Raelix wrote:
Illicious wrote:
It is kinda difficult to put humor into this.
My wife is more pissed than I am and she don't even play this game.
What i don't understand is if a server could only handle 5000 active connections then why would a user be able to register to one that has reached it's peak.
It is like 7000 registered users for a 5000 server.
If i was SE i would of had reserved servers ready to add and capped the number of user registers to each server.
Also, a 5000 capacity should mean 4500 max just to be safe.
Except not all of them play at once, so it's more like 20k players per server. So you're pretty much proposing they have four times as many servers, and still need to open twice that more.
You just might wanna look up something called 'time zones'. The problem is their login system just cutting people off instead of letting the queue squeeze people in as available. This prompts people to retry incessantly which multiplies the lobby server load and floods the queue out whenever it does start working with dead connections.
Edited, Sep 1st 2013 6:46pm by Raelix I understand what they did there. An average MMO server has about 20% of it playerbase actually on at any time, so allow about 5x as many players to register on the servers as possible.
Problem is, that's been the case for servers that are global, such as FFXI. There was an ebb and flow as peak time transitioned from JP, to EU, to EST, then PST. With FFXIV, they have very visibly segregated the servers. For example, as a casual NA player with no personal friends in the game, are you going to roll a character on a server in the JP list? Most likely not. Same with JP's, and I'd imagine most EU's would roll on their respective servers.
So now you have a server that can hold 5,000 concurrent users, 25,000 total users, and I would venture to guess that 90% of those 25,000 are within 3 hours of each other's peak time. On weekends and holidays, you're looking at 15,000 or more people wanting to play.
Making more servers isn't the only thing they need to fix. Now that a large portion of each server is going to want to play at the same time, they need to greatly increase concurrent user capacity.