Excellent. I am glad you guys have been tackling this issue.
It's a tricky one too. Players seem to choose servers with higher player counts, despite the performance issues that come along with it.
I think I personally would prefer the 50 player max. I think it results in better game play as well as better latencies.
Is there any way to allow the player count to be set based on polling or bench-marking server hardware? it would be a shame to limit servers to 50 players today, and then have that limit still be present in two years time when faster server CPU's are available...
The only downside to this change I think is that many areas only have one or two servers within decent pingable range that fill up with people. Hopefully the 14 to 28 people who no longer fit on those servers during high load, will populate another server in the area, and not just get disillusioned if they can't get in, and stop playing.
What would be really nice would be some sort of server script for server operators that - if the server is full upon joining - could place players in a temporary server while they wait in line. A sort of purgatory server
and then dynamically switch them to the main server as spots open up, depending on how long they have been waiting.
You could even have player management based on honor level, moving the most skilled players (or at least players with most in game time) to the main server, and leaving those still learning in the purgatory server.
Unfortunately what happens now is that players seem to coalesce around one or two large servers in an area (personally I play on the 2.fjg server) and when that server is full, they tend to give up, or fragment across 20 or so mostly empty servers with bots. I feel part of this issue is due to bots being show in the player count in the server browser, so it is sometimes very difficult to see where other humans are playing.
I've definitely been there, joined server after server, only to find that there are mostly bots, and then moved on.
Anyway, thanks again for looking into this issue. Fixing/reducing the latency issue should be HUGE for the popularity of the game.