Don't make a new map! Solve the skill lags!
Of course we would still like to get an answer from Devon that if your current servers are not able to handle the calculations per second needed, why don’t you buy/rent bigger and faster servers?
Someone in marketing calculated that it’s more profitable to lose a “few” players than pay for the extra hardware?
Seems like the simplest solution to skill lag is stop rewarding people for balling up into giant lag producing blobs. You could, crazy as this sounds, reward people for being more strategic, tactical and skillful.
ANET created packed server issues by ignoring the obvious impact coverage had on PPT, then they went out of their way to do everything they can to reward blobbing in every aspect of WvW.
Surprise, we have skill lag!
This. There are design-based solutions, they choose not to use them.
The other thing is their server tech appears to be pretty basic, 1 instance = 1 physical CPU. More advanced MMOs have server tech that dynamically partitions the world into separate areas that are served by separate CPUs, which dramatically improves server performance of players clustering in a single area, eg: SM takes.
There are a bunch of games using this approach these days; Darkfall for instance, I’ve personally played in battles with ~1000 players in a single area the same size as_SM, with minimal lag.
(edited by scerevisiae.1972)
There is a solution to skill-lag…instead of the outmanned buff,introduce the opposite,simply a debuff when you are more than e.g. 50 people from a given server within 20.000 units.
This will also have another positive sideeffect=breaking the megablobs and push the game towards more competitive wvw action.
(edited by SmokinBuda.1398)