This has come up in numerous other topics, but I don’t think there’s been a topic devoted to this yet. I’m sure you’re aware of it one way or another at this point: Either you are part of a server that just seems dead, or you’re part of one of the servers that is so overstuffed that your overflow’s overflow has an overflow. This is bad on both sides of the coin, especially given the scope and difficulty of the new encounter. Let’s look at this from both perspectives:
Low Population Servers: Low-pop servers are not inherently bad. I enjoy being native to one since it means that I know more people from my server and recognize names more often- it’s like living in a small town, walking down the street, and recognizing a fair portion of people, and this is fine for most content. Dungeons take 5 people, and are inherently cross-server through LFG, and most world bosses are doable with a group of 15+ fairly decent players, which is more than enough for any guild to muster. If you have significantly more than 15 people, the boss scales up (albeit poorly), and at least puts up some semblance of a fight. It’s not difficult content, but it serves its purpose.
Mega-encounters are where it becomes difficult. Sure, when the content is first released, you can get a fair showing out of your server (maybe 80-90 people show up to see the new stuff), and that’s enough to make an attempt and see the mechanics, but after that initial attempt people guest to other servers where there are more people so that they have a higher success chance. As people leave, the low-pop servers’ population for these events plummets, and it becomes a waste to even show up to these events. These events don’t scale, so the 30-40 people who might stick around quickly see how pointless it is, so even these people have to either give up or also guest away. While this does hurt a server’s morale and break the community, it doesn’t block off content because guesting lets you experience it on another server, but this also has consequences to the larger servers.
High Population Servers: Discounting guesting, higher population servers would have plenty of people to attempt mega-events, and would undoubtedly kill them eventually, but guesting complicates this. The refugees from the low-population servers are looking for places that they can enjoy the content, so they flood these servers. The main maps become full and overflows are formed, then the overflow becomes full and another overflow is formed…and then that overflow becomes full as well, and so on.
This appears to be okay at a glance. Maps are filling, there are plenty of people in each map to try the mega-encounter, and everything is good. But then you realize that these maps aren’t typically populated with people who know each other. They are populated with random people from any number of servers and guilds who have never met, and once the map is hard-capped, friends are left outside of the map, splitting friends and guilds. The group tries to fight the encounter and gives a good show of it. They learn personally from the fight, but here’s the kicker: because of the way overflow is designed, this group will not be matched together again. The group will go their separate ways until the next boss encounter where they will find themselves in a different overflow with a different group who has not had the same experience and the same shared opportunity to learn. It removes the sense of community, and creates this feeling of a great big ‘other.’ Comments like "I hope our group is good this time’ or “These guys don’t know what they’re doing” run rampant because people don’t know each other. The natural server communities are gone, so it’s like walking into a region-wide potluck where you don’t know who you’ll end up with, and people feel alienated.