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cybaster

1-Strike ban accounts found to be circumventing autologout.

Elysium taught us that the wow p.serv community is consistently willing to screw over other players just to hit 60 a week sooner.  Who here remembers the brutal queue wars of Elysium week 1 and week 2, and all of those inns and crannies packed with players autorunning, jumping, and keyboard taping their way to 100% logon time, and going completely unpunished?

Crestfall plans to have a comparatively low population ceiling.  If the server launches in a state that impresses the community, they will descend on it en masse.  There's no reason to think otherwise.  Elysium still lacks basic functionality like accurate autoattack range tracking between two moving clients.  You do a good job and make the game work more or less properly, and there will be a stampede.

So, anticipate population issues.  I think it's crucially important that the kind of players who are happy to screw up the queue for honest individuals should be removed from the running, as it were. 

Elysium rewarded cheating and punished integrity.  Make sure Crestfall isn't the same way, with strong detection measures and a GM team empowered to dispense fuck-you-justice.

Edited by cybaster
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you can fix the queue problems by releasing enough servers that none of them turn out to be full after the first few days except maybe the one VPN-allowed server

first you release two pvp servers, one on a Saturday and the other EDIT: on the same Saturday at the same exact time, then you release another pvp server a week later, then you release the vpn allowed server(pvp) a week later, then you release the pve server a week later, then you release more pvp servers as necessary at least one week later

after the first week you never release more than one server within the span of one week

Edited by Aquane
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That won't work completely.  Speaking from experience, here, people will perceive one server as the "main" one and go insane/irrational/destructive lengths to establish themselves there.

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On 2/26/2017 at 8:33 AM, Darkrasp said:

When we are ready for launch, Crestfall will have a PvE and PvP realm, with a 5k population cap.  If the peaks begin hitting 4k, we will open additional realms as necessary to keep potential queue times down.

I recall Crogge or someone saying at one point that, in contrast to Elysium's launch, new realms could be opened within the day -- although that is a bold claim. Merging is also very possible when it's the right time. I believe the fact that Elysium kept their Zeth'Kur overflow server up for so long has bewildered people and convinced them that merging isn't easy or feasible. I'm fairly sure it's a non-issue if the administration knows what they're doing.

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I think a simple solution is to not even announce the release date, stopping people from taking chunks of time off work in advance.  You dont even tell the players until its going to happen, just a simple in game announcement that the realm is restarting with a wipe and then live.  

 

Have multiple realms set up in advance and auto assign players to a realm based on their IP location so there is an even distribution of players from different time zones on all realms.  This can counter guilds rolling on a realm en-mass which is the biggest head start anyone can get.

 

The instance mentioned avoiding logging out is in fact botting and would be ban-able anyway, and having systems in place in advance to prevent it is entirely possible.

 

This will be completely unpopular but you can even cap a players online game time to a set number of hours a day or per week to free up server time for others.

 

There is the option to start multiple realms with a pre-determined merge time, this allows staff to work out in advance the infrastructure required during the live period and players wont feel they are choosing the better or worse realm, especially if that realm choice is removed from the player entirely.

 

Something I feel would REALLY help is removing accounts registration on the website the same time open beta is announced and then not turning it back on again until the realm goes live, this limits the number and quality of beta testers and then slows the initial rush on launch day as the website is more likely to crash than the game or login servers.

 

The idea is not to punish players for wanting to play, its making them play when they are online and not avoid logging off.  Making systems that control the flow of players into the game world reduces congestion, and the need for more realms than are actually required.  There is no real reason for hype, there is already a crap load of people following Crestfall and enough to already fill 2 realms to a healthy level for many months after launch.  Punish those that break rules, and do it publicly and harshly, for example a forums list of character names banned and the reason and whether automated bans or which staff member was responsible.  Just having publicly visible lists of bans, deters others from trying to circumvent rules.  

 

Reading the OP however I think the sentiment is accurate and should be applauded.  There are a minority of players/guilds that will do anything to get ahead of the curve, even though that curve actually means very little in an MMORPG where there is no winning.  The job of the admins is to provide fair access to all, punish people trying to gain an unfair advantage or cheat and to put systems in place to allow everyone a fair chance to play when they like without the need for ridiculous queues of more than an hour.  By controlling access to account creation, realm allocation and online time per session its entirely possible to plan and counter all of these problems just based on information already being collected from the website.  Banning players should always be based on rule breaches, not on behavior that is possible within the rules.  If I choose to play for 72hrs in one session I should be allowed, but I should also be prepared to log back in every 6 hours if the realm disconnects me much like a crash or normal disconnect.  Its very easy to try and think of problems and answer it with ban the player, but often that is not required as you can prevent the issue from an admin based system if you think about the causes and details of the player behavior.

 

Getting ahead on a PTE realm makes no sense, as content is gated by the expansions anyway.  For every realm first in MC or BWL there will be another waiting at the end of the war effort, and again when outlands is available.  The problem is there is a large section of the community that think these things actually matter and will no-life for 3 months to be the first to clear the initial raid content.  These players eventually  either burn out or end up raid logging anyway, or jumping to the next fresh launch server.  

 

These systems need to be put in place prior to launch, as with a PTE project there will be several rounds of hype during its life-cycle with the AQ war effort, Naxx launch, the TBC release ect.   Each of these will cause population spikes, and by this point there may not be several realms being hosted, so finding solutions now is important.

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You guys are forgetting that swarms of players in starting zones, a queue of 10 ppl to kill one quest mob, lags and server crashes are ultra blizzlike features. You can always wait a week or a month before logging and the amount of players in starting zones should be smaller. All the solutions like "DON'T TELL US LAUNCH DATE" or "PRIORITY FOR THE FORUM VETERANS THAT HAVE AT LEAST 100000000000 POSTS" will be useless - good luck with keeping the secret on the internet.

BTW - if you think that there is any chance that Crestfall will have small population when (if) it launches, you're gonna be disappointed. There is simply no good alternative to it right now and it doesn't seem to chage in the next few years.

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15 minutes ago, Macu said:

BTW - if you think that there is any chance that Crestfall will have small population when (if) it launches, you're gonna be disappointed. There is simply no good alternative to it right now and it doesn't seem to chage in the next few years.

True. However, the fact that so many people don't want to play vanilla anymore also means that the population should get smaller in return (which is actually a good thing in my eyes).

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1 minute ago, valaquenta said:

True. However, the fact that so many people don't want to play vanilla anymore also means that the population should get smaller in return (which is actually a good thing in my eyes).

Maybe, but the promise of PTE could easily change their minds.

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Its not about a single solution, its about a combination of systems and procedures to manage the flow of new players to a reasonable level.  The aim is not to drive players away, or ban them, its to manage the population and the game world to mean people have access without unreasonable queues and remove some of the over-population in early zones. 

 

good luck with keeping the secret on the internet. "  Its not about keeping things secret or giving loyal followers an advantage, its about running a realm efficiently and manageable.  From an admin perspective you set a population cap based on hardware, you then need to manage that cap with fair systems and the least amount of work and effort.  By planning multiple realms and merges you are creating work down the line, and also potentially killing communities and your player base.  It is better to plan in advance and try to find solutions to over-crowding in the most fair and efficient manner.  For example you give players 48hrs notice of a release date how many people will take a week off work, or arrange their whole guild all roll on the same realm on the same day?  Removing the release date/time reduces this bubble of players, and may only reduce demand by 5-10% but that is key in the first two weeks.

 

Fortunately there is plenty of time during closed and open beta to analyse data on accounts and activity to get an idea of the likely population in the early months.  The fact is that is the ONLY time its an issue as populations usually decline or stabalise very quickly after launch.  In fact the first 48hrs are the real time of strain, and after that players naturally progress at different rates and the distribution per zone is far more equal.  Taking drastic steps like forced disconnects is a last resort, but ignoring the issue of players trying to circumvent queues by not logging off is narrow thinking.  People will go to insane lengths to cheat or get an advantage, so why not plan well in advance and put systems in place to minimise the impact on the legit players that just want to log in for 3-4 hours a day in their free time.

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@ Devs and CF Staff: don't bother with starting day(s) issues... blizzard couldn't handle it, other pservers couldn't handle it, and normal thinking people can understand that on such a stress day there will be an overload and que and downbreaks and so on...

 

 

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16 hours ago, cybaster said:

That won't work completely.  Speaking from experience, here, people will perceive one server as the "main" one and go insane/irrational/destructive lengths to establish themselves there.

That should be fixed by making 2 pvp servers before release, and promoting them both equally, but maybe even if a new pvp server is added people will feel like Kul Tiras is the main one 

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Solution was found 1 person can play 1 charracter and server cap was 3,5-6k ppl.

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If people don't multi box, use any non-legit way of playing and staff only allows 1-2 accounts logging from same IP i don't see the launch being too crowded.
The first few days might be a bit chaotic sure but its going to be awesome xD

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16 hours ago, dailybs said:

they will go on the 1st one and call it the mother realm lol

what i was thinking was all the tryhards would just go there and leave the other servers alone, and that very very many other people would go to the other servers since the first one was full

but if its really that bad you could release the first 2 servers at the same exact time instead

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1 hour ago, Hamilton said:

Solution was found, 1 person can play

Fixed for perfect solution to make the launch stable and playable! :-D

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The other thing to keep in mind with all this is that servers will only be available as long as donations keep it paid for.  Having tons of servers is only possible with money, sustained money.  So I'm not sure just throwing more servers than what is intended right now is the solution.  Time will tell how durable the project is based on us.

 

In other news, Darkrasp may post today about that whole other thing.  I'm interested in what this is all about...

Edited by Veritch
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