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Posts with tag population

WAR's latest weekly realm population bonuses

Filed under: Fantasy, PvP, Warhammer Online


Mythic Entertainment announced their latest list of Warhammer Online servers to receive realm population bonuses this week. Not surprisingly, five of the seven (Core) servers listed impart bonuses for playing Order.

Mythic stated: "Great rewards await those who take up their charge and help bolster their army's strengths where it's needed the most... these bonuses are temporary boosts to help new players get into the game and strengthen their allies' efforts on servers where their realm struggles to keep up with the growing armies of their enemy. For one week, these chosen servers will bestow divine gifts upon the designated realm to help swell their ranks and give them the power to try and turn the tides of battle. Players who join the vanguard will receive a 20% bonus to renown and experience." The list of servers that give these bonuses is found in-game at the Server Select screen; the currently listed bonuses will expire on October 24th.
Warhammer Online Coverage Did you enjoy this? Make sure to check out our Warhammer guides: Massively's Character Creation Guide and our WoW Player's Guide to Warhammer. Plus, don't miss any of our ongoing coverage as Massively goes to WAR!

The Daily Grind: What will the server merge mean for Age of Conan?

Filed under: Fantasy, Age of Conan, Opinion, The Daily Grind

You may have heard that some Age of Conan servers will soon be merged in both the North American and European regions. New game director Craig Morrison made the announcement in a letter to the community just over a week ago. That revelation was a tacit admission that the game is not performing as expected, but Morrison has made it clear that he wants Funcom to brush the dirt off its shoulders and move on.

Will the mergers encourage you to jump ship, or do you take them as a sign that Funcom is aware of the situation and ready to take decisive action to improve the game? Morrison claimed that the decision was made in response to player demand; were you demanding it? And regardless of whether you plan to stick with AoC (or return, if you've already left), do you believe the game has recovery and a positive future ahead of it?
Warhammer Online Coverage Having fun in Conan's homeland? Make sure to check out all of our previous Age of Conan coverage, and stick with Massively for more news from the Hyborian Age!

World of Warcraft
EVE Online implements temporary population control measures

Filed under: Sci-fi, EVE Online, Forums, Game mechanics, News items


We mentioned that CCP Games is working on thinning out Local in EVE Online's highsec trade hubs like Jita, but they're also looking into other ways of keeping lag at manageable levels, even if it requires taking temporary (and unpopular) measures. CCP Wrangler announced today that the latest downtime brought with it a new feature to Tranquility: EVE's stargates will check how many players there are in a given solar system and deny access if the system has hit its population limit. The temporary measures are presently being discussed on the EVE Online forums, with a few clarifications and amendments made by the devs.

There is some debate as to whether the pop limit affects Jita alone or if it affects all systems in New Eden, but regardless, the devs have stated multiple times that they're working to resolve the population issue. However, if the system population issue expands to other high traffic solar systems in EVE, this could stand to be a serious problem for the larger 0.0 alliances who rely upon their numbers to hold territory. The latest word from the devs states that only Jita is affected by population limits, and that a node crash is responsible for most of the 'traffic advisory' warnings players are receiving about multiple systems being inaccessible. These are some of the issues that can arise in an unsharded MMO, but hopefully the changes to stargates will remain as CCP states: temporary.

Update: A hotfix deployed during Monday's downtime removed the system cap from all solar systems except Jita, which now has a player capacity of 1024. CCP Explorer stated that the capacity will be raised over time as they make server adjustments. Ultimately they hope to remove the population limit altogether.

Lineage II NA server merge coming July 8th

Filed under: Lineage 2, Server downtime, News items


Ever since Linage II began allowing server transfers there has been a shift in server populations that was leaving some communities worried. This has prompted NCsoft to announce the merging of a few servers on July 8th to bolster their overall population and ease the growing fears some players were beginning to have about the future of their digital homelands.

Population is of course an important issue for any MMO and server merges can sometimes be seen as a bad thing by onlookers. However, NCsoft is assuring everyone that this choice was made purely to maintain healthy communities, something that is arguably one of the most important aspects to an online game.

We're also happy to see that NCsoft is covering all their bases and has made an official forum post covering all the important topics about the server merges. If your concerns aren't met by the current forum post don't worry too much. NCsoft has vowed to answer any concerns or inquiries regarding the merges over the coming weeks.

[via WarCry]

World of Warcraft
CCP releases EVE QEN, says 250k subs by Q2, and plans Gross User Product report

Filed under: Sci-fi, EVE Online, Economy, PvP, Making money, PvE


CCP has released their Quarterly Economic Newsletter for the 4th quarter of last year in EVE Online, and the word is "growth." They saw big increases in trade volume and value all over the place on the market. Which isn't surprising, considering how much their population surged late last year, thanks in large part to the well-received Trinity expansion. And the growth isn't done -- CCP expects to see 250,000 subscribers by the end of Q2 2008.

There are lots of great numbers in here -- apparently only 9% of players are out in low sec space (much lower than I'd thought). Jita is still a madhouse (no duh -- you'll already know that if you've ever tried to go in there on a weekend). Finally, they've introduced a new tracking variable, called Gross User Product, that is the value of all services and goods produced in a period of time, minus the amount of goods and services consumed. In other words, a GDP, but for a virtual world. They don't have a figure yet (because it has to be tracked over a period of time), but the next QEN should have some even more interesting information on how we might track virtual economies in MMO games.

How to choose a server

Filed under: Culture, MMO industry, Tips and tricks, Server downtime, Opinion

Wilhelm of AGN is one of the many players setting sail in the PotBS pre-order preboarding, and he's dealing with one of the hardest decisions MMO players ever make: choosing a server. OK, maybe it's not really that hard (choosing a class probably is), but there is an art to it.

The first thing that determines where you want to play in a multi-realm MMO has to be your previous in-game friends-- if there's anyone already in the game that you need to play with, then you want to make sure to be on the same server they are (as Wilhelm says, "go play with your friends" trumps his rules entirely). After that, everyone's got their criteria. Me, I like a server with a little higher-than-normal population-- it can't be so high that it's overcrowded, but I don't want to play on a low-population server. These are massively multiplayer games, after all. Wilhelm says not to pick the first or last server on the list-- clearly, he's a man who avoids extremes, and probably the highest populations as well.

After that, it's as arbitrary as you want it to be. Wilhelm goes for the most complicated name, but usually by the time I've punched in my criteria, the game only gives me one recommendation, and then I take it. Any other factors that go into choosing a server when you first fire up an MMO?


Lead designer of Pirates of the Burning Sea Q & A interview

Filed under: Betas, Historical, Pirates of the Burning Sea, Interviews, New titles


The Warcry Network recently had a chance to ask Pirates of the Burning Sea lead designer Kevin Maginn a round of questions about the upcoming Jack-Sparrow-simulator. The interviewer poses queries about launching with both land and ship aspects already in-game (as opposed to a game like EVE which is only now looking to add land-based play), system requirements for the masses, the beta and stress test processes, population balancing and the user interface.

Of most interest is the question on populations, regarding the different factions in the game. Players can choose to be English, Spanish, French, or the swashbucklin' Pirate. Maginn notes that, during various phases of the beta, the numbers have remained roughly the same -- 35% choose Pirates, nearly as many choose the English, and then the French and Spanish each take 15%. On this he says, "we are working on some population balancing tools, with two goals: make the game more fair if your nation is underpopulated, and make underpopulated nations more appealing, particularly to large PvP guilds".

If the incentives for one race are good enough, it might swing the population the other way entirely. We'll have to wait and see what countermeasures will be employed before the game releases, as the difference in numbers so far sounds fairly staggering.

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