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Designing a 'Single Server' MMORPG
- stcredzero 18y agoOne problem with Eve Online a few years back, was that they chose to organize servers by star system. In other words, loads were distributed by named location. (Which was why certain populous systems like Jita often lagged.) Also, this distribution was static and didn't adapt to changing situations. (Like roving fleets of 200 ships.) Processor load should be distributed by population and user activity. The unit of processing should not be named locations. Aggregations of players should be the basis for the units of processing. With a space game like Eve, this is easy. When people form a fleet or a squadron, the squadron's frame of reference becomes a "locale." When two fleets merge, two locales merge. This would be an inherently dynamic load distribution system. The merging operation could be disguised with "warp-in" effects. You could even have a locale moved from server to server, and this could be covered for as a "warp storm" where both sides are effected.