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Sales figures (Japan) for ARRFollow

#27 Sep 04 2013 at 6:44 PM Rating: Good
jcavaliere wrote:
If you're really interested in network architecture, look up virtualization and load balancing.

I'm the lead architect for a very large ecommerce site, and the principle is the same as a game server. You have an endpoint ( we'll call it a world) which is a load balancer, and behind that you have 1-n number of servers. Your end point splits the processing load upon all the servers as evenly as possible. These aren't high end PC's, it's an entirely different world. As far as hard drives go, they probably aren't even attached to the servers directly, it'll be in something called a storage area network (SAN). Given the throughput that's the only way they could handle pushing that much data back to the storage medium that fast.

So what Yoshi is really doing (and I don't mean that in a disrespectful way to you) is dumbing it down so that non technical people can try to relate. In reality it's a very different setup than what most people are picturing. If you're interested in an example, look up blade servers. They run on the low end $3K each, and you fit 8 in a row, 6 rows in a rack. SE probably filled 20 extra racks with their servers to keep up with demand.

-j


And a well deserved scholar to you for that post.
#28 Sep 04 2013 at 7:13 PM Rating: Good
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91 posts
Catwho wrote:

And a well deserved scholar to you for that post.


Thanks :)

I just prefer to arm people with knowledge rather than naivety.
#29 Sep 04 2013 at 8:10 PM Rating: Decent
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334 posts
You guys are missing the elephant in the room. The login caps on each world have less to do with the number of players a "server" or "world" can hold and much more to do with the fact that the duty finder was grabbing players from all of these worlds. It wasn't the number of players causing instability, it was the way the duty finder was affecting the network that made it unstable. SE said this numerous times. The extra servers and the "clustering" alleviated some of this. It's not that they weren't paying attention to sales as much as they didn't foresee the amount of strain caused by the duty finder.

P.S. I am not a tech guy and definitely not as knowledgeable about the nuts and bolts of this as most of the above posters. But I have been paying attention to what SE has actually been saying. Rather than trying to divine your own theories, maybe you should just start with the information they have provided you.

tl;dr Server caps aren't actually based on the number players a world can hold independently, they are based on the number of players each world can hold without crashing the cross-server duty finder function.

Edited, Sep 4th 2013 10:13pm by ChaChaJaJa
#30 Sep 04 2013 at 8:13 PM Rating: Good
Well, each server cluster itself will have a maximum number of connections it can juggle around, too. I'm sure it's hooked up to the Duty Finder servers via fiber channel connections (super duper high grade connections, a thousand times better than what is used to connect your home PC to the router) but it still has to deal with incoming packets from the outside world. For that, it'll have a connection to a network switch too.

So there's still a theoretical maximum number of character transactions each server can handle before it starts getting packet collisions from all the data flowing in and out of each server.
#31 Sep 04 2013 at 8:24 PM Rating: Good
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334 posts
Catwho wrote:
Well, each server cluster itself will have a maximum number of connections it can juggle around, too. I'm sure it's hooked up to the Duty Finder servers via fiber channel connections (super duper high grade connections, a thousand times better than what is used to connect your home PC to the router) but it still has to deal with incoming packets from the outside world. For that, it'll have a connection to a network switch too.

So there's still a theoretical maximum number of character transactions each server can handle before it starts getting packet collisions from all the data flowing in and out of each server.

Oh yeah, I'm not arguing that point at all. I'm saying that the current imposed cap probably has more to do with the duty finder functionality/stability than it does with the number of characters an independent server could hold. Which makes a large portion of the above theory crafting about sales figures etc. irrelevant because the issue was networking, not slots for players.
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