And like this time, the issue solves itself relatively quickly and people forget about it.
The cheaper long term solution is to not bother with it, because there's virtually no standing consequence.
Considering that Square Enix is still learning in comparison to other companies that have run MMOs for longer I can definitely see them learning from this. In the future, they'll likely add even more countermeasures for such an issue.
They did have measures in place for everything else. This just wasnt an issue like it was in previous releases. I am atleast hoping it'll be a good learning experience for them. ¯\_(ツ)_/¯
SO much this!
Lining up solves nothing.
Instance slots are shared between an entire data center.
So first, in order for a line to work EVERY world on the data center would have to line up nicely with no communication between them.
Second, since you're involving multiple worlds, it wouldn't be as simple as "see a person walk away, next person clicks". Someone on Zalera may finish the instance, and the next person who happens to click might be on Balmung. There's no way to organize that.
We HAD lines. For hours. The line on Balmung, I watched for four hours. One person got through.
One person.
Four hours.
Lines solve nothing.
FFXI doesnt use the same kinds of instancing systems that XIV does all so its kinda apples to oranges there.. AND NO, in the last few launch windows we had, instanced battle queues were not the issue but rather logging in and not get 90k'd within seconds. Those were the major issues. They actually did put measures in place this time to make sure folks could access the new zones in relative comfort. Those measures made it easier for folks to get into an area, but because of that, its quickly bogged down the instanced battle queue due to the very fact that so many more users are able to be in the zone than we previously had with prior launches.
So yeah, they did learn from the past, but their attempt to alleviate an issue from the past has created an entirely new set of problems.
Square has run an MMO longer then Blizzard Final Fantasy 11 came out in 2002 while WOW came out in 2004
Proper planning could have avoided the issue. Not funneling everyone into the same bottleneck 20 minutes into the expansion is MMO expansion 101. This is why most other MMOs are gating less and less and offering more and more jump points into the new content to spread everyone out as much as possible. Setting up the story so you could access multiple different paths and avoiding any instanced content until a little deeper into the leveling process would spread everything out and mitigate the lack of hardware to support a giant focused influx like this. Sure it doesn't make sense to obtain enough hardware to run clean through a huge spike, but that is a shortcoming you ought to be aware of and design around.
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