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2012-07-19, 11:53 AM | [Ignore Me] #63 | ||
Sergeant
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I said this before, but the manner of gauging numbers via marketing or political polls applies here.
When you have 70,000 people liking the game on facebook that probably represents 1 in 20 or 1 in 50 who are interested in the game and went to the effort of linking it to facebook. |
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2012-07-19, 11:54 AM | [Ignore Me] #64 | |||
First Sergeant
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Secondly, comparing Swtor (a classic-style MMO with a substantial marketing campaign, a large group of SWG players looking for a newer version and based in such an iconic universe with an instantly recognisable name for a large proportion of the world) with PS2 (a fresh style of MMO without even a nearly comparable marketing campaign, with a relatively niche fan-base and being based in a universe which very few outside the fan-base have even heard of) is pretty damn disingenuous. Also F2P tends to put off the more snooty players instantly, which unfortunately make up too much of the gaming community already. |
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2012-07-19, 12:16 PM | [Ignore Me] #67 | |||
Brigadier General
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It's a matter of expectations. Not how popular PS2 will be, but how popular it will be compared to how popular SOE thinks it will be. Right now, I'm assuming that SOE knows a little more accurately what to expect the numbers to be than we do, but I don't think they know much more accurately than us. As beta goes on and as more people learn about the game heading towards launch, I think they'll start getting a better idea. It wouldn't shock me if they had more players than they were ready for at launch, but considering what they've learned from DCUO's F2P launch, I think that they'll tend to be more prepared than not. Maybe they'll use an open beta time to act as a buffer. It's mostly pointless to have an open beta on a F2P game, but they could use the "beta" excuse to avoid criticism of not having enough servers at launch. That, or they could go Firefall's or Tribes Ascend's route and have a soft release, where they start giving out beta invites more and more freely until one day the game is just officially out of beta. We're still a long ways off from the end of beta though, so whether or not SOE has a good idea of how many players they could expect to have if they somehow launched a completed game today is somewhat irrelevant. The number is going to change over time as more people find out about the game. We'll have to see how the hype looks after the full trailer is released. Last edited by Xyntech; 2012-07-19 at 12:17 PM. |
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2012-07-19, 12:38 PM | [Ignore Me] #71 | |||||||
Lieutenant General
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What's the difference? Or do you have access to secret servers and continents where you get to play on more than the same continent when you're poplocked out of your own server? Meaning you'll always have to fight on the same three continents. What's it to you that it's officially on the same server? And why don't you like playing with your buddies who didn't get locked out of your own server? Hmm? Besides, all the continents will be continues instances that hardly affect each other when full.
And actually, with this many players, we may well be talking about everyone being registered with the company and having to server hop for a position.
Don't think that because half didn't agree and half did, there's a concensus that it was a good or bad idea.
"Ignorance is bliss" ("nobody knows, it must be fine!"), was that written specifically for you?
Which beckons another question: will Pro7 be ready for the amount of people? Last edited by Figment; 2012-07-19 at 12:45 PM. |
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2012-07-19, 12:55 PM | [Ignore Me] #72 | |||
Corporal
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Me personally I am glad for the lack of general population hype, It takes the pressure off the devs and people don't get there expectations to such a huge level it could never live up to. So I think free 2 play is the wave of online gaming future and that ps2 is off the general populations radar are things this game has going for it and I genuinely hope SOE does well with this game because they have such a poor track record with others. Last edited by SleepyZombie; 2012-07-19 at 12:56 PM. |
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2012-07-19, 12:59 PM | [Ignore Me] #73 | ||
Brigadier General
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The argument for having multiple copies of continents at launch is also partially dependent on populations peaking at launch and staying steady or going down afterwards. If the populations keep growing over time (as has been the case with many F2P games), then adding more continents may end up being the solution instead of adding more servers, and not require any server mergers at all.
So yes, it is far too early for that discussion to matter much, and it probably won't be an important discussion until well after launch, when we actually see whether the populations are going up, staying level, or going down. But it's still a kind of lame solution. I don't think that sever mergers will have nearly as bad of a stigma in a F2P game which still has dozens of servers after some mergers, especially if SOE is smart with some press releases and points out that the populations are still high and are being accommodated on more continents while on less servers. Players understand that going to a different server means the same landmasses in a different state of persistence, but if you had a bunch of dupes of the same continents all pretending to coexist in the same "world," it's just going to feel lame and tacky and unfinished. There is plenty of time to evolve the global strategy, and some potential ideas don't even require more than 3 continents to implement, so I really think the duplicate continents would do more harm than good. We've already got 6000 people spread across one Planetside 2 server, which is more than the original ever had playing on a single server. We may as well see how that plays out before trying to artificially bump it up to 12,000. Last edited by Xyntech; 2012-07-19 at 01:00 PM. |
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2012-07-19, 01:14 PM | [Ignore Me] #74 | |||
Second Lieutenant
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People are complaining about how not having enter/exit animations feels unfinished, so you want them to play on continents that are clones of themselves, basically taking away the point of the game, just so they can boost server populations? They can just merge servers when they add continents, or "gasp" go back to the PS1 system. I understand what you're saying with your system, and I see the advantages its has, but the disadvantages are simply too high. A proper system would need to be worked out. Anyways. In terms of netcode and server capacity and whether or not they will be able to handle it, SOE has been dealing with 12 million accounts on Everquest II, so they have far more experience than anyone on this forum in terms of F2P MMO games. |
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2012-07-19, 02:15 PM | [Ignore Me] #75 | ||||||
Lieutenant General
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Designers are not omniscient gods but humans. Besides, working on something can create group tunnelvision, complacency, bias, etc. as well. Worked with many design students who got completely caught in their own vision, while missing the obvious and at times dismissed my analyses as "you think too hard about that, I'm sure it's not going to be a problem and otherwise we'll fix that later" (sound familiar?). First thing mentors say when they see the result? "Why didn't you think of that?" Yeah... why didn't they... Better safe than sorry. That's the point of feedback and alternatives: provide knowledge they MAY not have access to and alternatives they MAY not have thought about and let them decide. At least if they do, you know they at least considered it. Or completely ignored feedback because they thought they knew better and it would be alright. *cough*Phantasm12mm*cough* http://forums.station.sony.com/ps/po...id=88000012392 Threads like the above wouldn't have existed had they listened to the critical "bittervets" in the threads that came before it went live. http://www.planetside-universe.com/s...t=25087&page=4 Guess what type of players made sure it reached live with a gun? "It'll be fiiiiine, I'm sure the devs will be on top of this!". And you see how in the end the majority of people were idiots for trusting devs implicitly. Devs make a lot of sweet things happen, but they do mess up. Regularly. And often it's in the overlooked details that completely change everything. :/ In case of the Phant it was assumptions you could use AA on them (turned out lock on AA didn't apply), that it'd be a light aircraft (turned out to have armour of a Liberator), that it'd decloak upon firing (turned out to only slightly decloak), that the gun couldn't really be used for farming or solo and would be more like the Wasp gun (turned out to be an accurate pilot gun) and that it'd be visible from up close (turned out to not be the case, only if they're moving or got bugged after being hit).
I also wouldn't mind if there were only trial servers for different conquest meta game systems though. Do think it would help to see how a bigger server could be made stable and different mechanics could be tested on a larger scale than the "small" servers. Which would you guess would be more popular, the bigger with a global lattice meta game, or the smaller servers with "instanced" single continents?
Of course they have experience with running multiple servers. That wasn't the question. The question of the OP was whether they will have adequate and accurate expectations of the numbers coming in and have enough stable servers ready by that time. Beta will already require a large amount of servers, so will the European servers (and I do wonder how the European beta will relate to the American beta with regards to Pro7 - could well be they will use the EU beta test to make Pro7 familiar with "the controls"). Either way, I'm sure the kind of things thathappened when D3, CoD MW3 and BF3 were launched want to be avoided. If EA and Blizzard can't have accurate expectancies and severe issues on launch with their primary titles, you honestly think SOE would be an exception? I hope they took those launches as warnings. Of course we all hope SOE prepared excessively and have sufficient (over)capacity. But if you never raise the question IF they did and trust they'll sort things out... They might just be underestimating own success. Hell, they may even simply have issues with the client download! (They should probably create many more download sites than just from their own webby). Either way, the Initial experiences are going to go in the first "hands on" reviews. Those will be providing the first impression for the game to many still unaware of PS2. You don't want people (who missed out and haven't been convinced so far) hear about it through reports on massive connection issues! The world of "free to play" as of yet has to prove they can be quality games, certainly on a large scale and for the FPS genre. Having issues at launch might actually reflect on the game as amateuristic or subpar, simply because it's f2p and relatively unknown (may not either, of course - but how many players already get turned off because they have yet to hear of a good f2p FPS game? They can't quite live off the credit the title has yet). |
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