Map Close System - Poorly Implemented
Faaaaaaaaaaaanx – I thought I hit a waypoint or something haha.
At the moment there seem to be several problems with this feature. Following the world boss train I encountered something strange: as it was the Modniir Ulgoth’s turn I ended up on a Harathi Hinterlands map that got marked for closure after something like 3 minutes.
So far, so good. But the new map I ended up on, which was supposed to have a higher population, got marked for closure almost immediately afterwards.
Now, I have my doubts that just as the pre events to the world boss begin players would leave the area in numbers big enough to warrant 2 almost simultaneous map closures.
So, here is what I think happened: bottlenecks.
We know that sometimes, when many people are trying to get onto one map instance in short order (like during the “night train” after the daily reset), the map does not let them. The map will appear as full. On less frequented maps this could lead to the creation of new instances each with its own bottleneck overflowing because of players still pouring onto the map.
So, after all the world boss hunters have arrived we have maybe one map instance with a sustainable population (the one that was open to begin with) and several more under or at the brink of the limit for map closure.
And apparently the system does not prioritize (or does so, but badly) which map you are sent to after volunteering. So you might just land on a map that is just a couple of players DCing or taxiing onto another instance away from being closed itself.
This, together with the closure apparently never being reconsidered, even when the formerly almost empty instance is suddenly soft- or even hardcapped, will be a serious problem for maps with highly volatile population numbers (like Sparkfly Fen before Tequatl or similarly out-of-the-way world boss spawns).
I hope this is just a short-term issue that gets sorted quickly.