> @chertosha said: > (Quote) > > Those worlds better die off completely and close, than be resurrected. > When a world is done, people should move on to new servers.
Some player 'Casual' Types like myself would be left in a position of 'Just Getting Started' by the time the World is done. That isn't how to address an issue. I'm on World 65 (USA West Coast), where there is only 60-100 Active and semi-active players. It would be nice to have New Slots available in order to have new players. Meanwhile, the Old Players who are still active can just have fun with the game and continue where they left off. If it came to it, maybe give the 'Late-Comers' a head-start in their game (not have to start from Level 1), and give them enough resources to get started. I personally would like to destroy the Fortress and be Number 7 to have done it on that server. I lack enough people, and there is nobody new on the server to play with. Users have come and gone, and now there is 'Empty' Spots, but people are unable to join the server. To completely reset a server just because one Alliance has finished it would only annoy people and destroy the game. It would not just be a pay to win, but a pay more money than your rivals in order to win. Also, it would effectively make the game suitable for only Hardcore players who can put in the hours (24/7 Online Heavy Coiners) with no room for the casual gamer who might be willing to throw 10-20 USD on a server each month. It would destroy the game. So, with respect 'cherosha' you have come up with a bad idea (putting it bluntly).
>
I lack enough people, and there is nobody new on the server to play with. Users have come and gone, and now there is 'Empty' Spots, but people are unable to join the server.
'GENERALOOLZ', you are complaining that old servers are not supported, and so in effect you are complaining that other people do not have the same preferences that you have. The numbers speak for themselves: there are few people that want to stay on any server for very long.
Maintaining such not-attended-anymore worlds is a cost to the game-runners as it takes away from the possibility of opening new worlds, for example.
When I propose some alternatives, you seem to be thinking that I propose something just because I have preference for the worlds to end early myself. This is not what I said, and that is not what I think. I am not discussing personal preferences at all. Doesn't matter what I would prefer myself.
In my view, what matters is the optimal setup for the community as a whole, and from the point of view - of the game keeping long-term support from EA. At least. And maybe even growing the game community.
I am suggesting, from the point of view of game-runners, what may be the optimal thing to do. Say, end every server after a certain time period. It may not be optimal. I want to hear reasons why it might not be. But let's discuss this from the point of view of the game as a whole, not from "I like this you like that", which is irrelevant.
The Veteran server worlds were supposed to 'end' when their season ended. For some reason, unknown to me, they leave them running and open to new players.
There must be a reasoning behind leaving worlds running although it hasn't been explain here by @EE_Elephterion or anyone else.
I am not an employee of EA/Envision. The views expressed are my own!
The Veteran server worlds were supposed to 'end' when their season ended. For some reason, unknown to me, they leave them running and open to new players.
I think that was mostly a business decision of EA back when Veteran worlds where introduced. People payed for stuff on the Vet worlds, so I guess there was the anticipation that if those world would go away there would be hassle about refunds etc.
That would have been easily solved, if desired, but stopping the ability to purchase once the season ended. After a set time of 60 - 90 or 120 days then the world could have been stopped. How long could be determined by what was held in stockpiles of things like cp and RT crates. Provided it was announced in advance and every time they logged on then they couldn't legitimately complain, IMHO.
As you say, ultimately, EA make decisions of this type.
I am not an employee of EA/Envision. The views expressed are my own!
Server hosting costs are a joke, we're talking pennies a month per world for environments that earn hundreds, if not thousands. Devs, Mods and Vets play old worlds, there is no rational decision that leads to not increasing level caps. As @EE_Elephterion stated, "not at this time" is a perfectly acceptable answer, however myself and the majority (if not all) want to see level increases in 2020. The benefit associated with the costs and coding required exponentially outweigh any downside (of which there are none).
Server hosting costs are a joke, we're talking pennies a month per world for environments that earn hundreds, if not thousands... The benefit associated with the costs and coding required exponentially outweigh any downside (of which there are none).
Obviously, costs of running a server are far from zero. There is a lot of computational power involved. On the other hand, once wars end, nobody uses funds any more. A dozen people with 300 cp and 2 days rt caps is not enough to cover such costs.
But these are only guesses. I would like to know a ballpark estimate of how much it costs to run a server, per month. And how much funding does a typical 18 months old server really receive.
Server hosting costs are a joke, we're talking pennies a month per world for environments that earn hundreds, if not thousands. Devs, Mods and Vets play old worlds, there is no rational decision that leads to not increasing level caps. As @EE_Elephterion stated, "not at this time" is a perfectly acceptable answer, however myself and the majority (if not all) want to see level increases in 2020. The benefit associated with the costs and coding required exponentially outweigh any downside (of which there are none).
PTE is currently having a long term test of increased level caps and Firestorm 13 is the first regular world that has increased level caps for players and NPCs.
Unfortunately, older worlds will likely not see this activated. The problem here is that Tunnel Exits, POIs and the Hubs only adjusted on initial world launch. Their levels can not be adjusted after that. So the players would eventually outgrow the Outposts and other income sources.
For that reason we are considering this feature only for upcoming worlds.
Unfortunately, older worlds will likely not see this activated. The problem here is that Tunnel Exits, POIs and the Hubs only adjusted on initial world launch. Their levels can not be adjusted after that. So the players would eventually outgrow the Outposts and other income sources.
This "failure" in the original design was not a problem when the base level was increased to 65. Why do you think increasing them more will be a problem? https://prnt.sc/r56lz9
Seriously, it would be great to be able to raise the bases to 90? although the POIs, tunnel exits, outposts ... remain the same.
Currently we only attack the generated camps that are level 65 and then would be level 90?
Not a part of EA / Envision teams - My comments are only mine.
@EE_Elephterion , I find it impossible to believe that you generally think we receive anything from a single Tunnel, HUB and to a great extent even a single resource POI on these old worlds. They barely provided benefits at level 50 and honestly, they were jokes then. In fact, tunnels were purposely recoded to interfere with player farming camps when the max level cap involving triggers were removed after level 65 was created. As @nefrontheone clearly pointed out, this isn't the first time level caps were changed.
To restate again, there are zero downsides and unlimited upside here. I wouldn't be so dismissive to new old free income streams. The update required is a simple patch and I can guarantee you that shareholders like profits even more than players want a few a few levels.
Server hosting costs are a joke, we're talking pennies a month per world for environments that earn hundreds, if not thousands... The benefit associated with the costs and coding required exponentially outweigh any downside (of which there are none).
Obviously, costs of running a server are far from zero. There is a lot of computational power involved. On the other hand, once wars end, nobody uses funds any more. A dozen people with 300 cp and 2 days rt caps is not enough to cover such costs.
But these are only guesses. I would like to know a ballpark estimate of how much it costs to run a server, per month. And how much funding does a typical 18 months old server really receive.
I just told you what the costs were. Since you have no experience in such matters, I suggest running your own for a few decades.
Server hosting costs are a joke...
Since you have no experience in such matters...
LOL, If you had any experience in such matters you would not write such ****.
The question is relative: costs versus funds spent.
Since you are clueless, boss baby, I'm asking those who have info.
What was discussed at the Quarterly board meeting related to timing? With COVID19, I'm sure EA and others would enjoy a free revenue bump for Q3-20, Q4-20 and beyond.
@EE_Elephterion ...
To restate again, there are zero downsides and unlimited upside here. I wouldn't be so dismissive to new old free income streams. The update required is a simple patch and I can guarantee you that shareholders like profits even more than players want a few a few levels.
Replies
> (Quote)
>
> Those worlds better die off completely and close, than be resurrected.
> When a world is done, people should move on to new servers.
Some player 'Casual' Types like myself would be left in a position of 'Just Getting Started' by the time the World is done. That isn't how to address an issue. I'm on World 65 (USA West Coast), where there is only 60-100 Active and semi-active players. It would be nice to have New Slots available in order to have new players. Meanwhile, the Old Players who are still active can just have fun with the game and continue where they left off.
If it came to it, maybe give the 'Late-Comers' a head-start in their game (not have to start from Level 1), and give them enough resources to get started. I personally would like to destroy the Fortress and be Number 7 to have done it on that server. I lack enough people, and there is nobody new on the server to play with. Users have come and gone, and now there is 'Empty' Spots, but people are unable to join the server.
To completely reset a server just because one Alliance has finished it would only annoy people and destroy the game. It would not just be a pay to win, but a pay more money than your rivals in order to win. Also, it would effectively make the game suitable for only Hardcore players who can put in the hours (24/7 Online Heavy Coiners) with no room for the casual gamer who might be willing to throw 10-20 USD on a server each month. It would destroy the game.
So, with respect 'cherosha' you have come up with a bad idea (putting it bluntly).
'GENERALOOLZ', you are complaining that old servers are not supported, and so in effect you are complaining that other people do not have the same preferences that you have. The numbers speak for themselves: there are few people that want to stay on any server for very long.
Maintaining such not-attended-anymore worlds is a cost to the game-runners as it takes away from the possibility of opening new worlds, for example.
When I propose some alternatives, you seem to be thinking that I propose something just because I have preference for the worlds to end early myself. This is not what I said, and that is not what I think. I am not discussing personal preferences at all. Doesn't matter what I would prefer myself.
In my view, what matters is the optimal setup for the community as a whole, and from the point of view - of the game keeping long-term support from EA. At least. And maybe even growing the game community.
I am suggesting, from the point of view of game-runners, what may be the optimal thing to do. Say, end every server after a certain time period. It may not be optimal. I want to hear reasons why it might not be. But let's discuss this from the point of view of the game as a whole, not from "I like this you like that", which is irrelevant.
There must be a reasoning behind leaving worlds running although it hasn't been explain here by @EE_Elephterion or anyone else.
I think that was mostly a business decision of EA back when Veteran worlds where introduced. People payed for stuff on the Vet worlds, so I guess there was the anticipation that if those world would go away there would be hassle about refunds etc.
As you say, ultimately, EA make decisions of this type.
Obviously, costs of running a server are far from zero. There is a lot of computational power involved. On the other hand, once wars end, nobody uses funds any more. A dozen people with 300 cp and 2 days rt caps is not enough to cover such costs.
But these are only guesses. I would like to know a ballpark estimate of how much it costs to run a server, per month. And how much funding does a typical 18 months old server really receive.
PTE is currently having a long term test of increased level caps and Firestorm 13 is the first regular world that has increased level caps for players and NPCs.
Unfortunately, older worlds will likely not see this activated. The problem here is that Tunnel Exits, POIs and the Hubs only adjusted on initial world launch. Their levels can not be adjusted after that. So the players would eventually outgrow the Outposts and other income sources.
For that reason we are considering this feature only for upcoming worlds.
This "failure" in the original design was not a problem when the base level was increased to 65. Why do you think increasing them more will be a problem? https://prnt.sc/r56lz9
Seriously, it would be great to be able to raise the bases to 90? although the POIs, tunnel exits, outposts ... remain the same.
Currently we only attack the generated camps that are level 65 and then would be level 90?
To restate again, there are zero downsides and unlimited upside here. I wouldn't be so dismissive to new old free income streams. The update required is a simple patch and I can guarantee you that shareholders like profits even more than players want a few a few levels.
I just told you what the costs were. Since you have no experience in such matters, I suggest running your own for a few decades.
The question is relative: costs versus funds spent.
Since you are clueless, boss baby, I'm asking those who have info.
What was discussed at the Quarterly board meeting related to timing? With COVID19, I'm sure EA and others would enjoy a free revenue bump for Q3-20, Q4-20 and beyond.