It was a personal jab. And since you imply a change in my way of expressing myself, that never happened, also a not very realistic one. I always expressed concepts in a very direct, straightforward and clear cut way (without insulting and personally attacking anyone. Some do feel quite dumb after I dismantle their arguments, but that's not really my fault) and that never changed. Some can take it. Some cannot. That's life. Anyway. Moving on.
EVE Online is the perfect example of the fact that strong, close-knit communities can easily be built on large servers. As a matter of fact the EVE community is one of the strongest on the internet (strong enough to put the developer on its collective knees when it crossed the community), and it has within itself some of the strongest sub-communities as well.5000 people for each server is massive for any game world and it can help create a good community, but having a mega-server or something among those lines with 25k+ people makes it harder. And I think it's easier to build a good LS when the overall community is smaller and the game content is harder than in a casual environment with thousands of people, but to each it's own.
And it doesn't have 25k people on the same server. It has around 400k. Communities are modular, and the upper limit doesn't influence in any way the ability to community-build. As a matter of fact, the bigger the pool, the higher the chance that you'll meet more like-minded people with which to form a strong bond.
You could sure start a long techie post, and it wouldn't have anything to do with this topic, because unless you develop MMORPGs, or are in close contact with people that do, developing other kinds of software gives you absolutely no experience in MMORPG development.I work with systems way more complex than MMO's daily, and I assure you those are not just databases, so I know quite well how all the processes involved in developing, deploying, configuring, testing and teaching to use any given system involve, this is why I tell you, if SE knows their stuff, and I'm pretty sure they know, if they do this they will do it all right. I could start a long techie post as why I think this won't involve much effort and cost development even when delivering new content, but I don't think much people could appreciate it.
Not worth discussing != you can't discuss it. Go ahead and discuss it as much as you like. I know worse ways to waste time. That's for sure.And because it won't happen it's not worth discussing? What happens with freedom of speech man! If you don't like this, don't read it and don't comment on it. It's not right that OP had to put this in his thread:
Only that the fact that MMORPGs fail has absolutely nothing to do with their server structure. So yeah, you can sit on your "high horse" and say "i told you so", but you would simply be wrong.
Mind you, one of the main reasons MMORPGs "fail" is that bleeding players tends to have a slippery slope effect. When you start losing players for any reasons (and MMORPG *always* lose a sizable number of players after the first free month), other players notice less people playing the game in their servers and have less people to play with. The result is that they start to feel less enthusiastic about the game and more bored. Some of those players leave. Those remaining continue to feels the same effect, but amplified by the fact that now there are even less players, and so forth.
Lowering server populations are one of the primary causes of "failure" of any MMORPG, and the more you fragment the servers between different rulesets, the lower server populations will be, especially on the more niche rulesets.
So yeah, your proposal would *accelerate* failure.
Oh, and Project Eternity is a single player RPG, not a MMO.



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