Will Albion have zone phasing?

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    • Will Albion have zone phasing?

      Bercilak says the solution to an overcrowded Caerleon is to phase the zone. That's it folks, the open world is dead.

      Can any Dev please explain the thought process of making 1 town hub that is limited to 1200 players, (its really A LOT lower than that) when you sold 200k copies of the game? And why you think the players are going to allow you to start phasing the zones due to over crowding?
    • Wait, where did Robin state that they were implementing phasing?? From what I read, if a city reaches over 1,300+ pop, the player will be put into a temporary "phase" letting them know due to high player count that they cant load anyone in until people leave. Therefore, players aren't "instanced" out since they can't interact with anyone actively in the city.

      Instancing in this case would be if a player walked into Caerleon and then immediately was put into a set instance of the city where they could interact with other players IN that instance. This is the opposite of instancing.

      The player is literally going into purgatory for a time until the pop count goes down. We'll see a similar mechanic like this happen IRL when the rapture comes.
    • There are currently no plans to have any sort of phasing system in the game. What we will have is an emergency system that will stop showing player models if the total population in a single city cluster goes beyond 1.200 players.

      To prevent from happening in the first place, what we are looking into is making the bank and market a larger building that you have to enter, and inside of it, it is technically a different mini-cluster. This would allow us to host up to 3.000 concurrent users in a single city.

      If that - you never know - is still not enough, than what we could consider is having multiple banks and market places in each city, but have them connected with each other. Alternatively, we could run a 2nd instance of the bank / market mini-cluster, while leaving the actual city as it is, as a single cluster. With that in place, we would take a single city to possibly 5.000 concurrent users or so, and if we want to go beyond that, we would have to split the city itself into different sub-districts. Note that at this stage, the population of Albion Online would already be much bigger than that of Eve Online - we certainly would not mind that from happening eventually, but chances are that it won't be the case right after release. Yet, if it is, we can address it.

      A general point regarding player numbers: many people always forget that people do not play 24/7. Even in super hardcore grindy games, the average play time per player per day runs at 2-2.5 hours, meaning that you can easily divide pakets sold by 10 to get a rough indication of concurrent user peaks, additionally taking into account that some accounts have multiple founders packs, and some founders are not active (though, on release, we expect the number of "inactive founders" to be very low of course).

      Tech-wise, we are preparing for traffic numbers on launch that are up to 4 times higher than *anything* we have seen so far. Roughly speaking, this would probably mean selling another 600k game packs over the next 1.5 months. We of course hope that this will happen, be realistically, we are expecting to be below that number.

      If it runs much higher than that, then there is a chance that we might have to activate a log-in queue during absolute peak times for a short amount of time, until the initial "post wipe rush" has cooled down a bit (many players will play 12+ hours per day early on and then settle down to a more normal pace later).

      Also note that this has nothing to do with server costs. If you get to insanely high traffic numbers, it's not really about the hardware any more, it has a lot to do with communication between different servers and networking issues, etc. If we could just fix any possible performance issues by throwing money at the problem, we would.

      P.S. I made an edit to your headline as it was very misleading as per our forum rules on "drama-headlines" outside of the rants forum.
    • Korn schrieb:

      Alternatively, we could run a 2nd instance of the bank / market mini-cluster, while leaving the actual city as it is, as a single cluster.
      @Korn
      Congratulations in this part of the game!
      Just been in the test server and see the now changes you guys did to the city, and i see that it can work :)

      ps: Removing the T3 from BZ, will double the time we need to be in Royal Continent :( but i understand why you did it!
    • LordSilva schrieb:

      Korn schrieb:

      Alternatively, we could run a 2nd instance of the bank / market mini-cluster, while leaving the actual city as it is, as a single cluster.
      @KornCongratulations in this part of the game!
      Just been in the test server and see the now changes you guys did to the city, and i see that it can work :)

      ps: Removing the T3 from BZ, will double the time we need to be in Royal Continent :( but i understand why you did it!
      What is BZ?