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Server Structure in EVE Online

Massively takes an interesting look at the server model used by EVE Online. It's unusual for a MMOG because it doesn't divide the player load among different servers or "shards." Instead, the same cluster handles the entire EVE universe and all 300,000 subscribers (total; record concurrent load is around 40,000). The EVE Dev Blog recently announced some upgrades to keep things running smoothly and allow for battles involving over 1,000 ships. They call the technology StacklessIO.

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  1. Re:Great! by Sobrique · · Score: 5, Insightful
    As a rabid fanboy, I agree entirely. He's spot on with all the points he's making - the PvE element of EVE gets dull in a hurry, and if you don't interact with other players ... well, yeah.

    It's like elite, but worse.

    What I find disappointing though, is that he fiddled around with the tip of the ice berg, proclaimed it too small and proceeded to sail on past. EVE is a game which _requires_ you be a self starter - that you go out and do stuff at your own behest. It's for that very simple reason that some people just don't get along with it - they are used to being told what to do, for questing, for getting loot, or ... well, whatever.

    They fly missions for a bit - and whilst they _are_ getting better, they're not exactly the most enthralling thing in the world. Conclusion: EVE is dull, and they move on.

    I don't actually think that's such a bad thing - EVE is not a game that appeals to every gamer. At a pretty fundamental level, it does involve being horrible to other players. What in other games would be 'griefing' in EVE is 'business as usual'. The kind of player who's not really thinking 'wow, a whole universe, what can I do?' won't get along anyway.

    *shrug*. I play EVE a lot, and I like the freeform nature. Others won't.

    The only thing that has me miffed by Zero Punctuation, is he took a massively multiplayer PvP game - didn't interact with anyone, and didn't PvP, and proclaimed it crap.