldn't be usable outside of squadron mode. But nope, all players are saints and never do anything wrong.
The only one that is biased is you because you do not own a house or FC. Do you understand how much time and materials goes into that shop making 4 airships and 4 subs? Do you even grasp the social problems seeing people go to crystal and aether where there is a high chance people will just flood back to aether causing a repeat? Your bias is simply it does not effect you, and don't think about others.
Also I disagree that originally you had the idea of blaming both, because originally you had this quote:
and all the bolds you commented on, ill give you one thing you are correct about "If you earn that much in that time frame, that loss won't make a dent in your finances." but you are neglecting all the time lost in rebuilding, no gil value can reimburse that, just because SE can't be bothered to transfer some data.
I will give you another, even I feel some of the blame on the players esp house cat for acting that way, however you sounded like you wanted put ALL the blame on players while neglecting SE has a great effect to this. In the end you can't expect the average causal player that does not come on forums and such, to know about SE's hardware and transferring in playing with friends.
With people trying to find exploits and loopholes? yeah a small blame on the players is that, like 20% player/ 80% SE ( the mass playerbase should not have to suffer because of those few that want to exploit things) but as I am pointing out here, it is still most of SE's fault, esp when people want to use the defense "we warned SE about this loophole, they did nothing so it is ok" I agree that logic is childish and was posted from some people on this OF. You know what my reply to that logic is? If you are going to have a target audience with this kind of personality, then you have a responsibility to cater to them, meaning act like children, get treated as such, like the forced cut scene and pvp chat/feast change.
There was once a time this game had no kick feature and no queue drop quota, so SE had made those changes (well more so the drop reject queue quota) because people would troll it. That is another instance of the player base needed a change because they could not conduct themselves as reasonable human beings.
But yes I can agree with blaming both, depends in what case, but most of the blame is still on SE's hands, and a lot of that has to do with ignoring feedback, that the player base was trying to point out the very problems you want to blame the player base for doing? So if a group of people say some problem will take place, you ignore it, the problem happens, shouldn't the fault rest in your hands not the group of people?
People keep comparing the two foibles but naw, I say that's making light of this event.
Diablo Immortal was disappointing, but it didn't cause anything to destroy the experience of those playing D3. If you don't like it, you could just ignore it and it wouldn't affect you in the slightest.
FFXIV's reshuffling on the otherhand is splitting up 2 year old relations (or even 5 year old relations because SE told them it would be ok for them to switch servers because cross-world pfs exist now...)
So naw, this is worse than some faceless company simply misreading the room.
I like how everyone who plays this game suddenly has 15 years of experiencing managing these servers now, so they can weigh in on the technical reasons for doing it.
IMHO the reason for the new DCs and server shuffles is likely an attempt to avoid creating another "Raubahn or Pippin EX" scenario again during the 5.0 launch. We know for a fact that the reason these things happened is due to the sheer volume of players congesting to those instances and clogging each DC's instance server. By creating a new DC and lowering the number of servers per DC they can ensure that the volume of people hitting those instances at the same time is manageable and does not cause the instance server instability we saw during the 4.x series at said choke points.
This is an attempt to bolster the serviceability of the instances, unfortunately there is a sacrifice to go along with it, but if splitting the community a bit more ensures that I don't get stuck on MSQ 10 quests in on launch day, I'm all for it.
Some of us do work in IT and, while we may not have explicit insight into XIV's server architecture, we understand enough to make educated guesses about the kinds of problems they may be running into based upon the symptoms and issues the system is displaying.
I see that as selfish, you rather have SE cheap out solutions to problems that are preventable by other means over having people break up statics and friendships? I am so happy there are people supporting this because they are not negativity impacted and do not understand the full ramifications of this situation.
this ya, you can easily draw lines between the dots based on how other games work, and what devs tell us with this game. For example, that huge post by the UI dev about the inventory displaying 50 count bags, that huge work around and him complaining about the 1.0 netcode really shows some of the problems this game has that shouldn't be there (I/e fund the staff more, get more staff to allow them to fix the code)
For what I see in other games these are tiny DC's and the game feels slow and dead as is, what is going the game feel like during these moments in the cycle? It will most likely be a true ghost town like the current state because "not enough content, time in between patches", and yet you are only worried about congestion for 2 weeks, what about the under population problems once new runs off? we ALREADY have problems in that regards, and this would make it even worse.
Really? was this a thought ever? how will this impact the SLOW TIMES?
Cheap out...? LOL Tell you what, if you agree to pay the $25k a year I was quoted the other day to have an offsite DR server to host a few VMs which won't be running constantly like SE's are and I'll agree that adding more server space to your datacenter rackspace rental is cheap. (Forgot to add.... with high availability SLAs... Can't forget those.)
I mean what I said, how much does the player base pay the game vs what they spend?
I am sure they are not going to tell you due to the huge discrepancy, so yes, they are cheaping out solutions. As for you comment, I been paying such fees for 5 years. Did you magically forget how much people spend on this game? all those overpriced mog station sales and overpriced retainer fees?
I hope SE stays the course on this.
... Where to start?
1) You've been paying such fees for 5 years? Are you really comparing the ~$12 a month you pay (~$144 a year) to the fees that SE pays for server rack space? My $25k (note $25,000 a year which is 173.6x higher than what the average pay is) was for 5 VMs (sic- Virtual servers) that are in standby mode. When those go active they jump to approximately $100 an HOUR to run. For SE, to add one server to the DC is going to cost at least a couple hundred thousand dollars a year to run if not more.
2) Mog station profits are not directly flowed back into XIV's budget. The money you spend on that $30 mount does not go directly into Yoshida's coffers.
Running an MMO is not a cheap endeavor. Adding new hardware assets is not cheap nor is it especially easy to reconfigure. You spend a lot of time and money doing these things and all of it is a cost-benefit analysis.
MMO's are all about meeting new people.
So in that sense, moving servers is in the spirit of an MMO.
Even though I am on here constantly trying to make Blue Mage a full job, I wanna go on the record saying that it is absolutely absurd to split people up who are playing an MMO on such weird arbitrary standards. It affects far less people, but I consider this a bigger deal than Blue being limited. It just doesn't affect me so I don't have much to say on it.
There's really no reason they couldn't have just opened a new empty Data center rather than forcing existing servers over to it besides trying to make sure it flourishes faster, which leads to more money. It's not hard to imagine business decisions, they're always just to make more money.
So they should revert their plans just for a handful of people, while the other fourteen million are fine with it, if they weren't where are they all complaining at?
To be fair here, the number of people who actually know this is coming is small. In general, only dedicated players keep an eye on announcements and stuff for a given game. Hell, most players don't even read patch notes, and just get confused when stuff changes.
"Our current datacentres are full."
"Oh, ok. Just add an entirely new datacentre full of empty worlds."
"But how does that reduce the load on the current datacentres?"
"Just offer free transfers."
"Oh! Right! It worked so well for Balmung, why didn't we think of that?"
Its a change that has to happen, however I do think there should have been implemented a few months before 5.0 and not 4.5
What's this strawman?
If they actually LOCKED Balmung instead of letting people transfer onto it or create new characters during low traffic times, we wouldn't be in this mess. If there was a fresh, open data center people could transfer to, and the others were full AND new transfers/creation was locked, equilibrium would absolutely end up happening.
Except that they did that. Balmung was locked for nearly a year, and they opened up (one? two?) new worlds.
Balmung lost barely a fraction of its population in that time, and a good number of people went to worlds that weren't the new ones, which did nothing to reduce loads on those worlds. Looking at the number of people up at arms at this - for good reasons, because losing statics and friends is a terrible thing - none of them would voluntarily leave. The whole issue is that everybody looks at it and says "well, I don't want to leave, I'll wait for other people to do it."
It's fun to pretend that SE is splitting the datacentres because they just want to be evil, but they stand to gain nothing by splitting them if there's "such a simple explanation" of just opening up an empty datacentre with empty worlds. In fact, given how many people are threatening to unsub over this, they stand to lose money. If they were forcing everyone off then demanding money to let them transfer back onto the worlds they left, I might accept your argument, but they're not. Transfers are going to be free.
I don't think this is great any more than anybody else does. I'm not terribly affected, but I'm not going to pretend others aren't dealing with some pretty awful decisions right now. I just find it hilarious when people present "such an easy solution" as if somebody at SE just made it their Monday decision to split the servers, "logic be damned". They tried equilibrium, and nobody responded. It's not hard to see why they made the decision they did, even if it's screwing a lot of people over.
How many posts do you need to read about WoW does it way better, manages their server better and actually upgrades them to understand your stance has no validity? Look at maple story 2, free to play that manages to give everyone an instance house, how is that able to run? What makes SE magically different? I answered that, they just do not want to spend money, even though they get tons though mog station and sub fees. How about some profits from mog station should go back to make the game better, because I am not seeing money put into this game. It is just the same copy/paste minimum funded game so SE share holders and board get more money.
If they wanted to prevent "Raubahn or Pippin EX" How about not have instanced battles that early in the time line if SE's outdated servers can't handle more then 100 people doing it at once?
changed for money profit reasons* they do not want to put money in upgrading hardware, so this is the cheaper option.
this is true
They "gain" less of a cost then fixing it properly, the dev team always done this for this game, work arounds and shortcuts. I may of voiced out against on a few, tolerated others, but this crosses the line. This is not something the dev team should be short cutting because SE is greedy.
I have faith the development team is able to do a lot more for this game and others if they where allowed to, because the flaws some of these changes bring is very glaring it is short sided. Because of that I am sure money is a strong motivator, or are you going to tell me indie gaming companies and f2p ones have more versatile skill set then the ones at software development for SE?
First and foremost, there isn't even a fraction of that many players actively playing. The numbers SE releases publicly are based on people who have purchased the game and made a character even if they aren't active anymore. The estimated active playerbase is approximately 600,000. Secondly, the backlash is far higher than "just a handful of people." Regardless, plenty of people don't follow the Live Letters and will only find out about all this when it actually happens.
You can show me all of those that you like because there's a major difference between SE and Blizzard when it comes to their server space: Blizzard actively hosts and maintains their own physical servers.
Unlike SE, Blizzard has full control of their server infrastructure - they buy and rack the units, they configure and support them, they pay the energy bills incurred in running them. Spoiler alert: NCSoft does the same thing.
Costs for running a datacenter this way are cheaper for a variety of reasons - 1) You can specifically control the hardware you are purchasing and minimize cost by buying exactly what you need architecturally. 2) You have control of the environment and can run the servers optimally for your load. 3) You manage you own ISP SLAs and do not need to worry about someone else doing it for you.
For this method, though, you need a dedicated Datacenter in order to do that, something Blizzard has with their Headquarters and SE does not. Renting server rack space is a LOT more expensive than handling it yourself because someone else sources the hardware, someone else configures it, someone else supports it while you just load up your images and run them.
To add to this, SE's backend code is very different from WoW or MS2. They've chosen some methods of doing things that make things much more complicated so you can't just compare the games like that.
I will agree that more of the Mogstation purchases should go back into the game, any rational person would assume that but I can't speak for why it does not.
That is still SE's fault they pick inefficient ways of running things. I do not care of the reasoning, it is not a defense to keep taking cheap shortcuts like this. At some point I am sure survival of the fittest will take place and if SE can't keep up then what?
This is nice info and such, but it does not change the fact on how dead the game will appear during the slow times. I am in strong disagreement of having this change just because of 2 weeks of congestion. What will happen in the months after that? You know the mass unsubing during the second and 3rd month after a patch? Or PvP? did you ever think about these effects outside your selfish "Raubahn or Pippin EX" issue? You rather have an issue fixed that only lasts for 2 weeks vs all the negative impacts for months and years? I consider that selfish.
On BALMUNG!~!! BALMUNG!!!! the game is slow as is during those slow times, and pvp queues even more so, how in the heck you expect this to thrive with an even smaller population????????? How you think I even know a cap exists for that queue timer? its 999 mins and 99 seconds, it wont display anything more then that. Hunts? same thing, they are active as can be after a patch that uses books for upgrade the current gear, but a few months after?dead, hard to get people come to them, even with our dedicated linkshell to them. Every once in a while you may hear reports though the NN too, but outside those 4 weeks after a major patch the game feels really dead and empty.
It blows my mind how small of a population these servers seem to unable to handle.
The lockout to Balmung came after they spent like 3 years making money off people transferring to Balmung, so they are the ones to blame here, not the community.
The way they handled the lockout system was terrible, they never added a new NA server where people from Balmung could start over, they offered the chance to move to existing servers, there were no proper accommodations for housing (which I bet was the #1 thing holding people from leaving Balmung), a refund is meaningless if you can't get the same plot back. I don't know how you can look at this situation and think they took the best course of action. Even with the terrible system people still tried to make a second RP server, which quickly became the #2 server in pop (note this is a lot of low level alts that have no bearing in server load, having 8 chars or having 1 is the same when only 1 can actively use resources at a given time), and now 7 other server communities are punished because 1 server is too full + 16 servers also getting affected by losing friends from the other 8.
In the end this was about money, and regardless of the costs of upgrading the servers this was a problem they created, a problem they let grow this bad and a problem that now we are the ones paying for it. Raubhan EX is a minor inconvenience compared to the consequences of this change. You don't see it because as you say you aren't terribly affected, you simply don't care about this as much as we do.
I'm going to stop addressing the server issues now since its obvious that you just don't understand how these things work and the practicalities that are involved.
Let me go on to my "selfish Rauhbahn and Pippin EX excuse". I used this issue as an example of the types of issues the Datacenter population causes, it's the metaphorical tip of the iceberg that is the most apparent symptom of an issue that runs much deeper. You are worrying about the population living on top of the tree and not the tree itself. The congestion you see at these points is emblematic of the deeper problem that the instance and lobby servers in general cannot support the load the current population distribution places upon them. This affects the performance of instances and lag and server ticks and all of that in general play - the more people on the DC instance server at the same time the more strain and the slower it functions creating degraded performance and issues. This is why we saw the "bug" in Suzaku EX during the Simon phase - too many people running it at the same time causing the server performance to degrade. Let me make this clear - this is not a solution for a one-off problem, it's a solution to stabilize the instance and lobby servers in general so all of the actual gameplay benefits, not just your queue times.
You're worrying about how dead the game will appear during the "slow times", which is itself a non-starter since they're called "slow times" for that specific reason. The times when no one is playing will still be the times when no one is playing, and the only difference will be is that Rhalger's or whatever will have less people in it. But the thing is, while the over-all population of the DC shrinks, the proportions of Tank to Healer to DPS should not vary greatly. They are not going, "Okay, all the DPS seem to come from Excal, so let's move them to another DC". Chances are your queues will not change no matter how they split or rearrange the servers, even if they have is a Mega server, that balance will not change.
Ok lets just kill the game by not having enough people to run things, then having people sub 2-3 months, subing only for the active time being counter productive on the concept on keeping your house.
If SE can't handle these small number of players, how do they expect to be running a game at all? How about the "Suzaku EX bug during the Simon phase" was cuased by them cheaping out servers and using outdated hardware from the 1990s? FFXIV numbers are TINY!!! I do not understand why they hare having this many problems with such a low user base problem.
You are missing the point, you are trying to use a stawman here saying I do not understand dead times and slow times. The problem here is this game has them too often while the population is way too low, and this change is only going to make it much worse, so much so i feel people are not going to want to play at all after that 1 month after patch. Then you are going to have mass complaints on, if SE can't keep enough content going for 3 months, why do we lose our house in 45 days? You are defending a losing battle here.
How did you even glance over having a queue time of 999 minutes and 99 seconds? do you understand how long that is? One leaves the computer on as they sleep, wakes up and see they are in queue for over 24 hours, that is not playable. How is PvP going to be even playable? I want to know why these servers have problems dealing with the smallest amounts of population imaginable. You know my guess is money, they do not want want to buy modern hardware, they do not want to upgrade.
Yeah, I do not know how people do not understand that, do not forget they lifted the lockout completely in SB not to long ago, you know the point where you can make new characters without transfer? So that told me at the time, there was no issues, only to get blindsided with this DC change, makes no sense.
OK, hardware from the 90s isn't a thing Ama, your terrible lack of knowledge is showing. If you understood just how old that was in terms of computer hardware, you would realize how silly that makes you sound.
I'm guessing your queues are for pvp or things no one does through duty finder. Even a megaserver wouldn't fix that. The majority of players in this game do not play pvp, and when those of us who aren't pvpers try, we get yelled at for being bad. Maybe that's why that content is dead.
Explain to me, what are you trying to start? You like walking on thin ice I guess. You are also correct, 1990s, what was I thinking, should I said the 1970s? Do you understand what a hyperbole is? Also I love the stawman for your PvP comment, people do not PvP a lot because it is designed poorly. Your safe space argument does not work because look at wow, they pvp just fine, have numerous battle grounds to play and level off of. So my question is, if SE can't handle making PvP why do it at all? it is so bare bones anyway and confuses me why it exists in this state.. could it be due... i doono.. low funding problems? I am sure the dev team of SE is more capable then what they show.
I am so glad they are doing this :)
Is that a threat or something?
Hyperbole is something people do when they to exaggerate their complaints more than they actually are. Usually such people don't realize it just makes them sound stupid and ignorant.
What's a "stawman"?
Also do you realize you bringing up a 999 hours queue out of nowhere is in fact a strawman?
Also do you realize that such queue is only possible in either PvP or trying to get into Diadem?
Nice tangent. Now what does that have anything to do with the datacenter split?