134411-im-sure-the-server-admins-screamed

== Content ==
			
"We're not ready to go live. The servers won't handle it!"
 
But no one listens to the tech guy do they?	
----
			
Pft, in all likelyhood, they THOUGHT that they were ready. Wildstar tends to flip flop. I imagine they had over a hundred thousand people trying to log in yesterday.
 
It's unfortunate that this happened, but not at all unexpected. Best of wishes to the Devs sorting this out before the week is through.
 
EDIT: Yes, feed me imaginary internet points, so that I may stroke my ego. <3
			
				
	Edited October 1, 2015 by Maltheron	
----
			I'm sure they thought they were ready just as much as anyone did.	
----
			Problem is with a loot system. They changed something with this before f2p. They should turn off loot from mobs /pvp enemies and all bgs and pve content is playable. Only bosses and minibosses can drop something. Its temporary solution!	
----
			
MAKE IT SO!!!	
----
			
:P  Made me think of Scotty:
 
https://www.youtube.com/watch?v=oXZa89Hv8Bo	
----
			This man wants me to give up my shinnies? Never!!	
----
			
{| class="blockquote"
"We're not ready to go live. The servers won't handle it!"
 
But no one listens to the tech guy do they?
----
			On the pre-launch party stream, there was a guy on the team walking around in the room looking worried, talk about epic foreshadowing huh?	
----
			
{| class="blockquote"
I imagine they had over a hundred thousand people trying to log in yesterday.
 
 
----
			
{| class="blockquote"
"We're not ready to go live. The servers won't handle it!"
 
But no one listens to the tech guy do they?
----
			
the digital elephant in the room
 
WS business plan is based on sales of goodies with no cash 'doors' in game...ok valid plan
Build a big play area for free and sell stuff on the side.
 
Note : cash door is like adventure packs you have to buy (DDO has them)
 
Your game goal - get zillions of people in game. more people=more sales of goodies.
 
Marketing did a bang up job, had the mob lined up !
 
Someone forgot to make the play park big enough.
 
However many hardware servers you had, you should of had 4 times as many.
 
YOUR BUSINESS MODE DEPENDS ON MASSIVE POPULATIONS, YOU WERE NOT READY TO ENTERTAIN A MASSIVE POPULATION.
 
 
now damage control is going to have to figure out how to get the crowd back...after they have been burned once.
previous players will stick around, that's not the issue. they are not enough to support the game.
All that fresh new blood you just disappointed at the starting gates...ya, your going to need them back.
good luck...it can be done, but you must admit the error to yourself so you don't do it again.
 
Burn the new player mob a second time, game is gone.	
----
			
{| class="blockquote"
People listen to the tech guy, contrary to popular belief, then make a costs analysis decision. Here, it's probably not worth the return to devote another server cluster to demand that will level out sooner or later.
----
			
{| class="blockquote"
PFB's listen to the tech ... thinks its over reacting, make cost analysis on the 50% of the requred resources, presents nice profit projection to the upper management, gets a rise and blames tech for the fail while they are working 24/7 trying to put out fires in the server room.
 
And times where one was needed to physically plug and setup separate servers to add capacity are long gone, now one can rent whatever CPU/RAM/HDD troughput/BW needed, even in the case of the local farm there are setups where one can simply hot-plug additional (rented) nodes and bring them online without any downtime for the duration of the peak.
----
			
{| class="blockquote"
To this, I only have one thing to say: "Shit costs money."
 
You're absolutely right fom a technical standpoint, but we're already talking about a title that couldn't cut it as a sub and money doesn't grow on trees. F2P is the least advantageous profit structure that a developer can avail themselves to-- After all, nobody has to pay. All of a sudden me being able to add (rent) another node for peak times becomes a very narrow cost-versus-return tightrope.
----
			
Pessimist: glass is half empty
Optimist: glass is half full
Realist: water in a glass
 
People are raging because queues and servers cannot hold everyone. Devs just sit and write a share holder's report: Game is successful, all servers are running at peak efficiency. Current queues predict increasing interest in a product.
 
 
--edit--
typo
			
				
	Edited October 1, 2015 by Sabaot	
----
			
{| class="blockquote"
So, its more cost-effective to loose potential users and get yet another wave of bad reviews than investing some resources in the short term. Typical, let's save some (relatively small) amount of money to look good to the upper management while killing the user base on the other hand.
 
True, F2P model require large number of players to work considering percentage of the ones which will use the RMT store so alienating user base is the worst thing to do.
 
In the WS current state every lost customer cost a lot of more money than any resources will.
----