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I still wonder about how many players those servers could hold, and what about other MMO games networking architecture ? For examples I know that in guild wars,
by jokoon 12y ago
I still wonder about how many players those servers could hold, and what about other MMO games networking architecture ? For examples I know that in guild wars, once you get out of town, you don't see other players. In wow they also merged many zones so they are "cross realm".
How does EVE online work by the way ?
I'm fascinated by this stuff. I wish there was an unique realm MMO game like wow.
I guess EVEO is unique level.
I'd love to see a game using more p2p architectures to enable small parties to offload servers.
- neemsio 12y agoI share your level of enthusiasm with this. I've done a bit of work on a project with ZeniMax concerning the virtual environment for ESO's servers. Let's just say that the magnitude and scale of their server rooms is enormous, and they build virtual environments on top of enormous scale to increase thresholds.
- chillacy 12y agoPatrick Wyatt (worked at blizzard on WC, starcraft, battle.net, then on guild wars) blogged a bit about the design of some of these games: http://www.codeofhonor.com/blog/scaling-guild-wars-for-massive-concurrency http://www.codeofhonor.com/blog/scaling-guild-wars-for-massi... Worth a read
- scrollaway 12y agoLess tech-oriented and more design-oriented, Alexander Brazie has blogged a lot about various design decisions he and his team made at the time in WoW. https://alexanderbrazie.blogspot.co.uk https://alexanderbrazie.blogspot.co.uk
- ceejayoz 12y agoEVE, I believe, doles solar systems out to different servers (and shuffles them around depending on load). This results in slowdowns for enormous battles - they're too big for one server to process in real-time, so ticks get further apart.
- yuubi 12y agoThe effect described in the pdf linked at https://wiki.eveonline.com/en/wiki/Grid_Manipulation https://wiki.eveonline.com/en/wiki/Grid_Manipulation suggests that eve does something more complicated than that.
- incision 12y ago>'I'm fascinated by this stuff.' Same, I'd be most interested in seeing how WoW was initially built to mitigate the lag that plagued MMOs at the time. Handling that well was key in my decision to play the game at all since it was critical for PvP play. >'How does EVE online work by the way?' Here's a pair of older articles from my bookmarks about engineering of EVE. 1: http://penny-arcade.com/report/article/planning-for-war-how-the-eve-online-servers-deal-with-a-3000-person-battle http://penny-arcade.com/report/article/planning-for-war-how-... 2: http://massively.joystiq.com/2008/09/28/eve-evolved-eve-onlines-server-model/ http://massively.joystiq.com/2008/09/28/eve-evolved-eve-onli...
- Scuds 12y agoIIRC the demand at launch STILL overwhelmed their setup. This is a system that has evolved over the last ten years. >'I'm fascinated by this stuff.' Yeah, it's a world apart from your standard web site / services model.
- eterm 12y agoUnless it's changed since I last played EVE, the EVE servers all reset every night so EVE is down for a reasonable time each day. In WoW the equivalent happens only once per week. The WoW 'cross realm' zones are also the "instanced" zones so while they are cross realm they actually hold much less data and people than the single-realm parts. Even the 'cross realm' areas are still restricted to a "battle group" of realms of 5-6(?) realms.
- lflux 12y agoDaily downtime is 11.00 to 11.30 UTC, usually less than this (10-15 minutes most days).
- rasz_pl 12y agoEVE Online: -server code still in python (single threaded) -one cpu thread per solar system -during big battles with >2000 people server slows down time(tickerate) and makes game unplayable
- jokoon 12y agooh so yeah I'm not missing anything...