PotBS Dev Tracker

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Joe
1 in thread Character Transfers to be Enabled Tuesday, April 15th [News and Press Releases]
Quote:
Originally Posted by Van Slyke
What happens if 90% of the people that transfer pick one server (say blackbeard because it is currently the busiest 'American' server, or rackham because it's the loudest)?

Also, what happens if a larger portion of people move out of one of the four remaining servers than stay there?

I guess what I'm asking is, are there measures being taken such that one of the remaining four servers won't accidentally turn into a ghost town while one of the four is brought to its knees by a massive influx of players?
We have a target number of transfers in mind per nation for each of the remaining servers. Those numbers are being monitored to keep servers from overflowing. At the end of this process the servers should be roughly balanced. If a server/nation combination starts to get too full we will be shutting off transfers to that nation on that server.


Joe
Danicia
1 in thread Merger [North America]
Hey all!

We want to make sure to capture everyone's feedback on this exciting news article so please make sure to post in the announcement thread rather than creating many threads across the forums.

Thanks for your understanding!
Danicia
Joe
1 in thread Character Transfers to be Enabled Tuesday, April 15th [News and Press Releases]
Quote:
Originally Posted by Garbad_the_Weak
Aether, what should we do if we have a rat on Morgan but we have nationals on the Rack? Is that toon useless now?
You can move the Pirate to one of the other servers and keep him around. If you really want the pirate to be on Rackham, you can move the nationals to Roberts, Blackbeard, or Antigua and THEN move the pirate from Morgan to Rackham.


Joe
Joe
1 in thread Character Transfers to be Enabled Tuesday, April 15th [News and Press Releases]
Quote:
Originally Posted by Altraiadies
Will cross nation transfers be accepted as well, or just server?
Just server.


Joe
Danicia
1 in thread Announcement Made: Character Transfers [North America]
Hey all!

We want to make sure to capture everyone's feedback on this exciting news article so please make sure to post in the announcement thread rather than creating many threads across the forums.

Thanks for your understanding!
Danicia
Danicia
1 in thread Where are we going? [North America]
Hello all!

I merged a few threads together all on the same topic. It's great that y'all are coordinating with each other. Please make sure you take any discussion about the news to the announcement thread.

Thanks!
Dani
Danicia
1 in thread Server merges for reals, yo. [North America]
Hey all!

Just want to throw out here that it's awesome for y'all to coordinate. However, if you want to discuss the news or give feedback, please make sure to use the announcement thread.

Thanks!
Dani
Joe
1 in thread Character Transfers to be Enabled Tuesday, April 15th [News and Press Releases]
Quote:
Originally Posted by evilbob001
I don't get it. Are the other six servers going to be shut down at the end of the month or just locked to new characters?
The other seven servers are going to have new character creation shut off tonight during the maintenance. At the end of the month they will be locked so no one can log into them. They will still be available to transfer characters OFF of those seven servers after the month passes.


Joe
Danicia
1 in thread Where is Bonny going? [North America]
Hey all!

Just want to throw out here that it's awesome for y'all to coordinate. However, if you want to discuss the news or give feedback, please make sure to use the announcement thread.

Thanks!
Dani
Rusty
1 in thread Character Transfers to be Enabled Tuesday, April 15th [News and Press Releases]
A little more in depth explanation:

One of the things that’s great about working on an MMO is the ability to go back and fix mistakes. Now that we’ve had a chance to catch our breath, we’ve gone back and done a little post-mortem analysis so that we can learn from our mistakes. Some mistakes arise from a single source, some have many mothers.

As you may have noticed, one particular mistake that had many, many mothers is concurrency. When we were looking at the number of servers to roll out, we had a lot of different criteria to look at. Some worked out just like we’d expected, and some we were just wrong on. Let me introduce you to them:

Server capacity
We were very cautious about what our servers could support. Too cautious, in fact. Performance issues that we’ve seen have always been code, by which I mean that the servers weren’t being stressed, but the code was hitting problems by having too many users and would choke. As it turns out, our servers can handle a LOT more people than what we’d been assuming, in part because people in the beta had very different play styles than people on the live servers.

Play style
This is how players move in the game and where they congregate, which can create choke points. As I noted above, it turned out they spent more time in the choke points in the beta than in the live release. Of course we knew there’d be differences pre-release versus post, but you go with the data that you have.

Game systems
Pirates’ gameplay is very organic and the different systems feed into one another. On a PvE-only game, with just a lot of content, this isn’t a big deal, but in Pirates, we have systems that require a minimum number of players to function, such as the economy.

Player time
This is a measurement of how much time in a day the average player is in the game. It was extremely high in the beta, which lead to a higher concurrency in general, and then lowers for release once the rush and newness is over.

There are other factors, of course, but we guessed right on them. It was the items above that screwed us over. Plus, what we didn’t really consider, but should have, was Nation Balance. When the national populations are imbalanced (as we knew they’d be), it’s not really that big of a deal except if you go for a lower level concurrency, at which point it becomes a real problem.

So, we guessed right on some things, we guessed wrong on others, and now we have a lower concurrency than we think is healthy for the game. Pirates is a much better experience with a high density of player, and so we’re going to merge some of the server populations together to get that high density. It’ll spice up the PvP, do wonderous things for the economy, and give you more friends to go grouping with. Which is kind of what an MMO is all about!