Server Pop?
-
Curious as to how many people a server with hold. This is kind of big deal to me, tired of these lackluster survival games with it's small population per server.
-
@Helix If I'm not mistaken the plan right now is to avoid that by not really deviding the community into servers, so everyone's playing together on the 9 continents devided between 3 planets.
-
@Helix There will only be one megaserver, maybe regional servers if players are having latency issues. You can find more information here.
-
something like 1k people per planet so I assume total max pop is 3k per server with possibility of expansion depending on increase in population.
-
@JBuben If we have the max capacity of a large city plot as 200 and have like 12 of them on just Myr, than it makes the total player capacity of the world as it is planned currently to be at
200 * 12 = 2400 * 3 (for 3 continents) * 3 (for 3 planets) = 21600.
That excludes all the individual plots which would probably sum up to something like 23000.
-
@Helix @humerus @JBuben we expect that at most 10k people will "live" (= have their home) on each continent. Something between 5k and 10k is more reasonable. Given there are 9 continents, that'd make it between 45k - 90k MAU (Monthy Active Users) per "server" (universe / world, call it as you like - behind the scenes, each universe is not a single server but a cloud of servers).
Translating MAU to CCU (Concurrent Users) is not easy. Technically there can be 2k users connected in the same continent at the same time, but PvE hotspots would become very busy in such a scenario. 1k CCU per continent at peak times is more realistic
-
@Prometheus Wow, 10k per continent is a number I was not expecting to see ':D
-
i'd expect double to triple that the first 1-3 months when you release. assuming you're going to push some marketing a few months before you release.
-
@Jetah Imho that's just unrealistic: the audience for these games is not that large. Even with enough marketing fractured won't rake in so many players. Even Old School Runescape which is a blooming established MMO at it's peak only rakes in 140k concurent players max.
-
guess we'll see. but i've been though a few dozen game launches and the new games always have too many players the first 3 months.
-
@Specter I’ve seen other games attempt this, push it out to the community but the idea eventually dies—falling flat on its face.
I hope it works out for fractured.
-
@BlueGoblin This really depends on how the game does on release. If the player influx is just too big to deal with I think it's possible that there will be a second "megaserver" but we can't know how it will go this early on.
-
@BlueGoblin said:
@Specter I’ve seen other games attempt this, push it out to the community but the idea eventually dies—falling flat on its face.
I hope it works out for fractured.Were you speaking specifically in response to Specter about a single megaserver? Or about the game concept? or... ?
I'm easily confused - your use of 'this' in "I've seen other games attempt this" has a lot of possible referents. If there's a constructive suggestion here, I'd love to know it.
-
Population largely depends on quality of video material posted on web before release. Thus, on promotion.
If people like what they see, grpahically, and by playing options, many will engage it, regardless of what type of MMO it is.
This is why it is important that game is polished and "looking pretty".