How do you best entertain them
I think MMOs have gotten beyond the point where that is necessarily seen as unfortunate. I think there is much focus placed on the number of people online at a time in a given world, & what they ought to use to track the health of games is, "How lots of people are playing in a given month?" In case you can make a game where people are playing in a given month, you are succeeding. So that is the aim for success. Two times you define that as your aim for success, it becomes, "How do you best entertain them?" The way our architecture works, they can allocate more hardware to one shard over here & less hardware to another shard over there as needed. But as long as there's people around that the game is entertaining & the events are fun, we are happy. If they do finish up having to move servers around, chances are what we'd do is allocate more hardware to them & make even larger populations than they have right now. & bluntly, they might even do that in a success case, as they add more content over time. Again, I think we have matured to where a lot of that can be thought about liquid & people understand that it is going to make their gameplay a better experience.
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How do you walk the tightrope of having few servers at launch, with long queue times, to having lots of servers months later, with the unfortunate prospect of having to combine?
They knew it was going to come on launch day. They were not expecting it to come crazy hard on launch day, to the point that, had our ops guys not had the foresight to choose up the load balancers & the particular networking hardware that they did, they would be in a different state. They would have been denial-of-serviced off the net, fundamentally. The hackers came that quick.
A massive launch can be both a blessing & a curse. Obviously, your popularity right now has made you a main target of hackers/botters/third-party traders. How do you protect yourself & the players from that?
Give it some thought: They have had two years of practice hacking other games. Every time they hack one of those accounts, they save the account name & the password. And, you have got other sites that have had break-ins, that are not MMOs entirely, & the hackers have no issue jogging lists of 10 million names against our authentication process. So we have done some fundamentals & some clever stuff. Our spam filter was collecting messages all in the coursework of beta, & they turned it on after head-start began. The in-game mail filter goes in on Monday, because they moved to mail. & the filter feature has been collecting info the whole time, but we'll start the blocks & the auto-bans this week. At the time head start began, they already had auto-kicks & auto-bans for speed-hackers & teleport-hackers. We have been doing credit card bands on Fraudsters, because hacking & fraud is not limited to inside the game. We are selling the game , & people have no issues stealing some poor non-player's credit card & trying to buy 260 accounts for the game.
The next thing we are working on is a mechanic called coin-locking your character. If they detect that you are logging in from a fishy location, which is usually the case if you are getting hacked, your character will be coin-locked. Until you authenticate some kind of other way, you won't be able to get rid of anything on your character. You won't be able to sell it off; you won't be able to damage it.
We are also working on two-factor authentication, by both mobile phone app as well as text message. We are not going to go with a separate hardware authenticator, because these days, much everybody has the ability to get a text message or use an app. So we'll go out with that, because it is a lot cheaper for everyone involved, & people are more likely to make use of it in the event that they can download it (as against something they must order & ship & wait for). & the aim for use is that they wish these things to be used.
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