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Stress Test #1 Over! Reflections & What's Next

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Had fun but didn't stay logged on for all that long. In my humble opinion there needs to be a little more to do once you log in. 

You can't kill enough mobs to reliably quest. There's no PVP to be had immediately upon logging in.

Again I know it's just a stress test but if you want to really peak the logged in population then you should consider what's going to keep people playing once they're logged on.

I think I saw 20-30 people sitting on top of Sarkoth waiting for him to spawn.

 

A large active population comes with a price, this is nothing new and you should be aware of it (if you played when Nost was active).

 

The competitiveness is what drives each player wanting to play even more, the demand clearly demonstrates this.

Edited by dahlblom

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Let's say what everyone wants to hear so i get upvoted! :D

 

 

Problem was that you failed to see the main purpose of a stress test. Oh well, ignorance is bliss  :viannen_25:

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OVH got some pretty good hosting services for reasonable prices.. B)

 

I enjoyed stress testing and look forward to nostalrius PvP opening!!

Edited by Kazuma

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There is a question about items. I noticed in AtlasLoot that in BRD a lot of Green items became Blue quality so it is similar to Patch 1.10

We gonna use on Nostalrius PvP 1.4 items or jumping on Patch 1.10 items?

Regards

Edited by Hazar

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This test was done on the PTR realm, so just ignore the itemization.

The Nostalrius PvP is on patch 1.8

The Nostalrius PvE is on patch 1.5

The Elysium PvP will start on patch 1.2

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This test was done on the PTR realm, so just ignore the itemization.

The Nostalrius PvP is on patch 1.8

The Nostalrius PvE is on patch 1.5

The Elysium PvP will start on patch 1.2

May be it is stupid question, but 1.12>1.2? :D

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Note the periods and also when there are no periods. So for vanilla the patches go:

1.0 -> 1.1 -> 1.2 -> 1.3 -> 1.4 -> 1.5 -> 1.6 -> 1.7 -> 1.8 -> 1.9 -> 1.10 -> 1.11 -> 1.12

Then you also have smaller bug fix patches that utilised a third number, like 1.12.1 which is the version we play on.

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May be it is stupid question, but 1.12>1.2? :D

Hello Ktak,

 

World of Warcraft client patch 1.2 was the first, also known as 'Mysteries of Maraudon' was the first patch implemented in 18 december 2004.

World of Warcraft client patch 1.12 is the last major patch, known as 'Drums of War', followed by 1.12.1 released on 26 september 2006 (same month TBC expansion was announced).

 

On topic: Incredible atmosphere and I can not wait for the realm to be released!

 

 

Regards,

Roamer

Edited by Roamer

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This test was done on the PTR realm, so just ignore the itemization.

The Nostalrius PvP is on patch 1.8

The Nostalrius PvE is on patch 1.5

The Elysium PvP will start on patch 1.2

  1.2 items, talents, and mechanics?  Or instances and items only? 

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  1.2 items, talents, and mechanics?  Or instances and items only? 

1.2 items/mechanics but with 1.12 Talents are almost the same DPS so not big difference but 1.12 talents have better balance in PvP and PvE

Thanks for quick answer Pottu

Edited by Hazar

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Talents will always be as they were on 1.12 - doing otherwise would require custom client patches to be done. That is not really feasible for a private server. This means that spells, talents and mechanics generally work the way they did at the end of vanilla.

What we can do and have done is roll-back some items to their pre-buff stats and restrict other items from being in the database. So for example, it is not possible to complete the T0.5 quest chains to upgrade your dungeon set. Those were introduced late in vanilla as a method for non-rairders, non-pvpers to get good gear. Similarly, "catch up gear" was introduced in several patches, to make it easier for new guilds to get into raiding and into more difficult raiding content.

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  1.2 items, talents, and mechanics?  Or instances and items only? 

Since over the last few patches all classes got a talent rework and we are running an 1.12 client, I don't think that the talents will be 1.2.

Some of the mechanics were also reworked over the patches (like haste/slow, or some spell interactions, I just checked the patch notes file that came with the client), but some mechanics will be kept like they were in 1.2. One example would be the 8-debuff cap until patch 1.8. Not sure about other mechanics.

Instances and items should be kept as they were in 1.2, but I have some questions regarding this:

1) Will the dungeon caps evolve as they did in the patch notes? (ex. scolo/strath weren't capped to 5 players at first, and other low level dungeons have a 10 player cap, I checked the patch notes for this);

2) Will the raid resets evolve as in the patch notes (no cooldown in first the few patches, then with variable cooldown depending on the raid)?;

3) I read some interesting things about the meeting stones in the patch notes and I haven't understood their full functionality, are they supposed to work like a group finder, and if yes, will they work?

Edited by Anhai

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I have no idea what meeting stones are supposed to do (I've only used them post-BC, where they are used purely for summoning purposes), but I found those patch notes which get me confused:

 

Patch 1.7.0:

 

- Meeting Stones
   A number of miscellaneous improvements have been made that should
   allow for better group forming when using the meeting stones.
   You will no longer be kicked from the meeting stone queue when a
   player declines a group invite or when inviting someone that is
   already in a group.
   You will now be informed that you have left the meeting stone queue
   when the group leader logs out.
   Tanks and Healers will now be immediately added to the group by the
   meeting stone when they are the 5th member of the group.
   You can now be added to a group by the meeting stone when that group
   contains characters that have disconnected.

 

 

Patch 1.6.0

- Players now receive an error message if they try to join a meeting
  stone queue and are in a raid or are not the party leader.

 

Patch 1.5.0

- Innkeepers around the world now have a gossip option that lets you
  join a meeting stone directly from the innkeeper rather than going to
  the location of the meeting stone. Also these Innkeepers will now
  have background lore about each of the dungeons.

- Levels Required for meeting stones have been increased. The intent is
  that a group will not receive party members from a meeting stone that
  don't really have a chance of completing the dungeon.

- Meeting Stones have had their rules for what players are grouped with
  what other players relaxed. This means groups who use meeting stones
  (or innkeepers) should have their groups formed much more quickly
  than they were previously.

 

Patch 1.3.0

Meeting Stones
  Meeting Stones are located outside of each dungeon to help players
  find a group to adventure with in the dungeon. The meeting stone will
  try to find you a viable five-person group by looking for a tank, a
  healer, and so on. As time passes and you are unable to find a group,
  the meeting stone will become less picky about who it groups you with.

 

Patch 1.3.0 (not related to meeting stones)

Dungeon Player Caps
  All dungeons now have a cap on group size to limit the number of
  players that may enter the dungeon. It was necessary to add this cap
  as raiding these dungeons trivialized much of the content. Because of
  this change we can now look to adding better loot to them during future
  content patches.

  With that in mind, the dungeons below now have the following caps:
  Onyxia/Molten Core - 40 members
  Blackrock Spire - 15 members (was changed in a later patch to 10)
  Diremaul -  5 members
  All other dungeons in the game will be capped at 10 members.
  Several dungeons will be re-examined for balancing in light of this
  change.  In addition, will have their loot improved significatnly for
  the next content patch.

 

(other high-level dungeon were added to this list in later patches, like strath/scholo)

Edit: found it.

 

Patch 1.10:

High-Level Instance Changes
  Along with the new Armor Sets, the high-level 5-10 man dungeons have
  received some changes regarding loot. Many items have been improved
  in quality and use. In addition, several epic items, such as
  Headmaster's Charge and the Runeblade of Baron Rivendare, have had
  their drop rates significantly increased. In order to preserve the
  challenge of these dungeons, they have had their instance caps
  lowered. Stratholme, Scholomance, and Blackrock Depths now allow a
  maximum of five players inside, and Blackrock Spire allows a maximum
  of ten.

Edited by Anhai

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The auto-queue thing that Blizzard toyed with in vanilla didn't really work at all, as it just threw five random people together. Thus, we haven't bothered implementing it. Meetings stones are just that - meeting. Their summoning functionality was added in TBC.

Debuff limit will be 8 initially, raised to 16 in the ZG patch. Raid lockouts will be in place at launch. Scholo and Strat will be 5-mans, boths sides of Blackrock Spire will be 10-man.

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The auto-queue thing that Blizzard toyed with in vanilla didn't really work at all, as it just threw five random people together. Thus, we haven't bothered implementing it. Meetings stones are just that - meeting. Their summoning functionality was added in TBC.

Debuff limit will be 8 initially, raised to 16 in the ZG patch. Raid lockouts will be in place at launch. Scholo and Strat will be 5-mans, boths sides of Blackrock Spire will be 10-man.

 

In Elysium Meeting Stones and Innkeeper was working , will they get fixed for Nostalrius ? 

 

P.S I had this luck few times when i experimented on Elysium with 500 people in the server i got groups using them.

It will be lovely to have them working on server with over 10 000 online people ;)

 

/Kind regards Killerduki

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I suppose the meeting stone can't possibly know if you are willing to play a tank or a healer or simply a dps since it probably doesn't have a variable which players can check when they wanna play a specific role. Yes, the system can check for classes which have tank/healing specs to place you in a group with them, but that would either force tank/healing able classes to do that or just force the extra players to leave. I can see where the system can fail.

Thanks for the prompt response and info :). But low level dungeons ARE capped at 10 players, right?

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I suppose the meeting stone can't possibly know if you are willing to play a tank or a healer or simply a dps since it probably doesn't have a variable which players can check when they wanna play a specific role. Yes, the system can check for classes which have tank/healing specs to place you in a group with them, but that would either force tank/healing able classes to do that or just force the extra players to leave. I can see where the system can fail.

Thanks for the prompt response and info :). But low level dungeons ARE capped at 10 players, right?

 

Get Tank and Healer in group , let Meeting Stone do the rest job ;)

Dps as always is "whatever" :P

 

/Kind regards Killerduki

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The system might actually work if you match players according to their active spec. If you assume that prot is for tanking, resto is for healing, etc, it can be implemented.

If you make a function to get the player's current spec on queue and connect it through the assumptions to one of the three roles, then restrict the matchmaking to tank-3dps-heal, with some additional grouping optimizations (to make it faster), the system can actually work, though it probably would be more like a wotlk rdf than how the system was working in vanilla.

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The system might actually work if you match players according to their active spec. If you assume that prot is for tanking, resto is for healing, etc, it can be implemented.

If you make a function to get the player's current spec on queue and connect it through the assumptions to one of the three roles, then restrict the matchmaking to tank-3dps-heal, with some additional grouping optimizations (to make it faster), the system can actually work, though it probably would be more like a wotlk rdf than how the system was working in vanilla.

 

They can make according to the "Spec" with the most "Points" ;)

 

/Kind regards Killerduki

Edited by killerduki

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