THIS exactly. It should not even be an issue.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.
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.Yeah, it definitely seems like SE didn't think this through properly. With all of the people who stands in Mor Dhona while farming tomes for gear or looking for groups its gonna cause alot of rage if people can't zone in to get their gear. People who needs to pass through there for the main story will have it rough if the cap is reached.
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.
Why not adding overflow servers if that really is a problem? o.o
we're not in 1800 anymore ~ x:


Having some cool features that a B2P MMO has like overflow server, world-wide cross server AH, cross server Friend list, "server guest feature" to party with any friend in any server, and many others cool ideas?
Go away witch!
![]()
Problem is Economics. Lots of cost to do those things for GW2 and now they have barely anything to show for it. They are scraping by since the profitable first quarter. Where as less cost for ARR has proven to bring in 500k more subscribers and more revenue. You want them to put in all kinds of infrastructure, then prove to them it will make them more money. Tears dont cost them anything.

Horrible idea, they need to change asap


At worst this is going to happen maybe 15-30 minutes every few days (Odin/Behemoth). No big deal.


This is probably done to prevent 'zone crashes' that seem to accompany the spawn of King Behemoth and Odin. I can't remember the last time I tried either of these without DCing at some point trying to enter the zone.
Don't worry -- this should only be an 'issue' when these two monsters spawn, and at no other time. I suspect there was no way to 'limit' the people in each zone until now, thus resulting in the crashes. This will just make the zone more stable.
Now if only they would prioritize engaged mobs over players... we'd actually be able to see the monster, avoid abilities, AND get a gold medal for completion.![]()
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote




