Currently we have roughly 6k players online, according to steamcharts. Some of them probably in Haven, according to some forum estimates 1-2k get on the main server. A lot of them are just stuck in queue.
All time online peak is almost 10k.
Let's say you double the server performance, and you can allow 2,5-5k people on the server simultaneously. That's still at least 5k players that don't get to play the game and you want them to pay close to 15 dollars a month. I really don't think, people will pay a subscription if there's even a "short" (30-60min) queue, every time they want to play. Some will, but most will not.
Someone said that even with 600 players in beta the world was rich, fun and engaging. You could have 2 servers with 5000 people or 5 servers with 2000 people. Why is having multiple servers, and a larger player base such a bad thing in your eyes ? That would mean more money, correct ? More expenses too, but one would think the spending is optimized and you aim to make a profit, right ?
I read somewhere it's one server and one world, because you want it to have a rich history and lore ? Why can't that happen for multiple servers ? To me it would be interesting to see, if same stuff happens on different servers - if people and guilds generally follow the same patterns.
Let's say you overcome all your difficulties, and are able to fit 10-20k people on one server or even 100k. What if the game gets to an uptrend in twitch and suddenly 200k people own a copy of your game ? Still sticking to your guns and just tell people to sit in queue ?
And to be honest, the immersion kinda dies if players can't go to a specific node because it would cause server problems. In every MMO it's always 1-2 Cities where people are gathering and trading. True server capacity is only what one node can handle if you don't want to be telling people to stay away from an area to avoid server issues.
It almost feels like your aim is to keep the community small and just have a private playground for you and your buddies. I really don't think the devs have to sit in queue like the rest of us. That's the only logical explanation for being so adamant about 1 World / 1 Server.
Your game is what I've been looking for a long time and I still think it could be a top seller in Steam if people just could play it. 1 World / 1 server rule can only hold you back. It can only work if you have a fixed number of players.
All time online peak is almost 10k.
Let's say you double the server performance, and you can allow 2,5-5k people on the server simultaneously. That's still at least 5k players that don't get to play the game and you want them to pay close to 15 dollars a month. I really don't think, people will pay a subscription if there's even a "short" (30-60min) queue, every time they want to play. Some will, but most will not.
Someone said that even with 600 players in beta the world was rich, fun and engaging. You could have 2 servers with 5000 people or 5 servers with 2000 people. Why is having multiple servers, and a larger player base such a bad thing in your eyes ? That would mean more money, correct ? More expenses too, but one would think the spending is optimized and you aim to make a profit, right ?
I read somewhere it's one server and one world, because you want it to have a rich history and lore ? Why can't that happen for multiple servers ? To me it would be interesting to see, if same stuff happens on different servers - if people and guilds generally follow the same patterns.
Let's say you overcome all your difficulties, and are able to fit 10-20k people on one server or even 100k. What if the game gets to an uptrend in twitch and suddenly 200k people own a copy of your game ? Still sticking to your guns and just tell people to sit in queue ?
And to be honest, the immersion kinda dies if players can't go to a specific node because it would cause server problems. In every MMO it's always 1-2 Cities where people are gathering and trading. True server capacity is only what one node can handle if you don't want to be telling people to stay away from an area to avoid server issues.
It almost feels like your aim is to keep the community small and just have a private playground for you and your buddies. I really don't think the devs have to sit in queue like the rest of us. That's the only logical explanation for being so adamant about 1 World / 1 Server.
Your game is what I've been looking for a long time and I still think it could be a top seller in Steam if people just could play it. 1 World / 1 server rule can only hold you back. It can only work if you have a fixed number of players.