Ever heard of channels SE? *slow clap SE slow clap*
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Ever heard of channels SE? *slow clap SE slow clap*
again, that's not much of anything to worry about. It's only likely to happen if behemoth or odin is up, and as soon as it's over everyone leaves.
again, NO. channels suck turds. They can stay in the korean MMOs where they belong.Quote:
Ever heard of channels SE?
So long as it only will ever see any action during the Odin/Behemoth style rush, this'll be fine. It will, however, be substantially less fine if the normal FATE grinding population in Coerthas is enough to trigger these limitations on populated servers like Hyperion/Excalibur/Cactuar etc.
The cap is likely only reachable during the Odin and Behemoth FATEs so what would be the point of channels? You want SE to waste time and money for something that will only be used for 30 min stretched a handful of times per week. Some servers probably won't even see the cap. I am curious about teleport fees and logging in though. In FFXI the cap was only ever seen in Beseiged which was technically an instance so logging in in al Zhabi just kicked you to Whitegate.
Not sure if someone has mentioned yet, but why not at least make Behemoth and Odin spawn in their OWN zone rather than MD and Coerthas? At least then the regular people who are not there for FATE will not be interrupted by intense lag and zone restrictions. It's just silly to have unique rare fates spawn in already populated zones. It would not solve the problem of too many people rushing to fight them, but it would at least aleviate some of the stress of having harvesters, questers, and people looking for dungeon groups around.
Only if those people are only there to run a FATE, if they are running instanced content, their numbers won't count for the zone population cap, while they are in an instance. this fix is designed to do two things, 1 prevent servers from crashing when an instance becomes overpopulated to the point where players are mass DCing. As for complaining that this is a poor way to fix things, it's not really, every server is going to have an upper limit to capacity for simultaneous users, every zone is instanced and so there is an implicit population cap (wall) created by the server's physical limits. Placing a software based population cap prevents the instance server running into that wall.
Considering the way that people abuse FATE in the game, fate parties in the southern shroud spamming the other FATE put additional pressure on the zone when Odin spawns. As soon as he spawns, the message goes out and higher level players arrive like a swarm of locusts. the population of that zone spikes hugely, if you've ever been in the area gathering or doing something else at the time, you know how unplayable it becomes with the sudden inflow of players. If this pop cap helps prevent that issue, it's a good thing.
Or you know SE's infrastructure could not be 5+ years behind every other MMO to release recently... I swear why does it seem like SE are the only ones that have to wrestle THIS hard with these issues? Most games recently have countermeasures in day 1 the rest get them in shortly after launch, SE needs a failed game and months after a relaunch apparently.
And this solves issues how?
Blocking people from entering a map, while we have teleporting Gil Sellers or hackers and crap taking up space.
How about:
-Make Odin and Behe an Instanced fight and MAYBE only be level 50 to do it. You have way too many lowbies coming in as well so it adds to the clutter.
Only a certain amount of people per instance and have servers for each people trying to get in or something.
FATE's don't even load correctly after you hit Coerthas.
How hard is it to ask, "Hey, what channel are you own?"
Just click la switch...Not that hard.