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Am I right with this guess? That is the same as the DAoC servers that came out 5-6 years ago. Has the hardware not progressed enough for us to be a little more "massive" with our massive multiplayer online RPG?
AC's servers used to hold 15k, but lag during PK fights was really bad.
Does anyone know how much the best current servers can hold with today's graphics?
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I've always been completely disappointed by the relatively low numbers WoW servers seem to be able to deal with.
"There's no star system Slave I can't reach, and there's no planet I can't find. There's nowhere in the Galaxy for you to run. Might as well give up now."
Boba Fett
I have a master's degree in English Literature let me attempt to communicate mozis's thoughts:
WoW server hardware big, make big space for mozis.
WoW software also big take more server.
Do you have actual proofs?
My server is one of the oldest servers around and naturally, on the more populated side. But even at peak hours, I doubt there are 10k people online combined, let alone 10k each faction. I have no proof either other than personal experience.
Do you have actual proofs?
My server is one of the oldest servers around and naturally, on the more populated side. But even at peak hours, I doubt there are 10k people online combined, let alone 10k each faction. I have no proof either other than personal experience.
Then why start a thread saying that WoW "seems" to only have 3k people per server? You have no way of knowing one way or the other, so don't bash the other guy for saying they have 10 each side.
Has a mod that let's you keep track of all the different folks who're online every day for each individual side (Horde vs. Alliance). Now, what it doesn't do and can be misleading, is that it will not keep track of those folks who're playing Alts. So one might see 14,000 Alliance members....but in reality it's 14,000 folks on 4000 accounts. Same goes on Horde side too. Still, it can give a fairly good idea at the very least.
D.
So many games, so little time!
Server technology is not based on how complex the game world is, but rather the amount of data it has to juggle around. If you took a look at the server output, it doesn't hold a completely rendered world that has your character running around inside it. All it is is a really big database. The server maximum is decided by 1. how much bandwidth the server can get/handle, and 2. how fast it can retrieve and modify data in the database without getting bottlenecked. The reason why newer games seem to need more powerful servers is because it needs to handle a bigger world and a bigger database and more players.
Hello
They have about 1.000.000 subscribers in Europe on about 150 servers, so probably close to 7.000 accounts on one server (not concurent users).
US servers are a bit better (according to rumors) so maybe 8.000 - 10.000 accounts.
Of course those are only my own calculations.
Ex
WoW isnt'r really a true MMORPG.
1. It's not massive (check out Eve online at 28,000 concurrent users)
2. It has no economy
3. You cannot build community/markets/towns
4. You are pretty much forced into one 'role' and that is combat.
But you also have concerns like gameplay, the world etc. The world in World of Warcraft isn't big. It's quite small so 3000-4000 per server fit's it well. Imagine 28k on a Wow server. Ironforge and grindspots would be so terrible overpopulated. If Blizzard wanted they could have made servers like Eve has, the hardware is there.
Rofl (it has no economy). Guess you slept your way through your economic class.
On Sunday the 20th August 2006 at aprox 7 pm gmt EVE was close on 30 000 users now thats what i call "massive"
Most game companies follow the rule that no more then 1/3 of the accounts will be on line at any one time. So if a server can handle 3000 people they'll let anywhere from 7-9k people make toons there before they lock it. Those laggy weekends people have become used to are when the "rule" gets broken and more then 1/3 want to log on. ( there's other forctors in lag of course but the server wide kind is normaly due to volume of people )
If you want to read how eve does the everyone on one server thing, check out stackless python.
EvE uses some kind of separation theme... thats why its broken up into so many systems. Instead of sending my location and actions to like 1000 other people in my area it only sends it to the 1 or 2 other people who happen to be in your system. So EvE could probably support 100,000 people on their servers at one time but probably would lag uncontrollably if more then 500 people were in the same area at the same time.
Imagine if WoW was turned into a big grid of very small areas... and once you pass into another cell on that grid you load the new area. Now instead of of pretending the cells are right beside eachother pretend they are soo far apart that it would take ages to walk from cell to cell. Now say WoW being the nice company they are provide you with rapid tansit turtle that can take you from cell to cell instantly (how nice). This is essentially how I think EvE was done.
This is why you always have to warp from system to system... Its just soo far away that you have to use warp gates right? It may be far away in the story but its not why you have to use this warping system. They were smart and build the game and story around disguising how the underworkings of the server worked basically.
Most game companies follow the rule that no more then 1/3 of the accounts will be on line at any one time. So if a server can handle 3000 people they'll let anywhere from 7-9k people make toons there before they lock it. Those laggy weekends people have become used to are when the "rule" gets broken and more then 1/3 want to log on. ( there's other forctors in lag of course but the server wide kind is normaly due to volume of people )
If you want to read how eve does the everyone on one server thing, check out stackless python.
I know how it works in Eve I just used it as a example that the number of people on a server in a game isn't just decided by software/hardware limitations. Design/gameplay are the once that mostly decide.
Most game companies follow the rule that no more then 1/3 of the accounts will be on line at any one time. So if a server can handle 3000 people they'll let anywhere from 7-9k people make toons there before they lock it. Those laggy weekends people have become used to are when the "rule" gets broken and more then 1/3 want to log on. ( there's other forctors in lag of course but the server wide kind is normaly due to volume of people )
If you want to read how eve does the everyone on one server thing, check out stackless python.
I know how it works in Eve I just used it as a example that the number of people on a server in a game isn't just decided by software/hardware limitations. Design/gameplay are the once that mostly decide.
But to the point, people want to say that wow is bad due to this limit and praise eve for it's higher limit, yet if the players were in the same tight area eve would have the same problems as wow.
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