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Server Seperation Channels

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As the player base limit continues to expand, so is the stability of how the server can handle the said amount of people. Sadly, some users (like myself) experience small graphical lag due to a clumped amount of users in a specific area.

 

My idea is if an area hit a set amount (For example 20 users), the server generates the same area again to compensate the rest of the users. Another example of this is shown below

 

Pallet Town-1 : 30 Users (Filled)

Pallet Town-2 : 15 Users (Not Filled)

or

Victory Road F1-1 : 30 Users (Filled)

Victory Road F1-2 : 15 Users (Not Filled)

 

I already know there won't possibly be a plan of another expansion player base limit in our current month, but as of now with Pallet Town being filled to the brim and a bit the impossibility to see your own character out of many others, this issue should probably be addressed. It could probably stop the suggestion that players wanted a option to disable visibility of other players to lessen the graphic lag they have seen from their own perspective.

 

I apologize if I haven't explained it really detailed enough, but another game that have a very similar setup to this would be Elsword Online. The server mass of Elsword daily players make this system work pretty well for their game and if PRO's influx of players continues to expand, this idea would probably help a lot.

As much as this is a good idea, instancing will very much be a thing eventually I'm sure. However, instancing requires a lot of work and will be a big project. Also you're looking at more 50-100 people than 20-30, since each instance requires more work that simply splitting the workload between each.

All in all, probably an idea that will be implemented eventually.

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