Did they put 10k+ players on the Beta server at one time?
News flash, genius. You can load test a server with out having 10,000 people on a server.
News Flash!
Apparently the method that Aventurine tried.... DIDN'T WORK!
Yeah, there may be other methods to do it without actual players... however sometimes the simplest is the best. Hard to beat just plain ol' raw players loading up the server and watch where the server craps out.
It's worked for many MMOs since I started playing them back before UO was released.
Really it's not rocket science.
Perhaps you can expound upon the merits of Aventurine's methodology of server capacity testing?
I'm interested to hear what innovations they have brought to the genre on this matter.
How soon do you think we'll be seeing other MMOs try and emulate their server capactity testing?
I'll check back for answers.
It doesn't have anything to do with server capacity. The sync issues are (were during beta, and as far as I know) related to certain hardware configurations. Chances are that these configurations were missed in beta testing, considering that the sync issues were fixed in beta and reappeared in release.
You don't need 10,000 people logged onto a server to load test it. You can find the max amount of processor load/network load that a client puts on the server and simulate it. Don't know what I'm talking about? Google it.
Creating 10,000 accounts, having 10,000 people download the 9GB client, dealing with other issues they might face and having them all log on at the same time is NOT the simplest method to load test a server.
I'll say it again: the problem has nothing to do with how many players the server can hold.
Did they put 10k+ players on the Beta server at one time?
News flash, genius. You can load test a server with out having 10,000 people on a server.
News Flash!
Apparently the method that Aventurine tried.... DIDN'T WORK!
Yeah, there may be other methods to do it without actual players... however sometimes the simplest is the best. Hard to beat just plain ol' raw players loading up the server and watch where the server craps out.
It's worked for many MMOs since I started playing them back before UO was released.
Really it's not rocket science.
Perhaps you can expound upon the merits of Aventurine's methodology of server capacity testing?
I'm interested to hear what innovations they have brought to the genre on this matter.
How soon do you think we'll be seeing other MMOs try and emulate their server capactity testing?
I'll check back for answers.
It doesn't have anything to do with server capacity. The sync issues are (were during beta, and as far as I know) related to certain hardware configurations. Chances are that these configurations were missed in beta testing, considering that the sync issues were fixed in beta and reappeared in release.
You don't need 10,000 people logged onto a server to load test it. You can find the max amount of processor load/network load that a client puts on the server and simulate it. Don't know what I'm talking about? Google it.
Creating 10,000 accounts, having 10,000 people download the 9GB client, dealing with other issues they might face and having them all log on at the same time is NOT the simplest method to load test a server.
I'll say it again: the problem has nothing to do with how many players the server can hold.
Server Status for players: OFFLINE
Server Status for GMs: OFFLINE
Server Status for master GMs: OFFLINE
Server Status for Admins: OFFLINE
Yes, the servers are offline right now because they're debugging and patching the syncing issue. What does that have to do with server capacity limits again? Go troll elsewhere, nub.
The paying aside.. because they didnt test shit properly people have been exploiting now and i really doubt they will whipe
I think they'll tell everyone they are not going to whipe the server, then they will without telling anyone. That seems more consistent with there customer relations so far.
Did they put 10k+ players on the Beta server at one time?
News flash, genius. You can load test a server with out having 10,000 people on a server.
News Flash!
Apparently the method that Aventurine tried.... DIDN'T WORK!
Yeah, there may be other methods to do it without actual players... however sometimes the simplest is the best. Hard to beat just plain ol' raw players loading up the server and watch where the server craps out.
It's worked for many MMOs since I started playing them back before UO was released.
Really it's not rocket science.
Perhaps you can expound upon the merits of Aventurine's methodology of server capacity testing?
I'm interested to hear what innovations they have brought to the genre on this matter.
How soon do you think we'll be seeing other MMOs try and emulate their server capactity testing?
I'll check back for answers.
It doesn't have anything to do with server capacity. The sync issues are (were during beta, and as far as I know) related to certain hardware configurations. Chances are that these configurations were missed in beta testing, considering that the sync issues were fixed in beta and reappeared in release.
You don't need 10,000 people logged onto a server to load test it. You can find the max amount of processor load/network load that a client puts on the server and simulate it. Don't know what I'm talking about? Google it.
Creating 10,000 accounts, having 10,000 people download the 9GB client, dealing with other issues they might face and having them all log on at the same time is NOT the simplest method to load test a server.
I'll say it again: the problem has nothing to do with how many players the server can hold.
So what if it's not the theoretically simplest method to perform a load test? In reality, first impressions matter, launches matter, the $40m (give or take) investment behind the game *matters*. So why not take the time and trouble to perform a stress test?
Everyone else does 'em, but that's because they're idiots, right? RIGHT?
Did they put 10k+ players on the Beta server at one time?
News flash, genius. You can load test a server with out having 10,000 people on a server.
News Flash!
Apparently the method that Aventurine tried.... DIDN'T WORK!
Yeah, there may be other methods to do it without actual players... however sometimes the simplest is the best. Hard to beat just plain ol' raw players loading up the server and watch where the server craps out.
It's worked for many MMOs since I started playing them back before UO was released.
Really it's not rocket science.
Perhaps you can expound upon the merits of Aventurine's methodology of server capacity testing?
I'm interested to hear what innovations they have brought to the genre on this matter.
How soon do you think we'll be seeing other MMOs try and emulate their server capactity testing?
I'll check back for answers.
It doesn't have anything to do with server capacity. The sync issues are (were during beta, and as far as I know) related to certain hardware configurations. Chances are that these configurations were missed in beta testing, considering that the sync issues were fixed in beta and reappeared in release.
You don't need 10,000 people logged onto a server to load test it. You can find the max amount of processor load/network load that a client puts on the server and simulate it. Don't know what I'm talking about? Google it.
Creating 10,000 accounts, having 10,000 people download the 9GB client, dealing with other issues they might face and having them all log on at the same time is NOT the simplest method to load test a server.
I'll say it again: the problem has nothing to do with how many players the server can hold.
So what if it's not the theoretically simplest method to perform a load test? In reality, first impressions matter, launches matter, the $40m (give or take) investment behind the game *matters*. So why not take the time and trouble to perform a stress test?
Everyone else does 'em, but that's because they're idiots, right? RIGHT?
'But everyone else does it.'
You're stepping into open beta territory now. Would open beta have revealed these syncing issues? Yes.
Are the syncing issues related to server capacity? No.
The syncing issues are an entirely different issue and have nothing to do with server capacity limits.
No open beta? No stress test? Just claims that the server can handle it? Jackasses. Hooray for warping monsters and people.
I can't deny this is also one of there most stupid moves not stress test this game, think they where realy affraid if they let 10k players into beta they would not have launched becouse it would have been a disaster.
They prolly realy needed the money so much they could not risk show community game is not ready for 10k players.
Games played:AC1-Darktide'99-2000-AC2-Darktide/dawnsong2003-2005,Lineage2-2005-2006 and now Darkfall-2009..... In between WoW few months AoC few months and some f2p also all very short few weeks.
Simulations aren't the real thing. 10k different configurations, different computers, and most importantly DIFFERENT LOCATIONS. That's what a real stress test needs. Now go google yourself a gun and shoot your self in the face with it. I'm sure you can google the instructions.
Did they put 10k+ players on the Beta server at one time?
News flash, genius. You can load test a server with out having 10,000 people on a server.
News Flash!
Apparently the method that Aventurine tried.... DIDN'T WORK!
Yeah, there may be other methods to do it without actual players... however sometimes the simplest is the best. Hard to beat just plain ol' raw players loading up the server and watch where the server craps out.
It's worked for many MMOs since I started playing them back before UO was released.
Really it's not rocket science.
Perhaps you can expound upon the merits of Aventurine's methodology of server capacity testing?
I'm interested to hear what innovations they have brought to the genre on this matter.
How soon do you think we'll be seeing other MMOs try and emulate their server capactity testing?
I'll check back for answers.
It doesn't have anything to do with server capacity. The sync issues are (were during beta, and as far as I know) related to certain hardware configurations. Chances are that these configurations were missed in beta testing, considering that the sync issues were fixed in beta and reappeared in release.
You don't need 10,000 people logged onto a server to load test it. You can find the max amount of processor load/network load that a client puts on the server and simulate it. Don't know what I'm talking about? Google it.
Creating 10,000 accounts, having 10,000 people download the 9GB client, dealing with other issues they might face and having them all log on at the same time is NOT the simplest method to load test a server.
I'll say it again: the problem has nothing to do with how many players the server can hold.
This is clearly the reason why companies like Turbine, NCSoft, Blizzard, Mythic and some others are really noobs because they used to stress test their games with real players. They are amateurs that not know anything about MMos development. I think your advise to google it will help them a lot.
/sarcasm off
And may be not in this case but sync problems could be caused by the sync algorithms to deal with the different latencies of players the servers need to manage. More players in a given zone more difficult to deal with the problem and more load to the server. And if the program is not well done, do you know what will happen? These boards are full of people describing it.
The ONLY reason I can guess they didn't stress test, especially since 70% of the people who beta tested wanted it (and I do wonder what the other 30% think now), is that they ran out of money and HAD to release a paid beta-test version in order to finance more servers.
I can't say I feel sorry for the people who are playing now... they had to have known it would be this way. I was in beta and the game was stable, but there was also only a few thousand people playing.
I think a better question is - to all those people who shouted that they didn't want to wait any longer and that they needed to put it out without any stress test - do you still feel that way?
Simulations aren't the real thing. 10k different configurations, different computers, and most importantly DIFFERENT LOCATIONS. That's what a real stress test needs. Now go google yourself a gun and shoot your self in the face with it. I'm sure you can google the instructions.
Client location and configuration has nothing to do with how much client load a server can support. Please take your own advice.
And they realy thought in there delusional minds that they could test the game for years with BOTS WTF.
Now you see why its one big mess this whole beta and launch test a game with 50 pro testers and BOTS omg:P
Games played:AC1-Darktide'99-2000-AC2-Darktide/dawnsong2003-2005,Lineage2-2005-2006 and now Darkfall-2009..... In between WoW few months AoC few months and some f2p also all very short few weeks.
The problem is that many beta testers felt the game was not ready for release. We felt it was necessary to release due to mortal online coming out, but that there was still way to many things missing.
Crafting/harvesting was lackluster and needed a complete overhaul.
The final siege mechanics were not decided on until the last moment.
The world was devoid of NPC that were not merchants.
Many mobs were missing from the game, even a week before launch.
Alignment system still needed many tweaks.
Towers were cropping up more and more.
They do honestly deserve (business wise) to reap what they have sowed.
This is basically their stress test. The ONLY reason I can guess they didn't stress test, especially since 70% of the people who beta tested wanted it (and I do wonder what the other 30% think now), is that they ran out of money and HAD to release a paid beta-test version in order to finance more servers. I can't say I feel sorry for the people who are playing now... they had to have known it would be this way. I was in beta and the game was stable, but there was also only a few thousand people playing.
I think a better question is - to all those people who shouted that they didn't want to wait any longer and that they needed to put it out without any stress test - do you still feel that way?
i feel they will get ti fixed tho it isnt like any other release ha sbene better warhammer was abit better than this but thats such aboring game...
at least we got free time for it hopefully we will get more ...
Originally posted by Trissa This is clearly the reason why companies like Turbine, NCSoft, Blizzard, Mythic and some others are really noobs because they used to stress test their games with real players. They are amateurs that not know anything about MMos development. I think your advise to google it will help them a lot. /sarcasm off And may be not in this case but sync problems could be caused by the sync algorithms to deal with the different latencies of players the servers need to manage. More players in a given zone more difficult to deal with the problem and more load to the server. And if the program is not well done, do you know what will happen? These boards are full of people describing it.
I'll say it again since you haven't read the thread. To the best of my knowledge, the syncing issues in beta were caused by multi core processors.
What does this have to do with how much load a server can handle, again?
Originally posted by Trissa This is clearly the reason why companies like Turbine, NCSoft, Blizzard, Mythic and some others are really noobs because they used to stress test their games with real players. They are amateurs that not know anything about MMos development. I think your advise to google it will help them a lot. /sarcasm off And may be not in this case but sync problems could be caused by the sync algorithms to deal with the different latencies of players the servers need to manage. More players in a given zone more difficult to deal with the problem and more load to the server. And if the program is not well done, do you know what will happen? These boards are full of people describing it.
I'll say it again since you haven't read the thread. To the best of my knowledge, the syncing issues in beta were caused by multi core processors.
What does this have to do with how much load a server can handle, again?
'But everyone else does it.' You're stepping into open beta territory now. Would open beta have revealed these syncing issues? Yes. Are the syncing issues related to server capacity? No. The syncing issues are an entirely different issue and have nothing to do with server capacity limits.
AFAIK, actual server capacity remains unknown. AFAIK, stress testing remains the best method to iron out any hidden kinks. Not having a stress test remains about as safe as having an unprotected one-night stand in the sauna facilities of a "men only" club.
Originally posted by Trissa This is clearly the reason why companies like Turbine, NCSoft, Blizzard, Mythic and some others are really noobs because they used to stress test their games with real players. They are amateurs that not know anything about MMos development. I think your advise to google it will help them a lot. /sarcasm off And may be not in this case but sync problems could be caused by the sync algorithms to deal with the different latencies of players the servers need to manage. More players in a given zone more difficult to deal with the problem and more load to the server. And if the program is not well done, do you know what will happen? These boards are full of people describing it.
I'll say it again since you haven't read the thread. To the best of my knowledge, the syncing issues in beta were caused by multi core processors.
What does this have to do with how much load a server can handle, again?
There were hardly any syncing issues in beta. And for me (and everyone I played with), there were no syncing issuse at all.
And I agree that they should've let a lot of people in. Not just for server load, but for to prepare themselves for a smooth launch. There are a lot of things to test than just server load. Even a faux-shopping cart test would've been nice.
Comments
News flash, genius. You can load test a server with out having 10,000 people on a server.
News Flash!
Apparently the method that Aventurine tried.... DIDN'T WORK!
Yeah, there may be other methods to do it without actual players... however sometimes the simplest is the best. Hard to beat just plain ol' raw players loading up the server and watch where the server craps out.
It's worked for many MMOs since I started playing them back before UO was released.
Really it's not rocket science.
Perhaps you can expound upon the merits of Aventurine's methodology of server capacity testing?
I'm interested to hear what innovations they have brought to the genre on this matter.
How soon do you think we'll be seeing other MMOs try and emulate their server capactity testing?
I'll check back for answers.
It doesn't have anything to do with server capacity. The sync issues are (were during beta, and as far as I know) related to certain hardware configurations. Chances are that these configurations were missed in beta testing, considering that the sync issues were fixed in beta and reappeared in release.
You don't need 10,000 people logged onto a server to load test it. You can find the max amount of processor load/network load that a client puts on the server and simulate it. Don't know what I'm talking about? Google it.
Creating 10,000 accounts, having 10,000 people download the 9GB client, dealing with other issues they might face and having them all log on at the same time is NOT the simplest method to load test a server.
I'll say it again: the problem has nothing to do with how many players the server can hold.
Server Status for players: OFFLINE
Server Status for GMs: OFFLINE
Server Status for master GMs: OFFLINE
Server Status for Admins: OFFLINE
This *is* the stress-test.
Thank you for your monies.
-----
Its funny how people who hate Darkfall spend so much time talking about Darkfall.
I guess being a fat troll means having no friends, no girls, and nothing better to do than spew hate on internet forums..
News flash, genius. You can load test a server with out having 10,000 people on a server.
News Flash!
Apparently the method that Aventurine tried.... DIDN'T WORK!
Yeah, there may be other methods to do it without actual players... however sometimes the simplest is the best. Hard to beat just plain ol' raw players loading up the server and watch where the server craps out.
It's worked for many MMOs since I started playing them back before UO was released.
Really it's not rocket science.
Perhaps you can expound upon the merits of Aventurine's methodology of server capacity testing?
I'm interested to hear what innovations they have brought to the genre on this matter.
How soon do you think we'll be seeing other MMOs try and emulate their server capactity testing?
I'll check back for answers.
It doesn't have anything to do with server capacity. The sync issues are (were during beta, and as far as I know) related to certain hardware configurations. Chances are that these configurations were missed in beta testing, considering that the sync issues were fixed in beta and reappeared in release.
You don't need 10,000 people logged onto a server to load test it. You can find the max amount of processor load/network load that a client puts on the server and simulate it. Don't know what I'm talking about? Google it.
Creating 10,000 accounts, having 10,000 people download the 9GB client, dealing with other issues they might face and having them all log on at the same time is NOT the simplest method to load test a server.
I'll say it again: the problem has nothing to do with how many players the server can hold.
Server Status for players: OFFLINE
Server Status for GMs: OFFLINE
Server Status for master GMs: OFFLINE
Server Status for Admins: OFFLINE
Yes, the servers are offline right now because they're debugging and patching the syncing issue. What does that have to do with server capacity limits again? Go troll elsewhere, nub.
What do you expect from a game in development for 7+ years? A finished product?
The same fools who claim to of spent 10milion on this pos game?
I think they'll tell everyone they are not going to whipe the server, then they will without telling anyone. That seems more consistent with there customer relations so far.
News flash, genius. You can load test a server with out having 10,000 people on a server.
News Flash!
Apparently the method that Aventurine tried.... DIDN'T WORK!
Yeah, there may be other methods to do it without actual players... however sometimes the simplest is the best. Hard to beat just plain ol' raw players loading up the server and watch where the server craps out.
It's worked for many MMOs since I started playing them back before UO was released.
Really it's not rocket science.
Perhaps you can expound upon the merits of Aventurine's methodology of server capacity testing?
I'm interested to hear what innovations they have brought to the genre on this matter.
How soon do you think we'll be seeing other MMOs try and emulate their server capactity testing?
I'll check back for answers.
It doesn't have anything to do with server capacity. The sync issues are (were during beta, and as far as I know) related to certain hardware configurations. Chances are that these configurations were missed in beta testing, considering that the sync issues were fixed in beta and reappeared in release.
You don't need 10,000 people logged onto a server to load test it. You can find the max amount of processor load/network load that a client puts on the server and simulate it. Don't know what I'm talking about? Google it.
Creating 10,000 accounts, having 10,000 people download the 9GB client, dealing with other issues they might face and having them all log on at the same time is NOT the simplest method to load test a server.
I'll say it again: the problem has nothing to do with how many players the server can hold.
So what if it's not the theoretically simplest method to perform a load test? In reality, first impressions matter, launches matter, the $40m (give or take) investment behind the game *matters*. So why not take the time and trouble to perform a stress test?
Everyone else does 'em, but that's because they're idiots, right? RIGHT?
News flash, genius. You can load test a server with out having 10,000 people on a server.
News Flash!
Apparently the method that Aventurine tried.... DIDN'T WORK!
Yeah, there may be other methods to do it without actual players... however sometimes the simplest is the best. Hard to beat just plain ol' raw players loading up the server and watch where the server craps out.
It's worked for many MMOs since I started playing them back before UO was released.
Really it's not rocket science.
Perhaps you can expound upon the merits of Aventurine's methodology of server capacity testing?
I'm interested to hear what innovations they have brought to the genre on this matter.
How soon do you think we'll be seeing other MMOs try and emulate their server capactity testing?
I'll check back for answers.
It doesn't have anything to do with server capacity. The sync issues are (were during beta, and as far as I know) related to certain hardware configurations. Chances are that these configurations were missed in beta testing, considering that the sync issues were fixed in beta and reappeared in release.
You don't need 10,000 people logged onto a server to load test it. You can find the max amount of processor load/network load that a client puts on the server and simulate it. Don't know what I'm talking about? Google it.
Creating 10,000 accounts, having 10,000 people download the 9GB client, dealing with other issues they might face and having them all log on at the same time is NOT the simplest method to load test a server.
I'll say it again: the problem has nothing to do with how many players the server can hold.
So what if it's not the theoretically simplest method to perform a load test? In reality, first impressions matter, launches matter, the $40m (give or take) investment behind the game *matters*. So why not take the time and trouble to perform a stress test?
Everyone else does 'em, but that's because they're idiots, right? RIGHT?
'But everyone else does it.'
You're stepping into open beta territory now. Would open beta have revealed these syncing issues? Yes.
Are the syncing issues related to server capacity? No.
The syncing issues are an entirely different issue and have nothing to do with server capacity limits.
/thread
if they wouldnt have patched it would have been ok like i said the last big 350 mb patch broke it too
mor elike at least they will get it fixed
I can't deny this is also one of there most stupid moves not stress test this game, think they where realy affraid if they let 10k players into beta they would not have launched becouse it would have been a disaster.
They prolly realy needed the money so much they could not risk show community game is not ready for 10k players.
Games played:AC1-Darktide'99-2000-AC2-Darktide/dawnsong2003-2005,Lineage2-2005-2006 and now Darkfall-2009.....
In between WoW few months AoC few months and some f2p also all very short few weeks.
Simulations aren't the real thing. 10k different configurations, different computers, and most importantly DIFFERENT LOCATIONS. That's what a real stress test needs. Now go google yourself a gun and shoot your self in the face with it. I'm sure you can google the instructions.
News flash, genius. You can load test a server with out having 10,000 people on a server.
News Flash!
Apparently the method that Aventurine tried.... DIDN'T WORK!
Yeah, there may be other methods to do it without actual players... however sometimes the simplest is the best. Hard to beat just plain ol' raw players loading up the server and watch where the server craps out.
It's worked for many MMOs since I started playing them back before UO was released.
Really it's not rocket science.
Perhaps you can expound upon the merits of Aventurine's methodology of server capacity testing?
I'm interested to hear what innovations they have brought to the genre on this matter.
How soon do you think we'll be seeing other MMOs try and emulate their server capactity testing?
I'll check back for answers.
It doesn't have anything to do with server capacity. The sync issues are (were during beta, and as far as I know) related to certain hardware configurations. Chances are that these configurations were missed in beta testing, considering that the sync issues were fixed in beta and reappeared in release.
You don't need 10,000 people logged onto a server to load test it. You can find the max amount of processor load/network load that a client puts on the server and simulate it. Don't know what I'm talking about? Google it.
Creating 10,000 accounts, having 10,000 people download the 9GB client, dealing with other issues they might face and having them all log on at the same time is NOT the simplest method to load test a server.
I'll say it again: the problem has nothing to do with how many players the server can hold.
This is clearly the reason why companies like Turbine, NCSoft, Blizzard, Mythic and some others are really noobs because they used to stress test their games with real players. They are amateurs that not know anything about MMos development. I think your advise to google it will help them a lot.
/sarcasm off
And may be not in this case but sync problems could be caused by the sync algorithms to deal with the different latencies of players the servers need to manage. More players in a given zone more difficult to deal with the problem and more load to the server. And if the program is not well done, do you know what will happen? These boards are full of people describing it.
This is basically their stress test.
The ONLY reason I can guess they didn't stress test, especially since 70% of the people who beta tested wanted it (and I do wonder what the other 30% think now), is that they ran out of money and HAD to release a paid beta-test version in order to finance more servers.
I can't say I feel sorry for the people who are playing now... they had to have known it would be this way. I was in beta and the game was stable, but there was also only a few thousand people playing.
I think a better question is - to all those people who shouted that they didn't want to wait any longer and that they needed to put it out without any stress test - do you still feel that way?
what pos game i enjoy it
Client location and configuration has nothing to do with how much client load a server can support. Please take your own advice.
And they realy thought in there delusional minds that they could test the game for years with BOTS WTF.
Now you see why its one big mess this whole beta and launch test a game with 50 pro testers and BOTS omg:P
Games played:AC1-Darktide'99-2000-AC2-Darktide/dawnsong2003-2005,Lineage2-2005-2006 and now Darkfall-2009.....
In between WoW few months AoC few months and some f2p also all very short few weeks.
The problem is that many beta testers felt the game was not ready for release. We felt it was necessary to release due to mortal online coming out, but that there was still way to many things missing.
Crafting/harvesting was lackluster and needed a complete overhaul.
The final siege mechanics were not decided on until the last moment.
The world was devoid of NPC that were not merchants.
Many mobs were missing from the game, even a week before launch.
Alignment system still needed many tweaks.
Towers were cropping up more and more.
They do honestly deserve (business wise) to reap what they have sowed.
So long, and thanks for all the fish!
i feel they will get ti fixed tho it isnt like any other release ha sbene better warhammer was abit better than this but thats such aboring game...
at least we got free time for it hopefully we will get more ...
I'll say it again since you haven't read the thread. To the best of my knowledge, the syncing issues in beta were caused by multi core processors.
What does this have to do with how much load a server can handle, again?
I'll say it again since you haven't read the thread. To the best of my knowledge, the syncing issues in beta were caused by multi core processors.
What does this have to do with how much load a server can handle, again?
If you cannot see it now i can't help so sorry.
AFAIK, actual server capacity remains unknown. AFAIK, stress testing remains the best method to iron out any hidden kinks. Not having a stress test remains about as safe as having an unprotected one-night stand in the sauna facilities of a "men only" club.
I'll say it again since you haven't read the thread. To the best of my knowledge, the syncing issues in beta were caused by multi core processors.
What does this have to do with how much load a server can handle, again?
There were hardly any syncing issues in beta. And for me (and everyone I played with), there were no syncing issuse at all.
And I agree that they should've let a lot of people in. Not just for server load, but for to prepare themselves for a smooth launch. There are a lot of things to test than just server load. Even a faux-shopping cart test would've been nice.
What cracks me up is all the wankers who think the game will magically be fixed in only two weeks time.
This game is going to be trash for at least a year, if not longer.