Problem with node / queue

Maxisan

Member
May 25, 2021
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I am trying to remember which game it was, but I remember it worked like this:

if a zone / node become too overcrowded, PLAYERS IN GAME would get stuck "in between" the zone/node line and be "waiting in queue" to enter the zone/node. This all happened IN GAME.

For them to fix logins, they need to implement similar system IN GAME. If a zone/node becomes too zergy / overcrowded then they need to stop new players from coming in and queue them up.

They should also double the amount of node/zones currently in game so let more players out more eventually.

DOUBLE THESE LINES/ ALLOW INGAME NODE QUEUE
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Jackdstripper

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Jan 8, 2021
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Doesnt work in a seamless world. What are you going to do? Put an invisible wall in front of them? Teleport them back out of node? It just doesnt make sense.
That stuff only works if there are shards or loading screens between nodes.

what they need is regional server capped at whatever number works best for the server. Right now we could easily fill 2 or 3 servers easy.
 
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Maxisan

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May 25, 2021
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Doesnt work in a seamless world. What are you going to do? Put an invisible wall in front of them? Teleport them back out of node? It just doesnt make sense.
That stuff only works if there are shards or loading screens between nodes.

what they need is regional server capped at whatever number works best for the server. Right now we could easily fill 2 or 3 servers easy.

It does work, the game I was referring to was also open world and sandbox. So what if there is an invisible line that blocks people from entering a node that's already at maxed capacity? That is what happens when you zerg a ducking node.
 
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Psyop

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Jan 29, 2022
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Maybe you are referring to Albion Online? They have a queue system per zone, during massive ZvZs you simply can't enter a zone, you could chill in the adjacent zone or wait in queue.

It's likely that the node balancing is not sophisticated enough and there is no queue for nodes, since there wasn't a queue for login too.
 

Jackdstripper

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Jan 8, 2021
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It does work, the game I was referring to was also open world and sandbox. So what if there is an invisible line that blocks people from entering a node that's already at maxed capacity? That is what happens when you zerg a ducking node.

and what do you do when all main cities that have banks have invisible walls? And you just got killed and need to regear and all your stuff is in the bank? You going to put a bank and priest in each node?

also large guilds and alliances can just overload a node and prevent sieging.

you havnet thought this through. It doesnt work, and its rediculous that you would rather have impassable walls in an open world game instead of regional servers.
 
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Amadman

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May 28, 2020
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A padded room.
This seems like it would be beneficial to an attacking zerg.

They could possibly storm a zone and try to lock it down with them as the majority.

Now the defenders can not even get into their own zone and the zerg is free to destroy as they please.


On top of that it does go against the feature of free movement throughout the world without waiting/loading.
 
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Najwalaylah

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May 28, 2020
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37.76655478735988, -122.48572468757628
This seems like it would be beneficial to an attacking zerg.

They could possibly storm a zone and try to lock it down with them as the majority.

Now the defenders can not even get into their own zone and the zerg is free to destroy as they please.


On top of that it does go against the feature of free movement throughout the world without waiting/loading.
This would be the 'topper' (winning argument) against the idea for me.
 
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Psyop

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Jan 29, 2022
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Silly, you would prefer to not be able to play in a certain node/point of map at all just to avoid the slight possibility of a zerg camping the node? It shouldn't be a problem to limit the number of guild members per guild in a certain node, to provide some balance. Node limits and queues are absolutely necessary, the game can't work without them. No having cake and eating it.