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[[Server population|Population]] limits will be enforced on each [[Servers|server]].{{livestream|17 May 2017|59m25|_fPIP8uu6Pc}}
 
[[Server population|Population]] limits will be enforced on each [[Servers|server]].{{livestream|17 May 2017|59m25|_fPIP8uu6Pc}}
* Around 8-10k concurrent users per server is projected.{{livestream|8 April 2018 (AM)|26m41|cY-JEV49xYY}}{{video|6 September 2018|4m25|QRvKtEICKqQ}}{{quote|server population.png|link=https://discordapp.com/channels/256164085366915072/256164085366915072/305470916652040192}} This represents around 50,000 registered accounts per server.{{quote|steven-server-accounts.png|link=https://discord.com/channels/256164085366915072/256164085366915072/791086974425366558}}{{interview|18 July 2020|12m56|8AeuqaELjFg}}
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* Around 8-10k concurrent users per server is projected.{{livestream|8 April 2018 (AM)|26m41|cY-JEV49xYY}}{{video|6 September 2018|4m25|QRvKtEICKqQ}}{{quote|server population.png|link=https://discordapp.com/channels/256164085366915072/256164085366915072/305470916652040192}}  
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** Initially there will be a limited number of registered [[Account|accounts]] (approximately 15,000) per server to help mitigate login queues.{{quote|steven-jahlon-accounts-per-server.jpg|link=https://twitter.com/Paradox_GameNet/status/1363504555955281920}}
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** This limit will increase over time to around 50,000 registered accounts per server.{{quote|steven-jahlon-accounts-per-server.jpg|link=https://twitter.com/Paradox_GameNet/status/1363504555955281920}}{{quote|steven-server-accounts.png|link=https://discord.com/channels/256164085366915072/256164085366915072/791086974425366558}}{{interview|18 July 2020|12m56|8AeuqaELjFg}}
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* The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers.{{quote|steven-server-accounts.png|link=https://discord.com/channels/256164085366915072/256164085366915072/791086974425366558}}{{interview|18 July 2020|10m04|8AeuqaELjFg}} There may be queues to get into high population servers, but the aim is to avoid excessively long queues.{{interview|18 July 2020|12m56|8AeuqaELjFg}}
 
* The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers.{{quote|steven-server-accounts.png|link=https://discord.com/channels/256164085366915072/256164085366915072/791086974425366558}}{{interview|18 July 2020|10m04|8AeuqaELjFg}} There may be queues to get into high population servers, but the aim is to avoid excessively long queues.{{interview|18 July 2020|12m56|8AeuqaELjFg}}
  
 
<blockquote>''Part of the equation of essentially watching to make sure that we don't over populate the server selection, but at the same time making sure that there's not a queue system in place that's so long it's detrimental to the concurrency of the player's will to play so to speak. It's a tough balancing act.''{{interview|18 July 2020|12m56|8AeuqaELjFg}}{{ndash|[[Steven Sharif]]}}</blockquote>
 
<blockquote>''Part of the equation of essentially watching to make sure that we don't over populate the server selection, but at the same time making sure that there's not a queue system in place that's so long it's detrimental to the concurrency of the player's will to play so to speak. It's a tough balancing act.''{{interview|18 July 2020|12m56|8AeuqaELjFg}}{{ndash|[[Steven Sharif]]}}</blockquote>

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Population limits will be enforced on each server.[1]

  • Around 8-10k concurrent users per server is projected.[2][3][4]
    • Initially there will be a limited number of registered accounts (approximately 15,000) per server to help mitigate login queues.[5]
    • This limit will increase over time to around 50,000 registered accounts per server.[5][6][7]
  • The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers.[6][8] There may be queues to get into high population servers, but the aim is to avoid excessively long queues.[7]

Part of the equation of essentially watching to make sure that we don't over populate the server selection, but at the same time making sure that there's not a queue system in place that's so long it's detrimental to the concurrency of the player's will to play so to speak. It's a tough balancing act.[7]Steven Sharif