Everquest Legends

moonarchia

The Scientific Shitlord
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Extreme levels of cope here. Considering the closed beta isn't even running on DBG hardware yet and there have been no performance issues.
I haven't seen more than 400 on at once yet, though, so that might change. Preorder beta is going to be the stress test.
 
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Mrniceguy

Blackwing Lair Raider
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Extreme levels of cope here. Considering the closed beta isn't even running on DBG hardware yet and there have been no performance issues.

TLPs easily handle 6k concurrent. THJ peaked at 4.5k and didn't have performance issues. WoW Classic servers/EMU will have 10k+ concurrent players on a single without problems. MNM runs around 5-6k no problem.

They would need 55k plus concurrent players to justify needing that many servers, Unless the game has severe performance issues.
 
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Kaines

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TLPs easily handle 6k concurrent. THJ peaked at 4.5k and didn't have performance issues. WoW Classic servers/EMU will have 10k+ concurrent players on a single without problems. MNM runs around 5-6k no problem.

They would need 55k plus concurrent players to justify needing that many servers, Unless the game has severe performance issues.
Considering all orders for EQL go through DBG website, and DBG is the one setting aside the hardware for rhe number of servers, I expect to see your cope reach 9k when release finally hits.
 
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Aleatha

Golden Knight of the Realm
104
1
Kinda expect it to do whatever a TLP typically does numbers wise. They will probably get my $20 because why not. The trifecta monetization annoys me but still cheap entertainment for a month or so.
 
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hats

Molten Core Raider
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39
a big reason to wait is they are still pending enormous balance changes and yet force you into one char

but all the bros are playing day 1, so i guess ill just burn out with everyone else

would be nice to have alts. probably would play longer with alts but fuck me i guess
 

moonarchia

The Scientific Shitlord
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a big reason to wait is they are still pending enormous balance changes and yet force you into one char

but all the bros are playing day 1, so i guess ill just burn out with everyone else

would be nice to have alts. probably would play longer with alts but fuck me i guess
You are the alt. Literally. BRD and BER are the best primaries to focus on for the first dozen lives right now. Just start from there and the rest is just leveling as you want. If you are a min/maxxer like me, you will swap out one class at a time on repeat until they are all 50. Once we get to test solo sky the farm metas will be able to open all the other primaries. Opening races is just getting an enc to 50 and doing easy farm and repeat quests.
 
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rolien

Golden Squire
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I haven't seen more than 400 on at once yet, though, so that might change. Preorder beta is going to be the stress test.
Personally if they're doing a proper stress test it shouldn't be limited to pre-order that's just crazy, you want as many people on the server as you can get since essentially a stress test is trying to break the server.

I can't see EQL pre-orders being strong enough for it to be a proper stress test. Majority of people are waiting to see how this thing floats before sinking money into it.

Maybe it's just me but a lot of the hype seems manufactured and isn't real hype, so people getting excited pre-ordering and jumping into a beta just doesn't sound likely. I mean I've pre-ordered plenty of games that let you jump into the beta and always opted out of it because it just gets wiped and I want the game to be fresh to me, I'd assume I'm not the only one that does things like that.
 

moonarchia

The Scientific Shitlord
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Personally if they're doing a proper stress test it shouldn't be limited to pre-order that's just crazy, you want as many people on the server as you can get since essentially a stress test is trying to break the server.

I can't see EQL pre-orders being strong enough for it to be a proper stress test. Majority of people are waiting to see how this thing floats before sinking money into it.

Maybe it's just me but a lot of the hype seems manufactured and isn't real hype, so people getting excited pre-ordering and jumping into a beta just doesn't sound likely. I mean I've pre-ordered plenty of games that let you jump into the beta and always opted out of it because it just gets wiped and I want the game to be fresh to me, I'd assume I'm not the only one that does things like that.
Well, Kaines Kaines just said they are going to have 8 servers for launch, so there is that. You can run an eqemu on a potato chip, so it might be ok. They might also have some scaling options in place by hosting it on DBG's servers. Going to be interesting to see how things go over the next few weeks. I am not going to push much in the preorder beta. Relax a bit and maybe play some other stuff. I am at 10/16 for level 50s on beta. At this point I just want to test solo sky, see how that all feels.
 

yerm

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TLPs easily handle 6k concurrent. THJ peaked at 4.5k and didn't have performance issues. WoW Classic servers/EMU will have 10k+ concurrent players on a single without problems. MNM runs around 5-6k no problem.

They would need 55k plus concurrent players to justify needing that many servers, Unless the game has severe performance issues.
Tlps for over a decade broke down well before the 5k mark. They only recently got it to where launch queues are timely and launch lag is minimal, and its still not "no" problems. Wow classic initially had some laughably fubar launches before getting it together.

A game like eql should expect to shoulder quite a bit more server strain per player than a tlp. The entire design involves heavy mob churning with prolific instance creation. Less players per server should be an expectation.
 
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Mrniceguy

Blackwing Lair Raider
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Tlps for over a decade broke down well before the 5k mark. They only recently got it to where launch queues are timely and launch lag is minimal, and its still not "no" problems. Wow classic initially had some laughably fubar launches before getting it together.

10 years ago sure. But not anymore, they upgraded the servers with Teek. Teek would occasionally hit over 6k after the server had been around for a month. I remember my small man changing the time we raided during Kunark. Faceless and QYC raided at the same time as us and those 2 guilds were so large it would cause the server to have queue times.

A game like eql should expect to shoulder quite a bit more server strain per player than a tlp. The entire design involves heavy mob churning with prolific instance creation. Less players per server should be an expectation.

Again THJ had 4.5ish on at prime time for months and it had zero server lag problems, no rubber banding ect. THJ had a greater ability to spin up DZs and the ability to self AOE, AOEing causes lots of server stress. If EQL can't handle 5k+ it's because of incompetence.
 
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Kirun

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Honestly, watching kirun spaz out that my 20 bucks is going to make the gaming market go to $100game just makes me want to buy it more. But alas no real desire yet. I can see myself trying it eventually, for 20 bucks and a couple weeks of fun, not a bad deal. I have zero plans to sub unless some miracle happens and it turns into something amazing. But like antony says, something like this, give it a little time to cook first.
Your interpretation of "spazzing out" is hilarious. I'm simply commenting on how continuing to accept slop is contributing to dragging the industry into the state it's in today.

People keep saying "$20 for a couple weeks of fun isn't a bad deal," but that's completely missing the point. The issue isn't whether you personally got twenty dollars of entertainment out of it. The issue is that you're rewarding companies for releasing unfinished, mediocre products and then telling them, "Good enough, here's my money anyway." Publishers don't look at your purchase and think, "Wow, this customer has concerns, we'd better improve the game." They look at sales numbers. That's it. If people keep buying half-baked games because they're "only $20" or because they might be fun for a week or two, then companies learn they don't need to deliver quality. They can ship an unfinished product, collect revenue, and "promise" it'll be better later.

And then people act shocked when prices keep climbing, monetization gets more aggressive, and standards keep falling. Why wouldn't they? Consumers have demonstrated time and again that they're little piggies who can't control their impulses and love feasting on the slop they're fed.

What's especially hilarious is that you're mocking the idea that purchases influence the market while simultaneously describing exactly how markets work. Thousands of people making the same "it's only twenty bucks" decision absolutely affects industry behavior. That's exactly how we ended up with early access abuse, live-service cash grabs, day-one DLC, and games launching in states that would've been considered embarrassing a decade ago.

So no, your single $20 purchase isn't going to magically make games cost $100. But millions of consumers collectively lowering their standards and rewarding shoddy products absolutely contributes to the incentives that lead to higher prices, worse launches, and less accountability. The industry didn't get here by accident. It got here because too many people keep opening their wallets and say, "Good enough."
 
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Kaines

Potato Supreme
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Your interpretation of "spazzing out" is hilarious. I'm simply commenting on how continuing to accept slop is contributing to dragging the industry into the state it's in today.

People keep saying "$20 for a couple weeks of fun isn't a bad deal," but that's completely missing the point. The issue isn't whether you personally got twenty dollars of entertainment out of it. The issue is that you're rewarding companies for releasing unfinished, mediocre products and then telling them, "Good enough, here's my money anyway." Publishers don't look at your purchase and think, "Wow, this customer has concerns, we'd better improve the game." They look at sales numbers. That's it. If people keep buying half-baked games because they're "only $20" or because they might be fun for a week or two, then companies learn they don't need to deliver quality. They can ship an unfinished product, collect revenue, and "promise" it'll be better later.

And then people act shocked when prices keep climbing, monetization gets more aggressive, and standards keep falling. Why wouldn't they? Consumers have demonstrated time and again that they're little piggies who can't control their impulses and love feasting on the slop they're fed.

What's especially hilarious is that you're mocking the idea that purchases influence the market while simultaneously describing exactly how markets work. Thousands of people making the same "it's only twenty bucks" decision absolutely affects industry behavior. That's exactly how we ended up with early access abuse, live-service cash grabs, day-one DLC, and games launching in states that would've been considered embarrassing a decade ago.

So no, your single $20 purchase isn't going to magically make games cost $100. But millions of consumers collectively lowering their standards and rewarding shoddy products absolutely contributes to the incentives that lead to higher prices, worse launches, and less accountability. The industry didn't get here by accident. It got here because too many people keep opening their wallets and say, "Good enough."
It's good to know you aren't going to buy another game in your entire life. Since the "entire industry" is this way.
 
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Kirun

Buzzfeed Editor
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It's good to know you aren't going to buy another game in your entire life. Since the "entire industry" is this way.
That's not even remotely what I said. There's a pretty massive difference between "the industry has a growing problem with releasing unfinished or low-quality products" and "every game is bad so I'll never buy another game." In fact, my entire point is the opposite. The developers and publishers that still release polished, complete games that respect their customers are the games that deserve support.

The logic you're using is basically, "Since some degree of the problem exists everywhere, we should stop criticizing it altogether." That's absurd. If anything, that's exactly why consumers should be more selective about where they spend their money. When a company releases a good product, I buy it. When they release a mediocre product and ask customers to wait six months for it to become good, I don't. That's called having standards, not swearing off gaming forever.

The irony is that people making your argument are effectively saying consumers should lower their standards because bad practices have become commonplace. The more common those practices become, the more important it is to stop rewarding them with personal justifications like, "it's only $20!".
 
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Pheerie

Trakanon Raider
74
51
What’s with all the faggotry in this thread? Has anyone played it? I’m very tempted.
Don't bother bro. It's this game called EverQuest you bought in 1999 and probably several times since, only now they want you to buy it again.
 

Flobee

Ahn'Qiraj Raider
3,360
3,960
Your interpretation of "spazzing out" is hilarious. I'm simply commenting on how continuing to accept slop is contributing to dragging the industry into the state it's in today.

People keep saying "$20 for a couple weeks of fun isn't a bad deal," but that's completely missing the point. The issue isn't whether you personally got twenty dollars of entertainment out of it. The issue is that you're rewarding companies for releasing unfinished, mediocre products and then telling them, "Good enough, here's my money anyway." Publishers don't look at your purchase and think, "Wow, this customer has concerns, we'd better improve the game." They look at sales numbers. That's it. If people keep buying half-baked games because they're "only $20" or because they might be fun for a week or two, then companies learn they don't need to deliver quality. They can ship an unfinished product, collect revenue, and "promise" it'll be better later.

And then people act shocked when prices keep climbing, monetization gets more aggressive, and standards keep falling. Why wouldn't they? Consumers have demonstrated time and again that they're little piggies who can't control their impulses and love feasting on the slop they're fed.

What's especially hilarious is that you're mocking the idea that purchases influence the market while simultaneously describing exactly how markets work. Thousands of people making the same "it's only twenty bucks" decision absolutely affects industry behavior. That's exactly how we ended up with early access abuse, live-service cash grabs, day-one DLC, and games launching in states that would've been considered embarrassing a decade ago.

So no, your single $20 purchase isn't going to magically make games cost $100. But millions of consumers collectively lowering their standards and rewarding shoddy products absolutely contributes to the incentives that lead to higher prices, worse launches, and less accountability. The industry didn't get here by accident. It got here because too many people keep opening their wallets and say, "Good enough."
I fundamentally agree with you on the message that buying bad games is a net negative for the industry. I also think its silly to try to hold any individual responsible for an aggregate result of their actions in this sort of situation. I won't buy this at release, but its hard to argue that spending $20-40 for 20-+ hours of entertainment is a bad spend. Its just not. Now if you made the argument that we should have more valuable things to with our time than play bad games...
 
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Pheerie

Trakanon Raider
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51
I will say with the economy being low priority and krono not existing, it really is a "jump in when you think it's right" type of game. There's no urge to start at the same time as everyone else as there's no real competition or resource hoarding like traditional EQ TLP starts. I mean maybe they'll have early events or titles (almost 100% they will), but as long as they don't give out some sort of BIS utility toy or something during these you can absolutely just wait until it looks ripe.

That said, that's bad for business. If there's no reason for people to start early you could really start with a lower population than you want and not give off the healthy game vibes you're looking to project. It does happen with 95% of games where they blow up on launch with 500k players then they hit a steady 10k for the rest of their life, even successful ones and everyone just goes "WHAT HAPPENED??!?!" when reality you're almost always going to lose the vast majority of players after new release hype. But if you don't have the new release hype are you just going to be birthed into a lower population, but steady population? That with the sub fee I don't know. They're really going to have to hype up the initial launch with FOMO shit or a lot of people will wait for this to cook while DPG probably says "No, that's not enough money" and cans it before it can.
No one reading all that
 
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