Post by SongRune on 2022-06-06 03:07:16
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The problem with this, is that server population affects far more than computing requirements. It affects...
- Economic patterns & resource balances
- Competition for grind spots (particularly problematic in the early levels, before anyone can spread out)
- The noise level of world or area chat
- Competition for node housing
Even if players spread out to account for this, if a large number of initial players leave, the remaining spread out players are now left with far fewer people in their nodes and areas than they should naturally have, and going from "wow there are too many people here" to "where'd everyone go?" makes for some solid whiplash that affects the game as well.
I'm not saying it's impossible to get right, but "world mergers" are much more than just a question of server resources, so the power of cloud scaling can only do so much. Intrepid will have to think carefully about how to handle this, as they start to get closer to launch.