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WoW Downtime Interview at Penny Arcade

Last week, Tycho mentioned a set of questions they'd sent in the direction of the folks at Blizzard regarding the downtime World of Warcraft has been experiencing. Today Blizzard responds to their questions. Tycho agreed to the interview being reposted below the cut, so read on if you'd like Blizzard's response in the face of player frustration. 1. You say that you sold six hundred thousand units. Is the game not capable of supporting this many users?

The short answer is "The game is capable of supporting this many players," but it would probably be helpful to provide some background information. Based on our market analysis, we made some initial calculations about the size of the massively multiplayer online games market in the United States. We then accounted for new customers to the genre based on our previous games. Looking over this data, we did believe that there was the potential for an extremely sizable interest in a Blizzard MMOG. According to our research, other successful MMOGs in the U.S. had achieved roughly 300,000 subscribers after 12 months of operation. What ended up happening with World of Warcraft is that we achieved double these numbers in approximately the first six weeks of launch. We absolutely can support the number of copies we put on shelves, but we believed it would take us longer to get to this number in terms of players purchasing the game and logging on.

We had not anticipated this amount of growth in such a short time; however, we did have a backup plan that was deployed rapidly. In the first week of launch, we more than doubled our number of game servers and server infrastructure to accommodate the demand. The fact that we had planned to grow the service over the first 12 months of operation was evident, as we had server hardware waiting to be deployed. We just anticipated that this server rollout would be gradual. Copies of the game were being purchased at a much faster rate than anticipated, so we had to abandon our slower-paced plan and go into rapid deployment to accommodate these additional customers. This meant we also had to advance our timetable for additional server purchases.

With such a rapid growth of the network, we started to see several bottlenecks in the infrastructure that exposed themselves very quickly when the expanded hardware immediately took on massive load. These bottlenecks were solvable, but they required additional upgrades to the backend systems to accommodate the load--which, again, we hadn't planned to see, even with the extreme estimates, until later in the year. Regardless, server stability has remained our number-one priority, and so we acquired and deployed even more equipment as part of the process of addressing these issues. All of this new hardware also required additional software and operating system upgrades on the backend. The problems that some players on the 20 or so most populated servers (out of the current total of 88 servers) have been experiencing are related to some of the upgrades not functioning as desired. We are working diligently with our vendors and internal technical staff to get as quick of a resolution to the problems as possible, and we believe there should be noticeable improvements soon. When our community team commented that people are working 24/7, they weren't exaggerating.

2. If it's true that the server problems are related to the overwhelming number of players, why was no effort made to better distribute players evenly across realms, or allow players and guilds to transfer to less populated servers?

We actually did have a number of checks in place at launch to distribute players as evenly as possible across realms. When a new account logged in, the game would ask what realm rule set and time zone the player preferred, and then it would suggest the realm with the lowest population that matched the selected preferences. That said, we're definitely working on resolving the overpopulation problems that ended up occurring on some realms despite our preventative measures. A realm-transfer option that would allow players to move from their high-population realm to one with a low population is one of the things we're investigating. We're exploring this option fully and hope to be able to communicate more detailed information about it to our customers in the coming weeks.

3. Currently, large scale player raids involving large groups of players experience a huge amount of latency. How do you plan to compensate for this in your upcoming PvP Battlegrounds feature?

The player raids often have hundreds of people per side in one area; that area is on a server that is also running the rest of the continent, and that can result in the latency you describe--depending, as well, on the total population of that server. We're continuing to look into the issues surrounding this dip in performance. Battlegrounds, on the other hand, will run on the instance server, so there should be no such issues. Additionally, players will be unable to "zerg" in Battlegrounds; there will be a limit to the number of players per side.

4. What accounts for the frequent "emergency" maintenance downtime? What issues are you attempting to resolve?

The emergency maintenance periods are to restore stability while we continue to narrow down the cause of the problems. Some of them are also to deploy temporary fixes to various in-game systems while we continue to develop a longer term, more stable solution. World of Warcraft delivers many complex features that are unique to MMOGs. Features such as the in-game mail system, auction houses, player inventories, flight paths, quest states, etc. use a lot of server bandwidth, which makes pinpointing problems on the server infrastructure much more complicated.

Recently, the extended emergency downtime for a certain number of realms was needed in order to better accommodate our growing player base. Some of the upgrades that we planned for all of the realms were made to these realms first, as they are among the most populated and thus most in need of aid. We set the realms up on the latest top-of-the-line hardware and made the software upgrades accordingly, but some unforeseen issues cropped up with the database that resulted in the problems players currently see. This is no fun for our player base, of course, and we don't want to keep the realms running in a condition that frustrates our customers when we can attempt to fix things . So, these downtimes have been used to change hardware and apply fixes that will hopefully alleviate the issues. We have not yet resolved the problems, but we're working on this around the clock.

5. What issues are you experiencing with your login/authentication servers? It is often the case for myself and the people I play with that we cannot access realms our friends are already logged into.

These types of issues stem from the problems described above. Conflicts occur between some of the internal applications running in the background, and the end result can take the form of temporary login issues. We're working to resolve these conflicts so that they are no longer a factor.

6. When do you expect to have the worst of these problems resolved?

We'll be constantly working on these issues each day moving forward until they're resolved, but we don't currently have a set date for when that will be. We're doing all we can to make sure these problems no longer occur -- it's our top priority, and we hope to have the issues fixed as soon as possible. We'll continue to provide players with regular updates on our progress.

7. Will the European launch utilize the same realms, or will these players be hosted on all new equipment? If they are hosted on new servers, what have you done to ensure that the launch will be free of the problems mentioned above?

They will be on their own set of hardware, as with our Korean release. Our teams are learning from the experience of our North American launch and are applying that knowledge to the servers in Europe. We hope to provide them with a smooth launch.

8. What would you have done differently?

It would be easy to speculate about what we could have done differently, but that wouldn't turn back the clock. Right now we're extremely focused on the issues at hand, and this focus is helping us methodically chase down the problems that are causing frustration for some of our players. The foundation of our company is based on providing a top-notch game experience and an equally top-notch level of customer satisfaction; we won't be happy until we feel we're consistently meeting those standards.

149 comments

  1. D'joo want server? by centauri · · Score: 0, Offtopic

    I got server for you!

    --
    Don't blame me, I voted for Durga.
    1. Re:D'joo want server? by jsmedley · · Score: 3, Insightful

      In respectful defense of our colleagues at Blizzard, I think it's safe to say there's virtually no way to have predicted the kind of volume they saw. My hat's off to them for having 88 servers ready to go around launch time. Despite all of the servers, and the huge open beta they ran.. the problems they are seeing simply don't surface until you see scale on the order of what they're seeing. In my opinion they are doing right by their customers and are being respectful their players downtime by adding free time. In this business, you can spend a lot of time planning.. and even a lot of time in beta only to find some crucial piece of technology doesn't scale as well as advertised. I for one appreciate and respect the way they're dealing with this situation. I realize the frustration of their customers.. but I think it's safe to say that the Blizzard team is filled with stand-up people that are just focused on fixing the problems as quickly as possible. John Smedley President, Sony Online Entertainment

      --
      John Smedley President, Sony Online Entertainment
    2. Re:D'joo want server? by Anonymous Coward · · Score: 0

      To thoses who marked this interesting.
      Are you so stupid that you actually think that the president of SOE opened an account on slashdot just to post this message?

    3. Re:D'joo want server? by jsmedley · · Score: 2, Interesting

      actually I did. feel free to email me at jsmedley@soe.sony.com and I'm happy to reply. John

      --
      John Smedley President, Sony Online Entertainment
  2. Bout time. by ben0207 · · Score: 1

    Bout time they got round to this. Kudos for Blizz. for using the word Zerg in something about WoW. Freudian slip?

    --
    cmd-q.co.uk - some sort of stupid fucking internet bullshit
    1. Re:Bout time. by meta-monkey · · Score: 3, Informative

      No, it's commonly used by players, as well. It means you get rushed by a bunch of players. If this were the spelling bee, I'd say:

      Nation of Origin: English, (more likely Korean)
      Definition: To be rushed by several players.
      Use it in a sentence: "So we were attacking Tarren Mill in Hillsbrad when the hordies called in all their guild mates and zerged us."

      --
      We don't have a state-run media we have a media-run state.
    2. Re:Bout time. by Anonymous Coward · · Score: 2, Informative

      Nope, "zerging" has become a gaming term for massive assaults that overwhelm the opponent by shear numbers.

    3. Re:Bout time. by ben0207 · · Score: 1

      In my day it was called a Tank Rush. Good times.

      --
      cmd-q.co.uk - some sort of stupid fucking internet bullshit
    4. Re:Bout time. by DragonPup · · Score: 1

      Not a slip. Zerging is a real MMO term nowadays. DAoC players tend to use the phrase a lot.

      --
      "Useless organic meatbag" -HK-47
    5. Re:Bout time. by Anonymous Coward · · Score: 0

      There are Zerg in WoW, isn't there a zergling that comes with the collectors edition.

    6. Re:Bout time. by idolcrash · · Score: 1

      I wouldn't say Korean, there isn't really a "z" sound, nor is there typically a "g" sound at the end of a word (it is typically "k"). IANAKS, but from my experience, the language is more likely from either English or some fictional language than from Korean.

    7. Re:Bout time. by meta-monkey · · Score: 1

      I said Korean because we're talking about a StarCraft term. SC is ridiculously popular over there...they even have a TV show where you can watch people play SC in tournaments and the like. It's like the new national sport.

      --
      We don't have a state-run media we have a media-run state.
    8. Re:Bout time. by ru-486 · · Score: 1

      Zerglings are a race in the game Starcraft (by Blizzard) The predominant strategy in playing them (in simplified terms) is to make a shitload of them and send them against your opponents. Hence the terms 'Zerg' or 'Zerging'

    9. Re:Bout time. by Baikala · · Score: 1

      You've never played Starcraft, aren't you?

      --
      16,777,216 comments ought to be enough for any forum!
    10. Re:Bout time. by JDRipper · · Score: 1

      There are actually zergling pets in the game.

      --
      "You know Myra, some people might think you're cute. But me, I think you're one very large baked potato."
    11. Re:Bout time. by thulsey · · Score: 1

      Not to be too nitpicky, but the race is the zerg, and the fastest low-cost creatures you can spawn in the game very quickly are the tiny little zerglings. A good (and ANNOYING) strategy was called a "zergling rush" where you basically spawned these guys and sent them over in droves to your enemies' camps where they were (hopefully) still mining crystals and hadn't spawned anything yet...

    12. Re:Bout time. by complete+loony · · Score: 1
      --
      09F91102 no, 455FE104 nope, F190A1E8 uh-uh, 7A5F8A09 that's not it, C87294CE no. Ah! 452F6E403CDF10714E41DFAA257D313F.
    13. Re:Bout time. by Anonymous Coward · · Score: 0

      The correct term for "to zerg" or "zerged" applies to winning an encounter, battle, quest with many more players than it's required. For instance, killing the general in Blackrock Spires with 40 people. This same encounter can be done easily and was designed for 18 people.

      Usually the term "zerg" is also used for guilds who don't apply strategy/coordination to battles, events or encounters but instead pit players against it. Again, the number of players involved surpasses the intent of the game designers. Basically it's throwing "hardware" at the problem.

  3. WoW section by Anonymous Coward · · Score: 1, Funny

    In addition to games, politics, yro, etc it seems there should be a WoW section, surely it would be more popular than other sections, e.g. BSD, for as we all know BSD is dying.

  4. MMORPG Players.... by m0rph3us0 · · Score: 4, Insightful

    The people at Penny Arcade act like they are investigating a space shuttle disaster. It would be nice to see what level of respect the people who play games 24/7 and actually care about intermittent downtime would give a customer paying them $14 / month. I bet most of them would tell the customer to "F off you n00b".
    It is a $14 a month service for unlimited entertainment, you can't expect that every single kink will be ironed out at launch.

    Real world devices have real world problems, and a whole host of gamers, like Tycho fail to realize that.
    Imagine if Tycho had to deal with 100,000's of people complaining that one stroke in one particular comic was 1 pt off.

    The problem is that if Blizzard put the resources into making the game so that there were no problems at launch and that they had the server infrastructure to support the entire planet logging into same screen all at once the subscription fee would be so incredibly expensive that no one would play the game.

    Manufacturing defects are a trade off, yes Blizzard could build a game with no bugs, but how many players would want to pay $5,000 for a copy, and $1,000 a month?

    1. Re:MMORPG Players.... by douthat · · Score: 1, Troll

      Seriously,

      Judging by how often www.pennyarcade.com goes down, you'd think Tycho and Gabe would know that technology has its problems. Remember during Child's Play last month after they were mentioned in all the mainstream news sources? Slashdot actually had to host the comic here so that PA's servers could take a pounding from all the non-regulars.

      I think Tycho needs to chill the f*ck out and play something else for a while.

      --
      She loves me: 09F911029D74E35BD84156C5635688C0 She loves me not: 09F911029D74E35BD84156C5635688BF ...
    2. Re:MMORPG Players.... by superpulpsicle · · Score: 1

      Dude... it's not unlimited entertainment. If it's unlimited, then you pay once $50 game and play it unlimited number of times. This is a subscription service based game at $14 a month.

      Blizzard needs to put more money into more servers. Management is simply being cheap. Remember, this is the same company that fired the Diablo II team after the success it had.

    3. Re:MMORPG Players.... by p7 · · Score: 4, Insightful

      First off, it is not unlimited access. Your monthly fee only gets you 1 month of access. Second some of us can't play 24/7. We have to work and sleep. So I am completely within my rights to complain if the service that I paid for is not available when I want to use it. Internet access is in the same ballpark price wise. Would you accept lots of downtime with your ISP? Or would you move to an ISP that gave you waht you wanted. There is a lot of competition out there and Blizzard is providing a service, they need to make the user happy otherwise we will find an alternative. I don't expect all the kinks to be ironned out at release. I expect to be able to use the product and not pay for significant down time.

      I personally commend Penny Arcade for bringing this up.

    4. Re:MMORPG Players.... by Bigthecat · · Score: 2, Insightful
      It is a $14 a month service for unlimited entertainment, you can't expect that every single kink will be ironed out at launch.

      And why, oh why, out of the many services that we pay for and hold to a standard: Mobile phones, home phones, Internet, Cable TV, etc. do we not hold MMO's out to a similar standard?

      Because it's on the Internet and seen as a waste of time? I'm sorry, but is it a fake $14 that is being paid every month? Are they not held accountable by the quality of their service like every other company that offers one?

      Why is it a game that 'people spend too long on' is any different than a mobile phone service used for communicating with friends, where days worth of downtime a month would be considered terrible service?

    5. Re:MMORPG Players.... by karnal · · Score: 1

      Throwing more money at a problem may "fix" the problem, but you'll never learn about how to truly fix the problem unless the problem happens.

      Granted, they could throw money at "more servers" at this point to alleviate the problem (which they are doing) but if they learn what the true cause of the problem is, then they can truly fix it and not have the problem crop up again when more people sign up....

      --
      Karnal
    6. Re:MMORPG Players.... by neura · · Score: 4, Informative

      You're acting like this is just a single customer out of the many that is interrogating Blizzard, as if to ask "how would you like it if every customer did this to you for $14/month?". Correct me if I'm wrong on that. In response though, this is not just a customer, this is a well known site that a lot of people get a good dose of their gaming information from. Blizzard knows this and hence why they have responded at length and with an air of (sometimes painful) honesty.

      This has already been addressed in other replies, but I'll state it again here. Yes, real world devices have real world problems, and when real world services go down, people get pissed off, switch services, ask for refunds, reimbursements, pro-rated bills, etc.

      100,00's of people complaining that one stroke in a particular comic was 1 pt off would be like 100,000's of people complaining that a building in the game was misaligned slightly, but still compeltely usable. What people are really complaining about in reference to Blizzard and WoW is not being able to access the service at all... like if people were PAYING to see Penny Arcade comics and then the site was down all the time and people couldn't see the comics or the site would be up, but viewing the comics required a login and it rejected all paying customers.

      If you had bothered to read the article this post is referring to (which you obviously can't, with your head so far up your ass), you'd know that the problem had nothing to do with not spending enough money on the server infrastructure and more to do with Blizzard's extensive market research showing that even in very generous, extreme estimates, the number of people signed up to play this game would be less than HALF of what it really turned out to be.

      Again, I just want to stress that we're not talking about annoying software bugs here, we're talking about not being able to use the service they are paying for. It's like buying an operating system that has a 50/50 chance of booting. >.> ...or having a phone line that you might be able to call someone on... once in a while. If this were just a case of bugs like, an NPC not giving you the quest you need or items not working in game, but you could still play the game and enjoy the rest of it... I don't think people would complain 1/10th as much as they are.

      Personally, I LOVE this game and like Tycho's previous posts about the game, the only thing that makes me really really mad is that I can't play! I have NO intention of returning the game. I just want the server instability (putting it lightly) to go away, so I can enjoy everything else about the game.

      Access to a product that you pay a sign up fee and monthly fees for is not a priveledge, but part of the contract you enter into when you agree to pay them every month for the service they have told you you were getting for that monthly fee.

    7. Re:MMORPG Players.... by meta-monkey · · Score: 4, Insightful

      I would imagine the casual users would be more pissed off than the 24/7 guys. Some days I have like 5 hours to play, so I play for 4 hours, and then it gets wonky, so I take that as my cue to go do something else. However, if I worked all day at my job, came home and spent time with my family, and then wanted to play for an hour after the kids are asleep only to find I can't login or the game is laggy as hell, I'd be pretty pissed off. what are you paying your $14/month for if you can't play during the limited time you have available?

      --
      We don't have a state-run media we have a media-run state.
    8. Re:MMORPG Players.... by NMerriam · · Score: 2, Interesting

      PA isn't charging people $15 a month to read PA. If they were, you're absolutely right -- they WOULD be getting bitched at about downtime.

      --
      Recursive: Adj. See Recursive.
    9. Re:MMORPG Players.... by dr.fishopolis · · Score: 2, Insightful

      It is a $14 a month service for unlimited entertainment, you can't expect that every single kink will be ironed out at launch.

      Yeah, the gall of people to expect a game has gone gold to 'work as advertised', and 'be available to them' after they pay 50 bucks + 15/month for it.

      Imagine if Tycho had to deal with 100,000's of people complaining that one stroke in one particular comic was 1 pt off.

      I'm sure it happens to him most times the strip isn't up first thing in the AM. the obvious difference, of course? Maybe it's that penny arcade doesn't charge 50 bucks up front then 15/month for the service? I'm just going out on a limb here...

      if Blizzard put the resources into making the game so that there were no problems at launch and that they had the server infrastructure to support the entire planet logging into same screen all at once the subscription fee would be so incredibly expensive that no one would play the game.

      If a company can't afford the infrastructure of a product at a price the market will bear, then they should not make the product. This isn't rocket science here, it's junior high school economics.

    10. Re:MMORPG Players.... by flibuste · · Score: 3, Insightful

      And why, oh why, out of the many services that we pay for and hold to a standard: Mobile phones, home phones, Internet, Cable TV, etc. do we not hold MMO's out to a similar standard?

      Oh..because you never had trouble with cell phone or home phone companies?

      I mean:
      * Getting overcharged or having billing issues (which seem to be the common denominator in all phone companies). This happens ALL the time. So much that it's nearly fun to receive a new bill and find out what blling part is screwed up for the last month.
      * Not have the cell phone working where you expect it to work (bad coverage).
      * Phones advertised with a lot of features, but you find out it's just lies since features are capped by companies so you overpay them for idiocies like sending images (as an example, TELUS is blocking their phones so the non-geek cannot use a computer to get images from the phone). * Cable TV repair guy coming 1 week after the scheduled date (whicho of course was inconvenient enough that you already had to take a day off from work).

      To me Blizzard is actually doing pretty well in working toward customer satisfaction. All this whining is nonsensical and your arguments just don't hold a small exam.

      At least Blizzard doesn't charge you for accessing customer support where I think it is EXTREMELY SHOCKING that in North America, phone companies charge a monhtly fee for access to 911, whatever the fee is.

      Why is it a game that 'people spend too long on' is any different than a mobile phone service used for communicating with friends, where days worth of downtime a month would be considered terrible service?

      Because it is a GAME, not a business or life-threatening *service*. It is not even a *service* as such.

      Honestly, this game is working great with a few post-launch glitches due to unexpected success. Have you ever lived the launch of pathetic "Ultima Online"? In constant value, it was more expensive than WOW is at that time. And my! What a load of crap it was! Funnily enough nobody seems to remember that mess.

      So give us a break and quit the whining

    11. Re:MMORPG Players.... by Anonymous Coward · · Score: 0, Insightful

      It does work. It's been working since launch. A bunch of servers are having problems because several guilds decided to all swarm them. Imagine that, a game designed for 5,000 concurrent users (on a given server, 88 total) can't handle 10,000.

      If the players had listened to Blizzard when Blizzard told them not to create characters on over populated servers, this would have been an entire non-issue. Blizzard can handle the current player load easily with the servers they have - if only players would use the servers they have.

      Instead the majority of players are still clustered on a small number of servers. Most of the time these over-populated servers go down, the rest of the servers remain up and people can play as they want.

      The problem is that morons like Gabe and Tycho won't use the servers that are working, instead insisting to stay on the overcrowded servers. Now they've got characters they don't want to part with - but if they'd just parted with those characters months ago when the overcrowding issue became apparent, there would be absolutely no problem.

      In short, the only people having server issues could have avoided it but didn't. They have no right to complain.

    12. Re:MMORPG Players.... by That's+Unpossible! · · Score: 0

      they need to make the user happy otherwise we will find an alternative.

      Exactly!

      May I recommend battle.net?

      --
      Ironically, the word ironically is often used incorrectly.
    13. Re:MMORPG Players.... by Doomstalk · · Score: 3, Funny

      I say we officially revoke their Web Comic of the Year status. ;)

    14. Re:MMORPG Players.... by alan_dershowitz · · Score: 1

      They are however charging advertizers, I'm sure. I wonder what their uptime policy for their advertizers is.

    15. Re:MMORPG Players.... by Babbster · · Score: 2, Insightful
      The problem is that morons like Gabe and Tycho won't use the servers that are working, instead insisting to stay on the overcrowded servers. Now they've got characters they don't want to part with - but if they'd just parted with those characters months ago when the overcrowding issue became apparent, there would be absolutely no problem.

      Wow, what a BS argument. Those guys, along with many others, were playing from day one. A MMORPG, theoretically, is supposed to be about meeting people and developing online relationships (more "working" relationships than romantic, before I'm misinterpreted). That being the case, why should they be expected to go to a new server (where, under present conditions, they would have to start from scratch) in order to play the game? It's certainly not their fault that they started playing before Blizzard added more servers, and it's certainly not their fault that Blizzard can't maintain a playable game on the server they started out on.

      I'm convinced that this anti-complaining backlash has to do with a) the fact that there are people out there who think Blizzard can do no wrong (like those who defend Valve's Steam authorization requirements for HL2) and b) the fact that Tycho is a popular web personality and calling him out on Slashdot registers high on the cool meter to some of the dorks here.

      Despite the fact that I've actually had direct "issues" with one of the guys, I'd certainly never criticize someone for complaining that they can't properly play the game WHICH THEY ARE PAYING FOR. Anyone who WOULD do so is an asshat.

    16. Re:MMORPG Players.... by NMerriam · · Score: 2, Informative

      I doubt uptime has any effect on advertising -- it's usually charged by page views or clickthroughs. If the site is down for an hour, then they missed out on an hour's worth of pageviews to charge for.

      --
      Recursive: Adj. See Recursive.
    17. Re:MMORPG Players.... by Anonymous Coward · · Score: 1, Insightful

      Wow, what a BS argument. Those guys, along with many others, were playing from day one.

      Yes, and on day 2, it became evident that certain servers had problems. Blizzard immediately responded. They created 44 new servers. They told the players on the most populated servers to consider moving to lesser populated servers.

      And... they didn't. So now, two months later, instead of two days later, they find themselves not wanting to give up the character they started with.

      Well - tough. If they had thought ahead of time when Blizzard told them to play on another server, they'd be having no issues now. But they didn't, and they're suffering because of it. So no one should feel sorry for them and Blizzard owes them nothing. They were warned. They ignored the warning. Tough luck for them.

    18. Re:MMORPG Players.... by MMaestro · · Score: 1
      It is a $14 a month service for unlimited entertainment,

      Holy shit! Where do I sign up for unlimited entertainment a month?!

      Last time I checked, you still had to walk/ride a boat/fly to your destination, you still had to spend time doing menial quests only to recieve a shitty reward and no matter how many days I play without sleep theres always some asshole out there with better gear than me and will rub it in my face. My boss at work does that to me and I get PAID to do it. I'm sure as hell not going to PAY someone to give me shit.

      Penny-Arcade doesn't force me to pay to read their comics so they can shovel all the crap they want onto me. Bring it on I say as long as you keep it FREE. They have crappy forums? Who cares, the only time I've supported them was when I got a Penny-Arcade T-shirt from a friend. What did you do to give you the right to compare them to a MMORPG running company? ALL MMORPG launch at a loss. Its the same way with car companies, medicine companies, government projects and many other INVESTMENTS. The idea is to make money AFTER you complete and release the fruits of your efforts.

    19. Re:MMORPG Players.... by Anonymous Coward · · Score: 0

      It's no different than the sales clerk giving you lip at a clothing store, a long line up for beer at the hockey game, the two talking in the back of the theater, and that snooty ass noob who trash talks in every game. all forms of entertainment have their pros and cons, so get off your high horse. It is not as if anyone is forcing you to play it.

      Secondly 15 bucks a month for unrestricted access is quite nice. Going to the theaters is 12 bucks here, and you get 10 - 15 minutes of adds. Hockey game, football, or concert tickets are also expensive, especially if you do a $$/hour ratio.

    20. Re:MMORPG Players.... by AvitarX · · Score: 1

      Just to your last paragraph.

      Do you think that the people complaining would rather the product not have existed?

      Because I have not heard any "I wish Blizzard would just not make games any more" type comments in this context.

      All I hear is "I wish it was perfect, I am paying for it", well I wish a lot of things I pay for are perfect too.

      I wish the 12 pack of prozen hamburgers I baught didn't taste bad, but it does. Early adopters of everything suffer, and their complaints are what makes things good for everyone else.

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    21. Re:MMORPG Players.... by C0rinthian · · Score: 1

      How would you recommend Blizzard resolve the issue? It's a load balancing problem, but you're saying they're wrong for recommending players balance the load. There are around 20 servers (out of 88) that have these problems. They threw hardware at it, but that doesn't matter of the players don't use it. I imagine there's only so much upgrading and optimization you can do on one server before it stops scaling effectively.

      So what do you recommend they do?

      There is no easy solution to the problem. Blizzard seems sympathetic of the customers situation, and I think some of the customers need to be more sympathetic of the position Blizzard is in.

    22. Re:MMORPG Players.... by Anonymous Coward · · Score: 0

      actually, that charge for 911 accesss is a tax that doesn't nesc go directly to the phone company itself, they are actually required to provide people with 911 access, but that charge is then put towards getting 911 access to everyone, and the cost of the 911 system it self (which is then in turn ran by the county (in most places))

    23. Re:MMORPG Players.... by PreatorX · · Score: 1

      Great post! I agree!!

    24. Re:MMORPG Players.... by ziandra · · Score: 1

      Other games have had to deal with downtimes as well, and have compensated their players with subscription credits. A day of credit for every hour the servers are down up to a week for every day the servers are down may not adequately compensate the player but it certainly helps.

    25. Re:MMORPG Players.... by Babbster · · Score: 1
      If the hardware/load balancing issues simply can't be resolved in a timely fashion, my solution would be pretty simple. I'd give all the guilds (their leaders, obviously) on the most populous servers one week to decide if they're willing to move or not. Once the week was up, I'd start moving the guilds that reported being willing (hopefully two at a time with similar average levels - enhancing the chance that folks would still know a few out-of-guild people) and, if there weren't enough volunteers, I would decide semi-randomly ("semi" meaning based on most people in fewest guilds in order to get the numbers "right") which guilds were going to move regardless of their wishes. It would be somewhat draconian (the plan would be laid out in advance so that people would have about two weeks' warning) but it would get the job done. If folks tried to evade the move by dropping out of their guilds, I'd start picking on higher level (30+) characters who quit their guild after the announcement and move them (I'd even be nice and try to do it according to the guild they quit which, of course, would also be moved).

      As a further measure, I would suspend new character creation on the affected servers (if that hasn't been done already).

      Of course, the whole while I'd be kicking my collective self for having failed to take these more drastic steps earlier.

      The bottom line is that Blizzard is making, and is going to make, money hand over first on this game. Players don't need to be sympathetic to them (poor Blizzard, they're making millions of dollars...oh, the humanity). If they think the players should have taken the action recommended earlier, they should have taken steps to ENFORCE that need. Then again, PLAYERS shouldn't have to be the ones responsible for solving technical problems - that's what the f***ing monthly subscription fee is supposed, in part, to be paying for.

    26. Re:MMORPG Players.... by Yer+Mom · · Score: 2, Insightful
      Especially since most of the users in that category are going to be logging in at around the same time (say 9pm-ish) which makes it more likely that they're going to get hit by the problems on a regular basis.

      I work Mon-Fri, 9-5. By the time I get home and eat, it's about 6:30. Saying "yes, it may be down from 6pm onwards, but it's fine during the day - play then!" wouldn't pacify me one little bit, because that's no use to me.

      --
      Never mind Spamassassin. When's Spammerassassin coming out?
    27. Re:MMORPG Players.... by C0rinthian · · Score: 1

      I actually agree with you here. Blizzard needs to force action. However, I'm sure you realize how much bitching forced moves would generate. Blizzard is now in a lose/lose situation. No matter what action they take, someone is going to get pissed.

    28. Re:MMORPG Players.... by inkless1 · · Score: 0

      [b]Oh..because you never had trouble with cell phone or home phone companies?[/b]

      Everyone does, but nothing from the sounds of this. If your phone didn't work one random day of the week, would you keep it? Your TV? Didn't think so.

      [b]To me Blizzard is actually doing pretty well in working toward customer satisfaction. All this whining is nonsensical and your arguments just don't hold a small exam.[/b]

      Blizzard is doing the bare minimum. They aren't offering reduced rates, refunds or any monetary compensation. They best they are doing is offering free time that you may not even be able to access.

      [b]Because it is a GAME, not a business or life-threatening *service*. It is not even a *service* as such.[/b]

      Bull. Paying a monthly fee for access? That's called a *service* as such. When did a service have to be "life-threatening"? Talk about an argument that "don't hold a small exam"

      [b]Honestly, this game is working great with a few post-launch glitches due to unexpected success. Have you ever lived the launch of pathetic "Ultima Online"? In constant value, it was more expensive than WOW is at that time. And my! What a load of crap it was! Funnily enough nobody seems to remember that mess.[/b]

      Yes, because other MMOs have had crappy launches, let's excuse all MMOs from all their technical trouble until the end of time. Let's continue to pay companies a monthly amount to deliver betas, underestimate their hardware and generally not let us play the game we just paid for.

      What the hell? How many people ranted for pages because Doom 3 was too dark? Hey guess what ... it had this nifty feature where you could play it whenever you wanted and not pay id anything extra for that privilege! Pretty neat, huh.

      I'm so tired of the MMO apologists. Because you guys are willing to sit back and subsidize crap like this, I'll probably never play one of these game. I'll never trust them to actually try and make one work, because with audience like that they'll never have to.

    29. Re:MMORPG Players.... by damium · · Score: 1
      At least Blizzard doesn't charge you for accessing customer support where I think it is EXTREMELY SHOCKING that in North America, phone companies charge a monhtly fee for access to 911, whatever the fee is.
      I think you are confused. The 911 charge is not to access 911 services it is to recover some of the cost of supporting 911 services on all phones. The phone company still pays for cell phones with discontinued service and pay phones access to 911.
      Wouldn't it be odd if I went to a pay phone and dialed 911 only to hear "please insert 75 cents to continue."
    30. Re:MMORPG Players.... by Babbster · · Score: 1

      The thing is, the people who would be affected are already pissed. On thinking even more about the issue, it occurs to me that if they went through a plan like mine and gave every player who volunteers to move a free month of service, any hard feelings would quickly dissipate.

  5. This is not good... by keiferb · · Score: 2, Insightful

    Blizzard actually made an effort to let the community know what was going on... Now the forum trolls will have to find something else to whine about. Something tells me it won't be pretty.

    1. Re:This is not good... by JVert · · Score: 2, Insightful

      I'll bite.

      It just seems more blatently obvious that they should give out free month. The people spoke and blew away the companys expectations within a week bringing in what they anticipated to take 6 months. For this the players are punished. Battlegrounds has to be taking a back seat untill they solve the server issues.

      I'ts not like i'm going to quit playing because I wont get a free month. I can't even bring myself to try the free Anarchy Online. I'm just offended personally that they belive that the customers should be punished for being such big fans.

      Your quote "Blizzard actually made an effort to let the community know what was going on... " kind of bothers me because this is a month and a half after the game has been released. It feels more like the company has "finally responded", not "made an effort".

    2. Re:This is not good... by keiferb · · Score: 2

      They've been making an effort all along... they just don't have the best communication between the people who actually know what's going on and the community reps, so the reps can only keep posting things like "We know, we're working on it". That's what gets the players all frazzled, because it's the same line every time. While this one doesn't go into many technical specifics, it's much, much more than what we've been given to date.

      Also, as they've stated several times, the engineers in charge of getting the servers stablized and the developers who are working on implementing battlegrounds are two distinct groups of people. No reason the developers should stop what they're doing if they can't help the engineers.

    3. Re:This is not good... by Ayaress · · Score: 4, Insightful

      Having been an MMO play for a long time, they won't have to find something new to complain about. A few examples (Copy/pastes from the Ashen Empires forums, mind you):

      Example 1 (Context: SoE is the Staff of Enervation, the most powerful mage staff in the game. It's magical wood, meaning it can be repaired by a Mind based repair spell. A database error during the shift from TKO Software back to private ownership made it Nature repair - which is for magic wood - a few weeks ago, and that was corrected shortly tehreafter. This post came a while after that)

      WTF SOE IS MIND REPAIR NOW???
      by (removed)
      YESTERDA YIT WAS NATURE REPAIR WTF U CHANGE IT FOR?

      by (removed)
      I sure hope not that's gay I don't want to have another skill. Well not really I have 100 in all mage skills but its gay because I need to use my mind runes now.

      by (removed)
      WTF FIX THE FUCKING BUGS BEFORE YOU POST A NEW UPDATE


      Another example:(Context: New land area was added recently, which is only suitable for parties of high level characters. A level 15 should not be there for any reason. The area is open, and is accessible from both lawful and criminal cities, although the walk from Desprail or Redwake makes it hard on criminals, but just about anybody can get there if they want)

      Re: WHY do i see CRIMINALS running free in the new lands?
      by (removed)
      what city? there's no city, just a lot of grass and big ogre things that kill me. why the hell do the monsters so fucking high level? hows a level 15 supposed to bow in there geeze its not fare nemore


      The following posts are by the same person, less than four hours apart: (Context: the update was scheduled for the day before, but was delayed due to a bug)

      Where's the UPDATE????
      by (removed)
      Just put it on the servers so we can play it and we'll find the bugs stop slacking we pay your salary.

      Wtf's with the fucking BUGS!?
      by (removed)
      FIX THE FUCKING BUGS before you post a patch. you should NEVER post any update unless it is ONE HUNDRED PERSENT BUG FREE goddamn incompetents. you can't run a fucking game. We pay your salary now do your jobs.


      Frankly, in this game, I consider this sort of brattyness worse. The game is fairly small, and has been struggling to pay the bills its whole existence. Twice, they licensed larger firms (most recently TKO Software), and both times they got screwed. The first time, the developers broke the contract, gave up ALL the money the game had made for nearly a year, and went without a lot (Lead developer even sold his car) to keep the game alive. The second time, it was a bit worse. They all got canned by the new owner of the game, and the game was going to be shut down. They stepped in and paid - out of their own money - to license the game back and keep it alive. For more than half of the last two years, the game has been free for one reason or another, and for the rest, it was only $8 a month.

      Granted Blizzard doesn't have these woes, but people will still complain about the exact same things. Even if they're shown that the problems are being fixed, it won't be enough, because it's not being fixed instantaneously.

      Once, AE had a very strange bug. It was very difficult to reproduce, and the circumstances that caused it were never properly pinned down. Less than three hours after it was found (At 4 AM yet, the devs were probably asleep), people were already complaining about why there hadn't been an update to fix it. When there was an update, they complained that the server was down for almost "FIFTEEN MINUTES OMG I R WANT MI MONIE BAK."

    4. Re:This is not good... by CMiYC · · Score: 1

      I'ts(sic) not like i'm going to quit playing because I wont get a free month

      So then why would they give a free month?

    5. Re:This is not good... by JVert · · Score: 1

      Ah HA!
      I do plan to leave when guildwars comes out.

    6. Re:This is not good... by Yer+Mom · · Score: 1
      Whoa. I don't think I could do your job. I'd just end up with a macro set up to reply with "Learn to spell, punctuate and use grammar properly. Then try again."

      What do they teach these kids in English classes these days?

      --
      Never mind Spamassassin. When's Spammerassassin coming out?
    7. Re:This is not good... by Mukaikubo · · Score: 1

      I think I actually lost significant parts of my mental ability just by reading that. Thanks a lot dude. Gah, trolls so STUPID...

    8. Re:This is not good... by Ayaress · · Score: 1

      Thank god it wasn't my job. I was a player, not a dev. They asked me to be a GM once and a forum admin a couple other times, but I respectfully declined. I was too afraid I would go berzerk with madness and spawn thousands of demon spires in major cities.

  6. And again realms and servers... by tibike77 · · Score: 2, Interesting

    ...I wonder why they never moved beyond the "realm" concept and put together a single, huge, continuous world (where different areas would be physically located on separate servers, even with several servers serving a single area or sharing area serving wherever needed).
    As far as I know, the only MMOGame that ever attempted that approach was EVE-Online, and they have a record of a bit over 10,000 clients logged on and playing at the same time.

    Personally, I find the entire concept of realm "sharding" to be archaic and absolete.

    --
    By reading this signature you agree to not disagree with the post you just read.
    1. Re:And again realms and servers... by Anonymous Coward · · Score: 1, Informative

      WWII Online

      Check em out

    2. Re:And again realms and servers... by KinkifyTheNation · · Score: 1
      As far as I know, the only MMOGame that ever attempted that approach was EVE-Online
      Indeed, and it works pretty well. There's an avg 8,000 players on at any given time, however there seems like there is alot of lag (if you would even call it that). It takes about a second to respond when you do anything. Not sure if it's a server problem or anything, but it may show up in other MMOs that try a single world setup.
    3. Re:And again realms and servers... by jdew · · Score: 1

      Ragnarok Online uses the same mechanism. The overall map is split up into large squares. You walk off one square and you go to a different server when you appear on the next square.

    4. Re:And again realms and servers... by vslashg · · Score: 1
      Ragnarok Online uses the same mechanism. The overall map is split up into large squares. You walk off one square and you go to a different server when you appear on the next square.


      Though it's not a "game" in the traditional sense, Second Life does the exact same thing.
    5. Re:And again realms and servers... by pnice · · Score: 1

      Second Life uses this same one-big-world-with-different-sections-being-differ ent-servers approach. Like when you fly from one section into the next you're actually passing onto a different server at the same time. It seems to work OK, unless everyone is trying to get to one particular piece of property...then it can slow things down a bit.

    6. Re:And again realms and servers... by HarvardAce · · Score: 2, Insightful
      I wonder why they never moved beyond the "realm" concept and put together a single, huge, continuous world (where different areas would be physically located on separate servers, even with several servers serving a single area or sharing area serving wherever needed).

      Have you played this game? The AH in Ironforge is packed on my server, and it is one of the low-population servers. I have seen screenshots of it from a high-population server. Can you imagine what it would be like if there was only one server?

      The problem with having one realm is not about servers, because you could have each area on its own server. The problem is overcrowding -- unless you could find some way to forcibly keep people spread out on the entire world, you're going to have popular areas that everyone flocks to.

      Even if you could forcibly spread people out, having 100,000 people in the same world at one time would require a vastly larger game world. For the smaller-scale MMORPGs, like EVE-Online, this is feasible, but for the really popular games like EQ and WoW, it's just not possible.

      --
      Note to self: Stop putting jokes in my insightful comments so I can get something other than +1 Funny!
    7. Re:And again realms and servers... by Arkham · · Score: 1

      The problem is, what do you do with the 20,000 people who all want to be in the auction house at the same time? Even with 88 servers, the one on my server has 200+ people in it at a time during prime time.

      --
      - Vincit qui patitur.
    8. Re:And again realms and servers... by JVert · · Score: 1

      Its not even that big of an issue of hardware but gameplay. There are alot of servers in the game right now, ALOT. If you had to combine all the players together your land would be very camped and have a huge affect on gameplay/economy. It was determined in advance that the world would be designed with an ideal amount of players for the purpose of gameplay. Whats interesting right now is how the economies are different across different realms but they are still faily balanced even when it changes. On a massive scale it would be x times more difficult to maintain a balanced economy.

      Dont get me wrong, trying to support eveyone on one realm would be a huge undertaking and pretty much impossible at the currently unexpected growth rate, but the cost/benefit just isn't worth it.

    9. Re:And again realms and servers... by Zed2K · · Score: 2

      The auction houses are a completely different problem though. They way they have it setup is stupid. There is no reason to SEE everyone in the house when you walk in. It should look empty to everyone as soon as you enter the building. You should only be able to interact with the auction system inside an auction house. You should also be able to access the auction system from any inn in the game.

      Auction houses should be treated like a small instance.

    10. Re:And again realms and servers... by Temporal · · Score: 2, Insightful

      That wouldn't work.

      I don't know if you've played WoW at all, but in the beta I quite often had problems with areas being just too damned crowded. In some areas (e.g. Westfall), the mobs you had to kill for your quests were always dead already, with several players camping their spawn points. And then there's contested territory. Horde player doing Tarren Mill on a crowded PvP server? Good luck staying alive more than two minutes at a time!

      That was with about 1200-1500 players logged in to the realm, IIRC. I'd hate to think what it would be like with 10,000 players, much less 100,000.

      Now, if Blizzard were somehow capable of creating a game world that was 50 times larger than the one they have, then putting 50 times the players in one realm would be great. But, that would obviously take 50 times the development time, or would require drastic reductions in quality.

      Frankly, when I get around to installing the retail version, I'll probably explicitly join the lowest-population server I can find. I like having people around (it's sort of the point of an MMORPG), just not so many.

    11. Re:And again realms and servers... by NonSequor · · Score: 2, Insightful

      That approach won't work for a lot of games. In these games, people usually don't try to go off and find a place of their own, they go to the popular places and farm the mobs everyone else is farming. In many cases this is because certain spots are genuinely better for gaining experience or getting cash or items (and it's difficult for the developers to prevent any spots from being better than the others without making the game bland). People will even wait in line to get into a group camping a really good spot.

      There are other factors as well. Capitol cities, or any place that players use as a base of operations would be heavily overpopulated as well. Also, as an MMOG ages, the lower level areas tend to become less crowded and the higher level areas tend to become more crowded.

      Having a massive game world running on a large cluster of servers doesn't help anything if your players only inhabit a fraction of them.

      --
      My only political goal is to see to it that no political party achieves its goals.
    12. Re:And again realms and servers... by meta-monkey · · Score: 2, Interesting

      The crowding of the quest areas isn't that big a deal anymore, now that the players are so spread out. I bought the game on day one and of course the quest areas were swamped. Everybody in the game was the same level, and all doing the same quests. Now that people have had a chance to spread out and diversify, I don't really see this problem anymore. I created an alt and blew through the first 20 levels MUCH faster than the last time, because I was one of the few players in the areas I needed.

      --
      We don't have a state-run media we have a media-run state.
    13. Re:And again realms and servers... by Anonymous Coward · · Score: 0
      Personally, I find the entire concept of realm "sharding" to be archaic and absolete.

      N Entities, (N-1)^2 entity relationships. Database and synchronization overhead tear you to bits. Even getting rid of "zone boundaries" has a price, synchronization lag is probably the root cause of every item, effect, or money duping bug you've ever heard of in an MMO.

      You can fake it by partitioning the space if the milieu allows for it. For WoW to fake it would require harsh travel restrictions, more bandwidth internally and externally, much more powerful front end servers, much more powerful database servers, and either infinitely cloned content in each area or the creation of much more unique content.

      Read up on military logistics and you will see the same principle in action, there is a point at which travel and communication overhead exceed the carrying capacity of the system itself.

    14. Re:And again realms and servers... by Temporal · · Score: 1

      Depends. The problems I had with Westfall were well after the players had a chance to spread out. On the other hand, there were areas meant for the same level players which were pretty empty, even then. I did some questing in Thelsamar and saw very few people. I suppose this is because dwarves and gnomes are unpopular as player characters, and the Human and Night Elf masses are mostly too dumb to think of questing in another race's home region.

      Still, with 50x the players on the server, it would surely be a problem everywhere.

    15. Re:And again realms and servers... by stienman · · Score: 2, Insightful

      The workload scales exponentially. Even with some wicked parallel code running on computing clusters the problem is intractable - you can support 10k people on 10 server racks, or 100k people on 200 server racks. Since the 10x increase in people requires 20x the servers it makes more sense to split things up.

      There is a balance here.

      As processing power becomes cheaper this problem will ease, but in the end it's still O(n) hardware trying to solve an O(n^x) problem.

      If they could distribute the processing to the users securely (right!) then the problem would become almost trivial.

      -Adam

    16. Re:And again realms and servers... by interiot · · Score: 1
      • Having a massive game world running on a large cluster of servers doesn't help anything if your players only inhabit a fraction of them.
      I think your post is spot-on, but I think the proper summary is: it's a game-mechanics issue, not a technology issue. There are several cases where it'd be not-fun to have 10,000 people in the same place (even if graphics cards were advanced enough to render that without breaking a sweat).
    17. Re:And again realms and servers... by Anonymous Coward · · Score: 0
      As processing power becomes cheaper this problem will ease, but in the end it's still O(n) hardware trying to solve an O(n^x) problem.

      It's actually harder than O(n) attacking a problem of polynomial complexity, because hardware does not scale in a linear fashion due to communication overhead - it's probably closer to logrithmic with a constant scaling factor.

      I don't think brute force can solve this, it will require something different.

    18. Re:And again realms and servers... by llefler · · Score: 2

      The AH in Ironforge is packed on my server,

      That's an easy thing to address;

      You could provide more locations to access it. Why don't Stormwind and Darnassus have auction houses that are connected to the one in Ironforge?

      Or you could move it to it's own landblock, off-loading it onto separate hardware like Asheron's Call did. That would also benefit the areas around it.

      --
      It is amazing what you can accomplish if you do not care who gets the credit. -- Harry Truman
    19. Re:And again realms and servers... by Nutcase · · Score: 1

      Hey! You stole my sig!

    20. Re:And again realms and servers... by fwitness · · Score: 1

      Hmm. Distribute processing to the users. This is interesting. So combine something like bittorrent with a MM game. Each client uses their own bandwidth to support the whole. Doesn't sound right, but sounds interesting.

      --
      -- I have fans? Wow.
    21. Re:And again realms and servers... by Drawkcab · · Score: 1

      There are 88 servers. Divide the auction house crowd by 3, then multiply by 88, and you've still got 30x the load in an AH. More like 40x, since one place will always be more popular. And the people come for the AH but they're spread all around the city, so the whole city is crowded. The server load isn't proportional to the number of people all in close proximity. Its proportional to the number of people in close proximity squared, because each person has to be aware of each other person. The whole game would have to be instanced and enlarged to handle the gameplay issues for 90x as many people, even assuming server hurdles were overcome. And you'd constantly be running into complete strangers rather than getting to know people.

    22. Re:And again realms and servers... by NNKK · · Score: 1

      Unfortunately, it's virtually impossible, as every multiplayer game has painfully discovered at some point. You can't have the client doing ANY meaningful processing and maintain the integrity of the game, because the client WILL be hacked to death by people looking for an advantage. EVERYTHING has to be verified server-side, and you can't send ANY information to the client without assuming that the player is going to see it.

      Peer-to-peer networking games like Starcraft, Diablo (1), Warcraft II (are we sensing a Blizzard theme here? :P) have long suffered from these issues, and these same issues have created problems for client-server games from Quake to EverQuest. Ask an Ultima Online player to tell you about the importance of server-side collision detection sometime.

      All the encryption/obfuscation and client version checking in the world won't help you do client-side processing securely. Somehow the code has to be executable, and if it's executable, it's crackable.

      You just can't let the client do anything important, because somebody will figure out how to exploit it.

    23. Re:And again realms and servers... by tibike77 · · Score: 1

      The first thing to consider here is a SINGLE server (or server group) that handles/stores user login info, character data, equipment/inventory, etc. Whenever you login to the game, wherever you chose to play, you only have a single login name/pass and you always have the same gear. The "security" issue would therefore be limited to internal communication (between the login/auth server/servers and the game-area server you play on).

      Now, wether you pick the option of a HUGE world with zilions of players inside at the same time (and segment the areas based on virtual land surface and/or average number of players hanging around) OR you keep some form of "sharding" active (but more like "parallel universes you can travel between), you can partition the players yourself between physical servers.

      Picking the "huge world" option, I doubt there would be a big problem in simply enlarging all landmarks' surface size by a factor of (let's say) 100, so 10 times more in each direction, but keeping the "relative to player" detail level at the same quality. You'd have to add at least 20-30 times more "respawn" points to keep the revive travel time the same, and you'd have to add some quick ways to travel between (now) remote locations - so yes, a lot of work.
      Now, the beauty lies with the fact that each and every major city and immediate surrounding area can be run on a single server (or even on two servers - one handling the "outside", one handling special places like auction houses), while other (less frequented) areas, much larger in virtual surface, could be run on a single server.

      Now, nobody says you can't have a certain small "transition" area (where any interaction with the server environment or other players would be limited), which would be handled by both servers of the neighbouring areas - it's just like you have the player on both servers (so maximum x3 datastream for the players there - including server-to-server data).
      Also, nobody says you have to have your "main login server data" updated non-stop ; once every hour or on logoff is more than enough.

      BOTTOM LINE: Well, I think you're overcomplicating a simple issue - it doesn't *HAVE* to be a O(n^x) problem !

      --
      By reading this signature you agree to not disagree with the post you just read.
    24. Re:And again realms and servers... by king-manic · · Score: 1

      What type of crack are you on? The basic issue is that people tend to crowd. In each and every case. So you must have each area server be able to handle at large proportion of the populace. So it doesn't scale well. Sharding is the easiest and simpliest solution. The suggestiosn you made woudl ruin any game. Make all distances longer? yeah walking for 2h is what I consider to be fun!

      Even iff all issues with mobs are fixed and every mob can drop good and useful things, and each city has their own server, what happens when you start and 150k people need to go to the auction house to sell theur "useful item gained from anywhere int he world". You could make every city identical and have all the amenities and increase the number of cities.. but their no benifit to what you propose. It has game play value, A server of 4000 in a small land is likly more fun then a server fo 40000 with a medium area.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    25. Re:And again realms and servers... by b0r0din · · Score: 1

      I completely agree with you. AH as an instance is a great concept and would spread the load evenly. Problem I see is that Blizzard hasn't yet fixed some of the instance problems that exist; some people are reporting bugs from instances like getting 2.5levels of rest XP and it seems to be tied into instances from what I recall. Also as instances are loaded on different servers it could create DB or network problems, depending on how the DB is setup. So instancing an AH may make things worse, but it depends on their network, DB, and code, and I wouldn't be able to make that judgement without having at least a system diagram and probably a PhD in IT.

    26. Re:And again realms and servers... by Zed2K · · Score: 1

      I wouldn't instance the db part of the auction house, just what the player actually sees. Or instead of using an instance just make the actual auction house a different kind of area. When you enter you don't see anyone but you and the NPC to interact with.

      Blizzard has stated that they aren't going to do this because they feel it changes the feel of the game in that entering a building with a ton of people makes it feel more alive. Thats fine. If they don't want to change that then they need to add multiple auction house NPC's in every inn in every town. And make some traveling. They don't seem to realize that they can't have it both ways. The databases they currently have can't support what they are trying to do.

    27. Re:And again realms and servers... by tahuti · · Score: 1

      It is not easy for night elf to get to other races starting areas without warlock porting you. You need still to pass level 20+ creatures on the way, especially npc orcs at tunnel entrance through contested area. Most common for night elves is at lvl 16+ since druids have aquatic quest in westfall.

    28. Re:And again realms and servers... by Temporal · · Score: 1

      Actually, when I first started playing the beta, my friend made a night elf character and managed to get it to stormwind within an hour or two of starting, at level 3 or so. She did have to run through contested territory and died a couple times, I think, but she made it without too much trouble. Maybe it's harder now, though.

      Doesn't matter to me, anyway, as I will never play a night elf. There's too many of them already. Besides, the Alliance is scum.

    29. Re:And again realms and servers... by Anonymous Coward · · Score: 0

      10six (named so as 10 to the 6th power) could supposedly support 1-mil users. it did exactly this, splitting plots of land onto different servers.

      i don't know what their record number of users was in the end, but it was a lot of fun having one real time world for everyone.

  7. Perl sure can be tough to debug by snuf23 · · Score: 4, Funny
    "Conflicts occur between some of the internal applications running in the background, and the end result can take the form of temporary login issues."

    Translation: Bob's nifty 12 line perl hack doesn't seem to scale.

    --
    Sometimes my arms bend back.
    1. Re:Perl sure can be tough to debug by Anonymous Coward · · Score: 0

      Probably scales better than the old C CGI scripts that kept the network where I went to school running.

      I'd never even realized that of course you'd be able to write CGI scripts in C before that.

  8. Nicely Spun answers by Anonymous Coward · · Score: 1, Insightful

    They shipped an estimated 2 years worth of product at release? Even if you expected to be more popular than the other MMORPG, it seems silly that you would create so much, when it would be considerate to remaster the game at some point so that new users aren't forced to download a huge patch.

    It sounds like the answers are spin for we weren't ready to handle a game of this scale. We maybe soon, but you all are going to have to put up with us through the learning process.

    By the way they had to release early not because of their publisher, but they needed to release near EQ2 or lose lots of potential subscribers.

    1. Re:Nicely Spun answers by Wtcher · · Score: 1

      I suspect it's likely cheaper to stamp out a product all at once than constantly returning to the manufacturer. Since the game needed updating the day it was released (the beta client was more updated!), it wouldn't make too much of a difference to Blizzard how new the disks were. Besides, I'm sure you've heard of their much-vaunted torrent updater, so bandwidth costs would be relatively low compared to other games anyhow.

      Oh, and it was one year - I think they'd probably have boxes sitting around in a warehouse somewhere and slowly let them out as stores normally ran out-of-stock and needed to reorder.

      There isn't much spin there. They say they did have plans in place for when the game grew, and that they did successfully double their server count quickly, but they do come out and say they had problems as well.

      --
      ----- Wtcher Dragon, UDIC
    2. Re:Nicely Spun answers by Anonymous Coward · · Score: 0

      It is spin. Their first answer is the worst. The game is capable of supporting all the users. That is obviously not true at this point. What they are really saying is. When we get the necessary software is patched and all the new hardware out there, we should be able to handle all the users. Which of course means they can't right now.

      Second according to their answer they had a rough estimate of 1-2 years to hit 600,000 users. So they didn't have the necessary hardware available to handle that many users (Shown by the fact they had to add servers). Also the 600,000 number quoted is the number of copies sold. Every last one of those is a potential user logging in. THey could have easily doled out the game as server capacity came out, but they didn't. They released way more than they could handle.

      So yeah, they spun the answers.

    3. Re:Nicely Spun answers by meta-monkey · · Score: 2, Insightful

      Of cousre they didn't have all the servers required to handle what they thought was next year's player base out at launch. From a business and maintenence standpoint, that would be stupid. It costs $X for every server they have up and running. Power, bandwidth, maintainence staff, etc. If you only anticipate you're going to need Y servers at launch, and 2Y servers next year, wtf would you want to spend X*Y more dollars than you'd need to for a year by rolling out 2Y servers at launch?

      Also, they knew the game wasn't going to scale perfectly. They expected a gradual increase so they could monitor performance, and make tweaks as they went along. Instead they got all the load at the same time. I think the answers were good and honest, I wish Blizzard the best of luck in getting this fixed. Blizzard isn't trying to screw anybody over, nor is their software or hardware inept. It's their market research people who underestimated the demand who screwed up.

      --
      We don't have a state-run media we have a media-run state.
    4. Re:Nicely Spun answers by bushidocoder · · Score: 1
      Actually, they didn't print all 600,000 copies at release. They printed around 200,000 if memory serves, and expected that to last until early 2005.

      Those 200,000 sold out almost instantly (do you remember the problems around Thanksgiving trying to find a copy?), and the publisher Vivendi printed the excess more and sold them. Although its Blizzard's product, keep in mind that the publishers really drive the sales of a product. Blizzard asked Vivendi repeatedly to stop printing new copies until they had time to scale to little success until the performance hiccups finally transformed into complete crashes across most of the servers. At that point, Vivendi realized that it was smarter to wait out a couple months, and they FINALLY stopped printing copies after going over their original volume a couple hundred percent.

      Blizzard isn't exempt from responsibility entirely, but the majority of the blame really falls on the publisher. To their credit, Blizzard has offered substantial quantities of comp time to most of the players, which bites into their profits, not Vivendis.

    5. Re:Nicely Spun answers by Anonymous Coward · · Score: 0

      That doesn't answer the question of why did they ship an estimated 2 years worth of product on release. This is like if a movie theater sold 10,000 tickets good for anytime and 1,000 people came to see the premier showing in a 200 seat theater. Blizzard needed to dole out the game in proportion to what their capacity was. Instead they released all the discs to the people at once and were surprised when they all wanted to use them. You can't put this on market research. They did an open beta and stress test. They should have had a decent idea of what their capacity and average user load was going to be. So my point is they should have been able to figure out what they could handle and than target that number for the initial release.

      Scaling isn't the problem. I'm not sure if everyone caught it, but the down time on the 20 most populated servers wasn't because of the overpopulation. It was because the code the put in place to help with the overpopulation problem hosed the system. The low population servers would have also been hosed if they had implemented the patch on them. Hasn't Blizzard ever heard of a test server?

      I fully realize that Blizzard is trying to fix this problem. They are a business and this I'm sure has cost them some accounts.

    6. Re:Nicely Spun answers by Incoherent07 · · Score: 1

      Oh, but it gets better. Remember a couple of days ago, when Blizzard said they weren't producing any more copies until their server capacity caught up? Yeah, that made people REALLY happy... So the end effect is that they can't win. Either you can't buy a copy of a game you want to play and would freely pay money for, or you can buy it but not always play it. As an alternate analogy, suppose a theater seats 200 comfortably, 300 SRO, and 400 before the fire department gets involved; how many tickets do you sell to the premiere showing?

      Incidentally, my server, which sports 5 of the largest 20 guilds on any server, is one of the lower populated ones and has rarely gone down unexpectedly; the login servers cause more problems than the realm servers. This is both before and after the emergency fix a couple days ago.

      --
      This is my sig. There are many others like it, but this one is mine.
    7. Re:Nicely Spun answers by black+mariah · · Score: 0
      It sounds like the answers are spin for we weren't ready to handle a game of this scale. We maybe soon, but you all are going to have to put up with us through the learning process.
      Spin? What spin? That was THE ENTIRE FUCKING POINT, YOU IDIOT.
      --
      'Standards' in computing only impress those who are impressed by things like 'standards'.
    8. Re:Nicely Spun answers by C0rinthian · · Score: 1
      It is spin. Their first answer is the worst. The game is capable of supporting all the users. That is obviously not true at this point.
      Not, their statement is accurate. They have enough servers to accomodate the playerbase, if the playerbase was evenly distributed. However, the population is NOT. There are mebbe 20 servers out of 88 with problems. Not suprisingly, those are the most populated servers.
    9. Re:Nicely Spun answers by Anonymous Coward · · Score: 0

      Yeah, I loved how they patched all 20 'red flagged' servers at once and it was worse after cause even more downtime to repair the repair. Um, maybe patch 1 of them and compare the results?

  9. Now if only they could tell us... by M1rth · · Score: 0, Offtopic

    whether or not Starcraft: Ghost will be what they originally portrayed, a spiritual successor/equivalent to BattleZone 2, or if it's just going to be yet another crappy FPS.

    --
    If you can read this sig, congratulations, you have your glasses on!
  10. Who knew ... by KSobby · · Score: 0, Troll

    that Blizzard hired the president's speech writers? "Well we don't dwell on the past and are only concerned with the future. Mistakes? I see no mistakes here. These aren't the droids you're looking for. Move along" - Long time geek, first time poster.

    --
    "It's difficult to meditate on amphetamines." - Joe Walsh
    1. Re:Who knew ... by goster · · Score: 1

      I give them a little slack for not wanting to look back on the past, and just fix things that are broken now. I will say, I was very upset on launch day, as I was with Halo2. Things were slow, olver crowded, I couldn't find my friends, etc. However, things have gotten better, and I enjoy playing it now. I built my current PC for this game, I've waited too long for it's release. So Blizzard had a case of what always happens to thier games...they come out, they rock, they get very popular, and thier servers get crushed, this was just on a HUGE scale....first time poster as well....

  11. Not surprising by Bigthecat · · Score: 2, Insightful

    It's great that they responded and all; but I have no idea why I keep expecting something different from an MMO company response when we always get the same stuff.

    It's what we already knew: They 'could' have supported many players, they 'tried' to evenly distribute players and they 'will' fix the problems at some unknown date.

    I'm not sure what I was expecting, but a watered-down version of what we already know that doesn't cast any blame in the slightest wasn't it. Where is that 'Blizzard Difference' everybode keeps ranting about?

    1. Re:Not surprising by __aahurc460 · · Score: 1

      the difference is the game CONTENT QUALITY -- not the "server uptime" grats to blizzard for making the best MMO yet

    2. Re:Not surprising by Anonymous Coward · · Score: 0

      I don't know. I'd take less content for rock solid uptime, rather than the best content in the world and never being able to play it.

    3. Re:Not surprising by Anonymous Coward · · Score: 0

      Meridian 59

      Hardly any downtime, no login server bottleneck. Great PvP combat that isn't just based on levels and how can catass the most "rare" items.

      Give it a try if you mean what you said.

    4. Re:Not surprising by Auraveda · · Score: 1

      isn't just based on levels and how can catass the most "rare" items. WTF? What language are you speaking?

    5. Re:Not surprising by C0rinthian · · Score: 1

      Catass: adj- Basically, anything requiring an ungodly amount of time to level up. There was an old Lum article about a guy whose house smelled like cat ass because he wouldn't get off UO long enough to clean the litter box.

  12. The hardware.... by Anonymous Coward · · Score: 0

    Does anybody know the specifics of the hardware they use, and what specific problems they are having? All the responses seem to be vaguely worded. I imagine that the majority of WoW players are technically minded, and want to know the specs and problems......

  13. Allow me to translate by PoderOmega · · Score: 5, Funny

    1. You say that you sold six hundred thousand units. Is the game not capable of supporting this many users?
    No it isn't. We had an untested backup plan that did not work either.

    2. If it's true that the server problems are related to the overwhelming number of players, why was no effort made to better distribute players evenly across realms, or allow players and guilds to transfer to less populated servers?
    We recommended a lower population server, but did not explain the implications of the choice, so people just made uninformed desicions. (Note: I would take a higher populated server if I didn't know it meant more lag. Do you want to play in a void??)

    3. Currently, large scale player raids involving large groups of players experience a huge amount of latency. How do you plan to compensate for this in your upcoming PvP Battlegrounds feature?
    Battlegrounds won't lag because we limit the number of people in a battle.

    4. What accounts for the frequent "emergency" maintenance downtime? What issues are you attempting to resolve?
    Once again we did not compensate for the high number of users. Do you think we had 600k people in our test environment?

    5. What issues are you experiencing with your login/authentication servers? It is often the case for myself and the people I play with that we cannot access realms our friends are already logged into.
    Once again we did not compensate for the high number of users. Do you think we had 600k people in our test environment?

    6. When do you expect to have the worst of these problems resolved?
    When enough people get pissed and leave and we finally upgrade. So in about 6 months.

    7. Will the European launch utilize the same realms, or will these players be hosted on all new equipment? If they are hosted on new servers, what have you done to ensure that the launch will be free of the problems mentioned above?
    We're not sure.

    8. What would you have done differently?
    Better market research, I guess. We'll get it fixed, don't worry.

    1. Re:Allow me to translate by Pxtl · · Score: 1

      Actually, to me it sounds like a BattleGround will be a fully separate server, conventional online-game style. So it sounds like its more than just capping the players - its like switching from playing an WoW to playing UT2k4 with your WoW character. Which sounds cool.

    2. Re:Allow me to translate by Anonymous Coward · · Score: 0

      "5. What issues are you experiencing with your login/authentication servers? It is often the case for myself and the people I play with that we cannot access realms our friends are already logged into.
      Once again we did not compensate for the high number of users. Do you think we had 600k people in our test environment?"

      Actually during the open beta there were 500,000 people. See http://www.worldofwarcraft.com/news/wow-oldnews.ht ml and search for Open Beta

    3. Re:Allow me to translate by Xentor · · Score: 1

      (Pardon my lack of nice formatting, but my lunch hour is almost over)

      1) They could not possibly have expected the game to sell THAT well. Go back to the old triangle... Time, Resources, Quality. When the rush of new players came in, their time dropped from a year to a few weeks. Resources were relatively constant, rising much more slowly in relation to the change in time. Therefore quality drops.

      2) People want to play on certain types of servers (RP, PvP, PvE). People want to play on servers in their geographical region (They used to be divided into eastern/central/mountain/pacific). People want to play on the same servers as their friends/guildmates. This naturally concentrates people on certain servers instead of evenly distributing.

      3) Battlegrounds won't lag because they'll be on a dedicated server, and will be completely seperate from the rest of the realms. The price? Players will go through a loading screen instead of the smooth transitions that connect other realms. It seems plausible.

      4) They're overloading their servers, and things need to be fixed. Their options are to take things down without any warning to apply those fixes, or to schedule the downtime in advance so players won't EXPECT to be able to play those times. They're making the best of a bad situation, and I applaud them for it.

      5) Every program has bugs. What's the average ratio in commercial programs, per million lines of code? Imagine how much coding is involved in WoW.

      6) I've been playing since the first stress test, and have been playing retail since the second day. There has been steady improvement which shows no signs of stopping.

      (And no additions to 7-8... That looks about right to me)

      Seriously, give them some credit. It's an amazing game, despite the bugs. They're faced with the equivalent of a long-term slashdotting, and they're keeping their servers alive. That's pretty damn impressive.

      Anyway, lunch hour is over... Back to coding...

      --
      "The amount of intelligence on this planet is a constant. The population is growing." -Cole's Axiom
    4. Re:Allow me to translate by PedanticSpellingTrol · · Score: 2, Informative

      Well, the way WoW's servers are set up is kind of odd, each "shard" is actually three seperate pieces of hardware. There's one for Kalimdor, one for the Eastern Kingdoms, and one for all the instance dungeons. Battlegrounds will be run on the instance server. This is also why you have a load screen going into places like the stockade.... it's not so much to load the textures and geometry as to cover up the fact that you're jumping servers.

  14. 500,000 beta accounts? by Xlipse · · Score: 2, Insightful

    I thought WoW had like 500K beta accounts/testers?

    The bean counters were either sleeping or stupid.

    How could they NOT have seen this coming?

    Are they are full of BS?

    or more likely:

    This is an example of a large corporation with very slow turning wheels when it comes to planning/changing plans.

    I give them credit for having a backup plan in the first place... but personally, I expect MORE of Blizzard. So many beta accounts should have been an obvious indicator for what was in store, I would think..?

    1. Re:500,000 beta accounts? by wynterwynd · · Score: 2, Insightful

      Well, they did have around that many in OPEN beta, but OB only lasted for little over a week. The closed beta period lasted much much longer with nowhere near that many participants. Basically, it seems like they were only concerned with heavy stress testing enough to make sure the servers didn't melt thru the floor and decided to leave the scaling issues for later. This was probably put off to meet a christmas ship date.

      In their defense, you can't realistically go into a release/new business EXPECTING to shatter sales records and have a massive customer base from day 1. Rather you have to plan for a middle-of-the-road customer base with plans to scale up as popularity increases (hopefully). So basically this is to be expected IMO, and I think their actions over the last month or so have reflected their genuine desire to catch up to the incredible demand levied on them.

      Go to a brand-new restaurant, you might have to wait in line for the first few weeks...

      --
      "Not all who wander are lost" -- JRR Tolkien
    2. Re:500,000 beta accounts? by Anonymous Coward · · Score: 0

      Ironically the server only has problems when it gets to 500,001 players simultaneously.

  15. PA servers by MajikMan · · Score: 1

    Now someone needs to do an interview with Tycho and Gabe about why the penny-arcade.com forums can't seem to stay available for longer than fifteen minutes at a time.

    --

    "Infants flesh will be in season throughout the year." -Swift

    1. Re:PA servers by drinkypoo · · Score: 1

      When you have to pay for PA forums, that will be an interesting question. Maybe /. subscribers should ask when /. will generate valid HTML. That's one of the biggest reasons I won't subscribe, though the biggest is the adblock extension and there's also the issue of the total lack of editing skills among the so-called editors.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  16. Europe and NA by flibuste · · Score: 1

    7. Will the European launch utilize the same realms ?

    They will be on their own set of hardware, as with our Korean release. Our teams are learning from the experience of our North American launch and are applying that knowledge to the servers in Europe. We hope to provide them with a smooth launch.

    Does this means people in north america won't be able to play with our europeans friends?
  17. Flamebait by Bigthecat · · Score: 1

    Gee, a critical response in a discussion - (You know, the other side of the argument?) gets modded flamebait because the moderator doesn't agree with the opinion. Such a surprise.

  18. Re:Europe and NA by Quikah · · Score: 2, Informative

    Yes. This has been known about for a long time, ever since the beta. If you want to play with folks in Europe you need to either buy a European copy which connects to the Europe server or have your friends in Europe buy a NA copy which will connect to the server in NA.

    --
    Q.
  19. Sounds like SWG by Sierpinski · · Score: 1

    This reminds me of the Star Wars: Galaxies roll out on June 26th, 2003 (if I remember the date correctly). I had my copy purchased, and installed, patched, and clicked on that 'Connect' button, and all of the servers were offline. Every single one. Apparently they severely underestimated the number of players who would be logging in that first day, and for some reason, nobody could.

    Their answer? They gave folks 1 extra day of play time before their subscriptions had to be renewed.

    People were complaining about service on the first day. However, the fact remains. Regardless of studies, analyses, etc., nobody can really know whats going to happen on the first day of a huge rollout like this. There's no possible way to test it adequately. Even the beta testers for SWG said that it was never that bad for them, but then again there was only a fraction of beta testers compared to the number of players on rollout day.

    I ended up playing for a long time, finally got on the path to Jedi, then once I figured out it would have taken me like 7 months just to BECOME a jedi (let alone progress through the Jedi ranks) I decided I'd rather have the $15 a month.

    Oh, those were the days. Now I just play Starcraft and America's Army (A free mmorpg!)

    1. Re:Sounds like SWG by Anonymous Coward · · Score: 0

      Now consider that SWG was considered a HUGE release when it did around 250k copies in it's first week.

      Blizzard did double that number. Had they sold 300k copies, BLizzard probably would have pronounced the game a rousing success.

      To sell double that amount was probalby well beyond what they were anticipating. Esp. when EQ (the top of the pyramid when it comes to NA subscribers) topped out around 4-500k.

    2. Re:Sounds like SWG by Agret · · Score: 1

      America's Army is an FPS not a mmorpg and Starcraft is a strategy game. I don't know where you get your "free mmorpg" phrase from. For free RPGs checkout Maple Story, Knight Online & Mu Online.

      My 2 cents.

      --
      Have you metaroderated recently?
  20. Its blizzard, whatdya 'spect? by TJ_Phazerhacki · · Score: 1
    Come on - when was the last time blizzard pulled off a successful launch? Delays, bad code, bugs - the fact of the matter is that they produce a superior product - 6 mos later its bug free. I personally find their dev style refreshing - they dont cave to demands like so many companies, and they don't put things off indefinatly - ceps ghost...

    This is blizz's learning curve - they've never made a MMORPG before. Who in God's name could have predicted this kind of response? 600,000 people!!!

    Bottom line - All MMORPG's take time - balance, cheating, whatever. Hasn't been one yet that didn't have a rocky launch, and I don't want to play one where the dev's think their game is perfect out the door. At least bliz is familiar with processes to fix games after their release.

    As for the ppl who are crying that they'll drop their accounts... Drop away. It'll free up the servers for the rest of us, and I really dont like the sound of your whiny voice. If you are dissatisfied with a product, stop paying, voice your opinion to the company, and tell ONLY THOSE PEOPLE WHO ASK FOR IT your opinion. Thx in advance :)

    --
    Physics is nothing like religion. If it was, we'd have an easier time trying to raise money!
  21. Moderators on the wrong drugs by drinkypoo · · Score: 2, Insightful

    This is not flamebait. It is a critical analysis of responses laden with evasive language. The game might be capable of handling all the players but they did not plan correctly and blew it. The poster's comment on #2 is DEAD ON. #6 is probable. #7 is accurate. #8 is a great summary as well, somehow blizzard failed to realize that WoW was just about the most anticipated game of the year, maybe after Halo 2. "Here is the pulse, and here is your finger, far from the pulse, shoved straight up your ass."

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:Moderators on the wrong drugs by Blakey+Rat · · Score: 1

      Uh, 7 is clearly wrong. Unless the interview has changed since I read it on penny-arcade.com, answer 7 explicitly states that each region will have its own set of servers, and that the teams setting up these servers are learning from the mistakes of the American team. (And benefiting from their patches, no doubt.)

    2. Re:Moderators on the wrong drugs by drinkypoo · · Score: 1

      That doesn't mean they will necessarily be successful. They said they're going to try, which is all we can expect.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    3. Re:Moderators on the wrong drugs by Anonymous Coward · · Score: 0

      #7 would only be wrong if Blizzard said they were delaying the launches until they solved all the problems. Servers going down all the time is not solved. Instead they said they were going to go right ahead. It's not as bad as if they were using the same servers, but it's definitely not solving anything either.

  22. Crazy players playing crazy hours by borkus · · Score: 1

    I think Blizzard got a double whammy of success - 600,000 new players in two months and players loving the game so much that they play every night.

    One thing that Blizzard touted early was the ability to play it casually soloing - you can play once a week and easily gain levels doing quests. By following the flow of quests, you can often do two in an hour. However, that rapid pace of advancement makes the game fun in general. You get rewarded with new skills, new environments and new challenges constantly. So rather than having a large number of casual gamers, folks are on every night hooked on the next quest.

    I was not a MMORPG player previously. I bought the game shortly after it came out. I quickly found myself sinking 4-5 nights a week into - sometimes only an hour at a time - but still several nights. Around Christmas, some friends were intrigued and they bought it as well. One of them is now on every night - and I do mean EVERY night - for several hours at a time. Another friend of mine spent most of the first weekend online after he bought it.

    Because you can sit down and play for just an hour, I think many people do just that. However, that side quest adds on another half hour, then you have to go to the auction house, then you chat with someone who needs help with another quest, etc. In an odd way, I think the quick pacing actually encourages people to play more rather than plan out a few sessions.

  23. Re:Europe and NA by kiddygrinder · · Score: 1

    Actually, i THINK yo may simply be able to edit one text file which determines where the realm list is downloaded from. This may, ofc, not work as with warcraft 3 the server list was checked by the exe and if it was changed you couldn't play. Why they'd allow the server list to be changed in the registry/ini file then lock it in the exe is beyond me, however, Why not just hard-code the servers into the exe?

    --
    This is a joke. I am joking. Joke joke joke.
  24. Hats off to Blizzard by chrisbro · · Score: 2, Insightful

    I can't think of a better way to handle the situation than Blizzard has so far. They're a business, not a Entity of Gaming Awesomeness that has a crystal ball to see market demand in the future. They did some research, saw the numbers, and bought the number of servers that they thought they'd need. When a problem came up, they let everyone know, allowed another free month to some, are working hard to fix the problem, while still keeping in touch with the public with what's going on.

    What more do people want? They have tried their best based on what they know, and when things went wrong, they responded very quickly. Several MMOs have problems and are dickheads about it.

    The fact that Penny Arcade yanked the Game of the Year award away from WoW is just immature, in my opinion, given Blizzard's response to the situation.

    By the way, I've been noticing that Penny Arcade takes a shitton of time to load. I demand they fix the problem instantaneously! I don't care what it takes! I'm going to yank their links from my site unless they get on it right now! I'm sending "terse questions" next week.

    1. Re:Hats off to Blizzard by Snowpony · · Score: 1

      You obviously haven't been playing the game since launch (or for a lot of us - since at least final stress test).

      No-one is arguing that Blizzard has done an amazing job on keeping the servers up despite the sheet magnitude of players hitting them.

      When the game is working - it's great. However what has been irking a lot of people off is that since we have gone retail we have had the same canned responses from Blizzard with no information as to why our favourite game has turned into molasses or kicked us off entirely.

      We've suffered through rollbacks, extended outages with barely more than a "We are working on the problem" standardised statement.

      It has only been since the community has started demanding a response and high visible sites such as Slashdot and PennyArcade have spoken out that we have been getting a full statement as to what the situation is.

      You have to be aware that you are talking about hour long (or more) queues and random disconnections; making it near impossible to casually play the game (most 9-5 people I know have had to wait until the weekend to play because of all the issues). That is the reason why Penny Arcade pulled their award - it's hard to play the Best game of the year when you can't even login to it half the time.

      Wait for an hour or so to play then get dropped 15 minutes later and see how well your nerves hold up.

      Moving servers is not an option for a lot of people (with guilds of 500 members already - would you really want to leave behind that many mates?). People are willing to wait it out a little more; they just needed to know something is being done.

      The statement from the President of Blizzard and Tycho's interview helped in this regard.

      --
      Snowy Angelique Maslov - http://www.snowy.org/
    2. Re:Hats off to Blizzard by vjmurphy · · Score: 1

      "By the way, I've been noticing that Penny Arcade takes a shitton of time to load. I demand they fix the problem instantaneously! I don't care what it takes! I'm going to yank their links from my site unless they get on it right now! I'm sending "terse questions" next week."

      You've, of course, sent your $15 to Penny Arcade this month, too, right?

      --
      Vincent J. Murphy
      Spandex Justice
  25. All Lies by hckrdave · · Score: 0, Troll
    Wow(no pun intended), is is just me or do other people see most of Blizzards responses a total lie?

    1. You say that you sold six hundred thousand units. Is the game not capable of supporting this many users?

    The short answer is "The game is capable of supporting this many players," but it would probably be helpful to provide some background information. Based on our market analysis, we made some initial calculations about the size of the massively multiplayer online games market in the United States. We then accounted for new customers to the genre based on our previous games. Looking over this data, we did believe that there was the potential for an extremely sizable interest in a Blizzard MMOG. According to our research, other successful MMOGs in the U.S. had achieved roughly 300,000 subscribers after 12 months of operation. What ended up happening with World of Warcraft is that we achieved double these numbers in approximately the first six weeks of launch. We absolutely can support the number of copies we put on shelves, but we believed it would take us longer to get to this number in terms of players purchasing the game and logging on.

    We had not anticipated this amount of growth in such a short time; however, we did have a backup plan that was deployed rapidly. In the first week of launch, we more than doubled our number of game servers and server infrastructure to accommodate the demand. The fact that we had planned to grow the service over the first 12 months of operation was evident, as we had server hardware waiting to be deployed. We just anticipated that this server rollout would be gradual. Copies of the game were being purchased at a much faster rate than anticipated, so we had to abandon our slower-paced plan and go into rapid deployment to accommodate these additional customers. This meant we also had to advance our timetable for additional server purchases.

    With such a rapid growth of the network, we started to see several bottlenecks in the infrastructure that exposed themselves very quickly when the expanded hardware immediately took on massive load. These bottlenecks were solvable, but they required additional upgrades to the backend systems to accommodate the load--which, again, we hadn't planned to see, even with the extreme estimates, until later in the year. Regardless, server stability has remained our number-one priority, and so we acquired and deployed even more equipment as part of the process of addressing these issues. All of this new hardware also required additional software and operating system upgrades on the backend. The problems that some players on the 20 or so most populated servers (out of the current total of 88 servers) have been experiencing are related to some of the upgrades not functioning as desired. We are working diligently with our vendors and internal technical staff to get as quick of a resolution to the problems as possible, and we believe there should be noticeable improvements soon. When our community team commented that people are working 24/7, they weren't exaggerating.

    This is a total utter lie, i played the beta and the same problems still exist in the retail that they had in the beta. The only exception to this is that now the problems are worse.

    2. If it's true that the server problems are related to the overwhelming number of players, why was no effort made to better distribute players evenly across realms, or allow players and guilds to transfer to less populated servers?

    We actually did have a number of checks in place at launch to distribute players as evenly as possible across realms. When a new account logged in, the game would ask what realm rule set and time zone the player preferred, and then it would suggest the realm with the lowest population that matched the selected preferences. That said, we're definitely working on resolving the overpopulation problems that ended up occurring on some realms despite our preventative measures. A realm-transfer option that would allow pla

    1. Re:All Lies by ABaumann · · Score: 1

      Is it just me, or did you say, "I'll stop now" like 4 times in that post?

      And to answer at least one of your questions...

      why don't you stop developing things like the battle grounds and fix the endless list of problems you already have before you add more?

      ...because Battlegrounds will come in an expansion pack that will provide revenue for us capitalist (yes, I know they're from Canada) whores.

    2. Re:All Lies by C0rinthian · · Score: 1

      I might be crazy, but I don't think Content Developers = Server Admins.

      It's entirely possible for both to be done at the same time without detracting from each other.

    3. Re:All Lies by Rallion · · Score: 1

      Actually, they've repeatedly confirmed that Battlegrounds will come in a free content patch.

      And they're based in California...

    4. Re:All Lies by ABaumann · · Score: 1

      Sorry, I've confused them with EA. Then again, If EA made this game, we'd all be humans and we'd all look the same... and we'd be playing football.

  26. It's a GREAT basic design by Malor · · Score: 2, Insightful

    One thing that people don't often mention is that, while the lag was getting pretty terrible, the game was still mostly playable. It might take several minutes(!) for an Auction House query to return, or for an auction to be created, or for your email to show up, but the transactions DID eventually happen.

    Instead of just blowing up completely, by and large, WOW fails fairly gracefully. The engineering in that is non-trivial. I don't think people realize just how good that code is. Getting a system that stays reasonably stable under completely untested loads is really, really hard. I am VERY impressed with the quality of their design and code work.

    And, yes, some data did get lost... the servers did eventually seize up and crash completely, and often there'd be some data lost. But, at least in my case, it was never much more than a skill point or two, or a few hundred experience.... twenty minutes of lost playtime. I'm sure some people had a worse experience than I did, that's the nature of random data loss, but I wasn't badly affected.

    When you consider the sheer scale of what they're doing.... they had TWO HUNDRED THOUDAND PEOPLE AT ONCE playing their game not long ago. The scale of that just boggles the imagination. If you assume 32kbits/second down, and 2kbits up (probably a bit skinny, but I'll try to err against Blizzard here), that's an aggregate total of 10,880,000,000 bits per second. Roughly 10 gigabits, or total saturation of an OC-192. Just the FIREWALLING on that kind of traffic is a HUGE project! Admittedly, they've broken that up into 3 or 4 datacenters, but doing firewalling and connection tracking on a mere 2.5gigabits is still pretty daunting. And that is completely ignoring the application servers, the load balancing, the inter-server communication, the databases..... just 1% of this project is a HUGE BIG DEAL.

    The fact that we were able to pile in there at that kind of speed and the game didn't seize up and die completely is a resounding, amazing success. I'm sure the Blizzard guys aren't feeling too great about how things went by now, but.... guys, you kicked ASS. You did somethiung that has never been done before, a level of complexity nobody else has ever reached, got loaded down with about four times as much traffic as you were expecting.... and STILL mostly succeeded.

    I have every faith that you'll work out the remaining kinks and bottlenecks.

    By the way, the last couple days, on Uther, have been quite good... I think I got one disconnect in two days, and there really hasn't been any lag. They may nearly have the problems fixed. I haven't been thinking about bugs, just about slaughtering beasties. :-)

    1. Re:It's a GREAT basic design by C0rinthian · · Score: 1

      You know, I would LOVE an article that explains the backend of the typical MMO server. Something tells me that most of the playerbase benefit from knowing whats going on in that server room.

      Life in the server room according to the ignorant forum whore.

      Admin 1: Hey, check this out! I was looking at the forums, and this lvl 60 Paladin, Pwnzj00, says "OMG UR SERVERZ SUXOR!!1!" Thats just not cool!

      Admin 2: *Stops playing quake* Really? I had no idea! What are we going to do about it?

      Admin 1: I dunno man, let me check the forums again and see if the customers have any insightful feedback. *browse* Here we go! Leegolis says we "should fix the #$&%ing servers!"

      Admin 2: Holy shit, I never would have thought of that! Lemme check something... *rummages behind server rack, and flips a switch* Oh, my bad. I forgot to turn the "Suck" switch off when we installed the thing. Should be good now. *Goes back to Quake*

  27. a couple of clarifications by aendeuryu · · Score: 1

    You're right about the 'z', and the 'k' sound is usually somewhere between our 'g' and 'k', and it does get a little bit harsher at the end of a syllable. What sometimes happens in Korean, though, is that when there is a syllable with a heavy-sounding consonant, it gets moved to the beginning of a new syllable with the "uh" vowel sound attached (sometimes "ee" with the 'j' consonant or 'ch' combo).

    So, instead of "jerk" (with the 'j' sounding more like the soft 'g' in 'rouge'), it comes out as "jer-guh". 'Big' is sometimes "bi-guh", although if they choose to keep it in the same syllable, the 'g' sound, while more closely resembling a 'k', is barely audible by English-pronunciation standards, so it sounds less like "bik" and more like "bi". Same with 'bag' -- either 'ba-guh' or 'ba' (with only the faintest hint of a 'k' sound).

    ("orange" becomes "oran-jee" and "watch" becomes "wa-tchee", btw. It's tough to teach them out of that practice).

    Which is assuming that the term started with them. I'd be surprised if 'zerg'-ing came from Korean, though, since they don't tend to treat their nouns as verbs (as much as English people do, anyway).

    (Please note, this is mostly related to the way things are pronounced in Daegu (central Korea), and off television from Seoul. Other parts of Korea are known to have widely differing dialects.)

  28. Realm Populations by Swanktastic · · Score: 1

    There is one problem, and one problem only with World of Warcraft-- Blizzard isn't allowing character transfers across realms. All the problems we're talking about happen on something like 10% of the servers. When there are problems with my main character's server, I go play on a server that works. No one else seems willing to do this. To me, it's not a valid argument to demand your money back. There ARE servers up, just not the one with your primary character on it. If you're alliance, go do some horde quests (they're fun!).

    Blizzard WAS a bit dumb when they were allowing folks to sign up to realms. If most people have the attitude "I want to be on the same server as my friends" and/or "I don't want to be on an empty server" it should come as no surprise that there was severe overpopulation of a few servers. On the flip side, folks would be complaining if there was 100% uptime and they couldn't get on the same servers as their friends, so what are you going to do?

  29. Owned. by game+kid · · Score: 1
    To thoses who marked this interesting. Are you so stupid that you actually think that the president of SOE opened an account on slashdot just to post this message?
    actually I did. feel free to email me at jsmedley@soe.sony.com and I'm happy to reply. John

    Words like "u g0t pwn3d" and "Terrorists win!" come to mind here. Here's another (cached) site with the e-mail address, showing an apparent response to a *ahem* well-worded e-mail (not for children).

    I wouldn't be shocked. Executives notice Slashdot, but they're busy making products, deals, and legal action--and filtering out e-mails like the one on the link above, I'm sure.

    --
    You can hold down the "B" button for continuous firing.