Don't split the server, split the map

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Beeskee
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Don't split the server, split the map

Post by Beeskee » 26 Apr 2014, 04:31

Suggestion: Don't split the server, split the map.

Splitting the server on a low-population game is bad m'kay. :D NOTES

How about splitting the map instead? Like, certain map servers are hosted in particular physical regions.

Probably a bad description. Here's a simple picture:

Image

This is just an example of what I mean, not a suggested layout. In this one, the map is split in columns. It could be broken up further, such as east and west coast US servers, or different areas of Europe. I split it vertically so all terrain types would be present in all regions, but it could be split horizontally also, such as north and south america or different areas of europe.
Last edited by Beeskee on 27 Apr 2014, 07:00, edited 1 time in total.

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Arrakis
 
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Re: Don't split the server, split the map

Post by Arrakis » 26 Apr 2014, 09:15

This wouldn't work really, imagine wars between kingdoms and their advantage with lower latency in their home region. At this point americans would have trouble fighting in eu region and otherwise because of lags.


Siegbert
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Re: Don't split the server, split the map

Post by Siegbert » 26 Apr 2014, 09:57

As opposed to Americans generally having problems everywhere because there's only EU servers...

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Arrakis
 
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Re: Don't split the server, split the map

Post by Arrakis » 26 Apr 2014, 10:17

That will change once it will be possible to set up US servers, but it will take some time.

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Saxxon
 
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Re: Don't split the server, split the map

Post by Saxxon » 26 Apr 2014, 13:18

I believe we will not have a problem and the decision to open other servers will be because of over population. The opening of other servers will be a positive effect not negative.

I am "sure" they will have the options all ready to go when the time comes. 8-)


Beeskee
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Re: Don't split the server, split the map

Post by Beeskee » 26 Apr 2014, 22:54

If the server population is large enough, I'm all for splitting the servers. That's a big IF though, and I still have fresh memories of Darkfall and just how well that went for them.

Their server population seemed large enough at the time too.


Edit: Replies:

Arrakis09 wrote:This wouldn't work really, imagine wars between kingdoms and their advantage with lower latency in their home region. At this point americans would have trouble fighting in eu region and otherwise because of lags.


I'd rather deal with lag than not have the option to interact with them at all. Players can always agree on a schedule or something, too. "One week we fight here, the next week we fight over there." Something like that.


Saxxon wrote:I believe we will not have a problem and the decision to open other servers will be because of over population. The opening of other servers will be a positive effect not negative.

I am "sure" they will have the options all ready to go when the time comes. 8-)


Everything will be fine if the server is super massively overpopulated, but the LIF map is huge. Okay, that one group got killed out in the middle of nowhere which is kind of weird, but seriously once folks spread out it will feel barren until the population rises. My most urgent concern is the problem of splitting up a small community and losing something special about the game in the process. I've got notes on the rest of my concerns below :D
Last edited by Beeskee on 27 Apr 2014, 07:05, edited 2 times in total.


Beeskee
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wallo'text

Post by Beeskee » 27 Apr 2014, 06:53

Splitting the server means splitting the community.

There's a whole lot of problems with that:



Guaranteed split:

Fewest mixed-region guilds form. This limits player interaction to the greatest degree.

Possible strong rivalries between regional guilds may form, may even outweigh any actual game lore that the devs try. It might be fun, but even these are abruptly ended when the split happens.

The community is inherently unstable, they know the split is coming and some may play half-heartedly or not at all, others may switch to solely antisocial gameplay on the starting EU server since they don't intend to stay there.



"Maybe" split:

This community has the greatest amount of uncertainty, and are likely unstable as well.

More mixed-region guilds form compared to the guaranteed split, but fewer than with no split at all.

Huge "Charlie Foxtrot" when the split does happen, lots of complaints, broken guilds, and some loss of players.



Guaranteed no split:

Greatest number of mixed-region guilds form, with nothing artificially limiting their creation. The best types of player interaction are possible when everyone can be involved.

Greater community stability. Friends won't be lost on the other side of an uncrossable digital void.

Any regional rivalries that do form won't be rudely interrupted by the world being ripped in half.



If the split does happen:

Mixed region guilds are torn apart.

NA players who do stay may feel unwelcome on the EU server.

If there is any technical issue at all, such as an NA player causing lag for an EU player - or even the perception of them causing lag - then the NA players will definitely be MADE to feel unwelcome.

If the server had strongly-regional guilds, their rivalries are abruptly ended by the split, they can now only interact on the forums and via comparing game stats. Whee, fun.

A critical mass of players, or a certain vibrancy to the game may be lost. This may very well mark the end of the game's "Golden Age" as perceived by players.



Splitting up the map so different map zones/sectors are in different regions, but the entire map is unified into one world:

It's basically like how EVE handles it, with one big world. :D

Regional servers for an undeveloped region can just be running in the EU until then, so players can settle ahead of time.

Clearly marked regional boundaries make it easier for players to find an area suited to them. Devs: define those areas early on.

Strong interactions involving actual gameplay between regions is still possible, rather than just forum wars or stats boasting.

If the boundaries are determined ahead of time then players can get ready in advance and settle in the appropriate areas. The NA servers can be moved later on once dev finances are good.

Mixed-region groups can settle along the boundaries, with dual sister cities on each side and players are not artificially limited in how they can interact.



If none of that convinced you, here's an emotional argument:

This is what it's like when the servers split and you had a bunch of friends and guildmates in the other region:

Image

( If you hate Doctor+Rose, ignore this image please. :D )



And of course everything is different if the community is ginormous. If every zone is bursting at the seams, and all the players are begging for a split, it will be much less traumatic. Devs: Then again, you can always expand the map. :D

Personally, I want to play with the cool British folks and the awesome Russians and the crazy in a good way Asians and the great people from countries I wouldn't have known existed except for that one Animaniacs song. :D

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Hodo
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Re: Don't split the server, split the map

Post by Hodo » 27 Apr 2014, 19:35

I have seen a few games attempt to do this, it was a nightmare.

The technology has gotten better since then but a few years ago when Face of Mankind did this it was the worst network lag I have ever experienced in a gaming environment.

While I like the idea and I am oppossed to spliting the servers, I can deal with a ping of 90ms-140ms which is average for most East Coast US ISPs to a EU server.

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