Originally posted by Toad
Actually, MiniD, HT designed the arenas for a certain level of entertainment value. Clearly, while the arena (server) can accommodate a higher number HT decided to limit the number of available seats (if you will) in order to provide a better entertainment value for his customers.
But, one fact of the arena caps in LW are the fact that you are often preventing squad mates from playing together.
Now, you *could* PM your squaddies and have them all move to the uncapped LW arena if one member found he can't log in, but that is the wrong answer. A whole squad is expected to change arenas to accommodate a late coming squaddie or two? What if they were in the middle of operations or a mission? What if they've found a good fight? So the choice is now stay and fly and hope the squaddie can join up later (which is not much fun for the locked out player), or abandon what you are doing to move over to the other arena.
And waiting around to log in is not always the answer either. I've seen the LW Orange arena cap drop 150 spots when LW Blue has just reset, which left the new map in LW Blue or EW, or MW left to those players joining, as LW Orange was 150 players over the cap. So no new players and no re-logging into that arena if you got discoed.
Part of the game is supposed to be the cooperative play element, and the arena caps hinder that on busy nights. So the arena split up intention was to enhance the entertainment of the game, but it has also had some negative effects on other aspects of the game. Player frustration over not being able to join squad mates in a capped arena. Unable to re-log into an arena after a disco because of arena cap. Not exactly enhanced entertainment value.
And certainly the arena split had no effect on the hordes, and milkrunning in EW and MW have made the scores and ranking numbers pointless comparisons. Not to mention the very limited number of maps in the rotation now. So, good intentions aside, was the end result of the arena split a good thing or a bad thing?