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UPDATE* Server fixes 09/03 5:00PM-3:00AMFollow

#1 Sep 02 2013 at 1:22 AM Rating: Excellent
http://na.finalfantasyxiv.com/lodestone/news/detail/4b021eb3d632f08be9d6198fd595066b31d7fb59

So says this^

Quote:
At the following time, we will be performing maintenance on FINAL FANTASY XIV: A Realm Reborn to perform the operations listed below. During this period, FINAL FANTASY XIV: A Realm Reborn will be unavailable.

[Details]
- Addition of new Worlds
- Implementation of countermeasures to handle the influx of concurrent user counts as a result of split processing the duty finder
- Address several known issues

* Clients will update automatically upon launch after the date and time below.

* We will announce details of the fixes at a later time.

We apologize for any inconvenience this may cause and thank you for your understanding.

[Date & Time]
From Sep. 3, 2013 5:00 p.m. to Sep. 4, 2013 3:00 a.m. (PDT)
* The completion time may be subject to change.

[Affected Service]
FINAL FANTASY XIV: A Realm Reborn


Edited, Sep 2nd 2013 3:26am by Transmigration
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#2 Sep 02 2013 at 1:30 AM Rating: Default
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Anyone notice how nowhere it stated they ar raising the cap on the number allowed on servers just adding new ones. So we are going to see 1017 for long term.
#3 Sep 02 2013 at 1:35 AM Rating: Good
ShadowofaDoubt wrote:
Anyone notice how nowhere it stated they ar raising the cap on the number allowed on servers just adding new ones. So we are going to see 1017 for long term.


Quote:
- Implementation of countermeasures to handle the influx of concurrent user counts as a result of split processing the duty finder

^This should address that, my friend.
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#4 Sep 02 2013 at 1:36 AM Rating: Default
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Transmigration the Charming wrote:
ShadowofaDoubt wrote:
Anyone notice how nowhere it stated they ar raising the cap on the number allowed on servers just adding new ones. So we are going to see 1017 for long term.


Quote:
- Implementation of countermeasures to handle the influx of concurrent user counts as a result of split processing the duty finder

^This should address that, my friend.

Iirc that is in regards to duty finder loads not server loads
#5 Sep 02 2013 at 1:39 AM Rating: Excellent
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In an interview on massively they said they were looking to implement a fix for login issues like 1017 by Wed. This seems like at least a step in that direction.
#6 Sep 02 2013 at 1:44 AM Rating: Default
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Squander wrote:
In an interview on massively they said they were looking to implement a fix for login issues like 1017 by Wed. This seems like at least a step in that direction.

Only if xxxxx thousands decide to abandon their characters and reroll on new server. With no server transfers, and no world cap increase we will still see 1017
#7 Sep 02 2013 at 2:04 AM Rating: Good
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Yeah man, i'm sure they'll just ignore the obvious issue that they've stated they're going to attempt to address Smiley: oyvey

Edited, Sep 2nd 2013 8:04am by blowfin
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#8 Sep 02 2013 at 2:11 AM Rating: Good
ShadowofaDoubt wrote:
Transmigration the Charming wrote:
ShadowofaDoubt wrote:
Anyone notice how nowhere it stated they ar raising the cap on the number allowed on servers just adding new ones. So we are going to see 1017 for long term.


Quote:
- Implementation of countermeasures to handle the influx of concurrent user counts as a result of split processing the duty finder

^This should address that, my friend.

Iirc that is in regards to duty finder loads not server loads


Let me help you read through that statement:

Implementation (doing something)
of countermeasures (the thing they're doing)
to handle the influx of concurrent user counts (Lots of people logged on at the same time)
as a result of (because of)
the duty finder.

The login server is split with the duty finder. They're fixing that so more people can log in.

I hope that helps.
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#9ShadowofaDoubt, Posted: Sep 02 2013 at 2:38 AM, Rating: Sub-Default, (Expand Post) For one no need to be a condescending *******. The login server isn't the reason for 1017, the fact there are 5000 online is. If they do not raise this 5k limit, nothing is going to change. Of course I could use smaller words for you since you want to be insulting.
#10 Sep 02 2013 at 2:53 AM Rating: Excellent
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ShadowofaDoubt wrote:
Transmigration the Charming wrote:
ShadowofaDoubt wrote:
Transmigration the Charming wrote:
ShadowofaDoubt wrote:
Anyone notice how nowhere it stated they ar raising the cap on the number allowed on servers just adding new ones. So we are going to see 1017 for long term.


Quote:
- Implementation of countermeasures to handle the influx of concurrent user counts as a result of split processing the duty finder

^This should address that, my friend.

Iirc that is in regards to duty finder loads not server loads


Let me help you read through that statement:

Implementation (doing something)
of countermeasures (the thing they're doing)
to handle the influx of concurrent user counts (Lots of people logged on at the same time)
as a result of (because of)
the duty finder.

The login server is split with the duty finder. They're fixing that so more people can log in.

I hope that helps.

For one no need to be a condescending @#%^. The login server isn't the reason for 1017, the fact there are 5000 online is. If they do not raise this 5k limit, nothing is going to change. Of course I could use smaller words for you since you want to be insulting.


Nobody knows exactly what they are doing. Maybe they will raise the server limit or maybe they will offer server transfers (which I'm sure many people would take advantage of). They might also be optimizing the queue so that people don't get the 1017 error. Most people would be happy with a proper queue (even if they had to wait awhile). I thought I read somewhere that most server problems should be fixed soon. It will not always be like this.
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#11 Sep 02 2013 at 3:41 AM Rating: Excellent
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DarkmanNightstar wrote:


Nobody knows exactly what they are doing. Maybe they will raise the server limit or maybe they will offer server transfers (which I'm sure many people would take advantage of). They might also be optimizing the queue so that people don't get the 1017 error. Most people would be happy with a proper queue (even if they had to wait awhile). I thought I read somewhere that most server problems should be fixed soon. It will not always be like this.


If the world is full to capacity, any upgrade to the queue system won't matter much. The world servers must be upgraded for these problems to go away. I know it seems like we need an upgrade to the queue system, but it's not the main issue. The only reason we have problems logging on right now is because there isn't room for people to login so they stay in the lobby and spam request world entry. It would make more sense to expand the capacity of the worlds which is why SE is doing just that. People seem to forget that the lobby only acts as the gateway to the world. If there isn't a traffic jam, the upgraded measures are moot. I tried to log on for 8 hours today before I was let in. If myself and others were able to log in right away, the lobby error wouldn't be cropping up at all.
#12 Sep 02 2013 at 3:43 AM Rating: Decent
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Why is this a problem in the first place? They created the servers, they should have known when to cap the amount of players per server rather than overloading them and making it so people cant login.
#13 Sep 02 2013 at 3:55 AM Rating: Excellent
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aadrenry wrote:
Why is this a problem in the first place? They created the servers, they should have known when to cap the amount of players per server rather than overloading them and making it so people cant login.


So they should have told all those who had no early access or legacy status:
"Sorry folks, you just bought the game, but unfortunately the boat is full. You are free to join in a few weeks. Perhaps."
Doesn't sound like a more sensible approach, does it?
#14 Sep 02 2013 at 4:01 AM Rating: Decent
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Still...

Countermeasures to handle the influx of players can mean ANYTHING.

Even simply shutting down the Login server is a "countermeasure to handle the influx of players".

Really, i'm not expecting much, that way i wont be disappointed either.
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#15 Sep 02 2013 at 4:07 AM Rating: Decent
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Quote:
Implementation of countermeasures to handle the influx of concurrent user counts as a result of split processing the duty finder


What a god awful way of wording that.

Someone in the translation department needs firing.

-NW
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#16 Sep 02 2013 at 5:32 AM Rating: Excellent
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I like how they say "hey here's the issue, we are going to fix it, and we will fix it on this day and this time" and ppl still find away to be negative.... either way thx OP for the post
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#17 Sep 02 2013 at 6:22 AM Rating: Good
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I want to believe that this will fix the log-in/server full problems... Given the track record and no mention of character migration, im not holding my breath.

IDK, the solution would appear to be so simple that it makes you think it couldn't work. Just use the que. But they don't really use it so it must not be part of the problem. Auto-log AFK players, too simple so it must not be part of the problem. Servers are soo full that you stopped selling the game. Let the population wait a while and we'll crunch some numbers ... or some Shishamo.

*edit- I do have to give credit to SE for trying

Edited, Sep 2nd 2013 8:28am by DiaSeraph
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#18Mopdaddy, Posted: Sep 02 2013 at 7:18 AM, Rating: Sub-Default, (Expand Post) This won't fix anything... Adding servers after people have established characters.
#19 Sep 02 2013 at 7:52 AM Rating: Excellent
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I thought they reduced the cap on the server cuz the DF cant handle it. I think once the DF is fixed they can bring back the server to its original cap.
#20 Sep 02 2013 at 8:01 AM Rating: Default
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So this is happening right now? Is this the reason I can't log in at the moment?

It's saying the server is full and I'm getting 1017, so I'm honestly just confused. Is the server still and running with people online? Or is it empty and I'm just getting that message for some odd reason? Are they doing the maintenance with people still online? It just hit midnight JP time, does that mean we could possibly see more servers in 3 hours?

So much info I'm in need of.
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#21 Sep 02 2013 at 8:04 AM Rating: Excellent
[Date & Time]
From Sep. 3, 2013 5:00 p.m. to Sep. 4, 2013 3:00 a.m. (PDT)

Smiley: dubious
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#22 Sep 02 2013 at 8:07 AM Rating: Good
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Teracide wrote:
So this is happening right now? Is this the reason I can't log in at the moment?

It's saying the server is full and I'm getting 1017, so I'm honestly just confused. Is the server still and running with people online? Or is it empty and I'm just getting that message for some odd reason? Are they doing the maintenance with people still online? It just hit midnight JP time, does that mean we could possibly see more servers in 3 hours?

So much info I'm in need of.


If you look at the OPs post, it says from Sept 3 at 5pm PDT til Sept 4 at 3am PDT. So no, not yet. Smiley: smile At least, not in 3 hours. As of the time I post this message ( about 10am EST), the maintenance won't start for another 34 hours.
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#23 Sep 02 2013 at 8:10 AM Rating: Decent
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Drulian, Pie Eating Champion wrote:
[Date & Time]
From Sep. 3, 2013 5:00 p.m. to Sep. 4, 2013 3:00 a.m. (PDT)

Smiley: dubious


I didn't see the date/time in the post, only in the title of the thread. So this is more for tomorrow, and the servers currently are just taking a massive dump.

The lobby is crashing every few minutes. I'm unable to find the NA/EU list, or the JP list pretty much every time i manage to get online. The launcher is loading into nothing but a black box on my desktop on occasion. And it's taking about 5x the normal amount of time to show my character when trying to log in.
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#24 Sep 02 2013 at 8:13 AM Rating: Excellent
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Teracide wrote:
Drulian, Pie Eating Champion wrote:
[Date & Time]
From Sep. 3, 2013 5:00 p.m. to Sep. 4, 2013 3:00 a.m. (PDT)

Smiley: dubious


I didn't see the date/time in the post, only in the title of the thread. So this is more for tomorrow, and the servers currently are just taking a massive dump.

The lobby is crashing every few minutes. I'm unable to find the NA/EU list, or the JP list pretty much every time i manage to get online. The launcher is loading into nothing but a black box on my desktop on occasion. And it's taking about 5x the normal amount of time to show my character when trying to log in.


Welcome to the happy place.
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#25 Sep 02 2013 at 8:43 AM Rating: Decent
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They gripe when its broke, and gripe when it gets fixed... haha, stfu already
#26 Sep 02 2013 at 9:47 AM Rating: Good
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cgmiller89 wrote:
They gripe when its broke, and gripe when it gets fixed... haha, stfu already

I think part of the angst is that Yoshi told us that there is a 5k limit per World, but nothing has been said about exactly how they will deal with that limit. It could be that they simply add new Worlds and tell players to reroll on one of the new servers if they want to be able to play. I hope that's not what they have in mind. But since people that have been the most affected by this issue have the least amount of time invested into their character, I wouldn't rule out this approach.
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#27 Sep 02 2013 at 10:05 AM Rating: Excellent
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It's a 5K maximum player concurrent limit. The actual number of allowed characters is much higher. However, since people are so terrified about logging out lest they lose their spot, and because the DF and login servers can't handle that many people at the same time, they are running just a little under the max concurrent cap for now.

Once people calm down and stop afking when they're not actually playing, things will hopefully improve.

Hopefully.
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#28 Sep 02 2013 at 10:15 AM Rating: Excellent
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Catwho wrote:
It's a 5K maximum player concurrent limit. The actual number of allowed characters is much higher. However, since people are so terrified about logging out lest they lose their spot, and because the DF and login servers can't handle that many people at the same time, they are running just a little under the max concurrent cap for now.

Once people calm down and stop afking when they're not actually playing, things will hopefully improve.

Hopefully.


I don't think that's going to happen, honestly.

Logging out in FFXI was optional as well. Some people (myself included) left their character logged in at all times, just for the sake of convenience. Unless SE actually puts in a a system to kick people offline after being AFK for a certain amount of time, people will leave their characters logged in. They have nothing to lose by doing so.
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#29 Sep 02 2013 at 10:31 AM Rating: Excellent
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godagun wrote:
I thought they reduced the cap on the server cuz the DF cant handle it. I think once the DF is fixed they can bring back the server to its original cap.


Yay! Someone with a sense of understanding and reason. God bless you sir.
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#30 Sep 02 2013 at 10:41 AM Rating: Decent
Do all worlds have problem that they are full? or is it only a few?

I wished I was put in a que rather then have to try over and over again.
#31 Sep 02 2013 at 10:42 AM Rating: Good
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GelbeDattelwein wrote:
Do all worlds have problem that they are full? or is it only a few?

I wished I was put in a que rather then have to try over and over again.


All worlds have the full problem. Just some have slots open a lot faster. I'm on Ultros and my brother is on Adamantoise. He has an easier time getting in than I do most of the time.
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#32 Sep 02 2013 at 10:52 AM Rating: Good
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NaughtyWord wrote:
Quote:
Implementation of countermeasures to handle the influx of concurrent user counts as a result of split processing the duty finder


What a god awful way of wording that.

Someone in the translation department needs firing.

-NW


Why, because they're using college words? It's quite clear, actually.
#33 Sep 02 2013 at 11:01 AM Rating: Decent
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I think the fix will address 1017 but likely will not make it go away. In 2 weeks though after some transfers all will be fine.
#34 Sep 02 2013 at 11:44 AM Rating: Default
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Medieve wrote:
NaughtyWord wrote:
Quote:
Implementation of countermeasures to handle the influx of concurrent user counts as a result of split processing the duty finder


What a god awful way of wording that.

Someone in the translation department needs firing.

-NW


Why, because they're using college words? It's quite clear, actually.


Hurdur hurdur hurdur


Interpersonal Communications or Public Speaking ever hear of it?

What's the first rule of communication?

Speak plainly, concisely, but thorough. No one--not even us college grads--likes wordy communication.

How's that for college?

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Edited, Sep 2nd 2013 10:47am by NaughtyWord
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#35 Sep 02 2013 at 2:17 PM Rating: Good
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NaughtyWord wrote:
Medieve wrote:
NaughtyWord wrote:
Quote:
Implementation of countermeasures to handle the influx of concurrent user counts as a result of split processing the duty finder


What a god awful way of wording that.

Someone in the translation department needs firing.

-NW


Why, because they're using college words? It's quite clear, actually.


Hurdur hurdur hurdur


Interpersonal Communications or Public Speaking ever hear of it?

What's the first rule of communication?

Speak plainly, concisely, but thorough. No one--not even us college grads--likes wordy communication.

How's that for college?

-NW

Edited, Sep 2nd 2013 10:47am by NaughtyWord


If you don't understand something, just ask. People will help. Don't nit pick SE because you can't understand their patch notes, which are quite plain, concise, and thorough. A single concise sentence is far from wordy.
#36 Sep 02 2013 at 3:07 PM Rating: Good
Ok, I read it as: There are a lot of people logging in and the duty finder is processed through the same server (not it's own individual queue) and therefor the server is being overloaded and causing issues with log ins (people not getting in to a queue and so forth).

If that is wrong, please explain to me what I'm not understanding.
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#37 Sep 02 2013 at 3:23 PM Rating: Decent
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I understood it all except for the word concurrent. Never heard of that one before. I'll understand most big word sentences if the words used are words that I regularly use myself(i.e. exist within the range of my vocabulary).

But it isn't a big deal. SE has always written their patch notes in 'big word' style.
#38 Sep 02 2013 at 3:31 PM Rating: Excellent
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Zaleshea wrote:
I understood it all except for the word concurrent. Never heard of that one before. I'll understand most big word sentences if the words used are words that I regularly use myself(i.e. exist within the range of my vocabulary).

But it isn't a big deal. SE has always written their patch notes in 'big word' style.


Con current

"with" "present time"

Concurrent means things occurring at the same time. A concurrent jail sentence means any months assigned for different crimes will be served at the same time. The opposite is consecutive, or "one after the other."

I suppose if you're not familiar with legal jargon it may be unusual, and I'm a weirdo and like giant words, but it is the precise word they need to describe the situation.
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#39 Sep 02 2013 at 4:59 PM Rating: Default
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I think the sentence makes perfect sense. It is obvious this is an attempt to fix error 1017, 2000, 2002 and any other errors you might be occurring while logging in or playing, since currently, the login and DF servers are shared. This update should allow for a higher, more stable population while easing the load on both the lobby and the DF and reducing the amount of login and DC errors. How much more obvious could they make it???

You do not work for SE, you do not get to tell them how to write, even if you cannot understand it at a glance. I for one find their wording to be a product of intelligence and I appreciate that. We live in a world where information is instantly accessible and how anyone can complain that something is not clear or concise enough (it is), while having the internet at their fingertips, blows my mind. So sick of all the stupidity and whining. Many of the dolts posting recently, are part of the reason I have no hope in humanity. What a waste of resources.

/wrist

Edited, Sep 2nd 2013 11:00pm by Nynebreaker
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#40 Sep 02 2013 at 6:26 PM Rating: Excellent
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The main problem is server capacity. I stress capacity because some people seem to think that there is a correlation between capacity and quantity when there is not. Currently, there is a limit of 5000 players allowed to log in to a world at the same time. The problem is that there are many more than 5000 who wish to play on these worlds at the same time. Adding more worlds doesn't address this issue; not directly anyway.

It will allow SE to lift the self-imposed ban on digital sales as they will now have room for new players. It's also a plus for players who don't care or weren't able to make enough progress up to this point because they can just re-roll on a new server.

Unless they have plans to increase the 5k cap, this is just a band-aid. It has the potential to be a fix, but not until server transfers come about. SE would need players to use transfers to spread out across new worlds. The ideal scenario is that they spread out evenly enough that you'd never have more than 5k people trying to play at the same time.

I guess we'll see how it plays out, but I would expect some of the issues to persist through these adjustments.



Edited, Sep 2nd 2013 8:26pm by FilthMcNasty
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#41Jaimierom, Posted: Sep 02 2013 at 6:49 PM, Rating: Sub-Default, (Expand Post) I would add "Now that SE has our money, they don't give a crap about us."
#42 Sep 02 2013 at 6:53 PM Rating: Good
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Jaimierom wrote:
FilthMcNasty wrote:
The main problem is server capacity. I stress capacity because some people seem to think that there is a correlation between capacity and quantity when there is not. Currently, there is a limit of 5000 players allowed to log in to a world at the same time. The problem is that there are many more than 5000 who wish to play on these worlds at the same time. Adding more worlds doesn't address this issue; not directly anyway.

It will allow SE to lift the self-imposed ban on digital sales as they will now have room for new players. It's also a plus for players who don't care or weren't able to make enough progress up to this point because they can just re-roll on a new server.

Unless they have plans to increase the 5k cap, this is just a band-aid. It has the potential to be a fix, but not until server transfers come about. SE would need players to use transfers to spread out across new worlds. The ideal scenario is that they spread out evenly enough that you'd never have more than 5k people trying to play at the same time.

I guess we'll see how it plays out, but I would expect some of the issues to persist through these adjustments.



Edited, Sep 2nd 2013 8:26pm by FilthMcNasty



I would add "Now that SE has our money, they don't give a crap about us."

"On May 5, 2013, Eve Online claimed a new record for the maximum number of simultaneous pilots online with 65,303 concurrent accounts logged on to the same server at the same time. " SE makes great cutscenes, but terrible server farms.


Wow, a whole 65,303?

Quadruple that for this "failed launch" of FFXIV:

I have bolded the relevant portion.

Quote:

Further Details on Access Restrictions

This is FINAL FANTASY XIV: A Realm Reborn producer and director Naoki Yoshida and I would like to take the time to personally apologize once again to all those players who have been affected by the extended World login and character creation restrictions which have been in place for the past several days. I also understand that apologies will not help you get logged in, so I would like to give you an update on the situation at hand and the various measures we are currently employing to alleviate the situation.

Concurrent Connections

On the night following the announcement of our plans to temporarily limit sales of the download version, A Realm Reborn recorded upwards of 218,000 concurrent connections. This is in spite of the fact that the peak login times for separate regions around the world arrive at differing intervals. We estimate that without time zone differences, the total number of concurrent connections would number anywhere from 300,000 to 350,000.

As many of you know, this is the second launch for FINAL FANTASY XIV─something unprecedented in the MMORPG market. Considering the outcome of our first launch, our sales estimates for this one were decidedly conservative, as we believed that there would be a more gradual rise in users over the opening weeks and months.

Instead, to our pleasant surprise, we experienced tremendous support from a great number of players who were eager to get into the game from day one. To ensure that these players, once logged in, were able to play in a stable environment, we were required to implement login restrictions which kept server population near maximum capacity without exceeding those numbers.

The fact that we had to implement these restrictions is a direct result of my inaccurate sales and login estimates, and as producer, I must accept complete responsibility for this misstep. Each and every player who has been affected has my deepest apologies.

The Reasoning behind Login Restrictions

Each FINAL FANTASY XIV: A Realm Reborn World server has been designed to support a maximum of 5,000 concurrent connections. This is not the maximum number of characters which can be created on a World, however, but the maximum number of characters which can be logged into that World simultaneously. When more than 5,000 characters log into a World at once, there is a higher risk of server crashes and login errors. The restoration of crashed servers is usually followed by a rush of players attempting to log back in, which, in turn, puts a strain on our lobby server, and can ultimately have an adverse affect on all of the Worlds.

To prevent this from happening, we felt that the safest course of action would be to limit logins. However, we would like you to know that the restrictions are under constant surveillance. We are currently monitoring login numbers on all Worlds 24 hours a day, and actively removing/applying restrictions as soon as we detect even the smallest fluctuation in concurrent connection numbers.

Currently, peak login times for each region are occurring from approximately 9:00 p.m. to midnight. During this three-hour window, Worlds are more likely to have login restrictions implemented. These temporary restrictions are expected to continue until the time that we can execute the measures we have planned to alleviate the current situation. Those measures, including the addition of new World servers, are listed, in detail, below.

Character Creation Restrictions

As stated above, the maximum number of simultaneous connections each World server can handle is 5,000, while the number of characters which can be created on a World is several times that amount. This estimate of 5,000, however, is based on those characters being somewhat distributed over all the in-game areas (zones).

At the game’s start, however, while everyone is still at a low level, the majority of players are concentrated in the three city-states and surrounding areas. This can not only lead to a lack of enemies to slay (preventing quest progression), but also see area servers overloaded, and ultimately lead to crashes.

Fortunately, differences in total individual play time, login times, and character/class progression will eventually lead to players being more spread out within each World. Once this happens, there will be less need for both login and character creation restrictions.

As is the case with logins, our team is working around the clock, monitoring the current population of each area in each World, as well as the class level of each character, and adjusting new character creation restrictions based on their findings. Unlike login restrictions, we believe that character creation restrictions may take slightly longer to be removed, as there are still great discrepancies in the distribution of characters across Worlds, and we thank players for their patience and understanding in this issue.

Adding Worlds and Alleviating Server Load Issues

A server is essentially a high-spec PC, with each FINAL FANTASY XIV: A Realm Reborn World being made up of several of these machines. Creating a new World involves physically acquiring the servers, installing the necessary programs, and conducting internal functionality tests...all before opening the World to the public.

As the login data gathered from the Open Beta test (in which anyone, including those who had not purchased the game, could participate) was inconclusive, it was during the Early Access period that we had a clearer picture of the scope with which we would need to increase World capacity, and on the 25th of August began making preparations to do so significantly.

As of this post, the servers have been acquired, the essential programs installed, and we are currently in the process of conducting our internal tests. Once these tests have concluded and the Worlds go live, we believe we will be able to better accommodate a greater number of our players, making logging in less of a hassle.

In addition to increasing the number of Worlds, we are also optimizing the Duty Finder (party matching) management servers in an effort to reduce server load and ensure better stability when using this feature.

Currently, the Duty Finder servers split our data centers into two groups of 25 Worlds, and then do the party matching from players from within the same data center. We have determined that by adding new Worlds, the Duty Finder servers will not be able to process the additional data as long as there are only two pairings of groups to match from. Therefore, we have decided to create additional groups to alleviate this problem before it occurs, and by doing so, reduce the burden on the Duty Finder servers, and ultimately allow more players to access the feature.

The development and operations teams are currently concentrating 100% of their efforts into the aforementioned tasks and are on pace to have both completed by the beginning of next week and then released to the public once our final tests have concluded. Once a date and time for the implementation of the measures have been solidified, we will release another announcement on Lodestone outlining the details. We ask that you bear with us for just a few days longer while we make the final push.

Resolving AFK Character Issues

From several users on some of our more congested Worlds, we have received requests for a feature which automatically logs out characters who are AFK for an extended period of time. We are actively looking into the implementation of such a feature, but have decided to first concentrate our efforts on increasing the number of Worlds and optimizing the Duty Finder servers.

In Conclusion

The development and operations teams are working diligently to combat the login issues which many of our users are currently facing, and ask for your continued patience and understanding over the next several days as we move to solve these problems.

To thank all of you for bearing with us for so long, we will be looking into different ways to reward our loyal fans and customers, such as an extension of the free trial period. Details on the plans we have in the works will be announced shortly.

In conclusion, I would like to say that we have been overwhelmed with the positive response for A realm Reborn, which is why it doubly pains us to implement any sort of measure that may restrict people from joining us in Eorzea. We sincerely apologize for the unwanted stress these restrictions have caused, and thank you immensely for the understanding you have shown over the past week. The fixes are almost in place and we look forward to seeing all of you very, very soon.

Thank you.

FINAL FANTASY XIV: A Realm Reborn Producer & Director Naoki Yoshida



Source
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#43 Sep 02 2013 at 6:57 PM Rating: Excellent
Yay for the fixes... I've been trying to get in for pretty much an hour straight now with no luck.

I did get tossed into a queue with a line of just 14 people at one point... than went down to 10... and then I got 1017'd. Haven't gotten a queue since.
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#44 Sep 02 2013 at 7:02 PM Rating: Decent
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Thayos wrote:
Yay for the fixes... I've been trying to get in for pretty much an hour straight now with no luck.

I did get tossed into a queue with a line of just 14 people at one point... than went down to 10... and then I got 1017'd. Haven't gotten a queue since.

Just be ready to try and log on as soon as servers are up. Do not let your guard down.

Edited, Sep 2nd 2013 9:03pm by Mopdaddy
#45 Sep 02 2013 at 7:05 PM Rating: Decent
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Buffylvr wrote:
I have bolded the relevant portion.

Quote:

On the night following the announcement of our plans to temporarily limit sales of the download version, A Realm Reborn recorded upwards of 218,000 concurrent connections. This is in spite of the fact that the peak login times for separate regions around the world arrive at differing intervals. We estimate that without time zone differences, the total number of concurrent connections would number anywhere from 300,000 to 350,000.


SE's record was the total number of logins across all servers. His post was in reference to the total number of people logged into one server.

EVE's record is 65k and FFXIV's record is 5k. Not even close.

As to what I bolded from your source...

I don't see the point of this. FFXIV has 50 servers at a cap of 5k people logged in at a time. This means that at full capacity, they were only capable of supporting 250,000 people. Do you think they added this figure to taunt people?

Edited, Sep 2nd 2013 9:06pm by FilthMcNasty
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#46 Sep 02 2013 at 7:11 PM Rating: Excellent
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Except for the fact that a quick google search will tell you that Eve's Tranquility "1 Server" is actually a server cluster of 70 to 100 servers.

Source

Relevant portion:

Quote:
Each of EVE's 5000+ star systems is loaded as a separate process onto any one of hundreds of IBM blade servers, with some high-load systems being given a server all to themselves and many low-load systems being combined and run on servers together. These "SOL Servers" are tied into EVE's main database server where changes to the game take place (where the magic happens).

Since players need to move between solar systems, they are connected to proxy servers which keep track of which SOL server the player is on. It's an ambitious system but has worked well for over five years with constant upgrades going on in the background to keep up with the increasing number of players entering EVE daily.


Edited, Sep 2nd 2013 6:13pm by Buffylvr
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#47 Sep 02 2013 at 7:14 PM Rating: Decent
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FilthMcNasty wrote:


I don't see the point of this. FFXIV has 50 servers at a cap of 5k people logged in at a time. This means that at full capacity, they were only capable of supporting 250,000 people. Do you think they added this figure to taunt people?

Edited, Sep 2nd 2013 9:06pm by FilthMcNasty


Yeah, one of the tough things I found out about all this is that they were sending out press releases boasting 1 million pre-orders for the game. It is interesting that they were sort of estimating 750 people to not show up to pick up their purchase?

That said, I know people who cancelled pre-orders. So it was happening. But I know launch day buyers too. *Shrug*

I have been successfully taunted.

Hopefully it's fixed Wed. Feels hyper double plus unlikely. These things always come with more hang ups than one hopes for. So I guess, my real hope is that things are fixed a week from Wed.
#48 Sep 02 2013 at 7:24 PM Rating: Excellent
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Ah, blade clusters. **** **** blade clusters.

Those things are ******* cool.

Each "server" is the size of a book. It's slotted into a 6U chassis, either upright like a book, or in a stack of 6 side by side for a total of twelve. The chassis houses shared power and cooling supplies. Each "server" unit has its own tiny motherboard, RAM, and CPU, and limited on board storage, but usually the data is stored on a SAN built in with a fiber channel connection. The servers can be humming together in a virtual environment, so that the cluster of 12 little book servers is actually running a hundred small instances, or they're working in harmony as one giant server. The latter kind of cluster is what EVE runs on.

Each "server" in FFXIV is likely a cluster of 5-6 servers humming along together in such a way.
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#49 Sep 02 2013 at 7:27 PM Rating: Good
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Catwho wrote:
Ah, blade clusters. **** **** blade clusters.

Those things are @#%^ing cool.

Each "server" is the size of a book. It's slotted into a 6U chassis, either upright like a book, or in a stack of 6 side by side for a total of twelve. The chassis houses shared power and cooling supplies. Each "server" unit has its own tiny motherboard, RAM, and CPU, and limited on board storage, but usually the data is stored on a SAN built in with a fiber channel connection. The servers can be humming together in a virtual environment, so that the cluster of 12 little book servers is actually running a hundred small instances, or they're working in harmony as one giant server. The latter kind of cluster is what EVE runs on.

Each "server" in FFXIV is likely a cluster of 5-6 servers humming along together in such a way.


Agree with everything you wrote entirely.

They are quite ****.

Also, really easily expandable. I wouldn't know beans about Eve's network, but blade servers from my research for school are more easily expanded than other types.

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#50 Sep 02 2013 at 7:29 PM Rating: Decent
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Buffylvr wrote:
Except for the fact that a quick google search will tell you that Eve's Tranquility "1 Server" is actually a server cluster of 70 to 100 servers.


I think the point here is that EVE was capable of having 65k people on the same world and XIV is only capable of 5k. SE needs to expand capacity, regardless of how many clusters of servers they need to make it happen.

Squander wrote:
Hopefully it's fixed Wed. Feels hyper double plus unlikely. These things always come with more hang ups than one hopes for. So I guess, my real hope is that things are fixed a week from Wed.


Yeah, I've got a bad case of 'miracle patch' deja vu going on here... Smiley: frown



Edited, Sep 2nd 2013 9:31pm by FilthMcNasty
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Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#51 Sep 02 2013 at 7:32 PM Rating: Good
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I played FFXI too long to think tomorrow's maint fixes everything.

Now the emergency maint on Wednesday? Then we might get somewhere.
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