Server population

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Population limits will be enforced on each server.[1]

  • Around 8-10k concurrent users per server is projected.[2][3][4][5]
    • Initially there will be a limited number of registered accounts (approximately 15,000) per server to help mitigate login queues.[6]
    • This limit will increase over time to around 50,000 registered accounts per server.[6][7][8]
  • The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers.[7][9] There may be queues to get into high population servers, but the aim is to avoid excessively long queues.[8]

Part of the equation of essentially watching to make sure that we don't over populate the server selection, but at the same time making sure that there's not a queue system in place that's so long it's detrimental to the concurrency of the player's will to play so to speak. It's a tough balancing act.[8]Steven Sharif

The developers may occasionally release stats relating to server populations and archetype/class makeup, but there isn't going to be an official page that surfaces this information.[10]

Server transfers

Server transfers will not be possible initially. The developers intend to assess the impact on housing and other systems closer to launch.[11]

Population based scaling

The prices that NPCs sell items for will scale based on the economic activity on a server. Prices will rise to combat inflation and fall as a population diminishes.[12]

The node system allows the developers to scale the experience needed to level a node and the attrition that affects a node based on activity.[12]

Things that NPCs buy and sell kind of scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything kind of ends up being equal, even though there might be a couple of extra zeros. So that can go up and it can also go down so as a population leaves, things become less expensive and players don't have to do as much to earn that. On the other side of things we look at the node system and the node system is set up in this really flexible way that allows us to scale the experience needed to level a node and the attrition that delevels a node to scale based on activity too. So you know it's just a matter of adjusting a couple of constants and that goes up and down and the server can watch it and change those on the fly as it needs to.[12]Jeffrey Bard

See also