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.
In some respects shards can be a good thing. It's nice to have a 'clean sheet of paper' when a new server is brought on-line. With long running shards, the guys at the top of the food chain are very hard to catch up with.
While I personally don't find Eve the game to be very entertaining, I love to here any new information about it. That's partially because stories like this can only come out of a game like Eve, but also because it's pretty much the only MMO right now that's really doing things their own way and not just following in the footsteps of WoW and Everquest before it.
This was one of the largest reasons why I had left EVE. I was in a fairly large alliance. (SMASH) and I had partaken in my fair share of large battles, but we had one with around 400 people total in one system. The game was just in agony trying to run all that.
I actually saved an image of the fight.
http://s219.photobucket.com/albums/cc252/Drakin030/?action=view¤t=MassiveFight.jpg
You will notice to the right, the list of players was cut at the top, the client started to bug out. Also during the battle you really had no control over what was going on. The speed was about a frame every 15-30 seconds. After each from you could be dead....Or another part of your HUD/Overview was missing.
It was battles like that in which I look forward to, but it was to the point where whoever hit the fire button first won, because if you got caught in the stream of lag before you enabled your guns, you would not fire a shot.
I'm glad to see that they are working hard on the performance, I just hope it's good enough to sustain at least a 400 man fight.
The greatest revenge in life is massive success.
Heh. On WoW about 99% of the content is for levels 1 to 69, and all there is to do at level 70 is a repetitive grind to give you _something_ to do until the next expansion pack comes. It used to be the same at 60, before Burning Crusade.
The same applies to virtually any game out there.
E.g., on COH you still don't even _have_ a proper endgame grind, and it used to have none at all. (Unless you count the bad joke that the Hamidon "raid" used to be. Think: get 50 controllers to spam holds, and the rest of the gang does nothing at all to not get aggro.) Nor any perspective to get further than that, because the game had 50 levels since Issue 1 and just isn't supposed to ever have more than 50 levels.
E.g., on EQ2 much the same applies as on WoW. You hit level 80, you get stuck doing a dungeon 100 times, and then move on to the tier 2 grind and do it another 100 times, and somewhere past the point where you're bored out of your freaking mind, you finally get some of your epic gear.
E.g., on SWG, there didn't even use to be an endgame at all. The grind to Jedi was mostly repeatedly nuking your old "class" (ok, skill combination) and playing another "class" from zero to max. That was it: repeating the normal game again, with whichever class you got told to use this time. And then you got a Jedi to play the game with, from zero to max again.
Etc.
How the _fuck_ does that count as catering more to the top players? Those have 1% of the content, the low and middle guys get 99%.
On virtually any game out there, it's pretty much the illustration of this absurdist joke: "Q: Why does an elephant have a tail? A: So it doesn't end abruptly." That's it. What you get at top level is the elephant's tail, and the rest of the folks get the rest of the elephant.
But of course it doesn't prevent people from imagining that there's some grand and fabulous Shangri-La at the end. That they'll suddenly have 10x more fun, angels will give them blowjobs around the clock, heralds with trumpets will announce their every move, and that a thousand Blood Elf virgins will beg to have their baby. Basically, especially if they don't find the mid-game that much fun, that there must be _some_ grand reward at the end, or people wouldn't do it.
Boy, are they going to be disappointed. What people actually get at the end is... well, look at all the disgruntled WoW bashers and all the people swearing that <NEXT GAME> will bury WoW alive, and their whole raiding guild is swearing off WoW as soon as <NEXT GAME> comes out. That's how great they're catered for at the top.
It's still the same basic game, only more repetitive. If you find the middle boring, you're going to find the top even more so. Oh, it'll be something new to be in a raid for the first time. The second time too. But by the time you've went through it a dozen times, all using the same 1-2 buttons, it starts being a heck of a lot less fun. And if you still didn't get the hint that you've finished the game and might as well move on or start an alt, you're going to keep doing it more and more and enjoying it less and less. Well past the point where that enjoyment dropped below the "watching pait dry" mark. Until one more straw breaks the camels back. And then you join the great mass of burned-out, disgruntled ex-WoW-ers. Or ex-EQ2-ers. Or whatever.
And depending on the game, you might also get asked to respec your character into something you don't like. (See all the "but I wanted to be a Shadow spec priest" whines.) Or you might discover that your class isn't even needed by anyone at the top, at all. (See, again, everyone who wasn't a controller, in the Hamidon "raid" on COH.)
Did you actually play it to the top on those MMOs you have a problem with, or are you just judging them based on what you imagine about the top?
A polar bear is a cartesian bear after a coordinate transform.
http://www.stackless.com/wiki/Applications
Don't know if that is still a core part of their technology; certainly makes sense, as lots of high-performance applications avoid creating lots of threads in order to scale--especially when there's IO involved. Thus, Stackless Python also takes the same approach to logical concurrency as Erlang.
Actually, players are divided among servers. Specifically, all players in a single solar system (just "system" in EVE lingo) are isolated to a single thread within a single stackless python process.
This design does not permit real multicore concurrency for a single system. Every player action in space is handled by a single thread. Stackless python provides "microthreads" which gives the illusion of concurrency, but it's really just cooperative multitasking. Lacking real concurrency, EVE can not scale beyond what can be processed in a single thread in a reasonable amount of time. Presently that amounts to about 1000 ships/players.
Microthreads provide none of the concurrency mechanisms (locks, CAS, etc.) that permit threads to safely share data. Thus, the stackless design of EVE can not be scaled using SMP. In my opinion this is a major design flaw of EVE.
The stackless microthread design was chosen for ease of development. Today, that choice plagues the game; it can't be fixed (to permit real concurrency) without a major refactoring of the server side game engine. If EVE will ever scale to what the players actually expect (by virtue of the fact that they don't hesitate to try 1000+ ship battles) then CCP needs to begin thinking about this refactoring; systems should be capable of leveraging multiple cores on demand. That means abandoning microthreads, which is the right decision, because the design imperative behind the choice of stackless (ease of development) is obsolete; half a decade later the new imperative is scalability.
The StacklessIO thing is an improvement to asynchronous IO that CCP deployed earlier this week. It's nice in that it enabled about 1000 players/ships to fight in a system with less "lag" then had been the case with only 500 or so ships. The 32 bit nodes will still crash when they run out of RAM, buy hey, it's an improvement.
Lurking at the bottom of the gravity well, getting old
The portrait is used:
In the eve-online.com forums, in the in-game chat rooms, and whenever you "get info" about a players ship.
If I have nothing to hide, don't search me
That review is dead on accurate for solo type players. Still, it's intended to be funny which it succeeds at, even the most hardcore eve fanboy can admit it's mostly true. It just completely misses the good parts of eve.
Everyone should try eve once. There is about a 75% chance you'll loathe it with every fiber of your being and go out of your way to talk about how awful it is whenever it gets mentioned. However, for the people looking for something different in MMOs, eve can be fun on levels untouched by any other.
The reason why EVE is lagging is because the architecture of a sol is not distributed at all. Each sol is a monolithic process.
Any given IBM blade can run any number of sols, but the fewest it can run is 1, not a fraction of 1. Second Life has this same problem, a non-scalable architecture in which several sims can be run on one CPU, but the fewest you can ever run is 1, and it's not possible for N different CPUs to carry the load of 1 sim. That places a limit on the activity within any 1 given sim, or sol here.
When any given sol can be run across N blades in EVE, then we'll have a decent scalable architecture, and not before.
Improving the I/O speed with Infiniband will help, sure, but it's not the answer to non-scalability of sol activity. That can only be done by total redesign of the sol process to make it distributable over an arbitrary number of blades.
"The question of whether machines can think is no more interesting than [] whether submarines can swim" - Dijkstra
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.
I was a beta tester in Eve, and played the game when it first came out. The game had an amazing community before it was ever released, and there was a lot of anticipation around it. When it opened up, it was this huge world that was mostly empty, and a lot of players went solo, or in small corporations. It had much more of a wild west feeling, especially out in 0 sec. The economy was a grand experiment, and there were many creative ways to turn a profit.
I ended up quitting Eve because I felt that a lot of the things I enjoyed about it were being lost as the game matured. As large corporations and alliances moved into space, we lost the freedom and uncertainty of a lawless land. CCP considered many of the more "creative" ways of making money exploits, and banned players for using them, instead of fixing loopholes in the mechanics which were the root cause. In short, politics and heavy-handed policy enforcement killed the game for me.
Now I'm not saying they went the wrong direction with it. I think it was a natural maturing of the game which led to where it is now. But I do think they lost their most loyal player base by doing that, and made it more of a mainstream endeavor. While I can't fault them for wanting to expand their audience, and pull in some big revenue, personally, I wish they'd taken a different direction. In any case, I'm always interested to hear how "the experiment" is progressing, and I do think they've made a fresh contribution to the gaming industry. It will be interesting to see where their ideas evolve from here.