These measures are reactive

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That's great, because WoTLK Classic Gold you can actually play with your friends. But over time, it has become increasingly apparent that keeping servers open to anyone comes with a hefty performance price. The 2005 holiday season has come and gone, and as you might expect, the game's population has increased (along with Blizzard's holiday-themed, in-game events). So, the next step of restricting character creation on certain realms to stem the growing tide has finally been taken. Blizzard's measures, so far, have been closed server populations, scattered hardware upgrades, and a reintroduction of the queued login--the same sort of measures as when the game was released.

These measures are reactive, not proactive. The success of the game has gone far beyond the scope of anyone's wildest dreams, but at what point do band-aid solutions no longer become acceptable? My own server was one of a number of servers that had character creation turned off, then resumed, and then turned off again due to load and hardware issues. Prime-time queues have climbed back into the hundreds of users, along with wait times of a half hour or more on some realms, and there's no indication of when things are expected to normalize.

Instead of reacting after servers have become hugely overburdened, there needs to be a more-structured server system to cap users and ease the issues before they become major problems--major problems like having to start up the game an hour before you want to play to get past the queue and into the game; looting and trading being chancy since latency may cause them to fail; and forcing buy WOW WoTLK Classic Gold large "guilds" of players to carefully stagger their schedules each week so as to not cause horrible lag for each other.