109534-what-would-you-like-to-see-in-the-next-drop-poll

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The people that cried about queues and then never returned after their free month is irrelevant. I trust the Devs are listening but its time to get proactive and not reactive.


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Exactly, do I need to screen more CREDD prices between the servers again? Because I'll go get new ones and I guarantee the prices on "dead" servers will be significantly higher then that of "the" server. Which there's only one explanation for this and it is less people participating in the market or in other words a reduced population. https://forums.wildstar-online.com/forums/index.php?/topic/108705-carbine-please-help-the-empty-servers/page-6


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Customers is plural. Surely you are not suggesting that every customer who followed the advice of Carbine and rolled on a suggested server demanded that server. Wake up.


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No Tex, I am aware that many servers appear to be deserted. What I am not sold on is that it is sheer population & player numbers versus Carbines multiple systems that destroy player concurrency. From the actual evidence available (official statements / data aggregators) it seems much more likely that the servers with lowER populations are suffering from the effects of Carbines inherently anti-concurrency systems at an obviously exaggerated level compared to higher population servers. I absolutely don't deny that a good chunk of servers have lower populations than the handful of most populous ones; but again, until I see those numbers, I'm not sold that the sheer population is so low on those servers that that is the main driver behind the apparent 'ghost towns' If Carbine releases pop numbers and they really are horrific low, I wouldn't really be all that surprised; but like I said, from several sources that doesn't seem to be the major issue here at this time.


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{| style="width: 100%;" As for the poll...I think content is a no-brainer, as are bug fixes. There are some major issues that Carbine will have to figure out before they do anything with server mergers. Just a few that came to mind right away: 1) Single-server economies are suddenly merged. How does that work? Are buy and sell orders simply compiled into one longer list? Some servers have dramatically different values for the same item, not the least of which is CREDD. This would result in even more economic turmoil in a game economy that has been pretty bad already (as evidenced by many commodities consistently selling for less than vendor price). 2) Which server takes priority on name reservations? Which server's players are forced to rename their characters? Is it done based on what date and time the character was created, with the older character taking precedence? Or, is one given priority because it's supposedly more populous? 3) Which server is subjected to the transfer limitations, such as the platinum cap, etc? This has the potential to create an absolute uproar if enforced on players who are not "choosing" to transfer. 4) The megaserver idea has its own limitations if not implemented well, such as creating circumstances where large guilds cannot coordinate open world events with their members. If megaservers are implemented (assuming the concept is the same as GW2's), players will need to be able to select the instanced zone they want to join, similarly to the way town instances worked in GW. That would be an absolute minimum provision to prevent most of the problems megaservers created in GW2. Megaservers also beg the question of why even have separate servers at all, since effectively, individual servers no longer exist. However, if everyone is in one large megaserver, the faction imbalance that appears to be almost universally in favor of the Exiles would be substantially worse.

I agree with your primary point, but I think advance notice of which servers are paired for mergers would be valuable and appreciated by the community. And, for those of us who care about such things, an explanation as to how the merger is to be handled (i.e. the resolutions to the problems I listed above) would be vital ahead of time, so that everyone understands and can prepare appropriately.


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Regarding NA servers, the game launched with 11 and now they have 14. They only added 3 NA servers, so that's not really enough to account for what we're seeing now, which is only 2 or 3 servers hitting Medium during the evenings. One problem is that the servers aren't coastal. Rather than having EC and WC servers, where a bulk of the population might come on around the same time and then continue to play together, the servers have people logging on from the EC and having to wait until 3 hours later when people log on from the WC before the servers are at their highest concurrency. By that point, many EC players may have done their dailies and gotten a few runs together and are just about ready to log off. Granted, there's a bit of overlap with Eastern, Central, Mountain and Pacific prime-times, but the number of concurrent players isn't going to be as high as it would be if the servers were designated EC and WC.


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More blame the consumer tripe. I didn't "beg" for the Dev's to do anything at launch. ] +1 for server mergers.


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