I believe what was meant is to move PVE and PVP to separate clustered instances so the loads on the servers are more balanced, particularly if the database is on a server of its own.
I believe what was meant is to move PVE and PVP to separate clustered instances so the loads on the servers are more balanced, particularly if the database is on a server of its own.
Rogue_Wolf wrote: »Why would the players be denied anything? Depending on whatever gameplay they desire, they would simply be ported to the appropriate server. The game itself wouldn't need to change in appearance from the user end at all, simply the way ZoS servers handle client requests.
Rogue_Wolf wrote: »Why would the players be denied anything? Depending on whatever gameplay they desire, they would simply be ported to the appropriate server. The game itself wouldn't need to change in appearance from the user end at all, simply the way ZoS servers handle client requests.
Because data can't be transferred between servers. That means no sets found in PvE content available for PvP and no skill learned in PvP available for PvE. Also no motifs and all that fun stuff.
Rogue_Wolf wrote: »Why would the players be denied anything? Depending on whatever gameplay they desire, they would simply be ported to the appropriate server. The game itself wouldn't need to change in appearance from the user end at all, simply the way ZoS servers handle client requests.
Because data can't be transferred between servers. That means no sets found in PvE content available for PvP and no skill learned in PvP available for PvE. Also no motifs and all that fun stuff.
So first I feel like everyone needs to use the same jargon here. When you (and the OP) say "server" are you talking about the virtual servers ZOS creates, such as the NA "server" or the EU "server" Or are you talking about the actual server hardware? cause data CAN transfer between the latter. not so much the former.
I believe you are missing something. First of all there are 6 megaservers, one for each platform (PC, XBox, PS) in two regions (NA, EU). Secondly what they call a megaserver is, in fact, a server farm. Each time you have a loading screen, because you are traveling between different zones, you are switching servers. I'm not sure whether every zone has a separate server or how that's balanced. I'm sure that each private instance of a dungeon or trial does not have it's own server, but you do typically switch server when you enter. At the very least the client makes a new network connection. That's why you get loading screens.Rogue_Wolf wrote: »Unless I totally miss something on the technical side, which I am not an expert at all, would splitting the game servers as I wrote not fix a lot of lag, connectivity, gameplay,
I think that's a different question. To my knowledge Ravenwatch and everything they've tried has not significantly altered the performance characteristics of the game. There does seem to be an issue whereby they could not easily run instances of the game with different rules. I'm not convinced that there is much point in having that option in order to fix performance. I think this is a political issue. For examle I personally like one set of rules. ZOS have consistently leaned in that direction as well.and allow the game devs to alter things like sets and abilities to balance PVP play while not nurfing PVE players using similar setups?
Rogue_Wolf wrote: »Why can't the game be on separate servers for dedicated tasks PVP, PVE, PTS for NA and EU?
Rogue_Wolf wrote: »Why would the players be denied anything? Depending on whatever gameplay they desire, they would simply be ported to the appropriate server. The game itself wouldn't need to change in appearance from the user end at all, simply the way ZoS servers handle client requests.